EAL0001 - LOUD-Project/Git-LOUD GitHub Wiki
![]() ![]() Armored Command Unit |
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Source: | BlackOps Adv Command Units for LOUD |
Unit ID: | eal0001 |
Faction: | Aeon |
Health: |
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Armour: | Commander |
Energy cost: |
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Mass cost: |
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Build time: | 9500 |
Build rate: |
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Energy production: |
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Mass production: |
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Energy storage: |
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Mass storage: |
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Vision radius: | 28 (0.56 km) |
Water vision radius: | 20 (400 m) |
Radar radius: | 50 (1 km) |
Sonar radius: | 46 (0.92 km) |
Omni radius: | 26 (0.52 km) |
Radar stealth radius: | 1 (20 m) |
Sonar stealth radius: | 1 (20 m) |
Flags: | Radar stealth Sonar stealth |
Motion type: | RULEUMT_Amphibious |
Movement speed: | 1.4 (28 m/s) |
Transport class: |
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Weapons: | 15 (Details) |
This unnamed unit is an Aeon seabed amphibious unit included in BlackOps Adv Command Units for LOUD. It is classified as a armored command unit unit with no defined tech level. This unit has no categories to define common builders, however the build description for it is:
Houses Commander in a superior upgradeable suit with radar/sonar stealth, tac & torpedo deflection, and anti-teleport field. Contains all blueprints necessary to build a basic army. The AEON ACU is able to mount a variety of beam or artillery weapons, intel tools, shields and area-based defensive systems.
Contents
- Amphibious
- Customizable
- Volatile
- Not Capturable
- Omni Sensor
- Personal Stealth
- Radar
- Sonar
- Tactical Missile Defense
- Torpedo Defense
The following orders can be issued to the unit:
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The engineering capabilties of this unit consist of the ability to capture, reclaim, and repair. It has the build categories:
BUILTBYCOMMANDER AEON
BUILTBYTIER2COMMANDER AEON
BUILTBYTIER3COMMANDER AEON
BUILTBYTIER4COMMANDER AEON
Maelstrom Generator
Description: | Maelstrom Generator
The Miasma effect creates a field corrosive to enemy units & acts as a radar/sonar Stealth Field.
40 Damage |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Maelstrom Amplifier
Description: | Installing multiple emitters with detuned phasing, increases the range & effect of the Maelstrom Generator.
75 Damage |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Maelstrom Generator |
Maelstrom Focusing
Description: | Quantum manipulated focusers & reflectors further increases the range & effect of the Generator but impairs mobility.
100 Damage
40 Range |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Maelstrom Amplifier |
Personal Teleporter (T4)
Description: | Personal Teleporter
Installs a back-mounted personal teleporter which allows jumps of several kilometres.
Installs Teleporter |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Shield Bubble (T2)
Description: | Shield Bubble
A standard, inexpensive T2 level Shield Bubble.
8500 Shield |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Skin Shield (T3)
Description: | Replacing the bubble shield with a custom, T3 level, 'skin' shield, permits higher regeneration & strength.
18000 Shield 187 Regen |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Shield Bubble (T2) |
Advanced Skin Shield (T4)
Description: | The most advanced skin shielding possible on a unit but impairs mobility.
28800 Shield 255 Regen -4% Movement |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Skin Shield (T3) |
Intel Enhancement (T2)
Description: | Intel Enhancement T2
Intel is always a priority for effective command. An ACU with a need to know requires increased vision as well as increased radar & sonar.
Installs T2 intel package |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Intel Enhancement (T3)
Description: | Intel Enhancement T3
The road to victory starts with good intel, which means a need for even more vision, radar, OMNI & sonar.
Installs T3 OMNI package |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Intel Enhancement (T2) |
Rhianne Optics (T3)
Description: | Rhianne Intelligence Device, this cut-down version will teleport an optical device directly over a location. Requires manual activation. Uses no additional energy.
