The Zephyr Chariot MK 1
Mechanics & Inner Workings
"It doesn't really have the stamina to last against a ship, but damn, is this thing quick!"
"It doesn't really have the stamina to last against a ship, but damn, is this thing quick!"
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.
Helm (Requires 1 Crew and Grants Half Cover). Drive and steer the Zephyr Chariot MK 1.
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.
Comments