Skip to content

ESL0001

Balthazar edited this page Feb 1, 2022 · 8 revisions

Armored Command Unit

Unnamed
Armored Command Unit
Source: BlackOps Adv Command
Units for LOUD
Unit ID: esl0001
Faction: Seraphim
Health: 30500 (+12/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: Cloak
Radar stealth
Sonar stealth
Motion type: RULEUMT_Amphibious
Movement speed: 1.4
Transport class: Large
Weapons: 14 (Details)

This unamed 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. 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
  • Not Capturable
  • 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 SERAPHIM
  • BUILTBYTIER2COMMANDER SERAPHIM
  • BUILTBYTIER3COMMANDER SERAPHIM
  • BUILTBYTIER4COMMANDER SERAPHIM
These build categories allow it to build the following units:

Enhancements

Back

Improved Combat Systems (T2)

Description: Improved Combat Armor This general enhancement adds armor and increases the range of the command units overcharged cannon shots.

+10000 Health Overcharge Range 45 Installs Basic Lambda Field Emitter

Energy cost: 67500
Mass cost: 1080
Build time: 235 seconds
Prerequisite: None
Ultimate Combat Systems

Description: Ultimate Combat Systems This upgrade grants additional armor and extends the range of the overcharge cannon significantly.

+20000 Health Overcharge Range 60

Energy cost: 275000
Mass cost: 5400
Build time: 1260 seconds
Prerequisite: Improved Combat Systems (T2)
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 Lambda Field Emitters

Energy cost: 36000
Mass cost: 6600
Build time: 180 seconds
Prerequisite: None
Teleporter Subsystems (T3)

Description: Personal Teleporter Subsystem Installing a compact personal teleport subsystem allows the commander to move rapidly about the battlefield providing assistance as needed. This pack also installed light anti-air defencive systems to help protect the commander from airborne threats.

Installs Teleporter Installs Two Anti-Air Cannons Installs Enhanced Lambda Emitters

Energy cost: 270000
Mass cost: 16500
Build time: 1800 seconds
Prerequisite: Electronic Enhancment (T2)
Phasic Cloaking (T4)

Description: Phasic Cloaking Subsystem This is an advanced version of the phasic cloaking systems used by light scouts to monitor enemies. As long as the commander is motionless and not making use of high energy systems such as the personal teleporter or weapon overcharge the commander should be concealed from both enemy eyes and sensors.

Installs Phasic Cloaking Subsystems

Energy cost: 400000
Mass cost: 40000
Build time: 2000 seconds
Prerequisite: Teleporter Subsystems (T3)
Lambda Field Emitters (T2)

Description: Basic Lambda Field Emitter Born from a mastery of quantum mechanics the lambda system distorts the very fabric of space around the command unit. This field depending on the strength of the distortions has the capability to deflect incoming projectiles off their flight path.
Energy cost: 60000
Mass cost: 720
Build time: 180 seconds
Prerequisite: None
Enhanced Lambda Emitters (T3)

Description: Enhanced Lambda Emitters By Enhancing the energy to mass output of the lambda systems the field becomes much stronger at deflecting projectiles. It has also been noted that occasionally a micro rift will open just long enough to swallow incoming projectiles.
Energy cost: 360000
Mass cost: 1530
Build time: 810 seconds
Prerequisite: Lambda Field Emitters (T2)
Controlled Quantum Ruptures (T4)

Description: Advanced Lambda Emitters After further analysis of rifts formed by previous lambda designs, a control program has been designed to more efficiently create these rifts. These additional rifts swallow incoming projectiles very effectively but still have no effect on beam weapons.
Energy cost: 600000
Mass cost: 2400
Build time: 1440 seconds
Prerequisite: Enhanced Lambda Emitters (T3)

Left Arm

Tech 2 Combat Engineering (T1)

Description: Combat Engineering Unlike the standard engineering, combat engineering enhances the armor and regen of the ACU and installs area regeneration systems that heals your nearby units.

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

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

Description: Assault Engineering Further upgrades to armor and regeneration gives the command chassis an incredible ability to repair itself and engage in combat.

