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ESL0001

Balthazar edited this page Jul 22, 2024 · 8 revisions

Armored Command Unit

Unnamed
Armored Command Unit
Source: BlackOps Adv Command
Units for LOUD
Unit ID: esl0001
Faction: Seraphim
Health: 27500 (+16/s)
Armour: Commander
Energy cost: 100000
Mass cost: 10000
Build time: 60000
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: 22 (440 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: 1.45 (29 m/s)
Transport class: Large
Weapons: 15 (Details)

This unnamed unit is a Seraphim 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 an superior upgradeable suit with radar/sonar stealth and anti-teleport field. Contains blueprints necessary to build a basic army.
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 SERAPHIM
  • BUILTBYTIER2COMMANDER SERAPHIM
  • BUILTBYTIER3COMMANDER SERAPHIM
  • BUILTBYTIER4COMMANDER SERAPHIM
These build categories allow it to build the following units:

Enhancements

Back

Armor Plating (T2+)

Description: Armor Package Simply adds framework for up to 7k of additional armor which must be regenerated to obtain the full value. Mobility is impaired.

+7000 HP -4% Movement

Energy cost: 32000
Mass cost: 4200
Build time: 320 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: Armor Plating (T2+)
Cloaking Subsystems (T3+)

Description: Phasic Cloaking This is an upscaled version of the phasic cloak system used by Seraphim land scouts. As long as the ACU is motionless and not making use of high energy systems, they will remain concealed from enemy sensors.

Installs Phasic Cloaking Subsystems

Energy cost: 32100
Mass cost: 4000
Build time: 321 seconds
Prerequisite: Stealth Field Generator (T3)
Lambda Destruction Field Emitters (T2+)

Description: Lambda Destruction Fields Born from a mastery of quantum mechanics, the Lambda system creates 'micro-tears' in the fabric of space around enemy projectiles of any size and funnels them into another plane.

Installs 2 Lambda Destruction Emitters 13 Range .7 Second Cycle Time

Energy cost: 22000
Mass cost: 680
Build time: 220 seconds
Prerequisite: None
Lambda Deflection Field Emitters (T3)

Description: Lambda Deflection Fields Fine control of the Lambda Field allows enemy projectiles to be redirected, often back towards the source.

Installs 2 Lambda Deflection Emitters
9 Range
.9 Second Cycle Time

Energy cost: 36000
Mass cost: 1325
Build time: 350 seconds
Prerequisite: Lambda Destruction Field Emitters (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

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)

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 AA blister

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 2nd AA blister

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

Installs OC Boost +10 Range

Energy cost: 375000
Mass cost: 49000
Build time: 3750 seconds
Prerequisite: Assault Engineering (T3)
Tech 2 Improved Engineering (T1)

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 Basic Regen Aura +30% Regen

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

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 Installs Improved Regen Aura +60% Regn +15 Shield Regen +10% Vision

Energy cost: 152000
Mass cost: 10500
Build time: 1520 seconds
Prerequisite: Tech 2 Improved Engineering (T1)
Tech 4 Experimental Engineering (T3)

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 OC Boost +10 Range

Energy cost: 720000
Mass cost: 29500
Build time: 7200 seconds
Prerequisite: Tech 3 Advanced Engineering (T2)

Right Arm

Jury Rigged Chronotron (T1)

Description: Jury Rigged Chronotron 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
Plasma Gatling Cannon (T2)

Description: Plasma Gatling Cannon Using a cluster of micro barrels to chamber and discharge plasma bolts, the Seraphim have created a powerful gatling-style weapon; however, while dangerous, range is modest.

Installs Plasma Gatling Cannon 225 Damage 36 Range

Energy cost: 21000
Mass cost: 840
Build time: 180 seconds
Prerequisite: None
Phased Energy Fields (T3)

Description: By phasing the shots slightly into a higher spectrum, the Plasma Gatling system gains an increase in range and damage.

420 Damage 48 Range

Energy cost: 42000
Mass cost: 1400
Build time: 420 seconds
Prerequisite: Plasma Gatling Cannon (T2)
Secondary Power Feeds (T4)

Description: Feeding power directly to the plasma chambers allows for a higher charge and faster cycling time. This releases more powerful bolts, with minor AOE effect, in rapid succession. Impairs mobility.

550 Damage 57 Range 1 AOE Radius
-4% Movement

Energy cost: 130000
Mass cost: 4200
Build time: 1300 seconds
Prerequisite: Phased Energy Fields (T3)
Storm Cannon (T2+)

Description: Storm Cannon By creating miniature ruptures in the fabric of space and letting uncontrolled quantum energies out, the storm cannon can cause significant area damage. However, if the target moves quickly, it can avoid the reach of those rifts.

Installs Quantum Storm Cannon 1000 Damage 2.0 AOE Radius 33 Range

Energy cost: 21000
Mass cost: 900
Build time: 210 seconds
Prerequisite: None
Enhanced Storm Cannon (T3)

Description: By dumping a significant amount of energy directly into the weapon system, it is possible to open a larger rift at greater distance and over a larger area.

