Helicopter, Crew (Metal Gear Supplement)

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Cost: Uncommon
Weight: 12,000 lbs.
Speed: Fly 1,800 feet (180 mph); accelerate 90 feet (90 mph) per round; ascend/descend 160 feet per round; maximum altitude of 19,000 ft.
Carrying Capacity: 3,000 lbs.
Strength: 16
Dexterity: 14
Constitution: 18

Despite the fringe use of most kinds of helicopters, crew helicopters hit the perfect medium for numerous services to use, including in emergency medical extraction, news coverage, filming, and military applications. A typical crew helicopter has a length of 65 feet, a height of around 16 feet, a wingspan of around 8 feet, and a range of 800 miles on a full tank of gasoline.

Size: Huge
AC: 15
Hit Points: 200 (damage threshold 15)
Crew and Passengers: 1 pilot; 14 passengers

Variants[edit]

Military Helicopter[edit]

In the same way that medical helicopters excel at picking up and dropping off people experiencing medical emergencies amid tight cities, military helicopters can drop or pick up troops in tight spaces, and have a variety of heavy weapons to boot. The helicopter has 2 machine guns that can be used by passengers and 1 that can be used by the pilot, and a light autocannon, medium autocannon, and short-range missile launcher that can be used by the pilot.

Infra-Red Sensors. The helicopter utilize redundant sensors that effectively grant its pilot and 1 passenger 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.

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.

Medium Autocannon: +X to hit, range 60/600 ft., one target. Hit: 39 (6d12) 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 12 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.

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