Jet, Transport (Metal Gear Supplement)

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Cost: Very Rare
Weight: 485,000 lbs.
Speed: 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.
Carrying Capacity: 502,000 lbs.
Strength: 20
Dexterity: 16
Constitution: 18

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 length of 230 feet, a height of around 60 feet, a wingspan of around 195 feet, and a range of 2,400 miles on a full tank of gasoline.

Size: Gargantuan
AC: 19
Hit Points: 1500 (damage threshold 15)
Crew and Passengers: 1 pilot; 1 copilot.

Variants[edit]

Airliner[edit]

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[edit]

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.

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: +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.

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 42 (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 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.

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 248 (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. The vehicle comes with 14 25 lb. 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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