EAL0001 - MostLostNoob/Git-LOUD GitHub Wiki

Armored Command Unit

Unnamed
Armored Command Unit
Source: BlackOps Adv Command
Units for LOUD
Unit ID: eal0001
Faction: Aeon
Health: 29500 (+10/s)
Armour: Commander
Energy cost: 1000000
Mass cost: 18000
Build time: 60000
Maintenance cost: 1/s
Build rate: 10
Energy production: 20/s
Mass production: 2/s
Energy storage: 5000
Mass storage: 650
Vision radius: 26
Water vision radius: 26
Omni radius: 26
Cloak radius: 0
Flags: Radar stealth
Sonar stealth
Motion type: RULEUMT_Amphibious
Movement speed: 1.4
Transport class: Large
Weapons: 17 (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. Combination barracks and command center. Contains all the blueprints necessary to build a basic army from scratch.
Contents
  1. Abilities
  2. Order capabilities
  3. Engineering
  4. Enhancements
  5. Weapons
  6. Veteran levels

Abilities

  • Amphibious
  • Customizable
  • Omni Sensor
  • Volatile

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

Electronic Enhancment (T2)

Description: Electronic Enhancment The need for battlefield intel has always been one of the higher priorities of most commanders. After all if you are unaware of your enemy then how do you fight them. This system is a simple extension of standard visual and high powered sensor systems.

+24 Vision Radius +24 Omni Radius Installs Tactical Missile Defense

Energy cost: 22500
Mass cost: 450
Build time: 90 seconds
Prerequisite: None
Farsight Optics (T3)

Description: Farsight Optics Subsystem A prototype based off the designs for the full sized optics facility this subsystem can create a quantum mirror that allows you to temporarily view a location withing a designated radius around the commander. This can be used to spot for artillary or to look before you leap when teleporting.

Installs Farsight Optics System

Energy cost: 315000
Mass cost: 270
Build time: 810 seconds
Prerequisite: Electronic Enhancment (T2)
Farjump Teleporter (T4)

Description: Farjump Teleporter Subsystem Working with the same modified recall device as the other factions and applying their higher quantum knowledge the Aeon have created a personal teleporter with a much higher range threashold than the other factions. This allows them to cover more ground in a single jump however it does take longer to charge the device.

Installs Teleporter

Energy cost: 720000
Mass cost: 4500
Build time: 2160 seconds
Prerequisite: Farsight Optics (T3)
Maelstrom Generator

Description: Maelstrom Generator While delving through research databanks, the plans for a quantum defense field system were discovered. While harmless to units designed to resist quantum disturbances it is corrosive to everything else.

Installs Maelstrom Generator 30 DPS at range of 21

Energy cost: 84000
Mass cost: 4200
Build time: 840 seconds
Prerequisite: None
Maelstrom Amplifier

Description: Distortion Amplifier Further development of the Maelstrom Generator. By adding amplified energy output systems both the range and effect are increased.

Maelstrom DPS increased to 50 Maelstrom range increased to 28 Installs Tactical Missile Defense

Energy cost: 162000
Mass cost: 8400
Build time: 1620 seconds
Prerequisite: Maelstrom Generator
Maelstrom Focusing

Description: Instability Enhancer The addition of extra focusers and reflectors has allowed increased control over the instabilities that make up the field. Increases both field coverage and destructive potential.

Maelstrom DPS increased to 75 Maelstrom Range increased to 36

Energy cost: 324000
Mass cost: 16800
Build time: 3240 seconds
Prerequisite: Maelstrom Amplifier
Shield Battery (T2)

Description: Shield Battery This is a stander personal shield battery with a first generation direct feed active regeneration system that enhances simple defenses.

+8000 Shield Health +50 Active Shield Regen

Energy cost: 45000
Mass cost: 840
Build time: 180 seconds
Prerequisite: None
Improved Shield Battery (T3)

Description: Improved Shield Battery An improvement over the original shield system that allows for both higher sustained regeneration and overall health.