Unlock Tech 3 Construction +20000 health 60 Armor Regen 45 Build Speed

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

Description: Apocalyptic Engineering This further increases the area regen capabilities of the ACU and provides a significant increase in armor and regen for the command chassis.

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

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

Description: Improved Engineering This is a standard engineering enhancement system that 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 This is a standard engineering enhancement system that focuses on improving resource allocation subsystems and build power.

Unlock Tech 3 Construction Build Speed 75 Mass Production 18 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 This is a standard engineering enhancement system that focuses on improving resource allocation subsystems and build power.

Unlock Experimental Construction Build Speed 225 Mass Production 36 Energy Production 1500

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

Right Arm

Quantum Storm Cannon (T2)

Description: Quantum Storm Cannon By creating a miniature ruptures in the fabric of space and letting uncontrolled quantum energies out the storm cannon can cause a significant amount of damage to any stationary target. However if the target is able to move fast enough they can quickly emerge from within reach of those destructive energies.

Installs Quantum Storm Cannon

Energy cost: 90000
Mass cost: 1800
Build time: 360 seconds
Prerequisite: None
Power Conversion Enhancer (T3)

Description: Power Conversion Enhancer By dumping a significant amount of energy into the weapon system it is possible to open a slightly larger rift are farther distances. This gives the weapon the ability to hit targets normal high end weaponry cannot.

+1400 Storm Damage +1 Storm Blast Radius +5 Storm Range Installs Chronoton Jury Rigging

Energy cost: 480000
Mass cost: 3000
Build time: 1080 seconds
Prerequisite: Quantum Storm Cannon (T2)
Advanced Distortion Algorithms (T4)

Description: Advanced Distortion Algorithms With a little creative energy manipulation the storm cannon can be set up so that when it detonates it not only opens a rift but helps draw destructive energies from it. This causes a more rapid degradation in nearby enemy units over the coarse of the detonation.

+5800 Storm Damage +5 Storm Range

Energy cost: 900000
Mass cost: 6300
Build time: 2160 seconds
Prerequisite: Power Conversion Enhancer (T3)
Plasma Gatling Cannon (T2)

Description: Plasma Gatling Cannon Using a cluster of micro barrels to chamber and discharge plasma bolts the serephim have created a very powerful plasma gatling cannon. However while it is extremely dangerous it also suffers from bloom effects limiting its effective range.

Installs Plasma Gatling Cannon

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

Description: Phased Energy Fields By phasing the shots slightly into a higher frequency the gatling system gains a slight increase in range as well as causing more damage to the target. This allows the weapon to move between targets much easier.

+225 Gatling Damage +5 Gatling Range Installs Chronoton Jury Rigging

Energy cost: 105000
Mass cost: 1200
Build time: 540 seconds
Prerequisite: Plasma Gatling Cannon (T2)
Secondary Power Feeds (T4)

Description: Secondary Power Feeds Running additional power feeds to the small plasma chambers allows for a higher charge and faster cycling time. This causes more powerful shots in rapid succession causing extreme damage to the target.

+650 Gatling Damage

Energy cost: 300000
Mass cost: 3000
Build time: 1440 seconds
Prerequisite: Phased Energy Fields (T3)
Jury Rigged Chronoton (T1)

Description: Jury Rigged Chronoton 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.

Chronoton Damage 200DPS +8 Chronoton Range +8 Overcharge Range

Energy cost: 6000
Mass cost: 600
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

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 Chronoton Damage +25 Torpedo Damage +100% Torpedo Rate of Fire Installs Chronoton 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 Chronoton Damage +475 Torpedo Damage

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

Weapons

Chronotron Cannon

Target type: RULEWTT_Unit
DPS estimate: 133 (?)
Damage: 40 (?)
Damage type: Normal
Max range: 25
Min range: 2
Firing cycle: Once every 0.3s (?)
Chronotron Overcharge Cannon

