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Land Rider and Zephyr Chariot Rules, Stats, and Combat

The following rules dictate the way smaller vehicles, such as Land Riders and Zephyr Chariots, function mechanically. Below is everything an aspiring piolet or driver needs to dominate chase combat. The bulk of these rules were borrowed from Baldur's Gate: Decent into Avernus, created by the Wizards RPG Team. All rights go to the original writers. Mild edits have been included to make the rules more setting appropriate. If you are planning a chase, remember the chase rules found in the DMG, and that every island or city entry has its own rules on chase events.   Creature and Cargo Capacity:
Creature capacity describes how many creatures can ride the Land Rider or Zephyr Chariot comfortably. More creatures can fit by squeezing or by clinging to the outside of the vehicle.   Cargo capacity specifies how much cargo the vehicle can carry.   Armor Class:
A Land Rider or Zephyr Chariot are typically made of iron, steel, and enchanted earth or wood, and has an Armor Class of 19 + its Dexterity modifier. While a vehicle is not moving, attack rolls made against it have advantage.   Ability Scores:
Land Riders and Zephyr Chariot have the six ability scores and corresponding modifiers. Its size and weight determines its Strength. Dexterity represents its handling and maneuverability. A vehicle’s Constitution reflects its durability and quality of construction. Vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma.   If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.   Hit Points:
Land Rider's and Zephyr Chariot hit points can be restored by making repairs to the vehicle (see “Repairs”). When the vehicle drops to 0 hit points, it ceases to function and is damaged beyond repair, and any energy stored in its Elemental Engine is released.   Damage Threshold:
Land Riders and Land Rider and Zephyr Chariot Rules, Stats, and Combat have bulk or armor that allows them to shrug off minor hits. A vehicle with a damage threshold has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value, in which case it takes damage as normal. Any damage that fails to meet or exceed the vehicle’s damage threshold is considered superficial and doesn’t reduce the vehicle’s hit points.   Mishap Threshold:
If a vehicle takes damage from a single source equal to or greater than its mishap threshold, it must roll on the Mishaps table (see "Mishaps").   Actions Stations and Crew:
A vehicle doesn’t have actions of its own. It relies on crew to occupy stations and use their actions to operate the vehicle’s various functions. Any option that appears in the Action Stations section of an infernal war machine’s stat block requires an action to perform.   Rules:
Rules for Land Riders and Zephyr Chariot are summarized below.   Magical Elements:
A vehicle's engine is magical and become inoperable within an antimagic field. When the engine or furnace comes into contact with such an effect, the it shuts down and can’t be restarted until the Elemental Engine is free of the field.   Opportunity Attacks:
Vehicles provoke opportunity attacks as normal. When a vehicle provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn’t have total cover and is within reach.   Action Stations:
A creature can use an action of the station it’s occupying. Once a creature uses a station’s action, that action can’t be used again until the start of that creature’s next turn. Only one creature can occupy each station.   A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal.   Helm:
The helm of a Land Rider or Zephyr Chariot is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate. A vehicle with no driver automatically fails Dexterity saving throws.   A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the Land Rider's ability scores. Likewise, A driver proficient with air vehicles can add its proficiency bonus to ability checks and saving throws made using the Zephyr Chariot's ability scores.   Drive. While the vehicle’s engine is on, the driver can use the vehicle's movement during their turn. The vehicle is considered to go in tandem with the driver's turn in the initiative order. While the vehicle is moving, the driver can steer it along any course.   If the driver is incapacitated, leaves the helm, or does nothing to alter the vehicle’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver’s last turn until it hits an obstacle big enough to stop it.   Bonus Actions. As a bonus action, the driver can do one of the following:  
  • Start the vehicle’s engine or shut it off.
  • Cause the vehicle to take the Dash or Disengage action while the vehicle’s engine is running.
Weapon Stations:
Each of an vehicle’s weapons takes up a station on the vehicle.   One weapon can be replaced with another (see “Alternative Weapon Stations”), provided the crew requirement needed to operate the replacement weapon is the same.   Mishaps:
Roll on the Mishaps table when one of the following occurs to a vehicle while it’s in motion:
  • The vehicle takes damage from a single source equal to or greater than its mishap threshold.
