<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=84.169.255.201</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=84.169.255.201"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/84.169.255.201"/>
	<updated>2026-05-03T19:46:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Elerium-115&amp;diff=913</id>
		<title>Elerium-115</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Elerium-115&amp;diff=913"/>
		<updated>2005-09-23T21:18:08Z</updated>

		<summary type="html">&lt;p&gt;84.169.255.201: &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;
&#039;&#039;&#039;Don&#039;t sell Elerium.&#039;&#039;&#039; 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 5.000$ 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;
[http://en.wikipedia.org/wiki/Ununpentium Ununpentium], the temporary name for synthesized element 115, was only created briefly in atomic laboratories in 2004 and is not the subject of much research. However UFO &#039;researcher&#039; Robert Lazar made several [http://www.beyondweird.com/element115.html claims] about E-115 in the 1980&#039;s. For example, it would be the only element that had a gravitational field extending past it&#039;s own atomic &#039;shell&#039;. 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. &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>84.169.255.201</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Weapons_Platforms&amp;diff=1375</id>
		<title>Heavy Weapons Platforms</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Weapons_Platforms&amp;diff=1375"/>
		<updated>2005-09-23T13:28:30Z</updated>

		<summary type="html">&lt;p&gt;84.169.255.201: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are five different HWP units available to you as an [[X-COM]] Commander.&lt;br /&gt;
&lt;br /&gt;
*[[Tank/Cannon]]&lt;br /&gt;
*[[Tank/Rocket Launcher]]&lt;br /&gt;
*[[Tank/Laser Cannon]]&lt;br /&gt;
*[[Hovertank/Plasma]]&lt;br /&gt;
*[[Hovertank/Launcher]]&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
With the exception of the [[Tank/Laser Cannon]] and the [[Hovertank/Plasma]], you must have sufficient ammunition in your stores to load the tank onto a transport craft. However, if one of your bases is attacked and you do not have ammunition available, any tanks will be granted with a full payload of ammunition. Any rounds remaining after a successful [[Base Defense|base defense]] will be added to your stores.&lt;br /&gt;
&lt;br /&gt;
Tanks are divided into two distinct chassis types, the standard miniature tracked tank and the hover tank, a hybrid of human and alien technologies. The tracked tank chassis is the weakest of the two, however it is relatively cheaper on materials and can thus be easily purchased off the market. Our engineers can also reproduce a replica of the tracked tank in the workshops for the purposes of mounting our propriety heavy laser turrets. The hovertank is the most expensive, especially on exotic resources, but it comes with superior internal and external subsystems, a generous amount of armour, and comes with the ability to hover in the air much like a Cyberdisc or Ethereal.&lt;br /&gt;
&lt;br /&gt;
Tanks use turrets to fire. These turrets can turn independently of the tanks themselves. For example, if you tell a tank to fire behind itself, the turret will turn and not the tank. The turret will keep its new bearing relative to the tank until it is told to fire again. Moving the turret costs 1 [[TU]] per directional change. However, the turret itself does not contain any optical perception sensors, so it cannot see an enemy if the tank cannot see it.&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
*Tanks are very rarely affected by [[morale]] loss. In order for a tank to [[panic]], your squad must take a severe amount of losses during a given [[turn]]. (Tanks have 110 bravery)&lt;br /&gt;
*Tanks are not affected by [[stun]], nor can they receive [[fatal wound]]s.&lt;br /&gt;
*Tanks are not affected by psi attacks.&lt;br /&gt;
*They tend to have a greater amount of [[TU]]s then normal [[soldier]]s making them excellent for use as [[scout]]s. They also carry their internal weapons with no penalty, as opposed to weak soldiers who struggle with Rocket Launcher+ several reloads.&lt;br /&gt;
*Tanks start off with fairly decent stats, AND are counted as items, not staff. This lets them be stored in general storage instead of Living Quarters.&lt;br /&gt;
*When starting up a new base and fearing alien attacks, it&#039;s convenient to buy/send a couple of HWPs there on guard duty. You still need at least one soldier on duty there for a base defense though.&lt;br /&gt;
*They can take fairly heavy damage without being destroyed.&lt;br /&gt;
*A damaged tank is instantly repaired at the end of a mission.&lt;br /&gt;
*Other units can fire over the top of a tank without the tank getting hit in the crossfire.&lt;br /&gt;
*Hovertank/Launchers carry more ammo than a soldier carrying [[Blaster Launcher]]+ Bombs can. More importantly, the ammo loaded in one does not count towards the 80 item limit, unlike the B Bombs! Same thing for Tank/ [[Rocket Launcher]]s. On top of that, the tank does NOT have to manually reload it&#039;s weapon. It doesn&#039;t even have to use any TUs. Basically, it uses a clip with many many shots, as opposed to soldiers with many 1 shot clips. Makes a difference.&lt;br /&gt;
*Tank/Heavy Lasers have the strongest Laser weapons in the game, and trust me when I say that having them makes all the difference on Ethereal Alien Base Attacks on Superhuman. My nemesis, [[Sectopod]], goes down pretty easily here.&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
*Tanks are much more expensive than [[soldier]]s - eg $420,000 vs $20,000. Their cost and usefulness are inverse with time. Ie, by the time you can afford them, they are a lot less useful.&lt;br /&gt;
*They do not gain [[experience]] during combat.&lt;br /&gt;
*Their extra size makes it difficult to get them to certain areas - through most doorways, for example. Also, it&#039;s possible for a tank to be &amp;quot;halfway&amp;quot; (one square) past a wall and be visible to enemies, yet unable to spot those same enemies. And, needless to say, unable to return fire.&lt;br /&gt;
*They take extra damage from explosives due to their size.&lt;br /&gt;
*Tanks do not have high [[reactions]].&lt;br /&gt;
*Tanks do not have any Auto-Fire capability, a big liability in close combat.&lt;br /&gt;
*Hovertank/Launchers are a LOT weaker than Blaster Bombs. 200 power vs 140.&lt;br /&gt;
*Tanks cannot carry sidearms/ medkits/ breaklights/ live aliens/ etc etc.&lt;br /&gt;
*Tanks with limited ammo cannot reload.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&#039;&#039;&#039;Tank/Laser cannon&#039;&#039;&#039;&lt;br /&gt;
Manufacturing cost:&lt;br /&gt;
Cost: 500.000$&lt;br /&gt;
Man hours: 1200&lt;br /&gt;
Materials used: None&lt;br /&gt;
Ammo capacity/cost: 255/(NA)&lt;br /&gt;
Damage amount/type: (110)/Laser Beam&lt;br /&gt;
Research requirements: Laser Cannon&lt;br /&gt;
&lt;br /&gt;
Much the same as the Tank/Cannon, but with infinite shots and a LOT more damage. Quite a bit more powerful than the Heavy Laser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hovertank/Plasma&#039;&#039;&#039;&lt;br /&gt;
Manufacturing cost:&lt;br /&gt;
Cost: 850.000$&lt;br /&gt;
Man hours: 1200&lt;br /&gt;
Materials used: 30 Elirium-115/5 Alien Alloys&lt;br /&gt;
Ammo capacity/cost: 255/(NA)&lt;br /&gt;
Damage amount/type: (110)/Plasma Beam&lt;br /&gt;
Research requirements: Plasma Cannon&lt;br /&gt;
&lt;br /&gt;
This HWP, due to it&#039;s speed, flying ability, hefty payload and high damage capability, is a nice bonus in the field. Most places it can&#039;t normally go can be accessed simply by blowing the obstructions away, with barely a dent to it&#039;s vast ammo supply. Unable to destroy certain walls that the Heavy Plasma can, due to it&#039;s lower damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hovertank/Launcher&#039;&#039;&#039;&lt;br /&gt;
Manufacturing cost:&lt;br /&gt;
Cost: 900.000$&lt;br /&gt;
Man hours: 1400&lt;br /&gt;
Materials used: 25 Elirium-115/8 Alien Alloys&lt;br /&gt;
Ammo capacity/cost: 8/5 Elirium-115, 8 Alien Alloys, 15.000$ and 400 man hours&lt;br /&gt;
Damage amount/type: (140)/HE&lt;br /&gt;
Research requirements: Blaster Launcher&lt;br /&gt;
&lt;br /&gt;
This HWP must have ammo manufactured for it. It fires a weaker version of the Blaster Bomb, and is used in much the same way as the Blaster Launcher. Despite the slight lessening of damage, and the high costs involved to deploy it, the Hovertank/Launcher can clear any battlefield with ease.&lt;/div&gt;</summary>
		<author><name>84.169.255.201</name></author>
	</entry>
</feed>