Target type: RULEWTT_Unit
DPS estimate: 10000 (?)
Damage: 100000 (?)
Damage radius: 2
Damage type: Overcharge
Max range: 30
Min range: 2
Firing cycle: Once every 10.0s (?)
Firing cost: 30000 (25000/s for 1.2s)
Death Nuke

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

Target type: RULEWTT_Unit
(Anti-Naval)
DPS estimate: 175 (?)
Damage: 350 (?)
Damage instances: 2 projectiles
Damage type: Normal
Max range: 60
Firing cycle: Once every 4.0s (?)
Torpedo

Target type: RULEWTT_Unit
(Anti-Naval)
DPS estimate: 375 (?)
Damage: 375 (?)
Damage instances: 2 projectiles
Damage type: Normal
Max range: 60
Firing cycle: Once every 2.0s (?)
Torpedo

Target type: RULEWTT_Unit
(Anti-Naval)
DPS estimate: 850 (?)
Damage: 850 (?)
Damage instances: 2 projectiles
Damage type: Normal
Max range: 60
Firing cycle: Once every 2.0s (?)
Quantum Storm Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 150 (?)
Damage: 30 (?)
Damage radius: 2
Damage instances: 20 DoT pulses
Damage type: Normal
Max range: 35
Min range: 2
Firing cycle: Once every 4.0s (?)
Quantum Storm Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 500 (?)
Damage: 100 (?)
Damage radius: 2
Damage instances: 20 DoT pulses
Damage type: Normal
Max range: 40
Min range: 2
Firing cycle: Once every 4.0s (?)
Quantum Storm Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 1500 (?)
Damage: 300 (?)
Damage radius: 3
Damage instances: 20 DoT pulses
Damage type: Normal
Max range: 45
Min range: 2
Firing cycle: Once every 4.0s (?)
Gatling Plasma Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 250 (?)
Damage: 75 (?)
Damage radius: 0
Damage type: Normal
Max range: 30
Min range: 2
Firing cycle: Once every 0.3s (?)
Gatling Plasma Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 1000 (?)
Damage: 300 (?)
Damage radius: 0
Damage type: Normal
Max range: 35
Min range: 2
Firing cycle: Once every 0.3s (?)
Gatling Plasma Cannon

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 1800 (?)
Damage: 900 (?)
Damage type: Normal
Max range: 35
Min range: 2
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)
DPS estimate: 500 (?)
Damage: 50 (?)
Damage radius: 1.5
Damage instances: 3 projectiles
Damage type: Normal
Max range: 35
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. 30 kills gives: +3050 (+12/s)
  2. 60 kills gives: +6100 (+24/s)
  3. 90 kills gives: +9150 (+36/s)
  4. 120 kills gives: +12200 (+48/s)
  5. 150 kills gives: +15250 (+60/s)
Categories : SERAPHIM · MOBILE · LAND · COMMAND · ENGINEER · SILO
LOUD Wiki Home
[Show] Other Topics

Unit pages
[Show] LOUD

UEF

Aeon

Cybran

Seraphim

[Show] 4th Dimension Units for LOUD

UEF

Aeon

Cybran

Seraphim

[Show] BlackOps Unleashed Units for LOUD

UEF

Aeon

Cybran

Seraphim

[Show] BlackOps Adv Command Units for LOUD

UEF

Aeon

Cybran

Seraphim

[Show] BrewLAN for LOUD

UEF

Aeon

Cybran

Seraphim

[Show] BrewLAN: Bletchley Park

UEF

Aeon

Cybran

Seraphim

[Show] Research & Daiquiris - LOUD Edition

UEF

Aeon

Cybran

Seraphim

[Show] LOUD Unit Additions

UEF

Aeon

Cybran

Seraphim

[Show] LOUD Integrated Storage

UEF

Aeon

Cybran

Seraphim

[Show] LOUD Structure Upgrades

UEF

Aeon

Cybran

Seraphim

[Show] Total Mayhem for LOUD

UEF

Aeon

Cybran

Seraphim

[Show] Wyvern Battle Pack for LOUD

UEF

Aeon

Cybran

Seraphim

Clone this wiki locally