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The Zephyr Chariot MK 1

The Zepyhr Chariot MK 1 is the earliest Zephyr Chariot invented by the Zephyr Co.. While there were attempts at smaller flying machines before the chariot, the MK 1 is the first model to be patented on Skyhome and then mass produced.   The vehicle has a pointed, conical, aerodynamic design. A cockpit sits towards its back, with short doors that provide cover, but also allow for easy access/excess. Two wings, lined with Magitech Circuits , propel the chariot forward, along with a large rotary fan positioned just under the cockpit.   The most well known chariot in the Skies, the MK 1 has been perpetually remade despite the existence of newer, more specialized models. As such, the design has been updated with the creation of new technologies.

Mechanics & Inner Workings

The MK 1 uses a simple proprietary air attuned elemental engine that is built into the machine and is unable to be removed. While this provides stability, it unfortunately makes it difficult to alter.    The MK 1 can be recharged ambiently in the presence of a Source Crystal or an air attuned Elemental Engine. To fully charge it, it drains 5 KM off of the engine's charge.
"It doesn't really have the stamina to last against a ship, but damn, is this thing quick!"
Raw materials & Components
Echo Quartz, Magitech Circuits , and Source Crystal shards are used in the construction of the engine. Great Silk Worm silk is used in the creation of the sails.

Zephyr Chariot MK 1 CR: -

Large vehicle (227 kg), neutral
Armor Class: 23 (19 while motionless)
Hit Points: 30 (damage threshold 5, mishap threshold 10)
Speed: , fly: 90 ft

STR

14 +2

DEX

18 +4

CON

12 +1

INT

0 -5

WIS

0 -5

CHA

0 -5

Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Languages: -
Challenge Rating: -

Prone Deficiency. If the Zephyr Chariot MK 1 falls prone, it can't right itself and is incapacitated until pulled upright.   Flyby. The Zephyr Chariot MK 1 doesn't provoke opportunity attacks when it flies out of an enemy's reach.   Stunt. On its turn, the driver of the Zephyr Chariot MK 1 can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Zephyr Chariot MK 1 must move at least 10 feet in a straight line. If the driver succeeds on DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Zephyr Chariot MK 1 and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.

Actions

Helm (Requires 1 Crew and Grants Half Cover). Drive and steer the Zephyr Chariot MK 1.

Reactions

Juke. If the Zephyr Chariot MK 1 is able to move, the driver can use its reaction to grant the Zephyr Chariot MK 1 advantage on a Dexterity saving throw.

Cargo Capacity: 45 KG   Maximum Charge: 5 KM

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