Jet, Transport (5e Equipment)

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Gargantuan vehicle (cargo jet, 230 ft. by 195 ft. by 60 ft.)


Creature Capacity: 1 pilot; 1 copilot.
Cargo Capacity: 502,000 lb.
Travel Pace: Fly 6,000 feet (600 mph); accelerate 60 feet (60 mph) per round; ascend/descend 500 feet per round; maximum altitude of 10,200 ft.
Cost: Very Rare
Weight: 485,000 lb.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 0 0 0



Hull

Armor Class 19
Hit Points 1500 (damage threshold 15)


While some propeller-powered giants still roam the skies, most cargo and people today are transported by the modern marvels that are transport jets; aboard craft the size of buildings that can travel near the speed of sound. A typical transport jet has a range of 2,400 miles on a full tank of gasoline.

Variants

Airliner

Much of this plane has been reworked into seating, increasing its crew to a pilot, a copilot, and 400 passengers. Additionally, the plane's maximum carrying capacity is reduced to 100,000 lbs.

Superfortress

A superfortress is Legendary, and its crew is reduced to a pilot, a copilot, a weapon systems officer, and 2 passengers. An autocannon can be utilized by the copilot, and the weapon systems officer can drop bombs. The bomber's magazine can be filled with any combination of bombs under 20,000 lbs.

Some of the bomb weight can be used to add new weapons, or to replace heavy machineguns with stronger weapons. For example, it's possible to install Light Howitzer to convert bomber into gunship.

Alternatively, instead of clusters of normal bombs, bomber can carry a single super-heavy bomb - such as MOAB, nuclear bomb, or thermonuclear bomb.

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.

Light Autocannon: Ranged Weapon Attack: +6 to hit, range 3,000 ft./9,000 ft., one target. Hit: 35 (10d6) piercing damage. This attack has the burst fire and armor piercing (-3) properties. A superfortress comes with 6,000 rounds of ammunition.

25 lb. Bomb: Ranged Weapon Attack: +8 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 42 (12d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Objects and structures take double damage from the bomb.

100 lb. Bomb: Ranged Weapon Attack: +8 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 (12d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Objects and structures take double damage from the bomb.

500 lb. Bomb: Ranged Weapon Attack: +8 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 90 (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.

1,000 lb. Bomb: Ranged Weapon Attack: +8 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.

2,000 lb. Bomb: Ranged Weapon Attack: +8 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.

4,000 lb. Bomb: Ranged Weapon Attack: +8 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 80 feet of the impact point must make a DC 20 Dexterity saving throw, taking 247 (45d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Objects and structures take double damage from the bomb.

10,000 lb. Bomb: Ranged Weapon Attack: +8 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 120 feet of the impact point must make a DC 20 Dexterity saving throw, taking 330 (60d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Objects and structures take double damage from the bomb.

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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