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ERL0001

Balthazar edited this page Jul 22, 2024 · 6 revisions

Armored Command Unit

Unnamed
Armored Command Unit
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
  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 CYBRAN
  • BUILTBYTIER2COMMANDER CYBRAN
  • BUILTBYTIER3COMMANDER CYBRAN
  • BUILTBYTIER4COMMANDER CYBRAN
These build categories allow it to build the following units:

Enhancements

Back

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+)

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)
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)

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

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

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
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, 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 Rocket Pod 120 Damage 22 Range 2 AOE Radius

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

Right Arm

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
4 Stun Radius

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
6 Stun Radius -4% Movement

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
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

Target Designator

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 (?)
Molecular Ripper Cannon

Target type: RULEWTT_Unit
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:
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:
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:
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:
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 (?)

Veteran levels

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

  1. 36 kills gives: +1080 (+5/s)
    • Vision radius: 2
    • Water vision radius: 2
  2. 72 kills gives: +2160 (+10/s)
    • Vision radius: 2
    • Water vision radius: 2
  3. 108 kills gives: +3240 (+14/s)
    • Vision radius: 2
    • Water vision radius: 2
  4. 144 kills gives: +4320 (+17/s)
    • Vision radius: 2
    • Water vision radius: 2
  5. 180 kills gives: +5400 (+20/s)
    • Vision radius: 2
    • Water vision radius: 2
Categories : CYBRAN · MOBILE · LAND · COMMAND · ENGINEER
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