EEL0001 - LOUD-Project/Git-LOUD GitHub Wiki
|   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
- 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 UEF
- BUILTBYTIER2COMMANDER UEF
- BUILTBYTIER3COMMANDER UEF
- BUILTBYTIER4COMMANDER UEF
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 | 
| 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 | 
| 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) | 
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 | 
| 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 | 
| 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) | 
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: |  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 | 
| 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 | 
| 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 | 
| 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 | 
| Energy cost: |  720000 | 
| Mass cost: |  29500 | 
| Build time: |  7200 seconds | 
| Prerequisite: | Advanced Engineering (T3) | 
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 | 
| 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 | 
| 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 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 | 
| 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 | 
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: | 8° | 
| 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: | 8° | 
| 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: | 8° | 
| 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: | 8° | 
| 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: | 8° | 
| 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: | 8° | 
| 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 | 
Note: Each veteran level buff replaces the previous by default; values are shown here as written.
- 36 kills gives:  +1180 (+4/s) +1180 (+4/s)- Vision radius: 2
- Water vision radius: 2
 
- 72 kills gives:  +2360 (+8/s) +2360 (+8/s)- Vision radius: 2
- Water vision radius: 2
 
- 108 kills gives:  +3540 (+11/s) +3540 (+11/s)- Vision radius: 2
- Water vision radius: 2
 
- 144 kills gives:  +4720 (+14/s) +4720 (+14/s)- Vision radius: 2
- Water vision radius: 2
 
- 180 kills gives:  +5900 (+17/s) +5900 (+17/s)- Vision radius: 2
- Water vision radius: 2
 
| Categories : UEF · MOBILE · LAND · COMMAND · ENGINEER · SILO | 


































































