+15000 Shield Health +100 Active Shield Regen

Energy cost: 225000
Mass cost: 1800
Build time: 810 seconds
Prerequisite: Shield Battery (T2)
Advanced Shield Battery (T4)

Description: Advanced Shield Battery By further upgrading both power and emitter systems shields with enormous regenerative properties are possible combined with an equally large strength. Because of the nature of the regeneration systems these shields are extremely efficient at diffusing beam weaponry.

+23000 Shield Health +150 Active Shield Regen Installs Tactical Missile Defense

Energy cost: 420000
Mass cost: 3600
Build time: 1440 seconds
Prerequisite: Improved Shield Battery (T3)

Left Arm

Tech 2 Combat Engineering (T1)

Description: Combat Engineering Unlike the standard engineering enhancement, combat engineering focuses on armor and regeneration. A chrono dampener area stun is also attached.

Unlock Tech 2 Construction +10000 health 25 Armor Regen 20 Build Speed Installs Chrono Dampener

Energy cost: 30000
Mass cost: 3000
Build time: 220 seconds
Prerequisite: None
Tech 3 Assault Engineering (T2)

Description: Assault Engineering Further armor and regenerative capabilities, this upgrade makes the ACU capable of sustaining heavy damage. The chrono dampener gains increased range.

Unlock Tech 3 Construction +20000 health 60 Armor Regen 45 Build Speed +8 Chrono Dampener Range

Energy cost: 72000
Mass cost: 7200
Build time: 720 seconds
Prerequisite: Tech 2 Combat Engineering (T1)
Tech 4 Apocalyptic Engineering (T3)

Description: Apocalyptic Engineering Maximum armor and regenerative capability.

Unlock Experimental Construction +30000 health 100 Armor Regen 90 Build Speed

Energy cost: 162000
Mass cost: 16200
Build time: 1620 seconds
Prerequisite: Tech 3 Assault Engineering (T2)
Tech 2 Improved Engineering (T1)

Description: Improved Engineering The standard engineering enhancement system focuses on improving resource allocation subsystems and build power.

Unlock Tech 2 Construction Build Speed 25 Mass Production 6 Energy Production 100

Energy cost: 38000
Mass cost: 3500
Build time: 195 seconds
Prerequisite: None
Tech 3 Advanced Engineering (T2)

Description: Advanced Engineering The advanced engineering enhancement further improves resource yields and build power.

Unlock Tech 3 Construction Build Speed 75 Mass Production 16 Energy Production 500

Energy cost: 125000
Mass cost: 12500
Build time: 1250 seconds
Prerequisite: Tech 2 Improved Engineering (T1)
Tech 4 Experimental Engineering (T3)

Description: Experimental Engineering The experimental engineering enhancement system maximizes resource yields and building capability.

Unlock Experimental Construction Build Speed 210 Mass Production 28 Energy Production 1500 10% faster movement

Energy cost: 750000
Mass cost: 25000
Build time: 3750 seconds
Prerequisite: Tech 3 Advanced Engineering (T2)

Right Arm

Dual Miasma Artillery (T2)

Description: Dual Miasma Artillery The miasma artillery system fires long range shells of corrosive materials at targets. These shells will airburst for maximum distribution of the corrosives and cause large amounts of damage to targets within the area.

Installs Dual Miasma Artillery

Energy cost: 45000
Mass cost: 990
Build time: 280 seconds
Prerequisite: None
Advanced Warhead Compression (T3)

Description: Advanced Warhead Compression Through advanced compression techniques it has become possible to condense the corrosive materials into a extremely dense state. This allows for a much higher damage yield per shot than previous systems.

+1500 Miasma Damage Installs Disruptor Jury Rigging

Energy cost: 180000
Mass cost: 1800
Build time: 560 seconds
Prerequisite: Dual Miasma Artillery (T2)
Improved Auto Loader (T4)

Description: Improved Auto Loader While artillery tends to be very slow firing due to the need to constantly load extremely heavy shells into the system it is possible to increase both weight handling as well as reload speed. This allows for larger warheads to be delivered to the firing systems at an increased rate of speed.

