Difference between revisions of "Equipment (TFTD)"
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+ | There are many different types of '''equipment''' available in [[TFTD]]. Aside from conventional aquatic weaponry, two human-based technologies (the [[Dye Grenade]] and the [[Chemical-flare]]) are available for purchase right from the start of the game, and with a little bit of research you can unlock the other two ([[Particle Disturbance Sensor]] and [[Medi-Kit (TFTD)|Medi-Kit]]). Alien items such as the [[M.C. Reader]] must first be collected, [[Research (TFTD)|researched]] and then [[Manufacturing (TFTD)|manufactured]]. |
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== Armor == |
== Armor == |
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+ | :''Main article:'' [[Armour (TFTD)]] |
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− | <!-- Todo: Armour needs its own section, to encapsulate anything and jolly well everything you need to know about armour, and its managment - with bits from the damage -vs- armour discussion --> |
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+ | Armour is worn by your agents to protect them against enemy fire both direct and indirect. Initially your agents will all be wearing basic diving suits that provide some minimal level of defense, as your technology progresses your [[aquanauts]] will be able to survive significant levels of damage without injury. |
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− | [[Diving Suit]] - ??? |
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− | [[Plastic Aqua Armor]] - Incorporating Aqua Plastics. |
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− | [[Ion Armor]] - Heavy plates with Zrbite-powered muscle assist and air-filtering system. |
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− | [[Magnetic Ion Armor]] - Ion Armor with Anti-grav harness. |
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+ | :''Main article:'' [[Weapons (TFTD)]] |
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+ | Weapons are required to take on the alien threat, you initially have access to a fair range of weapons of various types, and research will give you access to both use captured alien weapons and manufacture a few of of your own. |
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== Portable Equipment == |
== Portable Equipment == |
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* [[Dye Grenade]] |
* [[Dye Grenade]] |
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− | * [[Particle |
+ | * [[Particle Disturbance Sensor]] |
− | * [[Medi-Kit]] |
+ | * [[Medi-Kit (TFTD)|Medi-Kit]] |
* [[Chemical-flare]] |
* [[Chemical-flare]] |
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* [[M.C. Disruptor]] |
* [[M.C. Disruptor]] |
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* [[Zrbite]] |
* [[Zrbite]] |
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− | + | * [[Item Weight (TFTD)]] |
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+ | * [[Initial Inventory (TFTD)]] |
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+ | ==See Also== |
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+ | *[[Equipment (EU)|Equipment (UFO)]] |
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+ | *[[Agents Equipment (Apocalypse)]] |
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− | * |
+ | *[[Vehicle Equipment (Apocalypse)]] |
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+ | {{Equipment (TFTD) Navbar}} |
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+ | [[Category:Equipment (TFTD)]] |
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+ | [[Category:TFTD]] |
Latest revision as of 07:49, 16 November 2014
There are many different types of equipment available in TFTD. Aside from conventional aquatic weaponry, two human-based technologies (the Dye Grenade and the Chemical-flare) are available for purchase right from the start of the game, and with a little bit of research you can unlock the other two (Particle Disturbance Sensor and Medi-Kit). Alien items such as the M.C. Reader must first be collected, researched and then manufactured.
Armor
- Main article: Armour (TFTD)
Armour is worn by your agents to protect them against enemy fire both direct and indirect. Initially your agents will all be wearing basic diving suits that provide some minimal level of defense, as your technology progresses your aquanauts will be able to survive significant levels of damage without injury.
Weapons
- Main article: Weapons (TFTD)
Weapons are required to take on the alien threat, you initially have access to a fair range of weapons of various types, and research will give you access to both use captured alien weapons and manufacture a few of of your own.
Portable Equipment
General Equipment Reference
- Item Weight (TFTD)
- Buying/Selling/Transferring (TFTD)
- Item Destruction Table (TFTD)
- Weapons Summaries (TFTD)
- Initial Inventory (TFTD)
See Also