  • The vehicle fails an ability check (or its driver fails an ability check using the vehicle’s ability) by more than 5.
  • If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle (see “Repairs” below).
The mishaps table is in the sidebar of this article.   Vehicular Exhaustion
Continuous use can cause vehicles to lose functionality over time, if not repaired. Such wear and tear can be represented using exhaustion, as described in appendix A of the Player’s Handbook, with these modifications:   When a vehicle's reache exhaustion level 6, its hit points drop to 0, and the vehicle breaks down. The only way to remove the effects of exhaustion on a vehicle is to repair it.   Repairs
When an vehicle is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. The creature making the repairs must meet the following criteria:   The creature can’t operate the vehicle’s helm or one of its weapon stations while making repairs. The creature must be within reach of the damaged area in need of repair. The creature must have the right tools for the job (smith’s tools or tinker’s tools, for example). Before beginning repairs, a creature must decide whether the repairs are aimed at ending a mishap, removing a level of exhaustion, or restoring the damaged vehicle’s hit points. Each option is discussed below.   End a Mishap: A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it’s proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can’t be repaired.   Remove Exhaustion: If the vehicle has one or more levels of exhaustion, a creature can spend 1 hour or more trying to reduce the vehicle’s exhaustion level. The vehicle must be stationary, and the creature must have spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Intelligence check, adding its proficiency bonus to the check if it’s proficient with the tools used to make repairs. If the check succeeds, the vehicle’s exhaustion level decreases by 1. If the check fails, the vehicle’s exhaustion level remains unchanged, though the repair can be attempted again using the same replacement parts.   Restore Hit Points: If the vehicle has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it’s proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. If the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts. Spare parts have different costs from island to island. On more industrialized islands, they can be quite common, while on more rural islands, they can be very rare.   Crashing:
When a vehicle crashes into something that could reasonably damage it, such as an iron wall or another vehicle of its size or bigger, the vehicle comes to a sudden stop and takes 1d6 bludgeoning damage for every 10 feet it moved since its last turn (maximum 20d6). Whatever the vehicle struck takes the same amount of damage. If this damage is less than the vehicle's damage threshold, the vehicle takes no damage from the crash.   Regardless of whether or not the vehicle takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.   Crashing into Creatures: A vehicle can crash into a creature by entering its space. The creature can use its reaction to attempt to get out of the vehicle’s way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals 1d6 bludgeoning damage to the creature for every 10 feet the vehicle moved since its last turn (maximum 20d6).   A vehicle that is at least two size categories bigger than the creature it crashed into can continue moving through that creature’s space if the infernal war machine has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.   Falling:
When a vehicle goes over a cliff or otherwise falls, the vehicle and all creatures on or inside it take damage from the fall as normal (1d6 bludgeoning damage per 10 feet fallen, maximum 20d6) and land prone.
Mishap Table
d20 Mishap Repair DC
1 Engine Stall. The Elemental Engine stalls. The vehicle's speed becomes 0 until mishap ends. 15 (Dex)
2-4 Locked Steering. The vehicle can move in a straight ine only. It automatically fails Dexterity checks and Dexterity saving throws until this mishap ends. 15 (Str)
5-7 Engine Rupture. The vehicle's speed decreases by 30 feet until this mishap ends. 15 (Str)
8-10 Weapon Malfunctions. One of the vehicle's weapons (DM's choice) can't be used until the mishap ends. If the vehicle has no functioning weapons, no mishap occurs. 20 (Str)
11-13 Blinding Smoke. The helm station fills with smoke and is heavily obscured until the mishap ends. Any creature in the helm station is blinded by smoke. 15 (Dex)
14-16 Shedding Armour. The vehicle's damage threshold is reduced by 10 until the mishap ends. 15 (Str)
17-19 Damaged Stabilizer. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage. 20 (Dex)
20 Flip. The vehicle flips over, falls prone, and comes to a dead stop in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage. None. 

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