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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=62.253.128.12</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=62.253.128.12"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/62.253.128.12"/>
	<updated>2026-05-01T10:31:55Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=289</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=289"/>
		<updated>2005-03-21T23:08:26Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Blaster Bomb Bug - CE ==&lt;br /&gt;
On the Gold/Collector&#039;s Edition of X-COM, you had to be damn careful - why? Because, for some reason, blaster bombs refuse to travel directly upwards. They don&#039;t mind moving diagonally upwards, but they -hate- moving straight up. So, with this in mind, you can now avoid blowing yourself up with blaster bombs! :)&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Elerium-115&amp;diff=402</id>
		<title>Elerium-115</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Elerium-115&amp;diff=402"/>
		<updated>2005-03-21T22:37:20Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elerium, otherwise known as element 115, is the source of all alien power. Mined from reserves near [[Cydonia]], it can be used for just about any purpose.&lt;br /&gt;
&lt;br /&gt;
You can only obtain Elerium on the battlefield. Each Elerium item is worth 50 units. Elerium is very fragile, and can be destroyed easily. It appears as a small purple ball (much the same as a [[Stun Bomb]]), and (with the exception of a certain [[UFO Power Source]] found in some alien bases) it is always found in (or, more correctly on) a [[UFO Power Source]].  Elerium appears on the [[Inventory Screen]] as some small yellow crystals using a 1x1 inventory slot, and weighs (?).&lt;br /&gt;
&lt;br /&gt;
Although you do have the option to sell your Elerium, this is highly unrecommended. It is used to fuel the [[Firestorm]], the [[Lightning]], and the [[Avenger]]. It is also used, in varying amounts, to manufacture most [[Alien Artifacts]], and various other technologies. Given that you can only obtain Elerium in the battlefield, selling it is not a good idea. If you choose to, it will fetch you $(?) per unit.&lt;br /&gt;
&lt;br /&gt;
You can only obtain Elerium during [[UFO Assault]]s, or [[Alien Base]] assaults. If upon starting a UFO assualt you find the [[UFO Power Source]] to have been destroyed (as a result of a crash landing), the Elerium will surely have been destroyed as well. Perhaps the most efficient way to gain a stock of Elerium is to find an [[Alien Base]] and attack the [[Supply Ship]]s as they land nearby, leaving the base in order to attract the soft targets.&lt;br /&gt;
&lt;br /&gt;
Althought element 115 does not exist in reality, if it did, it would have some interesting properties. For example, it would be the only element that had a gravitational field extending past it&#039;s own atomic &#039;shell&#039;. Simply put, this deviance from the normal rule would be so significant that perhaps the technologies seen in the [[X-Com Series]] could become a reality - anti-gravity devices used for both flight and particle acceleration. Because of this, it is often referred to by UFO enthusiasts.&lt;br /&gt;
&lt;br /&gt;
--[[User:Bomb Bloke|Bomb Bloke]] 15:04, 4 Mar 2005 (GMT)&lt;br /&gt;
&lt;br /&gt;
Trick; When using [[X-COMUTIL]] to generate UFO maps, you are more likely to get intact powersources, especially on the larger UFOs like Supply Ships.&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Alloys&amp;diff=154</id>
		<title>Alien Alloys</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Alloys&amp;diff=154"/>
		<updated>2005-03-21T22:31:28Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Alloys are used to produce many pieces of equipment, ranging from alien weapons to entire new technologies and craft types.&lt;br /&gt;
&lt;br /&gt;
Alien Alloys require (?) man hours to build, and $(?). You can also obtain them from [[Alien Base]]s and [[UFO]]s. They can be sold for $2000. When you accumulate a lot from missions, don&#039;t hesitate to sell chunks of it off. It&#039;s usually better to sell them off in big lumps, rather than a bit at a time.&lt;br /&gt;
