Haywire Autopilot
Hazard 9
Complexity Complex
Stealth 20 (expert)
Description A hovercar's autopilot goes haywire, causing it to run over nearby creatures.
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)
Ram
[reaction]
Trigger A creature moves within 30 feet of the hovercar;
Effect 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.
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.