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User:Quincy/Armoured Combat Unit (ACU) (5e Class)

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Armoured Command Unit (ACU)[edit]

Command units are the pinnacle of warfare technology. All command units produce and store mass and energy, are amphibious, explode violently on death, are equipped with powerful weapons, short range omni sensors, and a full engineering suite.

There are two types of command units: Armored Command Units (ACUs) and Support Armored Command Units (sACUs). ACUs are usually the first and only unit to arrive at a battle site. All other units are constructed at the site. sACUs are very similar to ACUs; they are usually sturdier but less destructive. Command units are upgradeable, improving their offensive, defensive, intelligence, and construction capabilities.

How did they end up here?[edit]

Through an incident using the Quantum Gateway technology, they have been accidentally transported back in time. With no real way to communicate to their HQ, an ACU's main mission is to construct a new Quantum Gateway to (Hopefully) gate back to their own time.

Creating an Armoured Command Unit[edit]

Quick Build

You can make an Armoured Command Unit quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Soldier background. Third, choose a faction that benefits your Playstyle. If you are more of a tank that takes damage for your team, choose a UEF ACU, which can upgrade for personal shields and more hit points. If you are more of a spotter, alerting your teammates of incoming threats, choose an Aeon ACU, which can upgrade for a much farther sight range and small radar. If you are an all out Damage dealing badass, choose a Cybran ACU, which can upgrade for the Microwave laser that can deal significant damage. If you are more of a supporter who likes to help out your team, then choose a Seraphim ACU, which can upgrade for a restoration field that constantly restores hit points.

IMPORTANT

UEF, Aeon, Cybran or Seraphim

You MUST pick from one of those four Factions at the start of the game. If you do not, the DM can class this as cheating.

Class Features

As a Armoured Command Unit you gain the following class features.

Hit Points

Hit Dice: 1d12 per Armoured Command Unit level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Armoured Command Unit level after 1st

Proficiencies

Armor: Heavy
Weapons: Swords, Bows, Crossbows, Plasma Cannons(Should they appear).
Tools:
Saving Throws: Strength, Dexterity
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) ACU armour. (+8 AC. Heavy Armour.) or (b) {{{item1b}}}
  • (a) ACU cannon. ([Your level]d8's + DEX modifier damage. Uses Dexterity for the to hit modifier.) or (b) {{{item2b}}}
  • (a) ACU construction arm. or (b) {{{item3b}}}
  • (a) (Cybran only) ACU construction drone. or (b) {{{item4b}}}

Table: The Armoured Command Unit

Level Proficiency
Bonus
Features
1st +2 Tech 1 Eco
2nd +2 Tech 1 Point Defence
3rd +2 Tech 1 Anti-Air
4th +2 Ability Score Improvement, Tech 1 Torpedo Defence
5th +3 Tech 1 Land/Air/Naval Factories
6th +3 Tech 1 Land Schematics
7th +3 Tech 1 Air Schematics
8th +3 Ability Score Improvement, Tech 1 Naval Schematics
9th +4 ACU Unique Upgrade
10th +4 Tech 2 ACU
11th +4 Tech 2 Land/Air/Naval Factories
12th +4 Ability Score Improvement, Tech 2 Land Schematics
13th +5 Tech 2 Air Schematics
14th +5 Tech 2 Naval Schematics
15th +5 Tech 3 ACU
16th +5 Ability Score Improvement, Tech 3 Land/Air/Naval Factories
17th +6 Tech 3 Land Schematics
18th +6 Tech 3 Air Schematics
19th +6 Ability Score Improvement, Tech 3 Naval Schematics
20th +6 Experimental ACU & Quantum Gateway

Tech 1 Eco[edit]

At 1st level, you can build Tech 1 Mass Extractors and Tech 1 Power Generators. Each Structure takes around 10 seconds to complete. You can always monitor the condition of all of your buildings and Units at any time. You must have at least four Tech 1 Mass Extractors and four Tech 1 Power Generators to build any other Tech 1 structures.

