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Hazards

Haywire Autopilot

Level 9

commonComplexTech

Stealth 20 (expert) Disable DC 26 Computers (expert) to remotely reprogram the autopilot, or DC 24 Piloting or Thievery (expert) to override the autopilot while aboard the car; three total successes are required to disable the trap; DC 23 Acrobatics or Athletics to board the car (boarding doesn't disable the trap) AC 28, Fort +15, Ref +21 Hardness 16 HP 70 (BT 35) Immunities critical hits, object immunities, precision damage Ram Reaction Trigger A creature moves within 30 feet of the hovercar; --- Routine (3 actions) The trap loses 1 action each turn for each successful disable. The hovercar uses 1 action to drive 30 feet in a straight line, three times, changing direction between actions as desired. Creatures in the area the hovercar passes through take 2d10+13 bludgeoning damage (DC 32 basic Reflex save). Creatures damaged by the car are additionally knocked prone.

Complex Hazard · Level 9

AC 28 · Fort +15 · Ref +21 · Hardness 16 · HP 70 (BT 35)

The hovercar drives 30 feet in a straight line, dealing 2d10+13 bludgeoning damage to all creatures in the area it passes through (DC 32 basic Reflex save). Creatures damaged by the car are additionally knocked prone. The trap then rolls initiative.

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