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ERL0001
Unnamed Armored Command Unit |
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Source: | BlackOps Adv Command Units for LOUD |
Unit ID: | erl0001 |
Faction: | Cybran |
Health: | 27000 (+20/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) |
Cloak radius: | 0 |
Radar stealth radius: | 1 (20 m) |
Sonar stealth radius: | 1 (20 m) |
Flags: | Cloak Radar stealth Sonar stealth |
Motion type: | RULEUMT_Amphibious |
Movement speed: | 1.4 (28 m/s) |
Transport class: | Large |
Weapons: | 23 (Details) |
This unnamed unit is a Cybran 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, Torpedo/Tactical Missile defense & anti-teleport field. Contains blueprints necessary to build a basic army. Able to mount some potent, and unique, but shorter ranged weapons systems, the Cybran ACU's mobility, intel & counter-intel options make him hard to find
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:
The engineering capabilties of this unit consist of the ability to capture, reclaim, and repair. It has the build categories:
BUILTBYCOMMANDER CYBRAN
BUILTBYTIER2COMMANDER CYBRAN
BUILTBYTIER3COMMANDER CYBRAN
BUILTBYTIER4COMMANDER CYBRAN
Agility Package (T3)
Description: | Agility Package
By installing fine-tuned and highly responsive servos and actuators, it is possible to be more agile. While not faster, acceleration and turning is improved, increasing mobility.
x1.33 Acceleration x1.33 Turn Rate |
Energy cost: | 42000 |
Mass cost: | 1950 |
Build time: | 420 seconds |
Prerequisite: | None |
Armor Plating (T2+)
Description: | Armor Package
Simply adds framework for up to 7k of additional armor which must then be regenerated to obtain the full value. Mobility is impaired.
+7000 HP x0.96 Speed x0.96 Acceleration x0.96 Turn Rate |
Energy cost: | 32000 |
Mass cost: | 4200 |
Build time: | 320 seconds |
Prerequisite: | Agility Package (T3) |
Regen Package (T3)
Description: | Regen Package
A large cache of nanobots and a mass reserve increases the base regeneration of the ACU by 10.
+10 Base Regen |
Energy cost: | 32000 |
Mass cost: | 10800 |
Build time: | 320 seconds |
Prerequisite: | Armor Plating (T2+) |
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 |
Stealth Field Generator (T3)
Description: | Stealth Field
Good intel can win the battle; however, so can depriving the enemy of intel. Augments the basic stealth capability of the ACU by mounting a typical radar/sonar stealth field generator.
Installs T3 Radar/Sonar Stealth Field 32 Radar Stealth Field Radius 32 Sonar Stealth Field Radius |
Energy cost: | 12000 |
Mass cost: | 675 |
Build time: | 120 seconds |
Prerequisite: | None |
Cloaking Subsystems (T3+)
Description: | Cloak Armor
A further upgrade to the Stealth Field Generator, it is possible to create the illusion of invisibility, applying a special active compound to the entire ACU frame which fools optical sensors.
Installs Personal Cloak Deactivated if the Stealth Field is turned off Increased power consumption even when turned off or deactivated |
Energy cost: | 32100 |
Mass cost: | 4000 |
Build time: | 321 seconds |
Prerequisite: | Stealth Field Generator (T3) |
Intel Deviator Field (T4)
Description: | Deviator Field
Deviator Fields create EMP like effects at ranges beyond the stealth field itself, which interfere with all enemy intel collection thereby reducing the range of all enemy intel devices.
Installs Deviator Field Generator x0.8 Enemy Vision Radius x0.7 Enemy Radar/Sonar Radius x0.6 Enemy OMNI Radius 80 Effect Range Deactivated if the Stealth Field is turned off Increased power consumption even when turned off or deactivated |
Energy cost: | 42500 |
Mass cost: | 3500 |
Build time: | 425 seconds |
Prerequisite: | Cloaking Subsystems (T3+) |
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) |
Perimeter Optics (T3+)
Description: | Perimeter Optics
Utilizing SERAPHIM crystal technology, in conjunction with the existing OMNI, improves the visual intel of the ACU. Consumes additional power.