&lt;br /&gt;
--[[User:Bomb Bloke|Bomb Bloke]] 12:30, 5 Mar 2005 (GMT)&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Navigation&amp;diff=394</id>
		<title>UFO Navigation</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Navigation&amp;diff=394"/>
		<updated>2005-03-21T22:30:18Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The UFO Navigation is one of the three [[UFO Components (UFO Defense)|UFO Components]] you must have on hand to manufactore a new ship. It is the control interface of a craft.&lt;br /&gt;
&lt;br /&gt;
The UFO Navigation requires (?) man hours to build, $(?), and the materials Alien Alloys. You can also obtain them from [[Alien Base]]s, and [[UFO]]s. They can be sold for $(?).&lt;br /&gt;
&lt;br /&gt;
--[[User:Bomb Bloke|Bomb Bloke]] 12:19, 5 Mar 2005 (GMT)&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Power_Source&amp;diff=392</id>
		<title>UFO Power Source</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Power_Source&amp;diff=392"/>
		<updated>2005-03-21T22:29:36Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The UFO Power Source is one of the three [[UFO Components]] you must have on hand to manufactore a new ship. It is essentailly an engine, and uses [[Elerium-115]] to propell a craft.&lt;br /&gt;
&lt;br /&gt;
The UFO Power Source requires (?) man hours to build, $(?), and the materials Elerium-115 and Alien Alloys. You can also obtain them from [[Alien Base]]s, and [[UFO]]s. They can be sold for $(?).&lt;br /&gt;
&lt;br /&gt;
With the exception of one UFO Power Source found in a certain [[Alien Base]] [[module]], every UFO Power Source that is intact at the beginning of a mission will have an [[Elerium-115]] item stored in, or more correctly on, it. If a [[UFO]] should crashland you will often find that the UFO Power Source(s) stored inside have exploded with great force; however, if they are destroyed during play, they will not detonate.&lt;br /&gt;
&lt;br /&gt;
--[[User:Bomb Bloke|Bomb Bloke]] 15:16, 4 Mar 2005 (GMT)&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Motion_scanner_blip_sizes&amp;diff=2103</id>
		<title>Motion scanner blip sizes</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Motion_scanner_blip_sizes&amp;diff=2103"/>
		<updated>2005-03-21T22:28:13Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The bigger an object, the bigger the blip it gives off. Also, the more it&#039;s moved, the bigger the blip. Be careful not to mistake blips for civilians on Terror missions, but the biggest blips are almost certainly terror units - or your own tanks.&lt;br /&gt;
&lt;br /&gt;
All movement (allied and otherwise) is registered - but - unmoving units will NOT generate a blip. At all.&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Under_The_Hood&amp;diff=126</id>
		<title>Under The Hood</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Under_The_Hood&amp;diff=126"/>
		<updated>2005-03-21T22:26:39Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Information in this section cracks open the bonnet and attempts to explain the how and why questions on a variety of aspects of the inner workings of the games, such as formulas and other odds and ends like reproduceable game bugs or useful &#039;glitches&#039;. (Note this does not include technical bugs) &lt;br /&gt;
&lt;br /&gt;
As we don&#039;t have the source code, quite a lot of the information here is derived the traditional way, with paper, pen and lots of free time. &lt;br /&gt;
&lt;br /&gt;
Note: It is hoped that the following articles will be incorporated into their related sections at a later date - where and when ever possible (reactions under stats, phantom radars under general radar information, etc). Also duplicate entries will need to be cleared out.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
*How the grenade timer works &lt;br /&gt;
*Where do area-effect weapons harm you? &lt;br /&gt;
*Damage calculations &lt;br /&gt;
*Calculating [[recovery time]] for injured soldiers &lt;br /&gt;
