Jet, Single (Metal Gear Supplement)

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Cost: Rare
Weight: 28,000 lbs.
Speed: Fly 28,000 feet (280 mph); accelerate 2,800 feet (28 mph) per round; ascend/descend 60 feet per round; maximum altitude of 30,000 ft.
Carrying Capacity: 40,000 lbs.
Strength: 16
Dexterity: 16
Constitution: 16

While the invention of jets was primarily used to create bigger crafts capable of carrying more people and heavier loads, they also allowed for smaller craft to attain insane speeds with surprising maneuverability. A typical single jet has a length of 60 feet, a height of around 18 feet, a wingspan of around 40 feet, and a range of 480 miles on a full tank of gasoline.

Size: Huge
AC: 15
Hit Points: 120 (damage threshold 15)
Crew and Passengers: 1 driver (some variants allow 1 passenger).

Variants[edit]

Fighter[edit]

Modern fighter jets dominate the skies with unmatched speed combined with some of the deadliest weapons available to man. A fighter jet has a range of 3,000 miles on a full tank of gasoline.

Speed: Fly 165,000 feet (1,650 mph); accelerate 16,500 feet (165 mph) per round; ascend/descend 670 feet per round; maximum altitude of 65,000 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.

Machine Gun: +X to hit, range 60/600 ft., one target. Hit: 11 (3d6) piercing damage 1d4 times. Must be reloaded as a bonus action after 20 shots.

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 4 shots.

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.

Stealth Jet[edit]

Unlike most military crafts, a stealth jet has no weapon and almost no protection. Instead, everything is focused into speed and nigh-invisibility. A stealth jet is Legendary and has a range of 3,000 miles on a full tank of gasoline.

Speed: Fly 220,000 feet (2,200 mph); accelerate 22,000 feet (220 mph) per round; ascend/descend 1,180 feet per round; maximum altitude of 85,000 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. Stealth jets 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.

Outrun. While the jet is at its top speed, it can not be hit by and takes no damage from rockets and missiles, and any other attacks have disadvantage and any effects that would occur on a miss do not affect the stealth jet.

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