Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover)
Drive and steer the Scavenger.
Grappling Claw (Requires 1 Crew and Grants Half Cover)
Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends. The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it's holding.
2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)
Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Traits
Crushing Wheels
The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
Magic Weapons
The Scavenger's weapon attacks are magical.
Prone Deficiency
If the Scavenger rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.