*Calculating accuracy &lt;br /&gt;
*How Reactions work&lt;br /&gt;
*[[Motion scanner blip sizes]]&lt;br /&gt;
*Psionics&lt;br /&gt;
**How a psionic attack works &lt;br /&gt;
*Throwing distances &lt;br /&gt;
*Item weights and how they correlate with Strength &lt;br /&gt;
*Why Strength does NOT improve with more weight. &lt;br /&gt;
*Weapon comparison tables&lt;br /&gt;
*Fire. Just how does it work? &lt;br /&gt;
*Unit spawn priorities &lt;br /&gt;
*How much does it cost to lose a base - And why you shouldn&#039;t put up a fight if there really is no hope of winning. (It&#039;s not as bad as it sounds. Really!) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Useful Glitches, Workarounds or Just Plain Odd Stuff&#039;&#039;&#039;&lt;br /&gt;
*Free Ammo for tanks on base defence missions &lt;br /&gt;
*Phantom Radar - How to get rid of the radar, but keep its abilities &lt;br /&gt;
*Straight lines and the equator - getting a little more range from your ships &lt;br /&gt;
*Stacking bug (UFO only) &lt;br /&gt;
**Activating Melee Attacks &lt;br /&gt;
*The Medikit heal-through-wall trick &lt;br /&gt;
*Throwing items through the ceiling trick &lt;br /&gt;
*Consequences of firing explosives at the ceiling &lt;br /&gt;
*Hitting multiple targets with incendiary effects&lt;br /&gt;
*The oddeties of data corruption&lt;br /&gt;
**[[How to??]]  &lt;br /&gt;
**Transformers&lt;br /&gt;
**Unknown Status&lt;br /&gt;
**Control Alien Ships&lt;br /&gt;
**Base on water/land in ufo/tftd&lt;br /&gt;
**What can we do with all this??&lt;br /&gt;
*The oddeties of mind control&lt;br /&gt;
**[[Why civilians go rogue]]  &lt;br /&gt;
**[[Large units]] &lt;br /&gt;
**[[Gaining permanent control of a Chryssalid/Tentaculat]]&lt;br /&gt;
* On spawn locations in base defence missions and how to make the ultimate &amp;quot;hand&#039;s off&amp;quot; base. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not so useful Glitches&#039;&#039;&#039;&lt;br /&gt;
*Glitches with the Gauss SWS (TFTD only) &lt;br /&gt;
*Exponential transfer costs &lt;br /&gt;
*[[Vertical waypoint bug]] (Collectors Edition only) &lt;br /&gt;
*[[Proximity mine bug]]&lt;br /&gt;
*[[Disappearing ammo bug]]&lt;br /&gt;
*Ctrl+C - why it does what it does and why you shouldn&#039;t exploit it. (Dos versions only)&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Large_units&amp;diff=3340</id>
		<title>Large units</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Large_units&amp;diff=3340"/>
		<updated>2005-03-21T22:26:17Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Reaper]]s, [[Sectopod]]s and [[Cyberdisk]]s are 2x2 squares big. If you [[mind control]] them, you&#039;ll mind control only one square which will become hostile against other parts of the alien and destroy them. Control all four sections, and they&#039;ll not try to shoot themselves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Exploits&amp;diff=127</id>
		<title>Exploits</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Exploits&amp;diff=127"/>
		<updated>2005-03-21T22:24:19Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Throw it through the ceiling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most explosives can be chucked up through ceilings. This is useful if you don&#039;t know where enemies are exactly, but you know where they are roughly. Use a big enough boomstick and you&#039;ll probably kill any in the vicinity of the blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
???&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=134</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=134"/>
		<updated>2005-03-21T22:21:55Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to UFOpaedia.&lt;br /&gt;
&lt;br /&gt;
This site has been created to serve as the ultimate resource for information based around the Extra Terrestrial Combat Unit (X-COM).&lt;br /&gt;
&lt;br /&gt;
Information about all previous encounters with the alien menace will be recorded here along with helpful strategic guides for new Commanding Officers.&lt;br /&gt;
&lt;br /&gt;