2000 Damage 2.6 AOE Radius 37 Range

Energy cost: 56000
Mass cost: 1900
Build time: 560 seconds
Prerequisite: Storm Cannon (T2+)
Advanced Storm Cannon (T4)

Description: With a little creative energy manipulation, the storm can not only open a rift, but draw more destructive energies from it. This comes at the cost of impaired mobility.

3600 Damage 3.4 AOE Radius 45 Range
-4% Movement

Energy cost: 165000
Mass cost: 5400
Build time: 1650 seconds
Prerequisite: Enhanced Storm Cannon (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)

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 (?)
Chronotron Cannon

Target type: RULEWTT_Unit
Projectile: SDFChronatronCannon01
Damage: 70 (?)
Damage type: Normal
Max range: 28 (0.56 km)
Firing arc: 60°
Firing cycle: Once every 0.5s (?)
Chronotron Overcharge Cannon

Target type: RULEWTT_Unit
Projectile: SDFChronatronCannon02
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: InainoEffectController01
Damage: 14500 (?)
Damage radius: 15 (300 m)
Outer damage: 4500
Outer radius: 25 (0.5 km)
Damage type: Normal
Flags: Damage friendly
Torpedo Launcher

Target type: RULEWTT_Unit
(Anti-Naval)
Projectile: SANAnaitTorpedo01
Damage: 380 (?)
Damage instances: 2 projectiles
Damage type: Normal
Max range: 60 (1.2 km)
Firing cycle: Once every 1.0s (?)
Torpedo Launcher

Target type: RULEWTT_Unit
(Anti-Naval)
Projectile: SANAnaitTorpedo01
Damage: 250 (?)
Damage instances: 4 projectiles
Damage type: Normal
Max range: 66 (1.32 km)
Firing cycle: Once every 1.0s (?)
Torpedo Launcher

Target type: RULEWTT_Unit
(Anti-Naval)
Projectile: SANAnaitTorpedo01
Damage: 500 (?)
Damage instances: 4 projectiles
Damage type: Normal
Max range: 72 (1.44 km)
Firing cycle: Once every 1.0s (?)
Storm Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: SeraACUBigBall01
Damage: 50 (?)
Damage radius: 2 (40 m)
Damage instances: 20 DoT pulses
Damage type: Normal
Max range: 33 (0.66 km)
Min range: 2 (40 m)
Firing arc: 60°
Firing cycle: Once every 1.0s (?)
Firing cost: 600 (400/s for 1.5s)
Storm Cannon II

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: SeraACUBigBall02
Damage: 100 (?)
Damage radius: 2.6 (52 m)
Damage instances: 20 DoT pulses
Damage type: Normal
Max range: 37 (0.74 km)
Min range: 2 (40 m)
Firing arc: 60°
Firing cycle: Once every 1.0s (?)
Firing cost: 975 (650/s for 1.5s)
Storm Cannon III

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: SeraACUBigBall03
Damage: 180 (?)
Damage radius: 3.4 (68 m)
Damage instances: 20 DoT pulses
Damage type: Normal
Max range: 45 (0.9 km)
Min range: 3 (60 m)
Firing arc: 60°
Firing cycle: Once every 1.0s (?)
Firing cost: 1400 (700/s for 2s)
Gatling Plasma Cannon

Target type: RULEWTT_Unit
Projectile: SeraRapidCannon01
Damage: 75 (?)
Damage radius: 0
Damage type: Normal
Max range: 36 (0.72 km)
Min range: 2 (40 m)
Firing arc:
Firing cycle: Once every 0.3s (?)
Gatling Plasma Cannon

Target type: RULEWTT_Unit
Projectile: SeraRapidCannon02
Damage: 140 (?)
Damage radius: 0
Damage type: Normal
Max range: 48 (0.96 km)
Min range: 2 (40 m)
Firing arc:
Firing cycle: Once every 0.3s (?)
Gatling Plasma Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
Projectile: SeraRapidCannon03
Damage: 275 (?)
Damage radius: 1 (20 m)
Damage type: Normal
Max range: 57 (1.14 km)
Min range: 2 (40 m)
Firing arc:
Firing cycle: Once every 0.5s (?)
Olaris AA Artillery Cannon (×2)

Note: Stats are per instance of the weapon.
Target type: RULEWTT_Unit
(Anti-Air)
Projectile: SAAOlarisAAArtillery03
Damage: 50 (?)
Damage radius: 1.5 (30 m)
Damage instances: 3 projectiles
Damage type: Normal
Max range: 36 (0.72 km)
Firing arc: 180°
Firing cycle: Once every 0.3s (?)

Veteran levels

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

  1. 33 kills gives: +1100 (+4/s)
    • Vision radius: 2
    • Water vision radius: 2
  2. 66 kills gives: +2200 (+8/s)
    • Vision radius: 2
    • Water vision radius: 2
  3. 99 kills gives: +3300 (+11/s)
    • Vision radius: 3
    • Water vision radius: 3
  4. 132 kills gives: +4400 (+14/s)
    • Vision radius: 3
    • Water vision radius: 3
  5. 165 kills gives: +5500 (+17/s)
    • Vision radius: 3
    • Water vision radius: 3
Categories : SERAPHIM · MOBILE · LAND · COMMAND · ENGINEER · SILO
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