Helicopter, Transport (Metal Gear Supplement)

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Cost: Uncommon
Weight: 24,000 lbs.
Speed: Fly 1,900 feet (190 mph); accelerate 90 feet (90 mph) per round; ascend/descend 150 feet per round; maximum altitude of 20,000 ft.
Carrying Capacity: 26,000 lbs.
Strength: 20
Dexterity: 14
Constitution: 20

While transport jets and even transport props are far more common, large dual-rotor helicopters have been used to transport large amounts of cargo. A typical transport helicopter has a length of 100 feet, a height of around 18 feet, a wingspan of around 12 feet, and a range of 1,000 miles on a full tank of gasoline.

Size: Huge
AC: 15
Hit Points: 300 (damage threshold 20)
Crew and Passengers: 1 pilot; 50 passengers

Variants[edit]

Military Helicopter[edit]

In the same way that medical helicopters excel at picking up and dropping off people experiencing medical emergencies amid tight cities, military helicopters can drop or pick up troops in tight spaces, though crew helicopters are much more common in this regard. The helicopter has 3 light autocannons that can be used by passengers.

Infra-Red Sensors. The helicopter utilize redundant sensors that effectively grant its pilot and 1 passenger 5 miles of darkvision, which is also immune to the effects of smoke, heavy precipitation, and other vision-inhibiting particulate.

Light Autocannon: +X to hit, range 60/600 ft., one target. Hit: 20 (3d12) piercing damage 1d4 times. Must be reloaded as a bonus action after 20 shots.

Chaff/Flares. As a reaction when the helicopter is targeted by missiles or other electronically-guided weaponry, the pilot releases countermeasures to trick the targeting system into losing the helicopter's position, causing the attack to miss and deal no damage. The helicopter has 3 charges of these counter measures, and each use depletes a charge.

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