== Main UFOpaedia Entries ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: 100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
=== X-COM: UFO Defense ===&lt;br /&gt;
*[[Base Facilities (UFO Defense)|Base Facilities]]&lt;br /&gt;
*[[Crafts (UFO Defense)|X-COM Crafts]]&lt;br /&gt;
**[[Craft Armaments (UFO Defense)|Craft Armaments]]&lt;br /&gt;
*[[Heavy Weapons Platforms (UFO Defense)|Heavy Weapons Platforms]]&lt;br /&gt;
*[[Weapons (UFO Defense)|Weapons]]&lt;br /&gt;
*[[Equipment (UFO Defense)|Equipment]]&lt;br /&gt;
&lt;br /&gt;
*[[Alien Life Forms (UFO Defense)|Alien Life Forms]]&lt;br /&gt;
*[[Alien Research (UFO Defense)|Alien Research]]&lt;br /&gt;
**[[Alien Artefacts (UFO Defense)|Alien Artefacts]]&lt;br /&gt;
*[[UFO (UFO Defense)|Unidentified Flying Objects]]&lt;br /&gt;
**[[UFO Components (UFO Defense)|UFO Components]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM: Terror from the Deep ===&lt;br /&gt;
*[[Alien Life Forms (Tftd)|Alien Life Forms]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM: Apocalypse ===&lt;br /&gt;
* Still to come&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM: Interceptor ===&lt;br /&gt;
* Still to come&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
This section contains articles that have yet to be classified. &lt;br /&gt;
&lt;br /&gt;
* [[Under The Hood]] - General odds and ends regarding UFO and TFTD.&lt;br /&gt;
* [[Tricks, Tips and Hints]] - Information.. &amp;quot;acquired&amp;quot; from experienced X-COM players, full of tips that can help you fight the alien menace.&lt;br /&gt;
* [[&amp;quot;Dirty&amp;quot; Exploits]] - Ever wanted to get a little upper hand on the aliens? Enter and find some help.&lt;br /&gt;
* [[Known Bugs]] - Beware, all you need to know about bugs with X-COM and TFTD are contained here. These will help you avoid making a fool of yourself.&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=485</id>
		<title>Tentaculat</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=485"/>
		<updated>2005-03-21T22:17:41Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:Tentaculat.PNG|right|Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature. No comparison to any Earth animal exists, the environment that could produce such as this is beyond imagination. Armed with long tentacles the Tentaculat paralyses its victims then transmutes them into mindless things. These progeny can cause death on touch, even through armour. The Tentaculat is the most fearsome alien yet encountered by X-Com. Even if one of the victims is killed, somehow, they are transformed into another Tentaculat.&lt;br /&gt;
&lt;br /&gt;
Then Tentaculat is nearly always spotted on alien colonies, artefact (or artifact) sites and T&#039;leth.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:Tentaculat_Autopsy.PNG|right|Dead Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
The autopsy reveals small cybernetic implants are lodged in the creature&#039;s large brain. The vision system is a complex combination of visible light and thermal imaging acquisition. Even in the inky depths of the ocean this monster can navigate with unerring accuracy. There are vestigial organs that seem to be the bare minimum for survival. Each creature has a small stomach with an external connector, it is logical to assume the being is fed by direct nutrient input by its masters.&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons&amp;diff=113</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons&amp;diff=113"/>
		<updated>2005-03-20T00:24:25Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: /* Alien Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Standard Weapons==&lt;br /&gt;
&lt;br /&gt;
You have to start somewhere. New [[X-COM]] commanders are given access to a small but diverse range of small to heavy firearms. While flawed, every weapon will have a few strengths that can be capitalized on. &lt;br /&gt;
&lt;br /&gt;
Standard firearms are sold on the market and are limited only by how much a commander is willing to spend and how much storage space is remaining. While not the best of the bunch, conventional weapons are certainly not the worst either. &lt;br /&gt;
