Solid. The car is resistant to physical (bludgeoning, slashing, piercing), cold, lightning, and radiant damage.
Construct. The car is immune to poison, necrotic, and psychic damage, but vulnerable to acid damage.
Gear Speed Table
- 1st: 0 - 15 mph (90ft/round)
- 2nd: 10 - 25 mph (150ft/round)
- 3rd: 20 - 40 mph (300ft/round)
- 4th: 30 - 55 mph (400ft/round)
- 5th: 45 - 80 mph (550ft/round)
Upon reaching exactly 80mph, speed becomes 700ft/round.
Acceleration: Base 5mph/round; Maximum 15mph/round
Hit points: 150 (50 cosmetic, 100 functional)
Hit dice: 1d10, pool of 10
Vehicle Capacity: 1 driver; 4 passengers Speed: Top speed 80 mph (~700 ft/round) Cost: Common Cargo Capacity: 850 lb. Weight: 2,300 lb.
Step on it. The car gains speed according to its maximum acceleration.
Defensive Driving. The car cannot gain any speed this round, but all attacks on the car and its occupants have disadvantage until its next turn.
Stop! The car loses speed according to its maximum acceleration.
Shift. Make a DC15 sleight of hand check (using character stats) to shift up or down one gear. In order to shift, the car must be at the maximum or minimum speed for the current gear, accordingly. On a failure, the car takes 1d6 functional damage.
Ram. In second gear or higher, deal (1d10 + strength modifier) bludgeoning damage to the target and take 1d10 of bludgeoning damage. For each gear above second, deal an additional 1d10 and take an additional 1d10 of damage.
Hard Turn. To make a hard turn (<90 degrees) in third gear or higher, make a DC15 (+2 for each gear above third) sleight of hand check to navigate the turn safely. On a failure, the car instead continues straight at the apex of the turn, traveling 100ft and triggering a Collision with anything in the way.
Dodge. When subjected to a Ram action, make a Dexterity check. The DC for the check is equal to the Dexterity score of the Ramming vehicle. On a success, take half damage from the Ram action. On a failure, take full damage. If the Defensive Driving action was taken on this vehicle's last turn, roll this check with advantage.
Description
Driving. On their turn, the driver can act as the car or as themselves but not both. When acting as the car, the driver can choose to Accelerate or Decelerate up to the base acceleration of the car using a free object interaction.* If the driver chooses to act as themselves, they stop driving the car until their next turn. When no one is driving, the car continues in a straight line at its current speed until someone takes control of it again.
* The cumulative acceleration gained or lost in one turn may never exceed the car's maximum acceleration. If the car uses both acceleration and deceleration in one turn, the numbers are added together, not subtracted.
Taking Damage. Damage dealt to the car is taken from the Cosmetic hit point pool first and only subtracted from the Functional hit point pool once the Cosmetic pool is exhausted, unless otherwise specified. For every 20 points of Functional damage taken, the DM will roll on the Mishap table to determine the effects on the car.
Repairs. A character can attempt to repair the car only when the car is stationary (speed is 0). When the car is repaired, only Functional hit points can be restored unless characters have access to significant equipment and replacement body panels. A successful DC14 technology check uses one hit point die from the car's pool to restore Functional HP. On a successful check that exceeds the DC by 5 or more, the car is repaired for an additional hit dice for each increment of 5 above the DC.
Collision (obstacle). When colliding with an inanimate solid obstacle, the car takes damage equivalent to suffering a ram action from a car with the same specifications traveling at the same speed as itself.
Collision (car). When colliding with another car without taking the Ram action, the car takes damage according to Ramming rules but does not deal any damage.
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