Table of Contents
Vehicle Rules
This module supports:
- Horses and wagons
- Cars and motorcycles
- Tanks and walkers
- Starfighters and starships
- Mechs and transports
Vehicles use the same core mechanics as characters.
Vehicle Stats
Each vehicle has:
- Structure (Health equivalent)
- Handling (Agility equivalent)
- Power (Might equivalent)
- Systems (Mind equivalent)
- Armor (0β6)
Vehicles do not use Resolve unless GM desires (for AI).
Structure
Structure functions like Health.
When Structure reaches 0:
Vehicle is Disabled.
Further damage may:
- Destroy it
- Cause explosion
- Force emergency exit
GM discretion applies.
Vehicle Actions
Driver/Pilot uses:
1d20 + Handling + Piloting
Passengers may:
- Operate mounted weapons
- Assist pilot
- Repair systems (Extended Task)
Vehicle Combat
Attack roll:
1d20 + Handling + appropriate weapon skill
Damage:
2d10 + Power (or weapon modifier)
Armor reduces damage normally.
Vehicles may have mounted weapon bonuses.
Vehicle Roles
| Type | Structure | Handling | Power | Armor |
|---|---|---|---|---|
| Mount | 10β15 | +2 | +1 | 0 |
| Light Vehicle | 15β25 | +3 | +2 | 1β2 |
| Heavy Vehicle | 30β50 | +1 | +3 | 3β4 |
| Starfighter | 25β35 | +4 | +3 | 2 |
| Capital Ship | 60β120 | +0 | +4 | 4β6 |
Adjust to fit setting.
Chases
Use Extended Task format.
Set Progress Goal (3β6).
Each round:
Pilot rolls 1d20 + Handling + Piloting.
On success:
Gain 1 progress.
On Strong Success:
Gain 2 progress.
First to reach goal wins chase.
Failures may cause:
- Collision
- Lost distance
- Hazard encounter
Add environmental TN penalties as needed.
Vehicle Damage Effects
At 50% Structure:
Roll 1d6:
1 Handling -2 2 Power -2 3 Systems impaired (-2 technical rolls) 4 Armor reduced by 1 5 Speed reduced 6 Cosmetic damage only
At 25% Structure:
Roll twice.
These effects stack.
Repairs
Field Repair:
Extended Task (Goal 3β5) Each success restores 5 Structure.
Full Repair:
Downtime required. Restore all Structure.
Mounted Weapons
Examples:
Light Cannon
2d10 + Power
Heavy Cannon
2d10 + Power +2
Missile Pod
2d10 +3 (limited ammo)
Grapple Launcher
Restrains vehicle if hit (TN 15 Handling to escape)
Boarding Actions
When vehicles are Close range:
Characters may board.
Switch to normal combat rules.
Vehicle may continue moving during boarding at GM discretion.
Design Guidelines
Vehicles should:
- Expand tactical options
- Create mobility and scale differences
- Not dominate every encounter
If vehicles feel too strong:
- Increase maintenance costs
- Introduce anti-vehicle threats
- Add terrain limitations
If vehicles feel weak:
- Increase Structure
- Add weapon bonuses
- Reduce repair difficulty
ODDS RPG Vehicle Module v1.0