&lt;br /&gt;
*Pistol&lt;br /&gt;
*Rifle&lt;br /&gt;
*Heavy Cannon&lt;br /&gt;
*Auto Cannon&lt;br /&gt;
*Rocket Launcher&lt;br /&gt;
*Stun Rod&lt;br /&gt;
*Grenade&lt;br /&gt;
*Proximity Grenade&lt;br /&gt;
*High Explosive&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Laser Technology==&lt;br /&gt;
Laser weapons are a step up from conventional small firearms. They are lighter, faster and considerably more powerful. Their biggest advantage is that they do not need ammunition. &lt;br /&gt;
&lt;br /&gt;
Laser weapons can only be manufactured. &lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
*Laser Rifle&lt;br /&gt;
*Heavy Laser&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alien Weapons==&lt;br /&gt;
Alien weapons are far more powerful than our own and wield terrible destructive capabilities, but we can harness this against the aliens and use their weapons against them.&lt;br /&gt;
&lt;br /&gt;
The majority of all alien weaponry will be captured, but the weapons can also be reproduced in the workshops once they have been researched. However manufacturing alien weapons can be costly on elerium, as alien weapons are elerium based. &lt;br /&gt;
&lt;br /&gt;
*Plasma Pistol&lt;br /&gt;
*Plasma Rifle&lt;br /&gt;
*Heavy Plasma&lt;br /&gt;
*Alien Grenade&lt;br /&gt;
*Small Launcher&lt;br /&gt;
*Blaster Launcher&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectopod&amp;diff=100</id>
		<title>Sectopod</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectopod&amp;diff=100"/>
		<updated>2005-03-20T00:20:13Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:sectopod.png|right|Sectopod]]&lt;br /&gt;
The Sectopod &amp;quot;Walker&amp;quot; is, perhaps, one of the most dangerous terror units X-COM has come up against. Their armour is nearly impervious to all weaponsfire, but they appear to be vulnerable to lasers.&lt;br /&gt;
&lt;br /&gt;
Sectopods are seen in the company of [[Ethereals]] in base defenses and terror missions. Beware, their weapon is a chin-mounted dual-heavy plasma, which can make short work of any enemy of the Sectopod in seconds.&lt;br /&gt;
&lt;br /&gt;
Every Sectopod is nearly completely identical and is built not only for self-sufficient commands and operation, but also psychic/psionic manipulation - an Ethereal could potentially control a Sectopod as if it were it&#039;s own body, from millions of miles away.&lt;br /&gt;
&lt;br /&gt;
If X-COM ground forces encounter Sectopods on Earth, it will usually be during an assualt by the aliens on a  [[Human Base]], or [[Terror Attacks|terror site]]. Terror attacks by [[Ethereal]]s are the most dangerous for both civilians and X-COM units - apart from having to deal with their psionic abilities, we also have to fight against Sectopods themselves.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:sectopodautopsy.png|right|Sectopod, Disassembled]]&lt;br /&gt;
The Sectopod appears to be capable of selfsustained propulsion and attack. It&#039;s &amp;quot;brain&amp;quot;, whilst small compared to modern electronics, is incredibly powerful, anywhere from 5 to 10, to even 20 times as powerful as standard Earth processors. This may be a machine, but it is a machine with near sentience, it&#039;s intelligence supressed so that it does not start thinking of it&#039;s own accord.&lt;br /&gt;
&lt;br /&gt;
There are signs of specialised biomechanical components, which may be used to psionically, remotely control the Sectopod. Unlike the Sectoid Cyberdisks, it&#039;s powermodule is far more robust and as such, despite our best attempts, the module cannot, and will not explode, except where immense amounts of energy are involved.&lt;br /&gt;
&lt;br /&gt;
Whilst it is nearly impervious to most damage types, it&#039;s &amp;quot;screen&amp;quot; has the &amp;quot;unfortunate&amp;quot; effect of amplifying lasers that strike, making them do considerable amounts of damage to the circuitry and mechanical &amp;quot;brain&amp;quot;. It is elerium powered.&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectopod&amp;diff=98</id>
