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APP. B: MONSTRUOS APP. D: ORRERY Y COMPONENTES

Apéndice C: Vehículos
Los franquiciados en una campaña de Acquisitions Incorporated pueden obtener acceso a cualquiera de los vehículos únicos en esta sección, o
encontrarse bajo ataque de alguno de ellos. Ambos son creados y prestados por la O cina Central, a veces incluso a precios razonables.

Globo de batalla

A través de las nubes de invierno que rodean el castillo en esta colina desolada, ves emerger una forma. Algo tan gigantesco que no puedes creer
que realmente pueda volar.

Las aeronaves son relativamente raras en Acquisitions Incorporated, que se cree que no tiene más de cinco en su ota. Pero la utilidad inigualable
de estas naves en el comercio, y en el combate, hace que el globo de batalla estándar de la compañía sea una actualización muy codiciada para
cualquier franquicia.

Orígenes y Operaciones. El secreto profesional y el marketing agresivo dejan en claro dónde se originó la aeronave. Algunos dicen que los globos de
batalla fueron un diseño original creado por el departamento de Investigación y Desarrollo Arcano Heurístico de Acquisitions Incorporated. Pero los
magos de Halruaa desarrollaron cielos similares en épocas pasadas, y el Culto del Dragón se ha visto con naves voladoras propias. Aún así, entre el
pequeño número de facciones y organizaciones que se sabe que poseen o construyen aeronaves, Acquisitions Incorporated podría ser el más
conocido por sus escapadas aéreas de alto per l. Es seguro que ni los magos de Halruaa ni los miembros del Culto del Dragón nunca tripularon un
globo de batalla con robots de barril, o usaron uno para aplastar un tiranosaurio plano.

LA NUBE DURA

The Hard Cloud es el buque insignia de la compañía Acquisitions Incorporated y, como tal, tiene una nota especial. El gran globo de batalla se eriza con
armamentos, incluida una lanza viciosa que mata dragones en la parte delantera que se ha usado más de una vez. Hard Cloud es un veterano de numerosas
operaciones de combate, y hasta ahora ha salido de una pieza. Más allá de las historias contadas sobre las hazañas del barco, abundan los rumores sobre el
maravilloso vehículo. ¿Está impulsado por un efreeti atado, como algunos han dicho? ¿La reserva contiene clones de todos los miembros de alto rango de
Acquisitions Incorporated, incluido el propio Omin Dran? ¿El desastre, de hecho, emplea a un aterrador chef fantasmal? Las respuestas se encuentran debajo de las
cubiertas, donde pocos han tenido la oportunidad de aprender la verdad.

Flying Battle Vehicle. El diseño estándar de una aeronave de grado Acquisitions Incorporated presenta un enorme globo cubierto con una red de
cuerda. Las líneas nales conectan el globo al recipiente de metal y madera suspendido debajo. En el centro de la plataforma, directamente debajo
del globo, se encuentra un gran horno mágico, cuyo poder de elevación formidable se rumorea que involucra elementales atrapados. El capitán de la
aeronave controla el horno arcano y dirige el empuje hacia adelante por medio de una hélice ubicada en la parte posterior de la nave, dirigiendo la
nave con una rueda colocada en la proa. Los corredores de metal debajo de la nave permiten que un globo de batalla aterrice en el suelo.

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Opciones y armamentos. Cada franquicia u organización personaliza la capacidad ofensiva de sus aeronaves, pero la mayoría de los globos de
batalla cuentan con múltiples arpones, perfectos para luchar y atrapar amenazas aéreas. Los globos de batalla que ven mucho combate suelen estar
bien equipados con otras armas a distancia y armas de asta para las batallas de barco a barco y de tripulación a tripulación.

Ya sea nanciado de forma privada o prestado por la O cina Central en términos extraordinariamente cautelosos, los globos de batalla se pueden
personalizar con equipos únicos (diferentes armas de asedio, equipo de elevación y carga, etc.) para hacer que cada aeronave sea única. Sin
embargo, el arma más potente que aparece en la mayoría de los globos de batalla de Acquisitions Incorporated es el arbalester de llama verde, un
balista masivo cuyos rayos pulsan con poder arcano y detonan con una fuerza explosiva formidable donde sea que golpeen.

REGLAS DEL VEHICULO

Battle balloons and mechanical beholders are vehicles, and as such, they have special rules associated with them. Most pertinently, a vehicle has the six ability
scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modi ers. The Strength of a vehicle expresses its size and
weight. Dexterity represents its ease of handling. A vehicle’s Constitution covers its durability and the quality of its construction. Vehicles usually have a score of 0
in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. How a vehicle is
crewed and what actions it can take on its turn are described in the stat block for the vehicle.

Mobile Franchise Headquarters. A battle balloon is perhaps the most sought-after of the mobile headquarters options available to Acquisitions
Incorporated franchises. The versatility of an airship allows for the rapid shipping of goods, mercenaries, and loot. Such a vessel also allows a quick
escape from sticky developments and deals gone bad.