Installs Optical Scry System |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Intel Enhancement (T3) |
Combat Engineering (T2)
Description: | Combat Engineering unlocks T2 construction, with a focus on armor & regenerative capability. Mobility is slightly impaired.
x2.5 Base Build Power
x1.30 Base HP
x1.6 Base Regeneration |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Assault Engineering (T3)
Description: | Assault Engineering unlocks T3 construction, with more armor & regeneration & a small resource boost. Mobility is impaired.
x5.0 Base Build Power
x1.75 Base HP
x3.0 Base Regeneration
x2 Base Mass Production
x5 Base Energy Production |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Combat Engineering (T2) |
Apocalyptic Engineering (T4)
Description: | Frontline Engineering unlocks T4 construction, maximum armor, regen, mild build power & resource gain, but Mobilty impaired.
x9.0 Base Build Power
x2.20 Base HP
x4.5 Base Regeneration
x5 Base Mass Production
x25 Base Energy Production |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Assault Engineering (T3) |
Improved Engineering (T2)
Description: | Improved Engineering unlocks T2 construction, improves build power, resources & mobility.
x3 Base Build Power |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Advanced Engineering (T3)
Description: | Advanced engineering unlocks T3 construction, more build power, resources, regen & mobility.
x9 Base Build Power |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Improved Engineering (T2) |
Experimental Engineering (T4)
Description: | Superior engineering unlocks T4 construction, maximum build power, resources, regen & mobility.
x16 Base Build Power x12 Base Mass Production x75 Base Energy Production x3.0 Base Regeneration +20% movement |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Advanced Engineering (T3) |
Dual Miasma Artillery (T2)
Description: | Miasma artillery uses shells containing corrosive materials that cause damage over a short period of time over an area. Excellent in range, accuracy is low.
100 Range 144 Damage 2.0 AOE Radius |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Advanced Warhead Compression (T3)
Description: | Using molecular compression, it becomes possible to condense the corrosive materials into a extremely dense state - increases range, damage, AOE & Accuracy.
112 range 250 damage 2.5 AOE Radius +5% Accuracy |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Dual Miasma Artillery (T2) |
Improved Auto Loader (T4)
Description: | Creating the warheads in the tube, prior to firing, allows for denser warheads to be delivered at an increased speed, without making the weapon heavier.
124 range 428 damage 2.9 AOE Radius +15% Accuracy |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Advanced Warhead Compression (T3) |
Phason Beam (T3)
Description: | Phason Beam Cannon
The standard Aeon Phason Beam cannon, augments the existing Disruptor.
210 Damage 38 Range |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Dual Channel Booster (T3+)
Description: | Tri-Channel Booster
Installs backup emitters that alternate, preventing thermal shutdown, increasing range & damage.
420 Damage
46 Range |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Phason Beam (T3) |
Molecular Inducer (T4)
Description: | Pulsing the wave in specific bursts creates local feedback at the target, creating blast events. Impairs mobility.
630 Damage 55 Range 2.5 AOE Radius -4% Movement Chrono Dampener Range +8 (Stun T1-T3 Duration 2.5) |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Dual Channel Booster (T3+) |
Jury Rigged Disruptor
Description: | Jury Rigged Disruptor
Using parallel energy feeds & capacitors, allows an enhanced main weapon but slightly slows mobility.
x1.5 Base Damage +5 Range +5 Overcharge Range -4% Movement |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Torpedo Launcher (T2)
Description: | When forced to fight underwater, a basic heavy torpedo system is an absolute necessity.
Installs Torpedo Launcher |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Improved Reloader (T3)
Description: | An improved reloader increases the torpedo salvo size using lighter, but longer ranged, torpedoes.
250 Damage 4 torpedoes per salvo 66 range |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Torpedo Launcher (T2) |
Advanced Warheads (T4)
Description: | An added tube, plasma impellors & shaped charges, increases the salvo size, range & damage of the system. Mobility reduced.