		<title>Sectopod</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectopod&amp;diff=98"/>
		<updated>2005-03-20T00:18:52Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:sectopod.png|right|Sectopod]]&lt;br /&gt;
The Sectopod &amp;quot;Walker&amp;quot; is, perhaps, one of the most dangerous terror units X-COM has come up against. Their armour is nearly impervious to all weaponsfire, but they appear to be vulnerable to lasers.&lt;br /&gt;
&lt;br /&gt;
Sectopods are seen in the company of [[Ethereals]] in base defenses and terror missions. Beware, their weapon is a chin-mounted dual-heavy plasma, which can make short work of any enemy of the Sectopod in seconds.&lt;br /&gt;
&lt;br /&gt;
Every Sectopod is nearly completely identical and is built not only for self-sufficient commands and operation, but also psychic/psionic manipulation - an Ethereal could potentially control a Sectopod as if it were it&#039;s own body, from millions of miles away.&lt;br /&gt;
&lt;br /&gt;
If X-COM ground forces encounter Sectopods on Earth, it will usually be during an assualt by the aliens on a  [[Human Base]], or [[Terror Attacks|terror site]]. Terror attacks by Ethereals are the most dangerous for both civilians and X-COM units - apart from having to deal with their psionic abilities, we also have to fight against [[Sectopod]]s.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:sectopodautopsy.png|right|Sectopod, Disassembled]]&lt;br /&gt;
The Sectopod appears to be capable of selfsustained propulsion and attack. It&#039;s &amp;quot;brain&amp;quot;, whilst small compared to modern electronics, is incredibly powerful, anywhere from 5 to 10, to even 20 times as powerful as standard Earth processors. This may be a machine, but it is a machine with near sentience, it&#039;s intelligence supressed so that it does not start thinking of it&#039;s own accord.&lt;br /&gt;
&lt;br /&gt;
There are signs of specialised biomechanical components, which may be used to psionically, remotely control the Sectopod. Unlike the Sectoid Cyberdisks, it&#039;s powermodule is far more robust and as such, despite our best attempts, the module cannot, and will not explode, except where immense amounts of energy are involved.&lt;br /&gt;
&lt;br /&gt;
Whilst it is nearly impervious to most damage types, it&#039;s &amp;quot;screen&amp;quot; has the &amp;quot;unfortunate&amp;quot; effect of amplifying lasers that strike, making them do considerable amounts of damage to the circuitry and mechanical &amp;quot;brain&amp;quot;. It is elerium powered.&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectopod&amp;diff=97</id>
		<title>Sectopod</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectopod&amp;diff=97"/>
		<updated>2005-03-20T00:12:34Z</updated>

		<summary type="html">&lt;p&gt;62.253.128.12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:sectopod.png|right|Sectopod]]&lt;br /&gt;
The Sectopod &amp;quot;Walker&amp;quot; is, perhaps, one of the most dangerous terror units X-COM has come up against. Their armour is nearly impervious to all weaponsfire, but they appear to be vulnerable to lasers.&lt;br /&gt;
&lt;br /&gt;
Sectopods are seen in the company of [[Ethereals]] in base defenses and terror missions. Beware, their weapon is a chin-mounted dual-heavy plasma, which can make short work of any enemy of the Sectopod in seconds.&lt;br /&gt;
&lt;br /&gt;
Every Sectopod is nearly completely identical and is built not only for self-sufficient commands and operation, but also psychic/psionic manipulation - an Ethereal could potentially control a Sectopod as if it were it&#039;s own body, from millions of miles away.&lt;br /&gt;
&lt;br /&gt;
If X-COM ground forces encounter Sectopods on Earth, it will usually be during an assualt by the aliens on a  [[Human Base]], or [[Terror Attacks|terror site]]. Terror attacks by Ethereals are the most dangerous for both civilians and X-COM units - apart from having to deal with their psionic abilities, we also have to fight against [[Sectopod]]s.&lt;/div&gt;</summary>
		<author><name>62.253.128.12</name></author>
	</entry>
</feed>