EEL0001 - LOUD-Project/Git-LOUD GitHub Wiki

Armored Command Unit

Unnamed
Armored Command Unit
Source: BlackOps Adv Command
Units for LOUD
Unit ID: eel0001
Faction: UEF
Health: 29500 (+16/s)
Armour: Commander
Energy cost: 100000
Mass cost: 10000
Build time: 10000
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)
Flags: Radar stealth
Sonar stealth
Motion type: RULEUMT_Amphibious
Movement speed: 1.4 (28 m/s)
Transport class: Large
Weapons: 22 (Details)

This unnamed unit is a UEF 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 from scratch. The UEF ACU is designed to carry an outstanding array of weapon and missile systems, intel tools and shield options
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 UEF
  • BUILTBYTIER2COMMANDER UEF
  • BUILTBYTIER3COMMANDER UEF
  • BUILTBYTIER4COMMANDER UEF
These build categories allow it to build the following units:

Enhancements

Back

Cluster Missile System (T2)

Description: Missile Pack Firing a salvo of 6 Flapjack warheads, this gives a basic bombardment ability to the ACU.

Installs Flapjack Missile Cluster
180 Damage 1.5 AOE Radius 75 Range

Energy cost: 9600
Mass cost: 1200
Build time: 96 seconds
Prerequisite: None
Cluster Missile System (T3)

Description: Swapping out the Flapjack missiles, for the more potent Spearhead Missiles, results in increased range, velocity and AOE. 360 Damage 2.0 AOE Radius 88 Range
Energy cost: 47000
Mass cost: 3500
Build time: 470 seconds
Prerequisite: Cluster Missile System (T2)
Cluster Missile Salvo (T4)

Description: Fractal Missles borrow some mechanics from other factions, splitting into 3 warheads before impact. More payload, range & AOE, but at the cost of mobility. 468 Damage 2.6 AOE Radius 97 Range -4% Movement
Energy cost: 175000
Mass cost: 11750
Build time: 1750 seconds
Prerequisite: Cluster Missile System (T3)
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: Bubble Shield A standard, inexpensive T2 level Bubble Shield.

8500 Shield HP
98 Shield 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.

16000 Shield HP 181 Shield Regen

Energy cost: 18900
Mass cost: 2087
Build time: 189 seconds
Prerequisite: Shield Bubble (T2)
Advanced Skin Shield (T3.5)

Description: Using the finest construction techniques allows a very advanced skin shielding.

18750 Shield HP 308 Shield Regen

Energy cost: 21250
Mass cost: 2866
Build time: 213 seconds
Prerequisite: Skin Shield (T3)
Typhoon Bubble Shield (T4)

Description: Typhoon Bubble Shield The most advanced mobile Bubble shield possible.

Installs Typhoon Bubble Shield 40000 Shield HP 288 Shield Regen

Energy cost: 8500
Mass cost: 2200
Build time: 85 seconds
Prerequisite: Advanced Skin Shield (T3.5)
Tactical Missile Launcher (T2)

Description: Tactical Missile System The ACU can install a standard tactical missile launcher on its chassis that allows for precise targeting at extreme range. This ability comes at the cost of decreased mobility.

Installs Tactical Missile System Requires Ammo Manual Launch 6000 Damage 2 AOE Radius 256 Range x0.96 Speed x0.96 Acceleration x0.96 Turn Rate

Energy cost: 6500
Mass cost: 1000
Build time: 65 seconds
Prerequisite: None
Tactical Nuclear System (T4)

Description: Tactical Nuclear System The "Billy Nuke" system replaces the standard payload with nuclear-tipped warheads, bringing low-end weapons of mass destruction to the battlefield. This payload comes at the cost of a further reduction in mobility.

Installs Tactical Nuclear Missiles 12000-250 Damage 15-25 Radius 256 Range x0.96 Speed x0.96 Acceleration x0.96 Turn Rate

Energy cost: 295000
Mass cost: 10800
Build time: 2950 seconds
Prerequisite: Tactical Missile Launcher (T2)

Command

Intel Package (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 Package (T2)
SpySat System (T3)

Description: Recon Satellite Staying ahead of the flow of battle is necessary for success. This system uses a small remote spy satellite with simple vision capabilities. Satellite is maintained with power.

Installs Recon Satellite

Energy cost: 35000
Mass cost: 3500
Build time: 350 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 Flamer 22 Range 120 Damage 2.0 AOE Radius

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
30 Range 180 Damage 2.5 AOE Radius

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
Installs AA Lance

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

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

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, resource, mobility & regen.

x16 Base Build Power x12 Base Mass Production x75 Base Energy Production x3.0 Base Regeneration +20% movement
Installs 2nd AA Lance

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

Right Arm

Anti-Matter Cannon (T2)

Description: Anti-Matter Cannon A very powerful but short range blast cannon with a large AOE. Disables the standard Zephyr weapon.