500 Damage 4 torpedoes per salvo 72 range -4% Movement |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Improved Reloader (T3) |
TargetPainter
Target type: |
RULEWTT_Unit
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Damage: | 0.1 (?) |
Damage radius: | 0 |
Damage instances: | 1 beam collisions |
Damage type: | Normal |
Max range: | 25 (0.5 km) |
Firing cycle: | Once every 0.5s (?) |
Quantum Disruptor
Target type: |
RULEWTT_Unit
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Projectile: | ADFQuantumDisruptor01 |
Damage: | 70 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 28 (0.56 km) |
Min range: | 1 (20 m) |
Firing arc: | 20° |
Firing cycle: | Once every 0.5s (?) |
Overcharge Cannon
Target type: |
RULEWTT_Unit
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Projectile: | ADFOverCharge01 |
Damage: | 100000 (?) |
Damage radius: | 2 (40 m) |
Damage type: | Overcharge |
Max range: | 30 (0.6 km) |
Firing cycle: | Once every 1.0s (?) |
Firing cost: |
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Flags: | Damage friendly |
Death Nuke
Projectile: | AIFQuantumWarhead02 |
Damage: | 14500 (?) |
Damage radius: | 15 (300 m) |
Outer damage: | 4500 |
Outer radius: | 25 (0.5 km) |
Damage type: | Normal |
Flags: | Damage friendly |
Chrono Dampener
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 1 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 22 (440 m) |
Firing cycle: | Once every 1.0s (?) |
Firing cost: |
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Buffs: | STUN |
Chrono Dampener
Target type: |
RULEWTT_Unit (Anti-Ship, Seabed, & Land) |
Damage: | 1 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 30 (0.6 km) |
Firing cycle: | Once every 1.0s (?) |
Firing cost: |
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Buffs: | STUN |
EXTorpedoLauncher01
Target type: |
RULEWTT_Unit (Anti-Naval) |
Projectile: | AANTorpedo01 |
Damage: | 380 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 (1.2 km) |
Firing cycle: | Once every 1.0s (?) |
EXTorpedoLauncher02
Target type: |
RULEWTT_Unit (Anti-Naval) |
Projectile: | AANTorpedo01 |
Damage: | 250 (?) |
Damage instances: | 4 projectiles |
Damage type: | Normal |
Max range: | 66 (1.32 km) |
Firing cycle: | Once every 1.0s (?) |
EXTorpedoLauncher03
Target type: |
RULEWTT_Unit (Anti-Naval) |
Projectile: | AANTorpedo01 |
Damage: | 500 (?) |
Damage instances: | 4 projectiles |
Damage type: | Normal |
Max range: | 72 (1.44 km) |
Firing cycle: | Once every 1.0s (?) |
Miasma Artillery
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | AIFMiasmaShell01 |
Damage: | 130 (?) |
Damage radius: | 2 (40 m) |
Damage instances: | 2 projectiles 5 DoT pulses |
Damage type: | Normal |
Max range: | 100 (2 km) |
Min range: | 10 (200 m) |
Firing cycle: | Once every 1.0s (?) |
Firing cost: |
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Flags: | Artillery shield blocks Damage friendly |
Miasma Artillery
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | AIFMiasmaShell01 |
Damage: | 195 (?) |
Damage radius: | 2.5 (50 m) |
Damage instances: | 2 projectiles 5 DoT pulses |
Damage type: | Normal |
Max range: | 112 (2.24 km) |
Min range: | 10 (200 m) |
Firing cycle: | Once every 1.0s (?) |
Firing cost: |
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Flags: | Artillery shield blocks Damage friendly |
Miasma Artillery
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | AIFMiasmaShell01 |
Damage: | 260 (?) |
Damage radius: | 2.9 (58 m) |
Damage instances: | 2 projectiles 5 DoT pulses |
Damage type: | Normal |
Max range: | 124 (2.48 km) |
Min range: | 10 (200 m) |
Firing cycle: | Once every 1.0s (?) |
Firing cost: |
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Flags: | Artillery shield blocks Damage friendly |
Phason Laser
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 21 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 38 (0.76 km) |
Firing arc: | 40° |
Firing cycle: | Continuous beam Once every 0.1s (?) |
Phason Laser
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 42 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 46 (0.92 km) |
Firing arc: | 40° |
Firing cycle: | Continuous beam Once every 0.1s (?) |
Phason Laser
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 63 (?) |
Damage radius: | 2.5 (50 m) |
Damage type: | Normal |
Max range: | 55 (1.1 km) |
Firing arc: | 40° |
Firing cycle: | Continuous beam Once every 0.1s (?) |
Note: Each veteran level buff replaces the previous by default; values are shown here as written.
- 36 kills gives:
+1080 (+4/s)
- Vision radius: 2
- Water vision radius: 2
- 72 kills gives:
+2160 (+8/s)
- Vision radius: 2
- Water vision radius: 2
- 108 kills gives:
+3240 (+11/s)
- Vision radius: 2
- Water vision radius: 2
- 144 kills gives:
+4320 (+14/s)
- Vision radius: 2
- Water vision radius: 2
- 180 kills gives:
+5400 (+17/s)
- Vision radius: 2
- Water vision radius: 2
Categories : AEON · MOBILE · LAND · COMMAND · ENGINEER |