EAL0001 - LOUD-Project/Git-LOUD GitHub Wiki

Armored Command Unit

Unnamed
Armored Command Unit
Source: BlackOps Adv Command
Units for LOUD
Unit ID: eal0001
Faction: Aeon
Health: 27000 (+16/s)
Armour: Commander
Energy cost: 95000
Mass cost: 9500
Build time: 9500
Build rate: 10
Energy production: 20/s
Mass production: 2/s
Energy storage: 5000
Mass storage: 650
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: Large
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
  1. Abilities
  2. Order capabilities
  3. Engineering
  4. Enhancements
  5. Weapons
  6. Veteran levels

Abilities

  • Amphibious
  • Customizable
  • Volatile
  • Not Capturable
  • Omni Sensor
  • Personal Stealth
  • Radar
  • Sonar
  • Tactical Missile Defense
  • Torpedo Defense

Order capabilities

The following orders can be issued to the unit:

Engineering

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
These build categories allow it to build the following units:

Enhancements

Back

Maelstrom Generator

Description: Maelstrom Generator The Miasma effect creates a field corrosive to enemy units & acts as a radar/sonar Stealth Field.

40 Damage
24 Range
Radar & Sonar Stealth Field

Energy cost: 35000
Mass cost: 3500
Build time: 350 seconds
Prerequisite: None
Maelstrom Amplifier

Description: Installing multiple emitters with detuned phasing, increases the range & effect of the Maelstrom Generator.

75 Damage
32 Range

Energy cost: 70000
Mass cost: 7000
Build time: 700 seconds
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
-4% Movement

Energy cost: 125000
Mass cost: 11000
Build time: 1250 seconds
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: 95000
Mass cost: 4800
Build time: 950 seconds
Prerequisite: None
Shield Bubble (T2)

Description: Shield Bubble A standard, inexpensive T2 level Shield Bubble.

8500 Shield
98 Regen

Energy cost: 7500
Mass cost: 500
Build time: 75 seconds
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: 22000
Mass cost: 2240
Build time: 224 seconds
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: 24000
Mass cost: 3505
Build time: 240 seconds
Prerequisite: Skin Shield (T3)

Command

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
x1.25 Base Vision & Water Vision Radius x2.5 Base Radar Radius x2 Base Sonar Radius

Energy cost: 3600
Mass cost: 180
Build time: 36 seconds
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
x1.75 Base Vision & Water Vision Radius x5.0 Base Radar Radius x4 Base Sonar Radius x4 Base OMNI Radius

Energy cost: 27000
Mass cost: 2200
Build time: 270 seconds
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: 39000
Mass cost: 2100
Build time: 390 seconds
Prerequisite: Intel Enhancement (T3)

Left Arm

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
-4% Movement
Installs Chrono Dampener (Stun T1-T2 Duration 2)

Energy cost: 38000
Mass cost: 3750
Build time: 380 seconds
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
-9% Movement
Chrono Dampener Range +8 (Stun T1-T3 Duration 2.5)

Energy cost: 116500
Mass cost: 15000
Build time: 1165 seconds
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
-12.75% Movement

Energy cost: 375000
Mass cost: 49000
Build time: 3750 seconds
Prerequisite: Assault Engineering (T3)
Improved Engineering (T2)

Description: Improved Engineering unlocks T2 construction, improves build power, resources & mobility.

x3 Base Build Power
x2 Base Mass Production
x5 Base Energy Production
+7% Movement

Energy cost: 38000
Mass cost: 3500
Build time: 380 seconds
Prerequisite: None
Advanced Engineering (T3)

Description: Advanced engineering unlocks T3 construction, more build power, resources, regen & mobility.

x9 Base Build Power
x5 Base Mass Production
x25 Base Energy Production x1.6 Base Regeneration +14% Movement

Energy cost: 152000
Mass cost: 10500
Build time: 1520 seconds
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: 720000
Mass cost: 29500
Build time: 7200 seconds
Prerequisite: Advanced Engineering (T3)

Right Arm

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: 18000
Mass cost: 1800
Build time: 180 seconds
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: 72000
Mass cost: 5400
Build time: 720 seconds
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: 180000
Mass cost: 13500
Build time: 1800 seconds
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: 17500
Mass cost: 900
Build time: 175 seconds
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
Installs Chrono Dampener (Stun T1-T2 Duration 2)

Energy cost: 45000
Mass cost: 1800
Build time: 450 seconds
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: 135000
Mass cost: 5400
Build time: 135 seconds
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: 7500
Mass cost: 750
Build time: 75 seconds
Prerequisite: None
Torpedo Launcher (T2)

Description: When forced to fight underwater, a basic heavy torpedo system is an absolute necessity.

Installs Torpedo Launcher
380 Damage 2 torpedoes per salvo 60 range

Energy cost: 35000
Mass cost: 1050
Build time: 350 seconds
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: 70000
Mass cost: 3150
Build time: 700 seconds
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: 140000
Mass cost: 9450
Build time: 1400 seconds
Prerequisite: Improved Reloader (T3)

Weapons

TargetPainter

Target type: RULEWTT_Unit
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
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
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: 30000 (3000/s for 10s)
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: 750 (150/s for 5s)
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: 1600 (400/s for 4s)
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: 1620 (180/s for 9s)
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: 2400 (300/s for 8s)
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: 3150 (450/s for 7s)
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 (?)

Veteran levels

Note: Each veteran level buff replaces the previous by default; values are shown here as written.

  1. 36 kills gives: +1080 (+4/s)
    • Vision radius: 2
    • Water vision radius: 2
  2. 72 kills gives: +2160 (+8/s)
    • Vision radius: 2
    • Water vision radius: 2
  3. 108 kills gives: +3240 (+11/s)
    • Vision radius: 2
    • Water vision radius: 2
  4. 144 kills gives: +4320 (+14/s)
    • Vision radius: 2
    • Water vision radius: 2
  5. 180 kills gives: +5400 (+17/s)
    • Vision radius: 2
    • Water vision radius: 2
Categories : AEON · MOBILE · LAND · COMMAND · ENGINEER
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