Jet, Crew (Metal Gear Supplement)

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Cost: Rare
Weight: 14,000 lbs.
Speed: Fly 54,000 feet (540 mph); accelerate 5,400 feet (54 mph) per round; ascend/descend 400 feet per round; maximum altitude of 51,000 ft.
Carrying Capacity: 7,000 lbs.
Strength: 18
Dexterity: 14
Constitution: 16

Typically owned by moguls and celebrities, crew jets are expensive toys that allow the world's elite to touch down anywhere in the world in a matter of hours. A typical crew jet has a length of 60 feet, a height of around 15 feet, a wingspan of around 50 feet, and a range of 2,400 miles on a full tank of gasoline.

Size: Huge
AC: 15
Hit Points: 200 (damage threshold 15)
Crew and Passengers: 1 pilot, 1 copilot, 9 passengers.

Variants[edit]

Bombers[edit]

Most modern bombers are referred to as "stealth bombers" due to the high altitude they are designed to drop from, and their various detection countermeasures. A bomber is Very Rare, and its crew is reduced to a pilot and a mission commander. A bomber has a range of 7,000 miles on a full tank of gasoline. The mission commander can drop bombs. The mission commander's magazine can be filled with short-range missiles, 500 lbs. bombs, 1,000 lbs. bombs, or 2,000 lbs. bombs.

Speed: Fly 63,000 feet (630 mph); accelerate 6,300 feet (63 mph) per round; ascend/descend 400 feet per round; maximum altitude of 50,000 ft.

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

Camouflage. Bombers are equipped with a multi-spectral electromagnetic camouflage system that not only provides advantage on Stealth checks made while in flight, but also renders the jet nigh-invisible to IR and radar.

Missile Launcher: Ranged Weapon Attack: +X to hit, range 120/1200 ft., one target. Hit: The target is not allowed a saving throw to reduce the damage taken. At the beginning of your next turn, each creature within 60 feet of the impact point must make a DC 15 Dexterity saving throw, taking 65 (10d12) bludgeoning damage on a failed save, or half as much on a successful one. Must be reloaded as an action after 16 shots.

500 lb. Bomb: Ranged Weapon Attack: +X to hit, range 5-foot wide cylinder originating from the center of the bomber, extending towards the ground. Hit: The target is not allowed a saving throw to reduce the damage taken. Each creature within 30 feet of the impact point must make a DC 20 Dexterity saving throw, taking 54 (20d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Objects and structures take double damage from the bomb. The bomber starts with 80 of these bombs.

1,000 lb. Bomb: Ranged Weapon Attack: +X to hit, range 5-foot wide cylinder originating from the center of the bomber, extending towards the ground. Hit: The target is not allowed a saving throw to reduce the damage taken. Each creature within 30 feet of the impact point must make a DC 20 Dexterity saving throw, taking 110 (20d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Objects and structures take double damage from the bomb. The bomber starts with 36 of these bombs.

2,000 lb. Bomb: Ranged Weapon Attack: +X to hit, range 5-foot wide cylinder originating from the center of the bomber, extending towards the ground. Hit: The target is not allowed a saving throw to reduce the damage taken. Each creature within 60 feet of the impact point must make a DC 20 Dexterity saving throw, taking 165 (30d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Objects and structures take double damage from the bomb. The bomber starts with 16 of these bombs.

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


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