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 ==
<!-- 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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:''Main article:'' [[Armour (TFTD)]]
 
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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.
[[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===
 
 
 
<table {{StdCenterTable}} width="40%">
 
<tr {{StdDescTable_Heading}}><th>Armour</th><th width="50">Front</th><th width="50">Left</th><th width="50">Right</th><th width="50">Rear</th><th width="50">Under</th></tr>
 
<tr><td>Diving Suit</td><td>12</td><td>8</td><td>8</td><td>5</td><td>2</td></tr>
 
<tr><td>Plastic Aqua Armor*</td><td>60</td><td>35</td><td>35</td><td>30</td><td>25</td></tr>
 
<tr><td>Ion Armor**</td><td>132</td><td>70</td><td>70</td><td>100</td><td>55</td></tr>
 
<tr><td>Magnetic Ion Armor**</td><td>142</td><td>80</td><td>80</td><td>110</td><td>65</td></tr>
 
</table>
 
 
 
<nowiki>*</nowiki> Grants 10% resistance to Armor Piercing, and 20% resistance to Gauss and Fire/Phosphor damage.<br>
 
<nowiki>**</nowiki> 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. <br>
 
  
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==Weapons==
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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.
  
 
== Portable Equipment ==
 
== Portable Equipment ==
  
 
* [[Dye Grenade]]
 
* [[Dye Grenade]]
* [[Particle disturbance Sensor]]
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* [[Particle Disturbance Sensor]]
* [[Medi-Kit]]
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* [[Medi-Kit (TFTD)|Medi-Kit]]
 
* [[Chemical-flare]]
 
* [[Chemical-flare]]
 
* [[M.C. Disruptor]]
 
* [[M.C. Disruptor]]
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* [[Zrbite]]
 
* [[Zrbite]]
  
== Weapons ==
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== General Equipment Reference ==
See [[Weapons (TFTD)]]
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* [[Item Weight (TFTD)]]
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* [[Buying/Selling/Transferring (TFTD)]]
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* [[Item Destruction Table (TFTD)]]
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* [[Weapons Summaries (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)]]
  
== General Equipment Reference ==
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* [[Item Weight(TFTD)]]
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{{Equipment (TFTD) Navbar}}
* [[Buying/Selling/Transferring]]
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[[Category:Equipment (TFTD)]]
* [[Item Destruction Table(TFTD)]]
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[[Category:TFTD]]
* [[TFTD Weapons Summaries]]
 

Latest revision as of 06:49, 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

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