Snubber Chariot Vehicle in Unamera | World Anvil

Snubber Chariot

The Snubber Chariots? Oh they're a common sight on the Glittering Wastes - a boat-like little skiff drawn along by the Snubbers. Well, Snubbers are alright, you know, as long as they're fed right and propper. But leave 'em hungry and they're as like to take your hand off. Still, quick little buggers, and there's not better way to cross the Glittering Wastes that with them drawing your chariot, the swish of the sand as you lie back under the wind whipped canopy, with their gentle keening accompanying the humming of the midday air.
  Snubber Chariots are the quickest way to cross the expanse of the Glittering Wastes. These fast, light-weight craft are drawn by Snubbers, a species of sand sharks which, when well fed, are tame and amiable. Due to the Snubbers' habitat requirements, the vehicles cannot be used outside the sands of the Glittering Wastes.

Weapons & Armament

Although most Snubber Chariots are used by the Roachim Nomads for trade, or to move from oasis to oasis as the unpredictable water sources of the Glittering Wastes dictate, there is a precedent for more predatory Snubber Chariots to be armed with light ballistas or mounted crossbows.  

Light Ballista

Weapon

Common

Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to use the Search Action.
Aquatic. You do not have DisADV on attacks made using aquatic weapons as a result of being underwater.
Heavy. The size of a heavy weapon makes it difficult to wield. Creatures with less than 15 Strength have DisADV on attacks they make using a heavy weapon.
Range. A weapon that can be used to make a ranged attack has a range shown in the table. The range lists two numbers, the first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have DisADV on the attack roll. You can't attack a target beyond the weapon's long range.
Reload (1). The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or a Bonus Action to reload. You must have one free hand to reload a weapon.
Two-Handed. This weapon requires two hands when you attack with it.
Unwieldy. You have DisADV on attacks against targets within 5ft of you.
Light Ballista. This weapon takes an action to deploy and must be in contact with the ground. Once deployed it cannot be moved unless you take another action to undeploy it. In order to fire this weapon without deploying it you must have a Strength of 20 or higher.
Crossbow. When you attack a creature with a crossbow, you gain a bonus to your damage roll equal to your prof. bonus if the target is within 15ft of you. You only gain this benefit if you are proficient with the weapon.
Piercing. On a critical hit, the target becomes Impaired until the end of your next turn.

Martial Special Attacks

When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

Crossbow. When you make an attack, you can forgo 1 extra attack to gain ADV on the attack. On a hit, the attack deals 1 extra die of damage.
Pinpoint Attack. On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target is Impaired until the end of their next turn.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Sunder Armor. On a hit against a creature wearing armor, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target takes 1 extra die of damage from the attack and loses 1 level of Defense for 1 minute.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

Type Damage Damage Range
Martial Ranged 2d10 Piercing 120/400ft.


  Generally, though, the chariots are fast enough to outrun most large predators in the Glitteirng Wastes, like giant Sandworms or Glass Panaflies.

Armor and defense

Defense from the sun is the most important aspect of the Snubber Chariot. Various sails of fabric are angled to provide shade for any time of day, in any direction. In addition, glasses formed of Glassicles in green hues are particularly good for cutting down glare from the sand at midday, whcih can cause desert blindness.   Snubber Chariots are usually designed for speed rather than duratbility and tend to favour light weight structuyre over heavy armous. This makes them very vulnerable to attacks should anything manage to hit them!

Comments

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Aug 21, 2022 22:00

An impressive amount of worldbuilding, and I feel like it gave a nice view into how these vehicles work :)

Aug 22, 2022 05:39 by Janet Forbes

thank you so much! It's a bit rudimentary still (summer camp article, not yet edited) but I'm looking forward to putting my characters in one of these! :D

  • Janet Forbes (Founder of World Anvil, fantasy author and RPG designer)
  • Grab your hammer and GO WORLDBUILD!