+25 to base Vision & Water Vision Range |
Energy cost: | 32100 |
Mass cost: | 3600 |
Build time: | 321 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 Installs Rocket Pod 120 Damage 22 Range 2 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 Upgrades Rocket Pod 180 Damage 30 Range 3 AOE Radius |
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 Installs Rocket Pod 120 Damage 22 Range 2 AOE Radius |
Energy cost: | 720000 |
Mass cost: | 29500 |
Build time: | 7200 seconds |
Prerequisite: | Advanced Engineering (T3) |
EMP Array (T2)
Description: | EMP Blast Array
Using AEON chrono tech, this weapon delivers a stunning blast of direct damage, and a secondary stun blast, to T1 & T2 units.
300 Damage
2 AOE Radius
35 Range
2 Second Stun on T1 & T2 |
Energy cost: | 27000 |
Mass cost: | 720 |
Build time: | 180 seconds |
Prerequisite: | None |
Adjusted Crystal Matrix (T3)
Description: | Again, using SERAPHIM tech, focusing crystals are improved, allowing the beams increased range, charge & AOE effects. Stuns T1-T3 units.
500 Damage 2 AOE Radius 40 Range 2 Second Stun on T1,T2 & T3 5 Stun Radius |
Energy cost: | 64000 |
Mass cost: | 2250 |
Build time: | 640 seconds |
Prerequisite: | EMP Array (T2) |
Enhanced Laser Emitters (T4)
Description: | Built to rigorous UEF materiel standards, the lasers & conduits are replaced. The ultimate form of this weapon. Heavy. Stuns ALL land units.
800 Damage
3 AOE Radius
45 Range
2 Second Stun on ALL units |
Energy cost: | 155000 |
Mass cost: | 6000 |
Build time: | 1500 seconds |
Prerequisite: | Adjusted Crystal Matrix (T3) |
Microwave Laser (T2+)
Description: | Microwave Laser
The "Maser" for short, is a focused beam with good damage but short range.
Installs Microwave Laser 240 Damage 30 Range x1.1 Shield Damage |
Energy cost: | 16500 |
Mass cost: | 945 |
Build time: | 165 seconds |
Prerequisite: | None |
Beholder Assembly (T3+)
Description: | Pairs the maser with a paralled twin. While not noticeable in action, allows higher power utilization while reducing potential overheating.
360 Damage 34 Range x1.2 Shield Damage |
Energy cost: | 28000 |
Mass cost: | 1800 |
Build time: | 280 seconds |
Prerequisite: | Microwave Laser (T2+) |
Death Ray (T4)
Description: | Death Ray conduits feed directly to the main power, overcharging the assembly and bringing out the weapon's most destructive aspects. Mobility is impaired.
600 Damage 40 Range x1.4 Shield Damage -4% Movement |
Energy cost: | 105000 |
Mass cost: | 4900 |
Build time: | 1050 seconds |
Prerequisite: | Beholder Assembly (T3+) |
Jury Rigged Ripper
Description: | Jury Rigged Ripper
By running additional power feeds & rapid capacitors, upgrading to an enhanced main weapon is quick, cheap and heavy.
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 |
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) |
Target Designator
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 (?) |
Molecular Ripper Cannon
Target type: |
RULEWTT_Unit
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Projectile: | CDFCannonMolecular01 |
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: | CDFCannonMolecularOvercharge01 |
Damage: | 100000 (?) |
Damage radius: | 2 (40 m) |
Damage instances: | 2 beam collisions |
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: | CIFEMPFluxWarhead02 |
Damage: | 14500 (?) |
Damage radius: | 15 (300 m) |
Outer damage: | 4500 |
Outer radius: | 25 (0.5 km) |
Damage type: | Normal |
Flags: | Damage friendly |
Iridium Rocket Pack
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | CDFRocketIridium02 |
Damage: | 8 (?) |
Damage radius: | 2 (40 m) |
Damage instances: | 6 projectiles 10 DoT pulses |
Damage type: | Normal |
Max range: | 22 (440 m) |
Min range: | 1 (20 m) |
Firing cycle: | Once every 4.0s (?) |
Iridium Rocket Pack
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | CDFRocketIridium02 |
Damage: | 16 (?) |
Damage radius: | 3 (60 m) |
