Difference between revisions of "Armour (TFTD)"

From UFOpaedia
Jump to navigation Jump to search
 
Line 29: Line 29:
  
 
In addition, if you're unhappy with the performance of your aquanauts and decide to have them sacked, be sure to remove the armour before doing so. If you do not then the disgruntled aquanaut will take the suit home with them and you will not see it again.
 
In addition, if you're unhappy with the performance of your aquanauts and decide to have them sacked, be sure to remove the armour before doing so. If you do not then the disgruntled aquanaut will take the suit home with them and you will not see it again.
 +
 +
Finally, note that you will not get a chance to equip armour when a base defence mission is initiated. Therefore, be sure to equip your aquanauts with the armour you want before any alien sub assaults your base, or they will enter combat only wearing their diving suits.
  
 
==See Also==
 
==See Also==

Latest revision as of 05:49, 3 April 2020

Armour is one of the more important technological improvements you can start researching after first contact with the aliens. Even the first technological breakthrough in this area makes your aquanauts much more likely to survive a direct hit on the battlefield, and decreases the amount of time they'll spend recovering from wounds. It will help you build your agents experience much faster, and make the Battlescape somewhat more forgiving of mistakes and bad luck.

Armour Types

Diving Suit - Armored diving gear allowing X-COM agents to perform underwater operations at any depth.

Plastic Aqua Armor - New diving gear incorporating Aqua Plastics for greater defensive abilities.

Ion Armor - Heavy plates with Zrbite-powered muscle assist and air-filtering system.

Magnetic Ion Armor - Ion Armor with Magnetic Navigation system.

Armor Quick Comparison

ArmourFrontLeftRightRearUnder
Diving Suit128852
Plastic Aqua Armor*6035353025
Ion Armor**132707010055
Magnetic Ion Armor**142808011065

* Grants 10% resistance to Armor Piercing, and 20% resistance to Gauss and Fire/Phosphor damage.
** Protects the wearer against all Fire/Phosphor damage, and grants 30% resistance to Gauss damage, 20% resistance to Armor Piercing and High Explosive damage, and 10% resistance to Sonic damage.

Note

Just like your aquanauts, when one wearing armour dies, the armour's gone for good. So the only way to keep from losing armour is to keep your troopers alive.

In addition, if you're unhappy with the performance of your aquanauts and decide to have them sacked, be sure to remove the armour before doing so. If you do not then the disgruntled aquanaut will take the suit home with them and you will not see it again.

Finally, note that you will not get a chance to equip armour when a base defence mission is initiated. Therefore, be sure to equip your aquanauts with the armour you want before any alien sub assaults your base, or they will enter combat only wearing their diving suits.

See Also


TFTD Badge Terror From The Deep: Equipment (TFTD)
Armor Diving SuitPlastic Aqua ArmorIon ArmorMagnetic Ion Armor
Weapons Dart GunJet HarpoonGas CannonHydro-Jet CannonTorpedo LauncherThermal Tazer

Magna-Blast GrenadeParticle Disturbance GrenadeMagna-Pack Explosive
Gauss PistolGauss RifleHeavy Gauss
Sonic PistolSonic-Blasta RifleSonic CannonSonic PulserThermal Shok LauncherDisruptor Pulse Launcher
Vibro BladeThermic LanceHeavy Thermic Lance

Portable Equipment Dye GrenadeParticle Disturbance SensorMedi-KitChemical-flareM.C. DisruptorM.C. ReaderZrbite
SWS Coelacanth/G. CannonCoelacanth/Aqua JetCoelacanth/GaussDisplacer/SonicDisplacer/PWT
Data Weapon Summaries TFTD Item destruction table • SWS/Terror Unit Innate Weapons