+3252 Miasma Damage +40% Miasma Rate of Fire

Energy cost: 540000
Mass cost: 5400
Build time: 1620 seconds
Prerequisite: Advanced Warhead Compression (T3)
Phason Beam Cannon (T2)

Description: Phason Beam Cannon Rather than the standard highly destructive beam cannons that are usually used in combat the aeon have created a light phason beam. This beam randomly rearranges the targets molecular structure causing severe breakdowns in structural integrity.

Installs Phason Beam Cannon 200 DPS

Energy cost: 6500
Mass cost: 540
Build time: 88 seconds
Prerequisite: None
Dual Channel Booster (T3)

Description: Dual Channel Booster This installed a backup emitter system within the primary that can be alternated preventing system shutdown due to continuous use. This effectively increases the damage output and range of the beam.

Phason Damage 400DPS +13 Phason Range Installs Disruptor Jury Rigging

Energy cost: 18400
Mass cost: 2400
Build time: 240 seconds
Prerequisite: Phason Beam Cannon (T2)
Molecular Inducer (T4)

Description: Molecular Inducer Running a pulsed current down the beam it is possible to drastically alter the magnetic fields of the molecules being rearranged. This causes hull plating to literally tear itself apart.

Phason Damage 600DPS +1 Phason Blast Radius

Energy cost: 55200
Mass cost: 4400
Build time: 720 seconds
Prerequisite: Dual Channel Booster (T3)
Jury Rigged Disruptor (T1)

Description: Jury Rigged Disruptor By running additional power feeds and rapidly upgrading capacitors upgrading the command chassis with a slightly enhanced main weapon can be useful when in a pinch. However this system is automatically installed later if it is not needed earlier.

+100 Disruptor Damage

Energy cost: 6000
Mass cost: 570
Build time: 60 seconds
Prerequisite: None
Torpedo Launcher (T2)

Description: Torpedo Launcher When forced to fight underwater a run of the mill torpedo system is a commanders best friend. Unfortunately installing such systems hampers the total combat effectiveness on land but there are times when that is not a bad thing.

Installs Torpedo Launcher Installs Anti-Torpedo System

Energy cost: 45000
Mass cost: 1440
Build time: 450 seconds
Prerequisite: None
Improved Reloader (T3)

Description: Improved Reloader Increasing the torpedoes rate of fire helps to slightly overcome anti torpedo counter measures as well as overall increases in destructive power output.

+100 Disruptor Damage +120 Torpedo Damage +25% Torpedo Rate of Fire Installs Disruptor Jury Rigging

Energy cost: 99000
Mass cost: 3300
Build time: 990 seconds
Prerequisite: Torpedo Launcher (T2)
Advanced Warheads (T4)

Description: Advanced Warheads By replacing the torpedoes warheads with stronger shaped charges the over all damage output of the system is increased exponentially allowing the commander to become a menace to all seagoing vessels.

+200 Disruptor Damage +1000 Torpedo Damage

Energy cost: 216000
Mass cost: 6300
Build time: 2160 seconds
Prerequisite: Improved Reloader (T3)

Weapons

Target Designator

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 0 (?)
Damage: 0.1 (?)
Damage radius: 0
Damage instances: 1 beam collisions
Damage type: Normal
Max range: 100
Firing cycle: Once every 0.5s (?)
Quantum Disruptor

Target type: RULEWTT_Unit
DPS estimate: 133 (?)
Damage: 40 (?)
Damage radius: 0
Damage type: Normal
Max range: 25
Min range: 1
Firing arc: 160°
Firing cycle: Once every 0.3s (?)
Overcharge Cannon

Target type: RULEWTT_Unit
DPS estimate: 10000 (?)
Damage: 100000 (?)
Damage radius: 2
Damage type: Overcharge
Max range: 30
Firing arc: 160°
Firing cycle: Once every 1.0s (?)
Firing cost: 30000 (3000/s for 10.0s)
Flags: Damage friendly
Death Nuke