BATTLE BALLOON
Gargantuan Vehicle (80 ft. x 20 ft.)

Creature Capacity 20 crew, 10 passengers

Cargo Capacity 1 ton

Travel Pace 9 miles per hour (216 miles per day)

STR DEX CON


18 (+4) 17 (+3) 20 (+5)

INT WIS CHA


0 0 0

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petri ed, poisoned, prone, stunned, unconscious

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Actions

On its turn the battle balloon can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing
from the options below. It cannot take any actions if it has no remaining crew.

Fire Ballista. The battle balloon can re its harpoon guns.

Fire Green Flame Arbalester. The battle balloon can re its green ame arbalester.

Move. The battle balloon can use its helm to move using its propeller. If the battle balloon enters a Large or smaller creature’s space, that creature is automatically
pushed to the edge of the battle balloon’s space. The creature must also succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage.

Harpoon Haul. The battle balloon can pull each target grappled by it up to 30 feet toward the battle balloon.

Hull

Armor Class 15

Hit Points 200 (damage threshold 15)

Control: Helm

Armor Class 18

Hit Points 50

Move up to the speed of the ship’s propeller, with one 90-degree turn. If the helm is destroyed, the ship can’t turn.

Control: Balloon

Armor Class 12

Hit Points 75

If its balloon is destroyed, a battle balloon cannot maintain altitude.

Movement: Propeller

Armor Class 12

Hit Points 100; −5 ft. speed per 25 damage taken

Speed (air) 80 ft.; 50 ft. while ying into the wind; 100 ft. while ying with the wind

Weapon: Green Flame Arbalester

Armor Class 15

Hit Points 75

Ranged Weapon Attack: +8 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 16 (3d10) piercing damage and 22 (4d10) re damage. If the
attack misses, the DM determines where the arbalester bolt hits. Each creature within 10 feet of that spot must make a DC 15 Dexterity saving throw to avoid the bolt
as it shatters, taking 5 (1d10) piercing damage and 5 (1d10) re damage on a failed save.

Weapon: Harpoon Gun (3)

Armor Class 15

Hit Points 50

Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 11 (2d10) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the
target’s speed is halved, and it can’t move farther away from the battle balloon. Each of the battle balloon’s harpoon guns can grapple one target. While it has one or
more targets grappled with its harpoon gun attack, the battle balloon’s speed is not halved.

Mechanical Beholder

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When you hear the mechanical beholder click to life, it sounds like death itself snapping its ngers.

A mechanical beholder takes the form of an oversized eye tyrant whose central eye is a viewport window. Part conveyance, part laboratory, and part
siege engine, the vehicle can transport up to six humanoids through any terrain or medium, including underwater and through solid stone. A complex
and often dangerous manipulation of gears, levers, and buttons controlled the original mechanical beholders, but more recent models feature
magical controls that respond to voice commands — though not always accurately.

Equipment and Options. The mechanical beholder can be out tted with a variety of sensors, probes, and gauges, allowing for functions as varied as
determining alchemical composition, picking up on magical auras, or making masterfully dry martinis. Its range of armaments includes a
disintegration ray modeled after that of its monstrous namesake (which for reasons of liability is advertised as being designed exclusively for waste
removal). Portholes and hatches allow characters inside the beholder to make ranged and magical attacks from within it.

MECHANICAL BEHOLDER
Huge vehicle (15 ft. by 15 ft.)

Creature Capacity 1 crew, 5 passengers

Cargo Capacity crew and passengers’ normal gear

Travel Pace 3 miles per hour (72 miles per day)

STR DEX CON


18 (+4) 12 (+1) 18 (+4)

INT WIS CHA


0 0 0

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petri ed, poisoned, prone, stunned, unconscious

Actions

On its turn the mechanical beholder can take 1 action. It cannot take any actions if it has no crew.

Eye Rays. The mechanical beholder can use its eye ray tentacles.

Move. The mechanical beholder can use its helm to move using its magical propulsion unit.

Hull

Armor Class 18

Hit Points 200 (damage threshold 10)

Control: Helm

Armor Class 16

Hit Points 25

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Move up to the speed of the ship’s magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the
helm is destroyed, the mechanical beholder can’t move.

Movement: Magical Propulsion Unit

Armor Class 16

Hit Points 100; –5 ft. speed per 25 damage taken

Speed (magical) burrowing speed 30 ft., ying speed 30 ft. (hover), swimming speed 30 ft.

Weapon: Eye Ray Tentacles (6)

Armor Class 14

Hit Points 50

Magical Attack: The mechanical beholder shoots the following magical eye rays at up to three targets that would be visible to the crew and are within 120 feet of it.

Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) force damage. If this damage reduces the creature
to 0 hit points, its body becomes a pile of ne gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a
saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

Enervation Ray. The targeted creature must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a
successful one.

Paralyzing Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.

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