270 Damage 30 Range 3.0 AOE Radius

Energy cost: 20750
Mass cost: 1000
Build time: 208 seconds
Prerequisite: None
Improved Particle Accelerator (T3)

Description: An efficient particle accelerator makes it possible to impel more plasma, and thus denser plugs. Zephyr reactivated.

390 Damage 36 Range 3.3 AOE Radius

Energy cost: 52500
Mass cost: 2000
Build time: 525 seconds
Prerequisite: Anti-Matter Cannon (T2)
Enhanced Mag Bottle (T4)

Description: Magnetic constrictors reinforce the plasma wall, allowing higher density & powerful blast effects. Impairs mobility.

750 Damage 42 Range 4.0 AOE Radius
2 Second AOE Stun on T1, T2 & T3 -4% Movement

Energy cost: 150000
Mass cost: 6000
Build time: 1500 seconds
Prerequisite: Improved Particle Accelerator (T3)
Growler Gatling Gun (T2+)

Description: Growler Gatling Cannon Mounting the Growler gatling system alongside the Zephyr gives the ACU serious crowd-control firepower.

Installs Growler Gatling Cannon
160 Damage 38 Range

Energy cost: 16500
Mass cost: 945
Build time: 165 seconds
Prerequisite: None
Ravager Gatling Autocannon (T3+)

Description: Ravager Gatling AutoCannon The Ravager gatling system is a substantial increase in firepower & range. The Basic Flamer is also installed

Installs Ravager Gatling Cannon
305 Damage 56 Range

Installs Flamer 22 Range 120 Damage 2.0 AOE Radius

Energy cost: 40000
Mass cost: 1650
Build time: 400 seconds
Prerequisite: Growler Gatling Gun (T2+)
Devastation AutoBlaster (T4)

Description: Devastation AutoBlaster Hardened projectiles fire slower but inflict terrible kinetic impacts on targets. This Flamer is upgraded, but mobility is impaired.

Installs Devastation Autoblaster 440 Damage 62 Range 1 AOE Radius

Upgraded Flamer 30 Range 180 Damage 2.5 AOE Radius -4% Movement

Energy cost: 135000
Mass cost: 6000
Build time: 1350 seconds
Prerequisite: Ravager Gatling Autocannon (T3+)
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)
Jury Rigged Zephyr

Description: Jury Rigged Zephyr Coupling the ACU reactor directly to the weapon increases damage. Crude & Heavy, but inexpensive

x1.5 Base Damage +5 Range +5 Overcharge Range -4% Movement

Energy cost: 7500
Mass cost: 750
Build time: 75 seconds
Prerequisite: None

Weapons

Target Designator

Target type: RULEWTT_Unit
Damage: 0 (?)
Damage instances: 1 beam collisions
Damage type: Normal
Max range: 25 (0.5 km)
Firing cycle: Once every 5.0s (?)
Zephyr

Target type: RULEWTT_Unit
Projectile: LaserBotTerran01
Damage: 70 (?)
Damage type: Normal
Max range: 28 (0.56 km)
Firing arc: 20°
Firing cycle: Once every 0.5s (?)
Overcharge Cannon

Target type: RULEWTT_Unit
Projectile: TDFOverCharge01
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)
Death Nuke

Projectile: UEFNukeEffectController01
Damage: 14500 (?)
Damage radius: 15 (300 m)
Outer damage: 4500
Outer radius: 25 (0.5 km)
Damage type: Normal
Flags: Damage friendly
Flame Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: Napalm01
Damage: 4 (?)
Damage radius: 2 (40 m)
Damage instances: 10 DoT pulses
Damage type: Explosive
Max range: 22 (440 m)
Min range: 1 (20 m)
Firing arc: 90°
Firing cycle: Once every 0.3s (?)
Flame Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: Napalm01
Damage: 6 (?)
Damage radius: 2.5 (50 m)
Damage instances: 10 DoT pulses
Damage type: Explosive
Max range: 30 (0.6 km)
Min range: 1 (20 m)
Firing arc: 90°
Firing cycle: Once every 0.3s (?)
TorpedoLauncher01

Target type: RULEWTT_Unit
(Anti-Naval)
Projectile: TANAnglerTorpedo01
Damage: 380 (?)
Damage instances: 2 projectiles
Damage type: Normal
Max range: 60 (1.2 km)
Firing cycle: Once every 1.0s (?)
TorpedoLauncher02

Target type: RULEWTT_Unit
(Anti-Naval)
Projectile: TANAnglerTorpedo01
Damage: 250 (?)
Damage instances: 4 projectiles
Damage type: Normal
Max range: 66 (1.32 km)
Firing cycle: Once every 1.0s (?)
TorpedoLauncher03