Damage instances: | 6 projectiles 10 DoT pulses |
Damage type: | Normal |
Max range: | 30 (0.6 km) |
Min range: | 1 (20 m) |
Firing cycle: | Once every 4.0s (?) |
Nanite Torpedo
Target type: |
RULEWTT_Unit (Anti-Naval) |
Projectile: | CANTorpedoNanite02 |
Damage: | 380 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 (1.2 km) |
Firing cycle: | Once every 1.0s (?) |
Nanite Torpedo
Target type: |
RULEWTT_Unit (Anti-Naval) |
Projectile: | CANTorpedoNanite02 |
Damage: | 250 (?) |
Damage instances: | 4 projectiles |
Damage type: | Normal |
Max range: | 66 (1.32 km) |
Firing cycle: | Once every 1.0s (?) |
Nanite Torpedo
Target type: |
RULEWTT_Unit (Anti-Naval) |
Projectile: | CANTorpedoNanite02 |
Damage: | 500 (?) |
Damage instances: | 4 projectiles |
Damage type: | Normal |
Max range: | 72 (1.44 km) |
Firing cycle: | Once every 1.0s (?) |
EMP Array Emitter
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 0 (?) |
Damage radius: | 0 |
Damage instances: | 1 beam collisions |
Damage type: | Normal |
Max range: | 45 (0.9 km) |
Firing arc: | 8° |
Firing cycle: | Once every 4.0s (?) |
EMP Array Emitter (×3)
Note: Stats are per instance of the weapon. | |
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 1 (?) |
Damage instances: | 5 beam collisions |
Damage type: | Normal |
Max range: | 45 (0.9 km) |
Firing cycle: | Once every 0.3s (?) |
EMP Array Emitter
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | EXInvisoProectile01 |
Damage: | 300 (?) |
Damage radius: | 2 (40 m) |
Damage type: | Normal |
Max range: | 35 (0.7 km) |
Firing arc: | 8° |
Firing cycle: | Once every 1.0s (?) |
Buffs: | STUN |
EMP Array Emitter
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | EXInvisoProectile02 |
Damage: | 500 (?) |
Damage radius: | 2 (40 m) |
Damage type: | Normal |
Max range: | 40 (0.8 km) |
Firing arc: | 8° |
Firing cycle: | Once every 1.0s (?) |
Buffs: | STUN |
EMP Array Emitter
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | EXInvisoProectile03 |
Damage: | 800 (?) |
Damage radius: | 3 (60 m) |
Damage type: | Normal |
Max range: | 45 (0.9 km) |
Firing arc: | 8° |
Firing cycle: | Once every 1.0s (?) |
Buffs: | STUN |
Microwave Laser
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 48 (?) |
Damage radius: | 0 |
Damage instances: | 5 beam collisions |
Damage type: | ShieldMult1.1 |
Max range: | 30 (0.6 km) |
Firing cycle: | Once every 1.0s (?) |
Beholder Laser
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 60 (?) |
Damage radius: | 0 |
Damage instances: | 3 beam collisions |
Damage type: | ShieldMult1.2 |
Max range: | 34 (0.68 km) |
Firing cycle: | Once every 0.5s (?) |
Heavy Microwave Laser
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 75 (?) |
Damage radius: | 0 |
Damage instances: | 4 beam collisions |
Damage type: | ShieldMult1.4 |
Max range: | 40 (0.8 km) |
Firing cycle: | Once every 0.5s (?) |
AA Microwave Laser
Target type: |
RULEWTT_Unit (Anti-Air) |
Damage: | 30 (?) |
Damage instances: | 5 beam collisions |
Damage type: | Normal |
Max range: | 37 (0.74 km) |
Firing cycle: | Once every 1.0s (?) |
AA Microwave Laser (×3)
Note: Stats are per instance of the weapon. | |
Target type: |
RULEWTT_Unit (Anti-Air) |
Damage: | 37 (?) |
Damage instances: | 5 beam collisions |
Damage type: | Normal |
Max range: | 35 (0.7 km) |
Firing cycle: | Once every 1.0s (?) |
Note: Each veteran level buff replaces the previous by default; values are shown here as written.
- 36 kills gives: +1080 (+5/s)
- Vision radius: 2
- Water vision radius: 2
- 72 kills gives: +2160 (+10/s)
- Vision radius: 2
- Water vision radius: 2
- 108 kills gives: +3240 (+14/s)
- Vision radius: 2
- Water vision radius: 2
- 144 kills gives: +4320 (+17/s)
- Vision radius: 2
- Water vision radius: 2
- 180 kills gives: +5400 (+20/s)
- Vision radius: 2
- Water vision radius: 2
Categories : CYBRAN · MOBILE · LAND · COMMAND · ENGINEER |
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