Damage: 14500 (?)
Damage radius: 15
Outer damage: 4500
Outer radius: 25
Damage type: Normal
Flags: Damage friendly
Chrono Dampener

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 0 (?)
Damage: 1 (?)
Damage radius: 0
Damage type: Normal
Max range: 22
Firing cycle: Once every 5.0s (?)
Firing cost: 750 (150/s for 5.0s)
Buffs: STUN
Chrono Dampener

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 0 (?)
Damage: 1 (?)
Damage radius: 0
Damage type: Normal
Max range: 30
Firing cycle: Once every 4.0s (?)
Firing cost: 1600 (400/s for 4.0s)
Buffs: STUN
Chrono Torpedo

Target type: RULEWTT_Unit
(Anti-Naval)
DPS estimate: 152 (?)
Damage: 380 (?)
Damage instances: 2 projectiles
Damage type: Normal
Max range: 60
Firing cycle: Once every 5.0s (?)
Chrono Torpedo

Target type: RULEWTT_Unit
(Anti-Naval)
DPS estimate: 250 (?)
Damage: 500 (?)
Damage instances: 2 projectiles
Damage type: Normal
Max range: 60
Firing cycle: Once every 4.0s (?)
Chrono Torpedo

Target type: RULEWTT_Unit
(Anti-Naval)
DPS estimate: 1500 (?)
Damage: 1500 (?)
Damage instances: 2 projectiles
Damage type: Normal
Max range: 60
Firing cycle: Once every 2.0s (?)
Miasma Artillery

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 125 (?)
Damage: 100 (?)
Damage radius: 2
Damage instances: 2 projectiles
5 DoT pulses
Damage type: Normal
Max range: 100
Min range: 20
Firing cycle: Once every 1.0s (?)
Firing cost: 400 (50/s for 8.0s)
Flags: Artillery shield blocks
Damage friendly
Miasma Artillery

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 500 (?)
Damage: 400 (?)
Damage radius: 2.5
Damage instances: 2 projectiles
5 DoT pulses
Damage type: Normal
Max range: 100
Min range: 20
Firing cycle: Once every 1.0s (?)
Firing cost: 800 (100/s for 8.0s)
Flags: Artillery shield blocks
Damage friendly
Miasma Artillery

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 857 (?)
Damage: 600 (?)
Damage radius: 2.5
Damage instances: 2 projectiles
5 DoT pulses
Damage type: Normal
Max range: 100
Min range: 20
Firing cycle: Once every 1.0s (?)
Firing cost: 1050 (150/s for 7.0s)
Flags: Artillery shield blocks
Damage friendly
Phason Laser

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 200 (?)
Damage: 20 (?)
Damage radius: 0
Damage type: Normal
Max range: 35
Firing arc: 240°
Firing cycle: Continuous beam
Once every 0.1s (?)
Phason Laser

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 200 (?)
Damage: 40 (?)
Damage radius: 0
Damage type: Normal
Max range: 48
Firing arc: 240°
Firing cycle: Continuous beam
Once every 0.2s (?)
Phason Laser

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 300 (?)
Damage: 60 (?)
Damage radius: 1
Damage type: Normal
Max range: 48
Min range: 1
Firing arc: 240°
Firing cycle: Continuous beam
Once every 0.2s (?)
Anti Torpedo

Target type: RULEWTT_Projectile
(Anti-torpedo)
Damage: 2 (?)
Damage type: Normal
Max range: 45
Min range: 15
Firing cycle: Once every 2.0s (?)
Will O Wisp Anti Missile

Target type: RULEWTT_Projectile
(Anti-tactical)
Damage: 30 (?)
Damage type: Normal
Max range: 22
Firing cycle: Once every 1.7s (?)

Veteran levels

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

  1. 35 kills gives: +2950 (+10/s)
  2. 70 kills gives: +5900 (+20/s)
  3. 105 kills gives: +8850 (+30/s)
  4. 140 kills gives: +11800 (+40/s)
  5. 175 kills gives: +14750 (+50/s)
Categories : AEON · MOBILE · LAND · COMMAND · ENGINEER
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