Target type: RULEWTT_Unit
(Anti-Naval)
Projectile: TANAnglerTorpedo01
Damage: 500 (?)
Damage instances: 4 projectiles
Damage type: Normal
Max range: 72 (1.44 km)
Firing cycle: Once every 1.0s (?)
Anti-Matter Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: UEFACUAntiMatter01
Damage: 900 (?)
Damage radius: 3 (60 m)
Damage type: Normal
Max range: 30 (0.6 km)
Min range: 1 (20 m)
Firing arc:
Firing cycle: Once every 1.0s (?)
Anti-Matter Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: UEFACUAntiMatter02
Damage: 1600 (?)
Damage radius: 3.3 (66 m)
Damage type: Normal
Max range: 36 (0.72 km)
Min range: 1 (20 m)
Firing arc:
Firing cycle: Once every 1.0s (?)
Anti-Matter Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: UEFACUAntiMatter03
Damage: 2500 (?)
Damage radius: 4 (80 m)
Damage type: Normal
Max range: 42 (0.84 km)
Min range: 1 (20 m)
Firing arc:
Firing cycle: Once every 1.0s (?)
Buffs: STUN
Banshee Gatling Cannon

Target type: RULEWTT_Unit
Projectile: TDFHeavyPlasmaGatlingCannon01
Damage: 20 (?)
Damage instances: 8 projectiles
Damage type: Normal
Max range: 38 (0.76 km)
Firing arc:
Firing cycle: Once every 1.0s (?)
Ravager Gatling Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: TDFHeavyPlasmaGatlingCannon01
Damage: 90 (?)
Damage radius: 0
Damage instances: 24 projectiles
Damage type: Normal
Max range: 56 (1.12 km)
Firing arc:
Firing cycle: Once every 1.0s (?)
Devastator Gatling Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: UEFHeavyPlasmaGatlingCannon02
Damage: 220 (?)
Damage radius: 1 (20 m)
Damage instances: 16 projectiles
Damage type: Normal
Max range: 62 (1.24 km)
Firing arc:
Firing cycle: Once every 1.0s (?)
Tactical Warhead

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: TIFMissileCruiseCDR
Damage: 6000 (?)
Damage radius: 2 (40 m)
Damage type: Normal
Max range: 256 (5.12 km)
Min range: 5 (100 m)
Firing cycle: Once every 0.2s (?)
Flags: Damage friendly
Projectile storage: 0/5
Nuclear Warhead

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: UEFBilly
Damage: 12000 (?)
Damage radius: 15 (300 m)
Outer damage: 250
Outer radius: 25 (0.5 km)
Damage type: Normal
Max range: 256 (5.12 km)
Min range: 5 (100 m)
Firing cycle: Once every 1.0s (?)
Flags: Damage friendly
Projectile storage: 0/3
Energy Lance (×2)

Note: Stats are per instance of the weapon.
Target type: RULEWTT_Unit
(Anti-Air)
Damage: 40 (?)
Damage instances: 4 beams
1 beam collisions
Damage type: Normal
Max range: 25 (0.5 km)
Firing cycle: Once every 1.0s (?)
Flapjack Missile Cluster

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: TIFMissileCruise04
Damage: 150 (?)
Damage radius: 1.5 (30 m)
Damage instances: 6 projectiles
Damage type: Normal
Max range: 75 (1.5 km)
Min range: 5 (100 m)
Firing cycle: Once every 5.0s (?)
Flags: Damage friendly
Spearhead Missile Pack

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: TIFMissileCruise05
Damage: 300 (?)
Damage radius: 2 (40 m)
Damage instances: 6 projectiles
Damage type: Normal
Max range: 88 (1.76 km)
Min range: 12 (240 m)
Firing cycle: Once every 5.0s (?)
Flags: Damage friendly
Fractal Cluster Missiles

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: EXClusterMissle01
Damage: 130 (?)
Damage radius: 2.6 (52 m)
Damage instances: 6 projectiles
Damage type: Normal
Max range: 97 (1.94 km)
Min range: 18 (360 m)
Firing cycle: Once every 5.0s (?)
Flags: Damage friendly

Veteran levels

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

  1. 36 kills gives: +1180 (+4/s)
    • Vision radius: 2
    • Water vision radius: 2
  2. 72 kills gives: +2360 (+8/s)
    • Vision radius: 2
    • Water vision radius: 2
  3. 108 kills gives: +3540 (+11/s)
    • Vision radius: 2
    • Water vision radius: 2
  4. 144 kills gives: +4720 (+14/s)
    • Vision radius: 2
    • Water vision radius: 2
  5. 180 kills gives: +5900 (+17/s)
    • Vision radius: 2
    • Water vision radius: 2
Categories : UEF · MOBILE · LAND · COMMAND · ENGINEER · SILO
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