Northrop B-2 Spirit (5e Equipment)
Colossal vehicle (stealth bomber, 69 ft. by 172 ft. by 17 ft.) Creature Capacity: 1 pilot, and 1 mission commander
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. 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. ActionsMini-Missile Launcher: Ranged Weapon Attack: +X to hit, range 5/20 miles, one target or point within range. 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 on a successful one. A short-range missile launcher has the loading and Armor Piercing (-5) properties, and it deals double damage against objects. A fighter jet carries 16 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. Hull (Carbon-Graphite Composite)Armor Class 15
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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 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, and various bombs. In addition to 16 missiles, bomb loadout can be customized, and plane can carry any combination of bombs up to 108000 lbs; usually, it carries 80 500-lb Bombs, 36 1000-lb Bombs and 16 2000-lb Bombs. 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 Medium Howitzer to convert bomber into gunship. Alternatively, instead of clusters of normal bombs, bomber can carry 5 super-heavy bombs what could fit inside Superfortress (such as MOAB, nuclear bomb, or thermonuclear bomb). Or, alternatively to that, it could carry a single, truely enormous super-heavy bomb - the kind what's 5 times heavier than Tsar-Bomba, and would have truely apocalyptic destructive power. |
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