Haywire Autopilot
Level 9 complex tech hazard triggering when creatures approach within 30 feet of a hovercar. On each routine turn, the car drives 30 feet up to three times in straight lines of you...
- AC
- 28
- Fort
- +15
- Ref
- +21
- HP
- 70 (BT 35)
- Hardness
- 16
- AC
- 28
- HP
- 70
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.