Tech 1 Mass Extractor

30HP 14AC

Tech 1 Power Generator

25HP 12AC

Tech 1 Point Defence[edit]

At 2nd level, you can build Tech 1 Point Defence. Point Defence is a stationary structure that attacks any land-based hostile creature that enters within 30 feet of it. If a creature is attacked by Tech 1 Point Defence, they take 1d10 of damage, however Creatures can roll a dexterity dodge. If the result is above 14, the attack misses. The Structure takes 1 minute to finish building.

Tech 1 Point Defence

35HP 16AC

Tech 1 Anti-Air[edit]

At 3rd level, you can build Tech 1 Anti-Air. Anti-Air is stationary, and only attacks flying hostile creatures within 40ft. of it. If a creature is attacked by Tech 1 Anti-Air, they take 1d10 of damage, however Creatures can roll a dexterity dodge. If the result is above 14, the attack misses. The Structure takes 1 minute to finish building.

Tech 1 Anti-Air

20HP 14AC

Tech 1 Torpedo Defence[edit]

At 4th level, you can build Tech 1 Torpedo Defence. Torpedo Defence is a stationary structure that can only be built on water and attacks any sea-based hostile creature that enters within 30 feet of it. If a creature is attacked by Tech 1 Torpedo Defence, they take 1d10 of damage, however Creatures can roll a dexterity dodge. If the result is above 14, the attack misses. The Structure takes 1 minute to finish building.

Tech 1 Torpedo Defence

35HP 16AC

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Tech 1 Land/Air/Naval factories[edit]

At 5th level, you can build Tech 1 Factories, which take 30 seconds to build. When you have the schematics, you can build Units to assist you in combat using the factories. However, at 5th level, you can only build Tech 1 Engineers in Factories. A Tech 1 Factory takes 12 seconds to build a Tech 1 Engineer. A Tech 1 Engineer can build any Tech 1 Structure. A Tech 1 Engineer can Assist a Unit or Structure, healing them and cutting the time needed to build a structure. A Structure being built has its construction time lessened by 5 seconds per assisting Engineer.

Tech 1 Engineer

10HP 14AC 30 Movement Speed

Unit Capacity

At 5th level, you may only have 4 units, excluding your ACU. A unit is anything made in a Land Factory, Air Factory, Naval Factory or Quantum Gateway. Most Experimentals are also units. This is called your unit Capacity.

Tech 1 Land Schematics[edit]

At 6th level, you can now build Land units in Land Factories. Each unit takes roughly 30 seconds to construct. Attacks from tech 1 units have no modifiers.

Light Assault Bot (LAB) stats

7HP 10AC 50 Movement speed.

LAB Damage

1d4 + 2

LAB Range

20ft.

Light Tank Stats

20HP 14AC 30 Movement Speed

Light Tank Damage

1d8 + 2

Light Tank Range

25ft.

Tech 1 Mobile Anti-Air (T1 MAA)

10HP 12AC 30 Movement Speed

T1 MAA damage

1d8 +4 (Can only attack flying creatures.)

T1 MAA range

50ft.

Unit Capacity

At 6th level, your maximum unit capacity increases to 8

Tech 1 Air Schematics[edit]

At 7th level, you can build Tech 1 Air units in Air Factories.

Interceptor stats

20HP 10AC 60 Movement Speed

Interceptor Damage

1d10 +5 (Can only attack flying creatures.)

Interceptor Range

60ft.

Bomber stats

15HP 10AC 45 Movement Speed

Bomber Damage

1d6 + 2 (Can only attack Land-based creatures.)

Bomber Range

Anywhere directly below it, as long as it isn't Underwater or Underground.

Unit Capacity

At 7th level, your maximum unit capacity increases to 12.

<!-Class Option 1->[edit]

<!-For archetypes, paths, etc. Introduce this class option here->

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<!-Class Option 2->[edit]

<!-Introduce this class option here->

<!-Class Feature->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your archetype.

1st Level

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2nd Level

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3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: