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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Madned</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=Madned"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Madned"/>
	<updated>2026-05-03T14:20:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Dreadnought&amp;diff=33526</id>
		<title>Talk:Dreadnought</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Dreadnought&amp;diff=33526"/>
		<updated>2011-05-05T02:38:22Z</updated>

		<summary type="html">&lt;p&gt;Madned: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dreadnought has ZERO magnetic Navigation units? Really?&lt;br /&gt;
How&#039;s it get from place to place? - [[User:Jasonred|Jasonred]]&lt;br /&gt;
&lt;br /&gt;
:All the aliens jump from one side of the craft to the other, depending on which way they want it to lean.&lt;br /&gt;
&lt;br /&gt;
:That is to say, it really has no nav units. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:42, 3 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the confirmation. So weird... I do remember getting 10 Ion Propulstions when I raided a landed Dreadnought, but I thought I picked up a couple of Navs... must have been a faulty memory. Sigh. Getting old... Anyhow, wonder what the Devs were thinking when they designed this thing. Huh. [[User:Jasonred|Jasonred]] 19:49, 3 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Never forget that data entry tables are filled by the lowest bidder (or most sleep deprived) [[User:Madned|Madned]] 22:38, 4 May 2011 (EDT)&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hovertank/Launcher&amp;diff=33197</id>
		<title>Hovertank/Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hovertank/Launcher&amp;diff=33197"/>
		<updated>2011-03-07T23:26:24Z</updated>

		<summary type="html">&lt;p&gt;Madned: remove old turret table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:hovertank_launcher.png|frame|right|Hovertank/Launcher]]&lt;br /&gt;
[[Image:BIGOBS43.GIF|right|frame|Tank Turret]]&lt;br /&gt;
The hovertank/launcher leverages off [[Firestorm]] technology and vehicle-mounted blaster weapons to provide a small, airborne weapons platform of unsurpassed mobility.&lt;br /&gt;
&lt;br /&gt;
The hovertank is superior in both armor and agility to the standard tracked chassis, while mounting a blaster launcher in the turret.  In addition to its ability to hover, it can move over 50% faster than tracked tanks.  The hovertank chassis&#039;s armor is stronger than the standard tank&#039;s, and more uniformly distributed.  In fact, there is only one weak point on the chassis &amp;amp;mdash; its underside &amp;amp;mdash; and even this weak spot is more resilient than the main armor of the standard tank.&lt;br /&gt;
&lt;br /&gt;
The blaster provides powerful fire support that is absolutely immune to psionic attack, and carries 8 shots &amp;amp;mdash; much more than a trooper can normally carry.  In addition, the automatic ammunition feed on the launcher precludes awkward reloading operations.  However, the weapon has its drawbacks. &lt;br /&gt;
&lt;br /&gt;
A standard blaster launcher, ammunition and a feed system are too large to fit on the diminutive HWP turret, so specialized, smaller shells have to be used.  These miniaturized blasters are significantly less powerful &amp;amp;mdash; 140 vs. 200 for a standard blaster &amp;amp;mdash; while at the same time more labor-intensive and significantly costly on [[Elerium]] to produce.  Standard blaster rounds &#039;&#039;&#039;cannot&#039;&#039;&#039; be used, and the commander must ensure that he has a full load-out of ammunition on hand, otherwise the tank will not deploy.&lt;br /&gt;
&lt;br /&gt;
Due to its diminished damage rating, the hovertank&#039;s blaster rounds cannot be used to penetrate UFO outer hulls.  In fact, most UFO inner walls cannot be penetrated by a tank&#039;s blaster either &amp;amp;mdash; although certain wall types exhibit special vulnerabilities.  See [[Destroying Terrain]] for more details.&lt;br /&gt;
&lt;br /&gt;
In spite of these factors, the hovertank/launcher sees wide use in the field, if not quite as widespread as the hovertank/plasma. To commanders without psionic research capability, the weapon can be a godsend. &lt;br /&gt;
&lt;br /&gt;
Closer to home, Hovertank/Launchers make excellent base sentinels that can be used to quickly vanquish any intruders with impunity &amp;amp;mdash; before they&#039;ve had a chance to stray beyond the [[Hangar]]s. Because all tanks are fully armed during [[Base Defense]] missions even when you have run out of ammunition, you may therefore freely use the ammunition as you see fit and recover any that are left over. &lt;br /&gt;
&lt;br /&gt;
Like all tanks, its larger size precludes it from moving into confined spaces.  However, the blaster&#039;s guidance system allows it to direct fire to areas otherwise inaccessible to HWP&#039;s.&lt;br /&gt;
&lt;br /&gt;
The research requirements of the tank mean that, by the time the hovertank becomes available, commanders will already have access to high-tech armor and alien weapons, making the hovertank less competitive with well-equipped soldiers.&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Displacer/PWT]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manufacture only.  $900,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manufacturing Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1400 Engineer hours, 25 Elerium-115 and 8 Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Research Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;New Fighter Craft, Fusion Ball Launcher&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hover Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Fusion &lt;br /&gt;
| ammo=HWP Fusion Bomb&lt;br /&gt;
| damage=140 High Explosive&lt;br /&gt;
| stowage=8&lt;br /&gt;
| acquisition=Manufacture&lt;br /&gt;
| buyprice=15000&amp;lt;br&amp;gt; 400 Engineer hours, 5 Elerium-115, 8 Alien Alloys&lt;br /&gt;
| sellprice=31500&lt;br /&gt;
| aimedaccuracy=100&lt;br /&gt;
| adjaimedaccuracy=n/a&lt;br /&gt;
| aimedcost=66&lt;br /&gt;
| aimedTU=66&lt;br /&gt;
| snapaccuracy=n/a&lt;br /&gt;
| adjsnapaccuracy=n/a&lt;br /&gt;
| snapcost=n/a&lt;br /&gt;
| snapTU=n/a&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*The hovertank/launcher is a good unit for base defense.  First of all, any tank present on a base defense mission gets a free load of ammunition.  Secondly, its combination of high firepower and psionic immunity are a huge boost to garrison-quality troops. Third, if you have constructed you base properly, you more or less know where the aliens are going to spawn and can massacre them before you can even see them.&lt;br /&gt;
*Unlike a man-portable [[Blaster Launcher]], the tank&#039;s blaster is incapable of penetrating the outer hull of an alien craft.&lt;br /&gt;
*We&#039;re not kidding about the HWP blaster shells being expensive to produce.  The elerium and man-hour requirement for a full load of shells mean that you should only rely on them when you have no other choice, or when you have a massive surplus of resources.&lt;br /&gt;
*The hovertank, like all flying units, can avoid physical attacks like the [[Chryssalid]]&#039;s or [[Reaper]]&#039;s by staying above ground level.&lt;br /&gt;
*Due to its thick side armour and resistance to explosives, the hovertank/launcher has little to fear from its own weapon.  As long as the tank is at least 2 squares away from the centre of the explosion, it will not be damaged.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template:Hover Tank Stats|Hover Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Heavy Weapons Platforms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hovertank/Launcher&amp;diff=33196</id>
		<title>Hovertank/Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hovertank/Launcher&amp;diff=33196"/>
		<updated>2011-03-07T23:25:57Z</updated>

		<summary type="html">&lt;p&gt;Madned: /* Vital Statistics */ converted turret table to turret template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:hovertank_launcher.png|frame|right|Hovertank/Launcher]]&lt;br /&gt;
[[Image:BIGOBS43.GIF|right|frame|Tank Turret]]&lt;br /&gt;
The hovertank/launcher leverages off [[Firestorm]] technology and vehicle-mounted blaster weapons to provide a small, airborne weapons platform of unsurpassed mobility.&lt;br /&gt;
&lt;br /&gt;
The hovertank is superior in both armor and agility to the standard tracked chassis, while mounting a blaster launcher in the turret.  In addition to its ability to hover, it can move over 50% faster than tracked tanks.  The hovertank chassis&#039;s armor is stronger than the standard tank&#039;s, and more uniformly distributed.  In fact, there is only one weak point on the chassis &amp;amp;mdash; its underside &amp;amp;mdash; and even this weak spot is more resilient than the main armor of the standard tank.&lt;br /&gt;
&lt;br /&gt;
The blaster provides powerful fire support that is absolutely immune to psionic attack, and carries 8 shots &amp;amp;mdash; much more than a trooper can normally carry.  In addition, the automatic ammunition feed on the launcher precludes awkward reloading operations.  However, the weapon has its drawbacks. &lt;br /&gt;
&lt;br /&gt;
A standard blaster launcher, ammunition and a feed system are too large to fit on the diminutive HWP turret, so specialized, smaller shells have to be used.  These miniaturized blasters are significantly less powerful &amp;amp;mdash; 140 vs. 200 for a standard blaster &amp;amp;mdash; while at the same time more labor-intensive and significantly costly on [[Elerium]] to produce.  Standard blaster rounds &#039;&#039;&#039;cannot&#039;&#039;&#039; be used, and the commander must ensure that he has a full load-out of ammunition on hand, otherwise the tank will not deploy.&lt;br /&gt;
&lt;br /&gt;
Due to its diminished damage rating, the hovertank&#039;s blaster rounds cannot be used to penetrate UFO outer hulls.  In fact, most UFO inner walls cannot be penetrated by a tank&#039;s blaster either &amp;amp;mdash; although certain wall types exhibit special vulnerabilities.  See [[Destroying Terrain]] for more details.&lt;br /&gt;
&lt;br /&gt;
In spite of these factors, the hovertank/launcher sees wide use in the field, if not quite as widespread as the hovertank/plasma. To commanders without psionic research capability, the weapon can be a godsend. &lt;br /&gt;
&lt;br /&gt;
Closer to home, Hovertank/Launchers make excellent base sentinels that can be used to quickly vanquish any intruders with impunity &amp;amp;mdash; before they&#039;ve had a chance to stray beyond the [[Hangar]]s. Because all tanks are fully armed during [[Base Defense]] missions even when you have run out of ammunition, you may therefore freely use the ammunition as you see fit and recover any that are left over. &lt;br /&gt;
&lt;br /&gt;
Like all tanks, its larger size precludes it from moving into confined spaces.  However, the blaster&#039;s guidance system allows it to direct fire to areas otherwise inaccessible to HWP&#039;s.&lt;br /&gt;
&lt;br /&gt;
The research requirements of the tank mean that, by the time the hovertank becomes available, commanders will already have access to high-tech armor and alien weapons, making the hovertank less competitive with well-equipped soldiers.&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Displacer/PWT]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manufacture only.  $900,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manufacturing Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1400 Engineer hours, 25 Elerium-115 and 8 Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Research Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;New Fighter Craft, Fusion Ball Launcher&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hover Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Fusion &lt;br /&gt;
| ammo=HWP Fusion Bomb&lt;br /&gt;
| damage=140 High Explosive&lt;br /&gt;
| stowage=8&lt;br /&gt;
| acquisition=Manufacture&lt;br /&gt;
| buyprice=15000&amp;lt;br&amp;gt; 400 Engineer hours, 5 Elerium-115, 8 Alien Alloys&lt;br /&gt;
| sellprice=31500&lt;br /&gt;
| aimedaccuracy=100&lt;br /&gt;
| adjaimedaccuracy=n/a&lt;br /&gt;
| aimedcost=66&lt;br /&gt;
| aimedTU=66&lt;br /&gt;
| snapaccuracy=n/a&lt;br /&gt;
| adjsnapaccuracy=n/a&lt;br /&gt;
| snapcost=n/a&lt;br /&gt;
| snapTU=n/a&lt;br /&gt;
}}&lt;br /&gt;
{| {{stdTable}}&lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;Fusion Turret Specifications&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; {{stdTable Sub Heading}} | &#039;&#039;&#039;Ammunition&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Type || &#039;&#039;&#039;HWP Fusion Bomb&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Damage || &#039;&#039;&#039;140 High Explosive&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rounds || &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Manufacture Price || &#039;&#039;&#039;$15,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;padding-right:5px;&amp;quot; | Manufacture Requirements &lt;br /&gt;
| style = &amp;quot;padding-right:5px;&amp;quot; Colspan = &amp;quot;2&amp;quot; | &#039;&#039;&#039;400 Engineer hours, 5 Elerium-115, 8 Alien Alloys&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sale Price || &#039;&#039;&#039;$31,500&#039;&#039;&#039;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Firing Modes&#039;&#039;&#039; &lt;br /&gt;
| Accuracy&lt;br /&gt;
| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Aimed &lt;br /&gt;
| &#039;&#039;&#039;100%&#039;&#039;&#039;(n/a) &lt;br /&gt;
| &#039;&#039;&#039;66%&#039;&#039;&#039;(66) &lt;br /&gt;
|-&lt;br /&gt;
| Snap || &#039;&#039;&#039;n/a&#039;&#039;&#039; || &#039;&#039;&#039;n/a&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Auto || &#039;&#039;&#039;n/a&#039;&#039;&#039; || &#039;&#039;&#039;n/a&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &amp;lt;small&amp;gt;Numbers in parenthesis are the actual values after modified by the chassis&#039; abilities. &amp;lt;br /&amp;gt;Actual costs are in fixed [[Time Units]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*The hovertank/launcher is a good unit for base defense.  First of all, any tank present on a base defense mission gets a free load of ammunition.  Secondly, its combination of high firepower and psionic immunity are a huge boost to garrison-quality troops. Third, if you have constructed you base properly, you more or less know where the aliens are going to spawn and can massacre them before you can even see them.&lt;br /&gt;
*Unlike a man-portable [[Blaster Launcher]], the tank&#039;s blaster is incapable of penetrating the outer hull of an alien craft.&lt;br /&gt;
*We&#039;re not kidding about the HWP blaster shells being expensive to produce.  The elerium and man-hour requirement for a full load of shells mean that you should only rely on them when you have no other choice, or when you have a massive surplus of resources.&lt;br /&gt;
*The hovertank, like all flying units, can avoid physical attacks like the [[Chryssalid]]&#039;s or [[Reaper]]&#039;s by staying above ground level.&lt;br /&gt;
*Due to its thick side armour and resistance to explosives, the hovertank/launcher has little to fear from its own weapon.  As long as the tank is at least 2 squares away from the centre of the explosion, it will not be damaged.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template:Hover Tank Stats|Hover Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Heavy Weapons Platforms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hovertank/Plasma&amp;diff=33195</id>
		<title>Hovertank/Plasma</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hovertank/Plasma&amp;diff=33195"/>
		<updated>2011-03-07T23:22:34Z</updated>

		<summary type="html">&lt;p&gt;Madned: /* Vital Statistics */ converted turret table to turret template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:hovertank_plasma.png|frame|right|Hovertank/Plasma]]&lt;br /&gt;
[[Image:BIGOBS43.GIF|frame|Tank Turret]]&lt;br /&gt;
The plasma hovertank leverages off Firestorm technology and vehicle-mounted plasma weapons to provide a small, airborne weapons platform of unsurpassed mobility.&lt;br /&gt;
&lt;br /&gt;
The hovertank is superior in both armor and agility to the standard tracked chassis, while mounting a powerful plasma cannon turret.  In addition to its ability to hover, it can move over 50% faster.  The hovertank chassis&#039;s armor is stronger than the standard tank&#039;s, and more uniformly distributed.  In fact, there is only one weak point on the chassis – its underside – and even this weak spot is more resilient than the main armor of the standard tank.&lt;br /&gt;
&lt;br /&gt;
The plasma beam mounted on the Hovertank is powerful and its [[Elerium]] power source powers the cannon indefinitely. It is limited to 255 charges during the course of a single battle, but is otherwise fully recharged between battles. The weapon has its weaknesses. Primarily it lacks auto-fire, and furthermore the aimed-shot costs too much for a minor accuracy gain.  Finally, the plasma bolt is 5 points weaker than the man-portable [[Heavy Plasma]], reducing its effectiveness at breaching walls. &lt;br /&gt;
&lt;br /&gt;
Like all tanks, its larger size precludes it from moving into confined spaces.  However, its plasma weapon and generous ammunition supply allow it to blast open pathways when required.&lt;br /&gt;
&lt;br /&gt;
The research requirements of the tank mean that, by the time the hovertank becomes available, commanders will typically have access to high-tech armor and alien weapons, making the hovertank less competitive with well-equipped soldiers.  However, thanks to the nature of tanks and the merits of the Hovertank/Plasma, many commanders are compelled to have one accompany their troops on every mission.&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Displacer /Sonic]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manufacture only. $850,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manufacturing Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200 Engineer hours, 30 Elerium-115 and 5 Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Research Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Plasma Cannon, New Fighter Craft&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hover Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Plasma &lt;br /&gt;
| ammo=Plasma &lt;br /&gt;
| damage=110&lt;br /&gt;
| stowage=255&lt;br /&gt;
| acquisition=Purchase&lt;br /&gt;
| buyprice=Free&lt;br /&gt;
| sellprice=N/A&lt;br /&gt;
| aimedaccuracy=100&lt;br /&gt;
| adjaimedaccuracy=60&lt;br /&gt;
| aimedcost=60&lt;br /&gt;
| aimedTU=60 &lt;br /&gt;
| snapaccuracy=85&lt;br /&gt;
| adjsnapaccuracy=51&lt;br /&gt;
| snapcost=30&lt;br /&gt;
| snapTU=30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The plasma beam on the Hovertank/Plasma is not any more powerful than the laser on the tank/laser. The weapons mainly differ by the damage multipliers. &lt;br /&gt;
* Compared to a [[Heavy Plasma]] gun, the turret&#039;s shots have noticeably greater difficulty destroying the internal bulkheads of alien craft due to a 0-10 point difference in strength.  See [[Destroying Terrain]] for more details.&lt;br /&gt;
*The hovertank, like all flying units, can avoid physical attacks like the [[Chryssalid]]s or [[Reaper]]s by staying above ground level.&lt;br /&gt;
* Interestingly, the hovertank looks just like a white-colored Cyberdisk with a turret on top. Maybe it was originally intended that hovertanks were modified Cyberdisks...?&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template:Hover Tank Stats|Hover Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Heavy Weapons Platforms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tank/Laser_Cannon&amp;diff=33194</id>
		<title>Tank/Laser Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tank/Laser_Cannon&amp;diff=33194"/>
		<updated>2011-03-07T23:19:50Z</updated>

		<summary type="html">&lt;p&gt;Madned: /* Vital Statistics */ remove old table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:tank_laser_cannon.png|right|framed|Tank/Laser Cannon]]&lt;br /&gt;
[[Image:BIGOBS54.GIF|right|framed|Tank Turret]]&lt;br /&gt;
The Tank/Laser Cannon is the first of the tanks that must be manufactured, or third in the [[Heavy Weapons Platforms|HWP]] hierarchy. It is a byproduct derived from the technologies used in the craft mounted [[Laser Cannon]]. &lt;br /&gt;
&lt;br /&gt;
Though it borrows the old tracked tank torso, and suffers from the same limitations, it is fitted with a much more powerful variant of the [[Heavy Laser]] that is equal in strength to the [[Hovertank/Plasma]]&#039;s turret. It is therefore the most powerful tracked tank available and a most potent weapon against aliens.  &lt;br /&gt;
&lt;br /&gt;
The turret has a limit of 255 shots, but is recharged for free after every battle.  The high damage gives a 4.55% chance of breaching an inner UFO wall, giving them a potentially useful role as a low-cost breaching weapon (see [[Destroying Terrain]] for more details).&lt;br /&gt;
&lt;br /&gt;
Tank/Laser Cannons can be produced at a significantly lower cost than the more-advanced hovertanks, and do not require [[Elerium]] in their manufacture.  However, they must be produced in a [[workshop]], not bought, and like the Hovertanks, incur a large workshop space overhead (25 compared to 30 for hovertanks). &lt;br /&gt;
&lt;br /&gt;
While not as immediately accessible as the standard tanks, the Tank/Laser Cannon are good for mass-produce production - whether for general use or for replacing fallen tanks - while still retaining high firepower. The slightly higher cost over conventional tanks is offset through the lack of ammunition costs&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Coelacanth/Gauss]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics == &lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manufacture only. $500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manufacturing Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200 Engineer hours&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Research Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Laser Cannon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tracked Tank Stats }}&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Laser &lt;br /&gt;
| ammo=Laser Beam&lt;br /&gt;
| damage=110 Laser&lt;br /&gt;
| stowage=255&lt;br /&gt;
| acquisition=Purchase&lt;br /&gt;
| buyprice=Free&lt;br /&gt;
| sellprice=n/a&lt;br /&gt;
| aimedaccuracy=85&lt;br /&gt;
| adjaimedaccuracy=51&lt;br /&gt;
| aimedcost=75&lt;br /&gt;
| aimedTU=52&lt;br /&gt;
| snapaccuracy=50&lt;br /&gt;
| adjsnapaccuracy=30&lt;br /&gt;
| snapcost=33&lt;br /&gt;
| snapTU=23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The laser cannon can penetrate UFO inner walls approximately 4.5% of the time.  See [[Destroying Terrain]] for more information.&lt;br /&gt;
* Like all the advanced tanks, no research topic needs to be prompted to get the Tank/Laser Cannon.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Heavy Weapons Platforms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tank/Laser_Cannon&amp;diff=33193</id>
		<title>Tank/Laser Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tank/Laser_Cannon&amp;diff=33193"/>
		<updated>2011-03-07T23:19:30Z</updated>

		<summary type="html">&lt;p&gt;Madned: /* Vital Statistics */ converted turret table to turret template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:tank_laser_cannon.png|right|framed|Tank/Laser Cannon]]&lt;br /&gt;
[[Image:BIGOBS54.GIF|right|framed|Tank Turret]]&lt;br /&gt;
The Tank/Laser Cannon is the first of the tanks that must be manufactured, or third in the [[Heavy Weapons Platforms|HWP]] hierarchy. It is a byproduct derived from the technologies used in the craft mounted [[Laser Cannon]]. &lt;br /&gt;
&lt;br /&gt;
Though it borrows the old tracked tank torso, and suffers from the same limitations, it is fitted with a much more powerful variant of the [[Heavy Laser]] that is equal in strength to the [[Hovertank/Plasma]]&#039;s turret. It is therefore the most powerful tracked tank available and a most potent weapon against aliens.  &lt;br /&gt;
&lt;br /&gt;
The turret has a limit of 255 shots, but is recharged for free after every battle.  The high damage gives a 4.55% chance of breaching an inner UFO wall, giving them a potentially useful role as a low-cost breaching weapon (see [[Destroying Terrain]] for more details).&lt;br /&gt;
&lt;br /&gt;
Tank/Laser Cannons can be produced at a significantly lower cost than the more-advanced hovertanks, and do not require [[Elerium]] in their manufacture.  However, they must be produced in a [[workshop]], not bought, and like the Hovertanks, incur a large workshop space overhead (25 compared to 30 for hovertanks). &lt;br /&gt;
&lt;br /&gt;
While not as immediately accessible as the standard tanks, the Tank/Laser Cannon are good for mass-produce production - whether for general use or for replacing fallen tanks - while still retaining high firepower. The slightly higher cost over conventional tanks is offset through the lack of ammunition costs&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Coelacanth/Gauss]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics == &lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manufacture only. $500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manufacturing Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200 Engineer hours&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Research Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Laser Cannon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tracked Tank Stats }}&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Laser &lt;br /&gt;
| ammo=Laser Beam&lt;br /&gt;
| damage=110 Laser&lt;br /&gt;
| stowage=255&lt;br /&gt;
| acquisition=Purchase&lt;br /&gt;
| buyprice=Free&lt;br /&gt;
| sellprice=n/a&lt;br /&gt;
| aimedaccuracy=85&lt;br /&gt;
| adjaimedaccuracy=51&lt;br /&gt;
| aimedcost=75&lt;br /&gt;
| aimedTU=52&lt;br /&gt;
| snapaccuracy=50&lt;br /&gt;
| adjsnapaccuracy=30&lt;br /&gt;
| snapcost=33&lt;br /&gt;
| snapTU=23&lt;br /&gt;
}}&lt;br /&gt;
{| {{stdTable}}&lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;Laser Turret Specifications&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; {{stdTable Sub Heading}} | &#039;&#039;&#039;Ammunition&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Type || &#039;&#039;&#039;Laser Beam&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Damage || &#039;&#039;&#039;110 Laser&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rounds || &#039;&#039;&#039;255&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Purchase Price || &#039;&#039;&#039;Free&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sale Price || &#039;&#039;&#039;n/a&#039;&#039;&#039;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Firing Modes&#039;&#039;&#039; &lt;br /&gt;
| Accuracy&lt;br /&gt;
| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Aimed &lt;br /&gt;
| &#039;&#039;&#039;85%&#039;&#039;&#039;(51%) &lt;br /&gt;
| &#039;&#039;&#039;75%&#039;&#039;&#039;(52) &lt;br /&gt;
|-&lt;br /&gt;
| Snap &lt;br /&gt;
| &#039;&#039;&#039;50%&#039;&#039;&#039;(30%) &lt;br /&gt;
| &#039;&#039;&#039;33%&#039;&#039;&#039;(23) &lt;br /&gt;
|- &lt;br /&gt;
| Auto || &#039;&#039;&#039;n/a&#039;&#039;&#039; || &#039;&#039;&#039;n/a&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &amp;lt;small&amp;gt;Numbers in parenthesis are the actual values after modified by the chassis&#039; abilities. &amp;lt;br /&amp;gt;Actual costs are in fixed [[Time Units]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The laser cannon can penetrate UFO inner walls approximately 4.5% of the time.  See [[Destroying Terrain]] for more information.&lt;br /&gt;
* Like all the advanced tanks, no research topic needs to be prompted to get the Tank/Laser Cannon.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Heavy Weapons Platforms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tank/Rocket_Launcher&amp;diff=33192</id>
		<title>Tank/Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tank/Rocket_Launcher&amp;diff=33192"/>
		<updated>2011-03-07T23:16:54Z</updated>

		<summary type="html">&lt;p&gt;Madned: /* Vital Statistics */ converted turret table to turret template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:tank_rocket_launcher.png|framed|right| Tank/Rocket Launcher]]&lt;br /&gt;
[[Image:BIGOBS42.GIF|right|framed|Tank Turret]]&lt;br /&gt;
&lt;br /&gt;
This is the second of the first two [[:Category:Heavy Weapons Platforms|HWP]]s available to new [[X-COM]] Commanders, and one of the most popular. &lt;br /&gt;
&lt;br /&gt;
This tank fires explosive rockets toward the enemy that will explode on contact with a solid object - be it an enemy unit or a wall. These rockets lack the strength of the Large Rockets used in the [[Rocket Launcher]] but are moderate in strength and provide a considerable punch. Each tank can carry 8 rockets at a time. &lt;br /&gt;
&lt;br /&gt;
The Rocket tank can remain useful to the very end of the game even if its destructive power is surpassed by the [[Hovertank/Launcher]]. HWP Rockets are readily available and cost little compared to the HWP Fusion Balls required by the [[Hovertank/Launcher]]. The Tank/Rocket Launcher is therefore cheaper to bring into field combat. &lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Coelacanth/Aqua Jet]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$480,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tracked Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Rocket &lt;br /&gt;
| ammo=HWP Rockets&lt;br /&gt;
| damage=85 High Explosive&lt;br /&gt;
| stowage=8&lt;br /&gt;
| acquisition=Purchase&lt;br /&gt;
| buyprice=3000&lt;br /&gt;
| sellprice=2250&lt;br /&gt;
| aimedaccuracy=115&lt;br /&gt;
| adjaimedaccuracy=69&lt;br /&gt;
| aimedcost=75&lt;br /&gt;
| aimedTU=52&lt;br /&gt;
| snapaccuracy=55&lt;br /&gt;
| adjsnapaccuracy=33&lt;br /&gt;
| snapcost=45&lt;br /&gt;
| snapTU=31&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Many commanders find that the rocket tank is more useful for clearing obstacles than for actually killing aliens-- giving experience and credit for the kill to an actual trooper is preferred.  the rocket tank&#039;s ground-clearing ability is especially valued in the later game, where tougher aliens can absorb the damage of a rocket hit.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template:Tracked Tank Stats|Tracked Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Heavy Weapons Platforms]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tank/Cannon&amp;diff=33191</id>
		<title>Tank/Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tank/Cannon&amp;diff=33191"/>
		<updated>2011-03-07T23:13:11Z</updated>

		<summary type="html">&lt;p&gt;Madned: converted turret table to turret template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:tank_cannon.png|right|framed| Tank/Cannon]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BIGOBS40.GIF|right|framed|Tank Turret]]&lt;br /&gt;
The Tank/Cannon is the first of two [[:Category:Heavy Weapons Platforms|HWP]]s available to new [[X-COM]] Commanders. &lt;br /&gt;
&lt;br /&gt;
The Tank/Cannon carries a cannon that fires powerful [[Weapons#Armour-Piercing|armour-piercing]] rounds. Up to 30 rounds can be loaded for a single mission.&lt;br /&gt;
&lt;br /&gt;
While it is universally considered to be the least exceptional of all the [[:Category:Heavy Weapons Platforms|HWP]]s, the Tank/Cannon can still surpass the [[Tank/Rocket Launcher]] for ammunition longevity. Particularly when combating [[Cyberdisc]]s. Where a Tank/Rocket Launcher will rapidly deplete its ammo after combating a few of these enemies, the Tank/Cannon will often have ample supplies of ammunition left over to take down several more. &lt;br /&gt;
&lt;br /&gt;
Unlike the [[Tank/Rocket Launcher]], which can still be useful in later stages of the campaign, the Tank/Cannon is immediately outclassed by the [[Tank/Laser Cannon]] and the [[Hovertank/Plasma]]. Until then, its main function is to fill in any voids that the [[Tank/Rocket Launcher]] leaves behind.&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Coelacanth/G. Cannon]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$420,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tracked Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Cannon&lt;br /&gt;
| ammo=HWP Cannon Shells&lt;br /&gt;
| damage=60 Armour Piercing&lt;br /&gt;
| stowage=30&lt;br /&gt;
| acquisition=Purchase&lt;br /&gt;
| buyprice=200&lt;br /&gt;
| sellprice=100&lt;br /&gt;
| aimedaccuracy=90&lt;br /&gt;
| adjaimedaccuracy=54&lt;br /&gt;
| aimedcost=80&lt;br /&gt;
| aimedTU=56&lt;br /&gt;
| snapaccuracy=60&lt;br /&gt;
| adjsnapaccuracy=36&lt;br /&gt;
| snapcost=33&lt;br /&gt;
| snapTU=23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Heavy Weapons Platforms]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(TFTD)&amp;diff=33027</id>
		<title>Talk:Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(TFTD)&amp;diff=33027"/>
		<updated>2011-02-09T03:10:59Z</updated>

		<summary type="html">&lt;p&gt;Madned: /* Real Manufacturing Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What Happened to First Alien War Weapons ? =&lt;br /&gt;
&lt;br /&gt;
Is there any reasonable excuse why we can&#039;t use good old Heavy Plasma, or any weapon from First Alien War, on land combat? [[User:L-Zwei|L-Zwei]] 23:44, 25 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have been wondering that myself. Let&#039;s see: X-Com operatives are required to prepare for undersea combat, regardless the original destination of their transport. A commander may decide to send a midair Triton undersea, and as soon as the doors are opened, any non water proof equipment inside would be damaged. That&#039;s also the reason why soldiers take their diver suits on land. It&#039;s not that good of an excuse, but it&#039;s something. --[[User:Trotsky|Trotsky]] 01:50, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you could use the Plasmas, then why not the craft engines? My bet is the Elerium mines weren&#039;t set up at that point, meaning there was nothing to power these devices with.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 02:56, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:The official story goes thus: sea water aggressively corrodes Elerium (and by extension anything made from alien alloy), and plasma weapons EXPLODE when fired underwater, as some unlucky scientists found out. Microprose released a couple short stories before the launch of TFTD to explain the backstory that closed the gap between the two episodes, and the technological issues were briefly hinted at --[[User:KJK::Hyperion|KJK::Hyperion]] 15:14, 17 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The economy argument seems more plausible. Once the war was finished, there would be no reason not to sell recovered Elerium for use as power source, especially since X-Com was disbanded shortly after.--[[User:Trotsky|Trotsky]] 11:05, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Plus Elerium was consumed by research on interstellar travel.&lt;br /&gt;
&lt;br /&gt;
As a side note, the Gauss weapons aren&#039;t as bad as many say. For example, people also say lasers are bad, although a Laser Rifle can kill a Muton in one hit. Why people doesn&#039;t like it? Because there are better weapons (plasma). Same with Gauss: people use Sonic instead because of the higher damage. I personally prefer the Gauss&#039;s accuracy and one-shot-one-kill technique. Plus if you get in close range and miss a snapshot, you will be killed by reaction fire. However, a point-blank Gauss auto is too strong to survive and too fast to counter.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Gauss weapons are a bit more... realistic. Small pistols which fire a sonic wave with sniper-level accuracy over the map? Come on... Plus you can distinguish yourself from the aliens by not using mainstay alien equipment :D--[[User:Amitakartok|amitakartok]] 15:00, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Fluff stories released by Microprose indicate that the Funding Nations basically divvied up X-COM 16 ways after the war, including all resources, and wasted most of it(including Elerium, to the point that they sent X-COM down to UFOs that crashed in the ocean to try and find more.  This is when they learned that both Elerium is rendered inert by sea water, and Alien Alloys DISSOLVE in it.)&lt;br /&gt;
&lt;br /&gt;
:As for Gauss/Sonic, well, I&#039;ve had a Tasoth kill a trooper with reaction after soaking up 3 Auto shots from a Pistol.  I understand the difference though, and it is a issue of personal choice.  Whether you get more shots in a small time frame or less shots but more power.  Of course, there is something that offers both power and speed...and it&#039;s immensely satisfying sometimes to just run up to the aliens and fight them with power tools!  (Idly, a Muton with 125 HP cannot be 1-shotted by a Laser Rifle, since LR damage maxes out at 120.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Lobstermen. First time I ever met one, I emptied all of my gauss and harpoons into it and got royally slaughtered. Much fun. Gauss weapons are near useless against them - and perhaps the main reason why you must have sonic or power tool support by the time you meet them. &lt;br /&gt;
&lt;br /&gt;
:: By the way, players are split down two camps with regards to the weapons in UFO. There&#039;s the ever present Laser Rifle vs. Heavy Plasma debate that always flares up from time to time. Both weapons are jolly good in their own respect (I&#039;m in the arm-laser-rifle-on-Skyranger-but-pick-up-HPs-in-Combat-when-necessary camp) so there&#039;s no loss of love for the laser weapons. &lt;br /&gt;
&lt;br /&gt;
:: TFTD&#039;s gauss weapons lost a lot of favour with their ammo requirements. I don&#039;t mind that at all - I adore the gauss pistol and its massive (and cheap) 20 round clip. However their (the Gauss weapons in general) loss in effectiveness against enemies with lots of external armour (large units) and the lobstermen do hurt them quite a bit. Absolutely essential weapons to get at the start of the game though unless you stick to the Gas Cannon - which is awesome but you&#039;ve got to be careful with the ammo levels. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve always been intrigued by the idea of alien alloys melting in salt water. How fast though? I keep getting these funny mental images of soldiers in Power Suits being air dropped into salt water, and then having them trudge up onto a desert island with their suits melting away to expose their jumpsuit underneath. Recently added the image of water squirting out of the cracks. - [[User:NKF|NKF]] 22:56, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not quite that fast, but the [http://www.xcomufo.com/stories/moray.html fluff from Microprose ] indicates that in the time period of &amp;quot;over a year&amp;quot; in the seawater(so 12-23 months), the navigation consoles of a Large Scout have melted into &amp;quot;silvery goo&amp;quot;, as well as eaten away enough of the hull for craft to flood.  They found some inert and ruined Elerium in a Plasma Rifle; the power source was gone(ejected before impact, according to the story).  So while the scenario you gave isn&#039;t exactly accurate, it would happen over time.  Enough to seriously degrade a Power Suit over a period of months, if not weeks.  If the Power Source leaked, the whole suit would stop functioning in short order as well.  And to boot, there isn&#039;t any Elerium left to power the things anyways.  (Although we must not forget the simply out-of-game reason for all of this: X-COM 2 would be way the hell too easy if you could use Plasma weapons and Flying Suits off the bat). [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:15, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
= Favourite Weapon Mix =&lt;br /&gt;
&lt;br /&gt;
OK, what&#039;s your favourite weapon mix and progression in TFTD? Here&#039;s mine (based on limited play):&lt;br /&gt;
&lt;br /&gt;
== Starting Weapons ==&lt;br /&gt;
&lt;br /&gt;
* Stock up on HydroJet Cannon (HJCs) and Gas Cannon (GCs), enough for &#039;&#039;every&#039;&#039; Aquanaut (15 or so of each).&lt;br /&gt;
* Get a healthy supply of regular grenades, and some explosives and disturbance mines. This is just to tide you over until you research Sonic Pulsers.&lt;br /&gt;
* As soon as the extra Gas Cannons arrive, sell all the Dart Guns and Jet Harpoons. The only reason not to sell these right away is in case you have an early land mission (unlikely).&lt;br /&gt;
* Sell Dye Grenades right away, they are rubbish.&lt;br /&gt;
* Don&#039;t bother with flares. HJC-IC clips create light multiple times, at greater range and less TUs, for the same space/item limit.  &lt;br /&gt;
* For water missions, equip mostly HJCs, with some GCs as heavy weapons. Carry mostly AP for the HJCs, an even mix of HE and AP for GCs. &lt;br /&gt;
* For land missions, carry all GCs and mostly AP rounds - designated heavy weapons units should chamber HE and carry both types. &lt;br /&gt;
* GCs with AP are your &amp;quot;tank-busters&amp;quot;. Even on an underwater mission, carry more GCs if you expect tough (armoured) opposition. If you are not sure what to expect, bring enough spare GCs to switch up to half of your Aquanauts to GCs.&lt;br /&gt;
* Regular grenades are most useful for attacks where you can&#039;t get a line of sight, which is a common situation in many TFTD terrain types. Due to the weak power of the regular grenade, against targets in the open, an HE round fired from a GC or HJC is usually more efficient. &lt;br /&gt;
* I&#039;m not convinced the Torpedo Launcher is worth bringing in any quantity. Its warhead is not sufficiently stronger than GC-HE to make it worth while. I would carry 2 at most in a sub. Even less useful once you have Sonic Pulsers - obsolete in fact.  &lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
* If the absolute priority was winning battles, I would research the Sonic Pulser first, as the quickest way to equalise firepower with the enemy. It will make short work of targets that you would struggle to kill even with Heavy Gauss, so it&#039;s a great leap forward. However, relying on Pulsers does not leave much booty left on the battlefield, so it can hurt your finances. Nor is it a terribly safe tactic for rescuing civilians!&lt;br /&gt;
* So for economic reasons I prefer to start down the Gauss route asap. This provides a steady stream of finesseful weapons of steadily increasing power. It also sets you up for profitable manufacture.&lt;br /&gt;
* Nonetheless by the time Tasoths start showing up you will need (well OK, &#039;&#039;I&#039;&#039; need) Sonic guns to deal with them without incurring heavy losses. &lt;br /&gt;
* Or Thermal Shok Launchers, which are quicker to research and have other advantages. Maybe a better choice. (I believe these also help with Lobstermen, though I&#039;ve never got far enough to see one. )&lt;br /&gt;
* Particle Sensors can also be a good re-equaliser if you are often outgunned and on the defensive (as I always seem to be).  Plus they are a good profit making item. So, a good early research choice.&lt;br /&gt;
* Medi-Kits and Armour - Nah, just encourages your Aquanauts to be careless. Who wants to live forever anyway? ;) &lt;br /&gt;
&lt;br /&gt;
OK that&#039;s my mix, what&#039;s yours? &lt;br /&gt;
[[User:Spike|Spike]] 13:16, 12 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Complete Weapon Rebalancing?=&lt;br /&gt;
&lt;br /&gt;
I&#039;m sure it&#039;s obvious to many that the TFTD weapons aren&#039;t exactly balanced.  Some weapons serve [[Dart Gun|no purpose]] [[Dye Grenade|at all]], while others are [[Sonic Cannon|overpowered]] almost to the point of being broken.  Especially annoying is the rounded numbers used in every stat for the weapon.&lt;br /&gt;
&lt;br /&gt;
A friend suggested doing a mod(either by a single hex-edited weapons file which could be manually pasted in, which I could make myself, or an actual automated program, which someone else would have to make) where the weapons were rebalanced a bit.  So I&#039;m just opening up the discussion for people to voice opinions on.  Would anyone be interested?  What ideas do you have?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:15, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t mind how some of the plain vanilla weapons are balanced too much. Some of them are actually quite good. &lt;br /&gt;
&lt;br /&gt;
: As for the broken weapons like the dart gun. If it were rebalanced - perhaps something closer to the UFO pistol, then all will be right again in the world. The jet harpoon only really needs more ammo. &lt;br /&gt;
&lt;br /&gt;
: Another weapon that needs some attention is the magna pack explosive. In UFO there wasn&#039;t an ultimate grenade. Instead, you had a choice between the heavier High Explosive for more firepower, or the alien grenades that were lighter and dealt mid-weight damage. In TFTD, Sonic pulsers are THE grenade, and you will probably never use the Magna Packs except when you&#039;re on a tight budget. Perhaps the Magna-Pack could be revitalized by setting it to 150 damage and weigh it down by 9 units. (that&#039;s 3 weight units per 50HE). &lt;br /&gt;
&lt;br /&gt;
: The Sonic Blasta rifle could do with some changes. It only excels at being average and doesn&#039;t really stand out. One way to balance the cannon and rifle at the same time would be to simply swap the accuracy levels round. The sonic cannon is overpowered, but you only get so many shots and it takes forever to fire. Making them a bit less accurate would even things up. If damage levels do need to be changed, don&#039;t forget to factor in the increased armor levels of the TFTD suits.  -[[User:NKF|NKF]] 18:46, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Perhaps one way to make the Sonic Blasta Rifle stand out is to give it something no other Sonic weapon has: Auto fire.  In order to balance, it&#039;d have to be very expensive in TUs(possibly 70-80%) or have poor accuracy(maybe a combo of both), but it would make it stand out in the field.  (I&#039;d considered dropping the damage down, but that means the aliens can&#039;t use it effectively, which is bad.)  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:14, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
=Proposed weapon infobox=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =&lt;br /&gt;
| height = &lt;br /&gt;
| width = &lt;br /&gt;
| weight =&lt;br /&gt;
| grip =&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| weaponimage = &lt;br /&gt;
| acc_auto = &lt;br /&gt;
| acc_snap = &lt;br /&gt;
| acc_aim = &lt;br /&gt;
| fcost_auto = &lt;br /&gt;
| fcost_snap = &lt;br /&gt;
| fcost_aim = &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition =&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = &lt;br /&gt;
| ammo = &lt;br /&gt;
| weight =&lt;br /&gt;
| height = &lt;br /&gt;
| width = &lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = &lt;br /&gt;
| capacity = &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition =&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:lightGray;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* &lt;br /&gt;
| pros =&lt;br /&gt;
*  &lt;br /&gt;
| cons =&lt;br /&gt;
* &lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
acquisition filled by an empty or:&lt;br /&gt;
{{Manufacturing|(cost)|(time)|(wkspace)|(materials)}}&lt;br /&gt;
{{Purchasing|(cost)}}&lt;br /&gt;
replace the parenthetical words with appropriate values.&lt;br /&gt;
like&lt;br /&gt;
{{Manufacturing|88000|820|4|1 Aqua Plastics}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Madned|Madned]] 16:43, 28 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m thinking that the pro/con box should probably be left separate from the stat-box and be used simply as a quick summary for the descriptive text - either before or after. Partly to simplify the stat box. -[[User:NKF|NKF]] 17:34, 28 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: samples of two styles [[Sonic-Blasta Rifle]]: key-feature section leading description, [[Gauss Pistol]] integrated in infobox. [[User:Madned|Madned]] 00:56, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Dunno what resolutions you guys are running, but at 1024x768 the box is a bit overbearing. Other then that it looks quite good to me; but perhaps if it were to span across the page horizontally, and be positioned under the &amp;quot;flavour&amp;quot; text at the top of the page? Dunno. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:35, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I&#039;m also using 1024x768, but the page area on my browser window&#039;s is actually smaller than that since I have the bookmark panel open, and everything is running together very tightly. Perhaps all that needs to be done is replace the bulleted list with the table where they currently reside. It would give more flexibility with the spacing of the contents and the cells. -[[User:NKF|NKF]] 09:02, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::1280x1024 here. I suspect the color scheme could use some work too. lemme rig up a lateral variant. [[Sonic Pistol]], another thought is to drop the infobox below the official blurb so they don&#039;t knock heads so much. [[User:Madned|Madned]] 19:21, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I looked at it using 1280x800 and 1280x1024. I must say I definitely prefere the sidebox variants(Gauss Pistol, Sonic Rifle in that order) - it looks more organized that way. And it is what is used in the english wikipedia to present a general overview and numbers(e.g. for military engagements or similar topics). --[[User:Tauon|Tauon]] 05:57, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
The wide version looks good, and the borderless key feature box does look spiffy. What about right-aligning the feature box off to the side of the descriptive blurb? &lt;br /&gt;
&lt;br /&gt;
As for the colour scheme for the stat box, perhaps you could trial using the same scheme as nav-box. It&#039;s lighter and easier on the eyes. The navbox uses the stdTable and stdTable Sub_Heading templates for its formatting. -[[User:NKF|NKF]] 19:49, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: altered the formatting so the box is skinnier. uses one less column and 4 more rows. also changed [[Sonic-Blasta Rifle]] layout, popped the pedia ref above sections and dropped the infobox inside the section. skinny form doesn&#039;t look as good for the sonic pistol variant though.[[User:Madned|Madned]] 14:39, 30 December 2010 (EST)&lt;br /&gt;
::I&#039;m very much liking the blasta rifle page at the moment. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 17:13, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I agree. The Sonic-Blasta Rifle&#039;s layout looks friendlier even on my smaller browser area. Easier to quickly scan the stats too. &lt;br /&gt;
&lt;br /&gt;
::: Sorry to be a pain, but I had this niggling feeling there were a couple more useful stats that were missing. Purchase price, weapon grip and the item destruction threshold. That last one&#039;s a mouthful, basically &#039;item armor&#039; or how much HE damage is needed to destroy it. Not really a major stat for UFO, but is present. TFTD makes heavy use of it. -[[User:NKF|NKF]] 17:26, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Usually better to get the parameters captured earlier than later. modifying existing template entries across many pages is a bit of a pain. another thought is to split off the ammo into it&#039;s own section and redirect inquiries about the ammo item there. also converted templates to use an acquisition parameter, intended to be used with [[:template:Purchasing]] or [[:template:Manufacturing]]. an example of purchasing can be seen on [[Jet Harpoon]]. [[User:Madned|Madned]] 19:31, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind, I&#039;ll try fiddling with the colour scheme a little. -[[User:NKF|NKF]] 04:47, 31 December 2010 (EST)&lt;br /&gt;
: I&#039;ve used lighter subheadings and whitened the background and it doesn&#039;t look too bad. All I haven&#039;t done is alter the colour for the title bars, which should be separate from the stats. Two ways we could go about this. Have a light gray that is darker than the subheadings, or colour code them to match the game. Will have to think over that. -[[User:NKF|NKF]] 05:20, 31 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: looks good. i probably mind (in some poorly mannered part of my psyche), but i&#039;ll get over it, it&#039;s a wiki! :P [[User:Madned|Madned]] 13:56, 31 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I was pondering the complexities of how this can be adapted for the other items types with minimal changes (there are several solutions), but my mind wandered to another thing I was wondering about. So far the infobox seems to encapsulate everything just nicely, but it&#039;s done in the open/close template format. Would it be easier just to keep it as a single template or is there a plan for whatever is to be sandwiched between the open/close templates? -[[User:NKF|NKF]] 02:36, 2 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: primary reason to open-close is if you plan on putting multiple adapted templates inside. ie: weapon-ammo-key features. float formatting doesn&#039;t interact nicely if you have multiple tables with float properties. it&#039;ll just stack em laterally, which generally defeats the purpose of floating/infoboxing in the first place. so open-close lets you put together a single table from components as needed. putting the table tags inside a template just ensures that it remains consistent and can be edited across all calls by updating the open template. close is just there for consistency. you could just replace it with a wikitable close tag, but that would make debugging more difficult b/c you&#039;re switching from a template call to a wikitable tag.&lt;br /&gt;
&lt;br /&gt;
::::in the absence of combination there&#039;s very limited reasons to continue the practice. in fact it&#039;s generally going to be advantageous to just pack each template with complete table formatting, simplifying usage.&lt;br /&gt;
&lt;br /&gt;
::::the other option you seem to be considering is to have all the formatting in one template so you&#039;d feed empty ammo capacity info for example if you have a weapon like lasers which don&#039;t for instance have ammo. workable, but looks better if the blank stuff doesn&#039;t appear, which in turn will probably require parser functions (#ifeq etc to operate smoothly). this can be sidestepped with the same sort of solution as the manufactured-purchased section, but that tends to reintroduce the nested templating issue.&lt;br /&gt;
&lt;br /&gt;
::::the most obvious disadvantage of the open-close format is that the templates that get called together have to have been designed to work together or you end up with odd column formatting. &lt;br /&gt;
&lt;br /&gt;
::::in the absence of a complete formatting design, open-close offers minimal editing work for pretty good flexibility. once the formatting is locked down it may be advantageous to optimize them away. [[User:Madned|Madned]] 22:40, 2 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
I just wanted to get better clarity on it. I was thinking about it in terms of the component templates, which do stand on their own. I don&#039;t know about creating one sole template to do all the work, but a small selection of sub templates with logical groupings may do the trick. &lt;br /&gt;
&lt;br /&gt;
We could structure it like this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =&lt;br /&gt;
| height =&lt;br /&gt;
| width = &lt;br /&gt;
| weight = &lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = &lt;br /&gt;
| cost = &lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo2&lt;br /&gt;
| damage = &lt;br /&gt;
| capacity = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/firing&lt;br /&gt;
| grip =&lt;br /&gt;
| acc_auto = &lt;br /&gt;
| acc_snap = &lt;br /&gt;
| acc_aim = &lt;br /&gt;
| fcost_auto = &lt;br /&gt;
| fcost_snap = &lt;br /&gt;
| fcost_aim = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/manufacture|(cost)|(tech hours)| (workspace) | (materials) }}&lt;br /&gt;
{{Infobox module/purchase|(cost)}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The first template is to present all the properties common to all items. The Ammo infobox I think is a very good example where almost all of these common properties are covered. (We may need to add &amp;quot;store space&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
The next is to present the properties unique to the item. In other words: firing and usage costs. Weapons would have an accuracy/cost box. Tools would have an action/cost box that covers between  1 - 3 possible actions, with each action manually specified by the user. Items that don&#039;t use either can just leave this blank. The Blaster/Disrupter Pulse Launcher are the odd one out, needing both. &lt;br /&gt;
&lt;br /&gt;
Manufacture/Purchase templates - as you have done. &lt;br /&gt;
&lt;br /&gt;
I think that should just about cover every possible item type in the game with minimal effort. A bit of parsing could be used to exclude a few field rows that aren&#039;t used like ammo count and item damage. -[[User:NKF|NKF]] 03:14, 3 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: concept demo [[Medi-Kit (TFTD)]] [[User:Madned|Madned]] 15:07, 3 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Looking better every day! -[[User:NKF|NKF]] 14:43, 4 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Real Manufacturing Costs ==&lt;br /&gt;
&lt;br /&gt;
Sorry to come to the party late, but as you are going through the weapon listings, do you think you could add the &#039;&#039;real&#039;&#039; cost of manufactured weapons, SWSs, craft weapons, and ammo? These can be computed approximately from 3 columns in the Manufactured items table in [[Buying/Selling/Transferring_(TFTD)#Table]] using the following formula: &lt;br /&gt;
&lt;br /&gt;
 Real Manufacturing Cost = Sale Price - ($Profit/Hr x Engineer Hours)&lt;br /&gt;
&lt;br /&gt;
(Be sure to keep the sign of the $Profit - negative profit implies to a higher cost, positive profit implies a lower cost).&lt;br /&gt;
&lt;br /&gt;
Or if it&#039;s easier I can send you the original spreadsheet (if I didn&#039;t upload it here already). The real manufacturing costs include the costs of the labour and materials inputs, and they paint quite a different picture of the relative usefulness of the weapons. [[User:Spike|Spike]] 17:08, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:The listed calculation values seems a bit high I used the calculation on [[Thermal Shok Launcher]] page. worked the calculation, see the logic and put it in the documentation for the template: profitcalc (may need to rename it later). Also I&#039;m considering switching to a simple 2 cell table and accepting a values for both cells, usu. label and value. [[User:Madned|Madned]] 18:11, 2 February 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Isn&#039;t the cost of a weapon the sale value, less the opportunity cost of the components, less also the opportunity cost of the engineer hours - based on the most profitable thing they &#039;&#039;could&#039;&#039; have been making instead? &lt;br /&gt;
&lt;br /&gt;
:: I.e. if I want to build a Mag Ion armour I need something like 16 Xrbites and 10 Aqua Plastic. &lt;br /&gt;
&lt;br /&gt;
:: The production cost of the suit is the cash upfront, plus what I could have sold the materials for anyway without making a suit. The cost of the engineer hours is not their hourly rate, but rather, whatever they could have been &#039;&#039;earning&#039;&#039; by making Sonic Oscillators, Particle Displacement Doodads, or whatever piece of kit is your most profitable line at the time. &lt;br /&gt;
&lt;br /&gt;
:: Basically, when you make something that&#039;s not your most profitable item, there&#039;s a cost involved. &lt;br /&gt;
&lt;br /&gt;
:: The net value is then listed sale price, less the above. I have a feeling this would give subtly different answers to those we have now. This is only because it embeds opportunity cost into the item&#039;s production cost, rather than leaving you to work it out manually by comparing specific items with (eg) the Sonic Oscillator. [[User:4th Cuirassier|4th Cuirassier]] 06:03, 4 February 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
Profit in that table is a measure of what 1 engineer hour is worth for producing that one item, and just that item. Take the difference between item&#039;s total cost to build and its sale price, then divide by the number of engineer hours needed to make it. Rent, salaries and other items aren&#039;t factored in at this stage. &lt;br /&gt;
&lt;br /&gt;
Just hazarding an opinion here, but I feel that we&#039;re in danger of moving from simply presenting the factual data (both visible and hidden) about the weapon if we start mixing in derived data like profit. It&#039;s not volatile information as such, but it&#039;s still something that would be better suited to a table in a separate profit analysis section (in the page content - with a lot of the data moving to the side table, we&#039;re starting to get thin on page content!) or on a separate page that covers all objects and goes into greater detail. Just something to consider. -[[User:NKF|NKF]] 08:34, 4 February 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes that&#039;s a fair point NKF. First of all I&#039;m not totally confident in my numbers and I should &#039;show my work&#039; by uploading the original spreadsheet, which I can&#039;t find. I don&#039;t think that the calculated total direct costs are that controversial, but I agree it starts to get into subjective territory. My numbers deliberately don&#039;t include opportunity cost, they are only the total of all direct and indirect costs. The problem with opportunity cost, or one of the problems, is that it&#039;s a kind of circular argument. You can&#039;t calculate the opportunity cost until you know the most profitable item. So my table is a starting point for opportunity cost. But I don&#039;t think it&#039;s that cut and dried. Not everyone wants to be bothered cranking Gauss Cannon out all the time. And actually there are higher opportunity costs - more valuable things to produce - that are hard to quantify. There are things you need to manufacture to survive, and to win, that aren&#039;t commercially viable - but what price do you put on the survival of XCom and the human race? So I think the opportunity cost argument is a very subjective area. The total direct+indirect costs is not a grey area, and printing the &amp;quot;face value&amp;quot; costs of manufactured items, without giving any qualification, gives a very misleading impression of the actual economics of the game. I think that at least, the nominal costs and the real direct+indirect costs, should be presented side by side. The table I linked to does not do this in a very helpful way because it&#039;s focused on describing hourly rates of profit, rather than per unit cost. So I will try to find the original data. [[User:Spike|Spike]] 14:35, 4 February 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well, it&#039;s not a huge point, I just thought it was interesting. Eg, the profit per hour from making Gauss Cannon, based on sales price less cost divided by tech hours, is $97. So let&#039;s take that $97 per hour to be an opportunity cost of production, i.e. it&#039;s what you &#039;&#039;could&#039;&#039; have been making. If you make Particle Disturbance Sensors instead, they cost $34,000 plus 220 tech hours @ $97 each. This is a gross cost of $55,340. They sell for $45,600, so each PDS you make costs you $9,740 &#039;&#039;compared to making Gauss Cannon instead&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
:: In effect, a table on this basis would always show the best item as being worth 0, with other items worth progressively less. I would need to go through it, and see if the resulting sequence is any different to the one we already have. The main reason it would be interesting is in the early and mid-game, where you would be comparing what you&#039;re making with what you &#039;&#039;could&#039;&#039; be making at the moment. The latter would change, as you develop techs, and might to some extent be a driver of what techs you make and when. &lt;br /&gt;
&lt;br /&gt;
:: Clearly, this takes no account of the value obtained from developing and building things that stop troopers getting killed. I&#039;m assuming you&#039;d do that first. What I was interested in, to some extent, was managing the path to victory efficiently, notably at the points in the game when you&#039;re short of scientists and gear, and you want to figure out what to research and build, in what order. &lt;br /&gt;
&lt;br /&gt;
:: I have just attacked T&#039;Leth in July on Superhuman without researching any Gauss weapons, and having skipped the Sonic Blasta and Oscillator. I only researched the drills because I was waiting for the engineers to finish building a Leviathan, and the scientists (per Spike&#039;s advice I had 100 of them) were paid for and had nothing else to do. I&#039;m now wondering how quickly it is possible in the game calendar to get to T&#039;Leth, given that you need only attack one dreadnought and one base to get the necessary two Lobsterman Commanders. A big part of the answer is money, I suspect. [[User:4th Cuirassier|4th Cuirassier]] 07:02, 7 February 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: should probably avoid the subjective info if possible at least if it&#039;s being presented as factual. the real manufacturing costs seem to be $ manufacturing cost + engineer time cost + materials cost. I think neglecting housing costs is ok, you may be getting it in effect free for building housing for other purposes, in any event the cost function for that is jagged (housing batches cost, but once constructed it&#039;s paid capacity). inclusion of workshop space up for debate, again jagged function. if the profit/hr calc is essentially (sale price-RMC)/(engineer hours) then i think it&#039;ll work fine.&amp;lt;br&amp;gt; using opportunity costs adds another layer of calculation and putting it in the infoboxes removes the time context. in part opportunity cost is a function of research. [[User:Madned|Madned]] 22:10, 8 February 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Zrbite&amp;diff=33026</id>
		<title>Zrbite</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Zrbite&amp;diff=33026"/>
		<updated>2011-02-09T02:49:04Z</updated>

		<summary type="html">&lt;p&gt;Madned: infobox deploy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Zrbite&lt;br /&gt;
| height =1&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 3&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Zrbite.png|64 px]]&lt;br /&gt;
| saleprice = 5000&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
Zrbite is an unusual alloy of alien origin, part gold and part alien bio-material.  When utilized as a power source, small quantities will generate more power than a nuclear unit of 10 times the size.  However, due to the alien origin of the material, it cannot be synthesized...&lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to [[Elerium-115]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Zrbite.png|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 1 high x 2 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*Sell Price: $5000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obtaining Zrbite ==&lt;br /&gt;
Zrbite cannot be synthesized; it can only be obtained from [[USO Assault]]s or [[Colony Assault]]s. Zrbite is housed within [[Ion-Beam Accelerators]], and is very fragile. Be careful about using explosives inside USOs, as Zrbite is easily toasted!  At the end of a successful mission, any Zrbite will be automatically collected and returned to your base.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most efficient way to gain a stock of Zrbite is to find an Alien Base and attack the [[Fleet Supply Cruiser]]s as they land nearby. Leave the base intact to attract more supply ships, as the Zrbite is worth more than the score penalty (150 units per intact Fleet Supply Cruiser). &lt;br /&gt;
&lt;br /&gt;
On the map, Zrbite appears as a golden ball on the ground.  In your inventory, it appears as a golden crystal.  This object is worth 50 points of Zrbite.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t sell Zrbite.&#039;&#039;&#039; Although you do have the option to do so, this is to be highly discouraged. It is used to fuel the [[Manta]], the [[Hammerhead]], and the [[Leviathan]]. It is also used, in varying amounts, to [[manufacture]] most [[Alien_Artefacts_(TFTD)|Alien Artefact]]s, [[Ion Armor]] and [[Magnetic Ion Armor]]s, [[Sonic Oscillator]]s, and various other technologies. Given that you can only obtain Zrbite on 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;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
What is the mass of 1 unit of Zrbite? ... using a similiar drag equation used for calculating the mass of 1 unit of Elerium, you get... er... you know what? Forget it. A craft with those sort of hydrodynamic qualities, travelling at 5800 knots, underwater??? Based on the mass of a Battleship, the aliens wouldn&#039;t need to perform Terror Missions... just having their craft travel around near the coast would create Tsunamis that would create ridiculous coastal damage.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
{{USO Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:USO Components]][[Category:Research (TFTD)]][[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C._Reader&amp;diff=33025</id>
		<title>M.C. Reader</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=M.C._Reader&amp;diff=33025"/>
		<updated>2011-02-09T02:46:25Z</updated>

		<summary type="html">&lt;p&gt;Madned: infobox deploy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =M.C. Reader&lt;br /&gt;
| height =2&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 7&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Mcreader.gif|64 px]]&lt;br /&gt;
| saleprice = 304000&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/row1-2|Action|TU}}&lt;br /&gt;
{{Infobox module/row1-2||50%}}&lt;br /&gt;
{{Infobox module/manufacture|262000|1200|  | 1 Zrbite }}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
Inside the bodies of Aliens we have found small surgically implanted units. These are Control Implants designed by the Aquatoids to allow the constant supply of information from the battlefield, even at great distances. The Molecular Control Reader is an Alien communication device which is used to take information directly from M.C. Implants. X-Com units can use this device in combat to display an Alien&#039;s characteristics. Select the &#039;use&#039; option. Then click on an Alien with the cursor.&lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Mind Probe]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Mcreader.gif|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 2 high x 2 wide&lt;br /&gt;
*Weight: 7&lt;br /&gt;
*TUs: &lt;br /&gt;
**50% per use.&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $262,000 for parts, 1,200 Engineer Hours, 1 Zrbite&lt;br /&gt;
*Sell Price: $304,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
The M.C. Reader is an alien device that allows you to remotely read the data from a target creature&#039;s M.C. implant.  In game terms, this gives you a once-per-use peek at an alien&#039;s stat screen, revealing important info such as his health, TU&#039;s, and rank. Can be used on any alien (or Civilian) within sight of any Aquanaut. The Aquanaut with the Reader does not need a direct line of sight to the subject, but they will turn to face the alien. The Reader can not be used on Aquanauts, even if they are under alien M.C. control. &lt;br /&gt;
&lt;br /&gt;
M.C. Readers must be researched before being issued to Aquanauts. The most common use of a Reader is to identify high-ranking targets whose capture is necessary for Research. Apart from that use, they are not vital battlefield devices. The Reader takes up 2x2 backpack spaces unless carried in a hand slot. It is not necessary to take more than 1 or (at most) 2 Readers along on missions.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If the alien is nearly out of [[Time Units]], you can move without fear of drawing reaction fire.&lt;br /&gt;
* If the alien is low on [[morale]], it is likely to panic easily.&lt;br /&gt;
* If the alien is nearly out of [[health]], you might be able to bring it down or [[stun]] it with light weaponry.&lt;br /&gt;
* If you do not have a M.C. Reader in storage when you complete research on the M.C. Lab, you will never be able to research it, nor develop the M.C. Disruptor or the M.C. Generator!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C._Disruptor&amp;diff=33024</id>
		<title>M.C. Disruptor</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=M.C._Disruptor&amp;diff=33024"/>
		<updated>2011-02-09T02:42:54Z</updated>

		<summary type="html">&lt;p&gt;Madned: infobox deploy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =M.C. Disruptor&lt;br /&gt;
| height =3&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 8&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:MC_Disruptor.png|64 px]]&lt;br /&gt;
| saleprice = 194700&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/row1-2|Action|TU}}&lt;br /&gt;
{{Infobox module/row1-2|Jam Implant|25}}&lt;br /&gt;
{{Infobox module/row1-2|Control Implant|25}}&lt;br /&gt;
{{Infobox module/manufacture|160000|500| 4 | 2 Zrbite&amp;lt;br&amp;gt;1 Aqua Plastics }}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
The ultimate in M.C. technology. This can only be used by aquanauts with M.C. skills. Click on the Disruptor, select the type of attack, and select a target unit with the cursor. There are two types of Disruptor attack:&lt;br /&gt;
&lt;br /&gt;
* Jam Implant: If successful, the enemy unit becomes confused, and it may panic.&lt;br /&gt;
* Control Implant: If successful you will gain control of the enemy unit.&lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Psi-Amp]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:MC_Disruptor.png|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 1 wide x 3 high&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*TUs: &lt;br /&gt;
**25 TUs per use. &lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $160,000 for parts, plus 500 Engineer Hours, 2 Zrbite, 1 Aqua Plastics, 4 Workshop space.&lt;br /&gt;
*Sell Price: $194,700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
Essentially identical to the [[Psi-Amp]] from XCom-1 UFO Enemy Unknown. Slightly lighter weight. Less profitable, due to the higher quantities of exotic materials required. Not advisable to produce for profit.&lt;br /&gt;
&lt;br /&gt;
Also beware of the in-game description. This device will most certainly work on land. Also, the &amp;quot;implant&amp;quot; mentioned just refers to having MC Skill greater than 0, and you do not in fact need to have an implant to get mind controlled or panicked by the aliens.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Psi-Amp]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chemical-flare&amp;diff=33023</id>
		<title>Chemical-flare</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chemical-flare&amp;diff=33023"/>
		<updated>2011-02-09T02:38:58Z</updated>

		<summary type="html">&lt;p&gt;Madned: infobox deploy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Chemical-flare&lt;br /&gt;
| height =1&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 3&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Chemflare.gif|64 px]]&lt;br /&gt;
| saleprice = 40&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Action&lt;br /&gt;
| cost = TU&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Throw&lt;br /&gt;
| cost = 25%&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/purchase|60}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
This compact device produces a bright flare of light at any depth or on dry land. This illuminates enemy units in the vicinity of the flare during deep sea or night missions.&lt;br /&gt;
&lt;br /&gt;
The Chemical Flare is a package of chemicals that, when combined, create a long-lasting powerful glow that illuminates the battlefield, revealing friend and foe alike.  Left on its own, a Chemical Flare will glow for many hours.  While the chemicals are slowly expended during use, the cost of the chemicals is low enough that any X-Com base can &#039;top off&#039; flares coming back from the battlefield.&lt;br /&gt;
&lt;br /&gt;
Mirroring the [[Electro-flare]] of the First Alien War in use and function, the Chemical Flare makes one noticeable improvement upon the Electro-flare.  Namely, it is far more durable.  Lacking any delicate electronics and covered in a thick plastic shell, the Chemical Flare can survive almost any hit from a Magna-Blast Grenade, except at ground zero.&lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Electro-flare]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Chemflare.gif|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs: 25% to throw.&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $60&lt;br /&gt;
*Sell Price: $40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hints And Tips == &lt;br /&gt;
* Incendiary munitions and flares should be brought along on any [[Night Missions]] or [[Colony Assault|Alien Colony Assault]]. Incendiary ammo provides a compact but limited light source that can be deployed offensively and anywhere in the field as long as there&#039;s a clear path. Especially effective in wilderness missions. The chemical flares provide long lasting redeployable, recoverable and non-lethal lighting solutions. This makes them ideal for urban missions or in situations where fire would only hinder your progress.&lt;br /&gt;
&lt;br /&gt;
* Remember: chemical-flares can be recovered. While it would be ideal to give everyone a flare, or two, it is not practical and is a waste of equipment space on the troop transport. Be smart. Recover the flares as soon as you are able to win more ground. One other good strategy is to use a leap frogging system. When approaching a flare that you wish to recover, deploy another flare further ahead so that any aliens shrouded in the darkness are not hidden from view. Then move in, recover the flare, then repeat the process.&lt;br /&gt;
&lt;br /&gt;
* If you cannot decide which to bring, consider this: throwing flares increases throwing accuracy, shooting off IN rounds from an [[Gas Cannon]] doesn&#039;t increase firing accuracy unless you hit an alien directly.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Particle_Disturbance_Sensor&amp;diff=33022</id>
		<title>Particle Disturbance Sensor</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Particle_Disturbance_Sensor&amp;diff=33022"/>
		<updated>2011-02-09T02:36:23Z</updated>

		<summary type="html">&lt;p&gt;Madned: deploy infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Particle Disturbance Sensor&lt;br /&gt;
| height =1&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 3&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:PartDistSens.png|64 px]]&lt;br /&gt;
| saleprice = 45600&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Action&lt;br /&gt;
| cost = TU&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Scan&lt;br /&gt;
| cost = 25%&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/manufacture|34000|220|4 |  }}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
This new device uses a variety of sensors and advanced computer systems to detect moving enemy units in water. &lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Motion Scanner]].&lt;br /&gt;
&lt;br /&gt;
== How To Use ==&lt;br /&gt;
&lt;br /&gt;
Click on the Disturbance Sensor icon on the tactical display. Select &#039;Use Sensor&#039; from the menu. The Sensor shows an arrow in the centre which is the direction the aquanaut is facing [North is at the top]. The blips show units which have moved recently. Large units, or fast moving units, will produce larger blips. Static units will not show up. &lt;br /&gt;
&lt;br /&gt;
To return to the Battlescape, click the right mouse button. &lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:PartDistSens.png|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs: &lt;br /&gt;
**25% per use.&lt;br /&gt;
*[[Buying/Selling/Transferring_(TFTD)|Cost]]: $34,000 plus&lt;br /&gt;
** Technician Hours: 220&lt;br /&gt;
** Workshop Space: 4&lt;br /&gt;
** Zrbite: 0&lt;br /&gt;
** Aqua Plastics: 0&lt;br /&gt;
*Sell Price: $45,600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Comparison to UFO: EUs Motion Scanner==&lt;br /&gt;
&lt;br /&gt;
This is essentially identical to the [[Motion Scanner]]. Despite the description, it functions on land as well as in water.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
This is the most profitable item that can be manufactured very early in the game, with minimal research. The first item researched that is more profitable to manufacture than the Sensor is usually the Gauss Cannon - the most profitable item of all. However, it takes no less than 4 months of full-time manufacture of Disturbance Sensors to repay the initial outlay on Technicians, their Workshops and the Living Quarters to house them.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Equipment (TFTD)]]&lt;br /&gt;
* [[Motion Scanner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dye_Grenade&amp;diff=33021</id>
		<title>Dye Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dye_Grenade&amp;diff=33021"/>
		<updated>2011-02-09T02:33:30Z</updated>

		<summary type="html">&lt;p&gt;Madned: deploy infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Dye Grenade&lt;br /&gt;
| height =1&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 3&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Dyegren.gif|64 px]]&lt;br /&gt;
| saleprice = 120&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo2&lt;br /&gt;
| damage = 10 (Smoke)&lt;br /&gt;
| capacity = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Action&lt;br /&gt;
| cost = TU&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Prime&lt;br /&gt;
| cost = 50%&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Throw&lt;br /&gt;
| cost = 25%&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/purchase|150}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
Dye grenades are dual role items, useful for providing cover in exposed situations. Functioning in both water and land environments the dye is ejected as a particle cloud, producing an octopus like ink spray in water or dense air borne cloud on land.&lt;br /&gt;
&lt;br /&gt;
Functionally identical to the Smoke Grenade of the First Alien War in theory, the Dye Grenade&#039;s effectiveness is almost completely nullified by its negligible area of effect. &lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Smoke Grenade]].&lt;br /&gt;
&lt;br /&gt;
==Comparison to UFO: EUs Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
The dye grenade is a 10 kilometre (approx 6.21 mile) step backwards. &lt;br /&gt;
&lt;br /&gt;
The dye grenade mainly differs from the [[Smoke Grenade]] in how its used. Instead of creating a medium but tight pack of cloud cover, the dye grenade first creates a small initial puff of dye and dust that provides little to no cover. Over the course of several turns it starts to thin and spread out over a larger area. &lt;br /&gt;
&lt;br /&gt;
Because cloud cover provide the greatest protection within the first few turns after being released from the grenade, the way the dye grenade functions pretty much works against it. &lt;br /&gt;
&lt;br /&gt;
It is very likely that the team responsible for the UFO to TFTD conversion may have mistyped the dye grenade&#039;s strength as 10 instead of 100. &lt;br /&gt;
&lt;br /&gt;
A much quicker solution is to simply detonate an explosive such as a [[Sonic Pulser]] for a mild but instantaneous dust cloud cover over a large area.&lt;br /&gt;
&lt;br /&gt;
==Damage Type and the OSG==&lt;br /&gt;
The Official Strategy Guide for TFTD (X-COM: Terror From The Deep, The Official Strategy Guide by David Ellis) mentions on pg 115 that the Dye Grenade does 10 Smoke/Dye and High Explosive. Also, the UFOpaedia lists this item as having a damage type of HE. While this is technically true, it is also very false. The smoke grenade flag in [[OBDATA.DAT]] overrides the HE damage and produces smoke instead. Testing has also shown that explosion is completely harmless to unarmored soldiers. &lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Dyegren.gif|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 10 (Smoke)&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs:&lt;br /&gt;
**Transfer from shoulder strap to hand: 3 TU. See [[Inventory TU Table]]  &lt;br /&gt;
**Priming: 50%&lt;br /&gt;
**Throwing: 25% &lt;br /&gt;
*[[Buying/Selling/Transferring_(TFTD)|Cost]]: $150&lt;br /&gt;
*Sell Price: $120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Weapons (TFTD)]]&lt;br /&gt;
*[[Smoke Grenade]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Thermic_Lance&amp;diff=33020</id>
		<title>Heavy Thermic Lance</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Thermic_Lance&amp;diff=33020"/>
		<updated>2011-02-09T02:29:29Z</updated>

		<summary type="html">&lt;p&gt;Madned: deploy infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Heavy Thermic Lance&lt;br /&gt;
| height = &lt;br /&gt;
| width = &lt;br /&gt;
| weight =15 &lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Heavythermic.gif|100 px]]&lt;br /&gt;
| saleprice = 2000&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/row1-2|Damage|150 Freeze}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Action&lt;br /&gt;
| cost = &#039;&#039;&#039;TU Cost&#039;&#039;&#039;&lt;br /&gt;
| effect = &#039;&#039;&#039;Accuracy&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Attack&lt;br /&gt;
| cost = 20%&lt;br /&gt;
| effect = 160%&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/manufacture|20000|300| 3 | 2 Zrbite }}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
As is common practice with practically all weapons of alien design, to get more power out of something the most common solution is to just make it bigger. As a result, the Heavy Thermic Lance is the heaviest, largest and slowest drill weapon to date. On the bright side, it has the potential to produce enough power to put even the [[Sonic Cannon]] to shame. &lt;br /&gt;
&lt;br /&gt;
The Heavy Thermic Lance becomes available for research after completing research on the Thermic Lance.&lt;br /&gt;
&lt;br /&gt;
The tradition of the first two drills continues with the aliens not having a clue how to use these devices as weapons. Again the drills will not activate when pointed at an inanimate object like a wall.&lt;br /&gt;
&lt;br /&gt;
The drill-based weapons were introduced in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. They are the only forms of equipment to have no direct equivalents in the previous game, &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Heavythermic.gif|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Thermic Lance&#039;&#039;&#039;&lt;br /&gt;
* Damage: 150 Drill&lt;br /&gt;
** Attack Cost: 20%&lt;br /&gt;
** Base Accuracy: 160%&lt;br /&gt;
* Weight: 15&lt;br /&gt;
* Selling Cost: $2,000&lt;br /&gt;
* Build Cost: $20,000 plus:&lt;br /&gt;
** Technician Hrs: 300&lt;br /&gt;
** Workshop Space: 3&lt;br /&gt;
** Zrbite: 2&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
&lt;br /&gt;
* The inhuman power available to the wielder of a Heavy Thermic Lance is offset by the rather cumbersome weight of the device.  At 15 weight units, it weighs as much as a [[Torpedo Launcher]] loaded with a Small Torpedo and just a bit less than a loaded [[Disruptor Pulse Launcher]].  As such, the Heavy Thermic Lance should only be distributed to strong soldiers who can handle it.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thermic_Lance&amp;diff=33019</id>
		<title>Thermic Lance</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thermic_Lance&amp;diff=33019"/>
		<updated>2011-02-09T02:26:20Z</updated>

		<summary type="html">&lt;p&gt;Madned: deploy infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Thermic Lance&lt;br /&gt;
| height =&lt;br /&gt;
| width = &lt;br /&gt;
| weight = 10&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Thermiclance.gif|100 px]]&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/row1-2|Damage|110 Drill}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Action&lt;br /&gt;
| cost = TU&lt;br /&gt;
| effect = Accuracy&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Attack&lt;br /&gt;
| cost = 15%&lt;br /&gt;
| effect = 160%&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/manufacture|12000|220| 3 | 2 Zrbite }}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:lightGray;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* &lt;br /&gt;
| pros =&lt;br /&gt;
*  &lt;br /&gt;
| cons =&lt;br /&gt;
* &lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
The Thermic Lance is the next generation of the [[Vibro Blade]], casting away the traditional diamond tipped spiral drill bit for an even more durable thermal rod of alien design. &lt;br /&gt;
&lt;br /&gt;
The Thermic Lance is slower than the Vibro Blade, but is counterbalanced with increased stopping power that can kill your hardiest of foes - the [[Lobsterman]] - with one well placed attack. Even large terror units with plenty of exterior armor don&#039;t take too kindly to the torque put out by this drill. &lt;br /&gt;
&lt;br /&gt;
Once again the alien invaders do not have a single inkling of knowledge on how to operate these devices. More&#039;s the mystery as to why they are even brought into combat! One possible theory suggested was that these are a symbol of status for a special brigade of [[Sonic Pulser]] grenadiers. This theory was immediately batted down for being preposterous. No matter what the opinions are, X-Com will continue to benefit more from this device than their creators.&lt;br /&gt;
&lt;br /&gt;
X-com scientists simply could NOT get the device to work until they had performed a dissection of a Gillman. There are many theories as to why this was so, though rumor has it there was a cover up by certain elite X-com commanders, who were unwilling to let the truth be known to the rank and file. &lt;br /&gt;
&lt;br /&gt;
The drill-based weapons were introduced in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. They are the only forms of equipment to have no direct equivalents in the previous game, &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Thermiclance.gif|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermic Lance&#039;&#039;&#039;&lt;br /&gt;
* Damage: 110 Drill&lt;br /&gt;
** Attack Cost: 15%&lt;br /&gt;
** Base Accuracy: 160%&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Selling Cost: $1,800&lt;br /&gt;
* Build Cost: $12,000 plus:&lt;br /&gt;
** Technician Hrs: 220&lt;br /&gt;
** Workshop Space: 3&lt;br /&gt;
** Zrbite: 2&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
&lt;br /&gt;
* While slower than the Vibro Blade, the Thermic Lance is not any heavier and as such strikes a good balance between power and weight.  Still, it is not light and shouldn&#039;t be assigned to weak or rookie soldiers.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Vibro_Blade&amp;diff=33018</id>
		<title>Vibro Blade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Vibro_Blade&amp;diff=33018"/>
		<updated>2011-02-09T02:23:19Z</updated>

		<summary type="html">&lt;p&gt;Madned: deploy infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Information =&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Vibro Blade&lt;br /&gt;
| height =&lt;br /&gt;
| width = &lt;br /&gt;
| weight = 10&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Vibroblade.gif|100 px]]&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/row1-2|Damage|80 Drill}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Action&lt;br /&gt;
| cost = TU&lt;br /&gt;
| effect = Accuracy&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Attack&lt;br /&gt;
| cost = 10%&lt;br /&gt;
| effect = 150%&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/manufacture|7000|150| 3 | 1 Zrbite }}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:lightGray;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* &lt;br /&gt;
| pros =&lt;br /&gt;
*  &lt;br /&gt;
| cons =&lt;br /&gt;
* &lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
The Vibroblade is a melee weapon capable of dealing powerful attacks at close range. It is essentially a large drill with an ultra hard drill bit powered by a Zrbite power core.&lt;br /&gt;
&lt;br /&gt;
While weakest of the drills, the attack of a Vibroblade is often deadly and will cripple even the strongest [[Lobsterman]] in a single attack. It is the fastest of the drills, making it well suited for scouts or anyone seeking to move quickly and perform a succession of rapid melee attacks. Be advised that the drills do not work against inanimate objects like walls or decorative fixtures. &lt;br /&gt;
&lt;br /&gt;
The Vibroblade mainly fails against units with tough external armour, such as the [[Hallucinoid]]s and [[Xarquid]]s. For these aliens, the more powerful but slower [[Thermic Lance]] and [[Heavy Thermic Lance]] are better suited to puncturing heavy armor. &lt;br /&gt;
&lt;br /&gt;
Despite being of alien origin, the aliens don&#039;t appear to have a clue how to use the drills for combat. Aliens armed with the drills are commonly grenadiers carrying &#039;&#039;four&#039;&#039; [[Sonic Pulser]]s. It is thought by some that the drill could be ceremonial or even a status symbol, though this is mere speculation at best. &lt;br /&gt;
&lt;br /&gt;
The drill-based weapons were introduced in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. They are the only forms of equipment to have no direct equivalents in the previous game, &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Vibroblade.gif|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vibro Blade&#039;&#039;&#039;&lt;br /&gt;
* Damage: 80 Drill&lt;br /&gt;
** Attack Cost: 10%&lt;br /&gt;
** Base Accuracy: 150%&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Selling Cost: $1,500&lt;br /&gt;
* Build Cost: $7,000 plus:&lt;br /&gt;
** Technician Hrs: 150&lt;br /&gt;
** Workshop Space: 3&lt;br /&gt;
** Zrbite: 1&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
&lt;br /&gt;
* It is worth noting that the alien AI does not know how to use any of the melee weapons. A [[Lobsterman]] carrying a drill will only attack with its claws. Aliens with drills are always given four [[Sonic Pulser]]s, so it&#039;s safe to assume that any alien carrying a drill will be a grenadier and have no ranged combat abilities.&lt;br /&gt;
&lt;br /&gt;
* A limitation in the game engine&#039;s handling of melee attacks reduces the utility of the drills somewhat by preventing them from targeting inanimate objects like scenery objects and walls. They can only attack living enemy units.&lt;br /&gt;
&lt;br /&gt;
* While the lightest of the drills, at 10 Weight units, the Vibroblade is still somewhat cumbersome.  It should only be carried by advanced soldiers who can handle the extra burden.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(TFTD)&amp;diff=32945</id>
		<title>Talk:Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(TFTD)&amp;diff=32945"/>
		<updated>2011-02-02T23:50:18Z</updated>

		<summary type="html">&lt;p&gt;Madned: /* Proposed weapon infobox */ updated RMC response.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What Happened to First Alien War Weapons ? =&lt;br /&gt;
&lt;br /&gt;
Is there any reasonable excuse why we can&#039;t use good old Heavy Plasma, or any weapon from First Alien War, on land combat? [[User:L-Zwei|L-Zwei]] 23:44, 25 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have been wondering that myself. Let&#039;s see: X-Com operatives are required to prepare for undersea combat, regardless the original destination of their transport. A commander may decide to send a midair Triton undersea, and as soon as the doors are opened, any non water proof equipment inside would be damaged. That&#039;s also the reason why soldiers take their diver suits on land. It&#039;s not that good of an excuse, but it&#039;s something. --[[User:Trotsky|Trotsky]] 01:50, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you could use the Plasmas, then why not the craft engines? My bet is the Elerium mines weren&#039;t set up at that point, meaning there was nothing to power these devices with.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 02:56, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:The official story goes thus: sea water aggressively corrodes Elerium (and by extension anything made from alien alloy), and plasma weapons EXPLODE when fired underwater, as some unlucky scientists found out. Microprose released a couple short stories before the launch of TFTD to explain the backstory that closed the gap between the two episodes, and the technological issues were briefly hinted at --[[User:KJK::Hyperion|KJK::Hyperion]] 15:14, 17 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The economy argument seems more plausible. Once the war was finished, there would be no reason not to sell recovered Elerium for use as power source, especially since X-Com was disbanded shortly after.--[[User:Trotsky|Trotsky]] 11:05, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Plus Elerium was consumed by research on interstellar travel.&lt;br /&gt;
&lt;br /&gt;
As a side note, the Gauss weapons aren&#039;t as bad as many say. For example, people also say lasers are bad, although a Laser Rifle can kill a Muton in one hit. Why people doesn&#039;t like it? Because there are better weapons (plasma). Same with Gauss: people use Sonic instead because of the higher damage. I personally prefer the Gauss&#039;s accuracy and one-shot-one-kill technique. Plus if you get in close range and miss a snapshot, you will be killed by reaction fire. However, a point-blank Gauss auto is too strong to survive and too fast to counter.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Gauss weapons are a bit more... realistic. Small pistols which fire a sonic wave with sniper-level accuracy over the map? Come on... Plus you can distinguish yourself from the aliens by not using mainstay alien equipment :D--[[User:Amitakartok|amitakartok]] 15:00, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Fluff stories released by Microprose indicate that the Funding Nations basically divvied up X-COM 16 ways after the war, including all resources, and wasted most of it(including Elerium, to the point that they sent X-COM down to UFOs that crashed in the ocean to try and find more.  This is when they learned that both Elerium is rendered inert by sea water, and Alien Alloys DISSOLVE in it.)&lt;br /&gt;
&lt;br /&gt;
:As for Gauss/Sonic, well, I&#039;ve had a Tasoth kill a trooper with reaction after soaking up 3 Auto shots from a Pistol.  I understand the difference though, and it is a issue of personal choice.  Whether you get more shots in a small time frame or less shots but more power.  Of course, there is something that offers both power and speed...and it&#039;s immensely satisfying sometimes to just run up to the aliens and fight them with power tools!  (Idly, a Muton with 125 HP cannot be 1-shotted by a Laser Rifle, since LR damage maxes out at 120.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Lobstermen. First time I ever met one, I emptied all of my gauss and harpoons into it and got royally slaughtered. Much fun. Gauss weapons are near useless against them - and perhaps the main reason why you must have sonic or power tool support by the time you meet them. &lt;br /&gt;
&lt;br /&gt;
:: By the way, players are split down two camps with regards to the weapons in UFO. There&#039;s the ever present Laser Rifle vs. Heavy Plasma debate that always flares up from time to time. Both weapons are jolly good in their own respect (I&#039;m in the arm-laser-rifle-on-Skyranger-but-pick-up-HPs-in-Combat-when-necessary camp) so there&#039;s no loss of love for the laser weapons. &lt;br /&gt;
&lt;br /&gt;
:: TFTD&#039;s gauss weapons lost a lot of favour with their ammo requirements. I don&#039;t mind that at all - I adore the gauss pistol and its massive (and cheap) 20 round clip. However their (the Gauss weapons in general) loss in effectiveness against enemies with lots of external armour (large units) and the lobstermen do hurt them quite a bit. Absolutely essential weapons to get at the start of the game though unless you stick to the Gas Cannon - which is awesome but you&#039;ve got to be careful with the ammo levels. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve always been intrigued by the idea of alien alloys melting in salt water. How fast though? I keep getting these funny mental images of soldiers in Power Suits being air dropped into salt water, and then having them trudge up onto a desert island with their suits melting away to expose their jumpsuit underneath. Recently added the image of water squirting out of the cracks. - [[User:NKF|NKF]] 22:56, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not quite that fast, but the [http://www.xcomufo.com/stories/moray.html fluff from Microprose ] indicates that in the time period of &amp;quot;over a year&amp;quot; in the seawater(so 12-23 months), the navigation consoles of a Large Scout have melted into &amp;quot;silvery goo&amp;quot;, as well as eaten away enough of the hull for craft to flood.  They found some inert and ruined Elerium in a Plasma Rifle; the power source was gone(ejected before impact, according to the story).  So while the scenario you gave isn&#039;t exactly accurate, it would happen over time.  Enough to seriously degrade a Power Suit over a period of months, if not weeks.  If the Power Source leaked, the whole suit would stop functioning in short order as well.  And to boot, there isn&#039;t any Elerium left to power the things anyways.  (Although we must not forget the simply out-of-game reason for all of this: X-COM 2 would be way the hell too easy if you could use Plasma weapons and Flying Suits off the bat). [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:15, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
= Favourite Weapon Mix =&lt;br /&gt;
&lt;br /&gt;
OK, what&#039;s your favourite weapon mix and progression in TFTD? Here&#039;s mine (based on limited play):&lt;br /&gt;
&lt;br /&gt;
== Starting Weapons ==&lt;br /&gt;
&lt;br /&gt;
* Stock up on HydroJet Cannon (HJCs) and Gas Cannon (GCs), enough for &#039;&#039;every&#039;&#039; Aquanaut (15 or so of each).&lt;br /&gt;
* Get a healthy supply of regular grenades, and some explosives and disturbance mines. This is just to tide you over until you research Sonic Pulsers.&lt;br /&gt;
* As soon as the extra Gas Cannons arrive, sell all the Dart Guns and Jet Harpoons. The only reason not to sell these right away is in case you have an early land mission (unlikely).&lt;br /&gt;
* Sell Dye Grenades right away, they are rubbish.&lt;br /&gt;
* Don&#039;t bother with flares. HJC-IC clips create light multiple times, at greater range and less TUs, for the same space/item limit.  &lt;br /&gt;
* For water missions, equip mostly HJCs, with some GCs as heavy weapons. Carry mostly AP for the HJCs, an even mix of HE and AP for GCs. &lt;br /&gt;
* For land missions, carry all GCs and mostly AP rounds - designated heavy weapons units should chamber HE and carry both types. &lt;br /&gt;
* GCs with AP are your &amp;quot;tank-busters&amp;quot;. Even on an underwater mission, carry more GCs if you expect tough (armoured) opposition. If you are not sure what to expect, bring enough spare GCs to switch up to half of your Aquanauts to GCs.&lt;br /&gt;
* Regular grenades are most useful for attacks where you can&#039;t get a line of sight, which is a common situation in many TFTD terrain types. Due to the weak power of the regular grenade, against targets in the open, an HE round fired from a GC or HJC is usually more efficient. &lt;br /&gt;
* I&#039;m not convinced the Torpedo Launcher is worth bringing in any quantity. Its warhead is not sufficiently stronger than GC-HE to make it worth while. I would carry 2 at most in a sub. Even less useful once you have Sonic Pulsers - obsolete in fact.  &lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
* If the absolute priority was winning battles, I would research the Sonic Pulser first, as the quickest way to equalise firepower with the enemy. It will make short work of targets that you would struggle to kill even with Heavy Gauss, so it&#039;s a great leap forward. However, relying on Pulsers does not leave much booty left on the battlefield, so it can hurt your finances. Nor is it a terribly safe tactic for rescuing civilians!&lt;br /&gt;
* So for economic reasons I prefer to start down the Gauss route asap. This provides a steady stream of finesseful weapons of steadily increasing power. It also sets you up for profitable manufacture.&lt;br /&gt;
* Nonetheless by the time Tasoths start showing up you will need (well OK, &#039;&#039;I&#039;&#039; need) Sonic guns to deal with them without incurring heavy losses. &lt;br /&gt;
* Or Thermal Shok Launchers, which are quicker to research and have other advantages. Maybe a better choice. (I believe these also help with Lobstermen, though I&#039;ve never got far enough to see one. )&lt;br /&gt;
* Particle Sensors can also be a good re-equaliser if you are often outgunned and on the defensive (as I always seem to be).  Plus they are a good profit making item. So, a good early research choice.&lt;br /&gt;
* Medi-Kits and Armour - Nah, just encourages your Aquanauts to be careless. Who wants to live forever anyway? ;) &lt;br /&gt;
&lt;br /&gt;
OK that&#039;s my mix, what&#039;s yours? &lt;br /&gt;
[[User:Spike|Spike]] 13:16, 12 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Complete Weapon Rebalancing?=&lt;br /&gt;
&lt;br /&gt;
I&#039;m sure it&#039;s obvious to many that the TFTD weapons aren&#039;t exactly balanced.  Some weapons serve [[Dart Gun|no purpose]] [[Dye Grenade|at all]], while others are [[Sonic Cannon|overpowered]] almost to the point of being broken.  Especially annoying is the rounded numbers used in every stat for the weapon.&lt;br /&gt;
&lt;br /&gt;
A friend suggested doing a mod(either by a single hex-edited weapons file which could be manually pasted in, which I could make myself, or an actual automated program, which someone else would have to make) where the weapons were rebalanced a bit.  So I&#039;m just opening up the discussion for people to voice opinions on.  Would anyone be interested?  What ideas do you have?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:15, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t mind how some of the plain vanilla weapons are balanced too much. Some of them are actually quite good. &lt;br /&gt;
&lt;br /&gt;
: As for the broken weapons like the dart gun. If it were rebalanced - perhaps something closer to the UFO pistol, then all will be right again in the world. The jet harpoon only really needs more ammo. &lt;br /&gt;
&lt;br /&gt;
: Another weapon that needs some attention is the magna pack explosive. In UFO there wasn&#039;t an ultimate grenade. Instead, you had a choice between the heavier High Explosive for more firepower, or the alien grenades that were lighter and dealt mid-weight damage. In TFTD, Sonic pulsers are THE grenade, and you will probably never use the Magna Packs except when you&#039;re on a tight budget. Perhaps the Magna-Pack could be revitalized by setting it to 150 damage and weigh it down by 9 units. (that&#039;s 3 weight units per 50HE). &lt;br /&gt;
&lt;br /&gt;
: The Sonic Blasta rifle could do with some changes. It only excels at being average and doesn&#039;t really stand out. One way to balance the cannon and rifle at the same time would be to simply swap the accuracy levels round. The sonic cannon is overpowered, but you only get so many shots and it takes forever to fire. Making them a bit less accurate would even things up. If damage levels do need to be changed, don&#039;t forget to factor in the increased armor levels of the TFTD suits.  -[[User:NKF|NKF]] 18:46, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Perhaps one way to make the Sonic Blasta Rifle stand out is to give it something no other Sonic weapon has: Auto fire.  In order to balance, it&#039;d have to be very expensive in TUs(possibly 70-80%) or have poor accuracy(maybe a combo of both), but it would make it stand out in the field.  (I&#039;d considered dropping the damage down, but that means the aliens can&#039;t use it effectively, which is bad.)  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:14, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
=Proposed weapon infobox=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =&lt;br /&gt;
| height = &lt;br /&gt;
| width = &lt;br /&gt;
| weight =&lt;br /&gt;
| grip =&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| weaponimage = &lt;br /&gt;
| acc_auto = &lt;br /&gt;
| acc_snap = &lt;br /&gt;
| acc_aim = &lt;br /&gt;
| fcost_auto = &lt;br /&gt;
| fcost_snap = &lt;br /&gt;
| fcost_aim = &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition =&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = &lt;br /&gt;
| ammo = &lt;br /&gt;
| weight =&lt;br /&gt;
| height = &lt;br /&gt;
| width = &lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = &lt;br /&gt;
| capacity = &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition =&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:lightGray;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* &lt;br /&gt;
| pros =&lt;br /&gt;
*  &lt;br /&gt;
| cons =&lt;br /&gt;
* &lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
acquisition filled by an empty or:&lt;br /&gt;
{{Manufacturing|(cost)|(time)|(wkspace)|(materials)}}&lt;br /&gt;
{{Purchasing|(cost)}}&lt;br /&gt;
replace the parenthetical words with appropriate values.&lt;br /&gt;
like&lt;br /&gt;
{{Manufacturing|88000|820|4|1 Aqua Plastics}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Madned|Madned]] 16:43, 28 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m thinking that the pro/con box should probably be left separate from the stat-box and be used simply as a quick summary for the descriptive text - either before or after. Partly to simplify the stat box. -[[User:NKF|NKF]] 17:34, 28 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: samples of two styles [[Sonic-Blasta Rifle]]: key-feature section leading description, [[Gauss Pistol]] integrated in infobox. [[User:Madned|Madned]] 00:56, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Dunno what resolutions you guys are running, but at 1024x768 the box is a bit overbearing. Other then that it looks quite good to me; but perhaps if it were to span across the page horizontally, and be positioned under the &amp;quot;flavour&amp;quot; text at the top of the page? Dunno. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:35, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I&#039;m also using 1024x768, but the page area on my browser window&#039;s is actually smaller than that since I have the bookmark panel open, and everything is running together very tightly. Perhaps all that needs to be done is replace the bulleted list with the table where they currently reside. It would give more flexibility with the spacing of the contents and the cells. -[[User:NKF|NKF]] 09:02, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::1280x1024 here. I suspect the color scheme could use some work too. lemme rig up a lateral variant. [[Sonic Pistol]], another thought is to drop the infobox below the official blurb so they don&#039;t knock heads so much. [[User:Madned|Madned]] 19:21, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I looked at it using 1280x800 and 1280x1024. I must say I definitely prefere the sidebox variants(Gauss Pistol, Sonic Rifle in that order) - it looks more organized that way. And it is what is used in the english wikipedia to present a general overview and numbers(e.g. for military engagements or similar topics). --[[User:Tauon|Tauon]] 05:57, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
The wide version looks good, and the borderless key feature box does look spiffy. What about right-aligning the feature box off to the side of the descriptive blurb? &lt;br /&gt;
&lt;br /&gt;
As for the colour scheme for the stat box, perhaps you could trial using the same scheme as nav-box. It&#039;s lighter and easier on the eyes. The navbox uses the stdTable and stdTable Sub_Heading templates for its formatting. -[[User:NKF|NKF]] 19:49, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: altered the formatting so the box is skinnier. uses one less column and 4 more rows. also changed [[Sonic-Blasta Rifle]] layout, popped the pedia ref above sections and dropped the infobox inside the section. skinny form doesn&#039;t look as good for the sonic pistol variant though.[[User:Madned|Madned]] 14:39, 30 December 2010 (EST)&lt;br /&gt;
::I&#039;m very much liking the blasta rifle page at the moment. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 17:13, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I agree. The Sonic-Blasta Rifle&#039;s layout looks friendlier even on my smaller browser area. Easier to quickly scan the stats too. &lt;br /&gt;
&lt;br /&gt;
::: Sorry to be a pain, but I had this niggling feeling there were a couple more useful stats that were missing. Purchase price, weapon grip and the item destruction threshold. That last one&#039;s a mouthful, basically &#039;item armor&#039; or how much HE damage is needed to destroy it. Not really a major stat for UFO, but is present. TFTD makes heavy use of it. -[[User:NKF|NKF]] 17:26, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Usually better to get the parameters captured earlier than later. modifying existing template entries across many pages is a bit of a pain. another thought is to split off the ammo into it&#039;s own section and redirect inquiries about the ammo item there. also converted templates to use an acquisition parameter, intended to be used with [[:template:Purchasing]] or [[:template:Manufacturing]]. an example of purchasing can be seen on [[Jet Harpoon]]. [[User:Madned|Madned]] 19:31, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind, I&#039;ll try fiddling with the colour scheme a little. -[[User:NKF|NKF]] 04:47, 31 December 2010 (EST)&lt;br /&gt;
: I&#039;ve used lighter subheadings and whitened the background and it doesn&#039;t look too bad. All I haven&#039;t done is alter the colour for the title bars, which should be separate from the stats. Two ways we could go about this. Have a light gray that is darker than the subheadings, or colour code them to match the game. Will have to think over that. -[[User:NKF|NKF]] 05:20, 31 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: looks good. i probably mind (in some poorly mannered part of my psyche), but i&#039;ll get over it, it&#039;s a wiki! :P [[User:Madned|Madned]] 13:56, 31 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I was pondering the complexities of how this can be adapted for the other items types with minimal changes (there are several solutions), but my mind wandered to another thing I was wondering about. So far the infobox seems to encapsulate everything just nicely, but it&#039;s done in the open/close template format. Would it be easier just to keep it as a single template or is there a plan for whatever is to be sandwiched between the open/close templates? -[[User:NKF|NKF]] 02:36, 2 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: primary reason to open-close is if you plan on putting multiple adapted templates inside. ie: weapon-ammo-key features. float formatting doesn&#039;t interact nicely if you have multiple tables with float properties. it&#039;ll just stack em laterally, which generally defeats the purpose of floating/infoboxing in the first place. so open-close lets you put together a single table from components as needed. putting the table tags inside a template just ensures that it remains consistent and can be edited across all calls by updating the open template. close is just there for consistency. you could just replace it with a wikitable close tag, but that would make debugging more difficult b/c you&#039;re switching from a template call to a wikitable tag.&lt;br /&gt;
&lt;br /&gt;
::::in the absence of combination there&#039;s very limited reasons to continue the practice. in fact it&#039;s generally going to be advantageous to just pack each template with complete table formatting, simplifying usage.&lt;br /&gt;
&lt;br /&gt;
::::the other option you seem to be considering is to have all the formatting in one template so you&#039;d feed empty ammo capacity info for example if you have a weapon like lasers which don&#039;t for instance have ammo. workable, but looks better if the blank stuff doesn&#039;t appear, which in turn will probably require parser functions (#ifeq etc to operate smoothly). this can be sidestepped with the same sort of solution as the manufactured-purchased section, but that tends to reintroduce the nested templating issue.&lt;br /&gt;
&lt;br /&gt;
::::the most obvious disadvantage of the open-close format is that the templates that get called together have to have been designed to work together or you end up with odd column formatting. &lt;br /&gt;
&lt;br /&gt;
::::in the absence of a complete formatting design, open-close offers minimal editing work for pretty good flexibility. once the formatting is locked down it may be advantageous to optimize them away. [[User:Madned|Madned]] 22:40, 2 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
I just wanted to get better clarity on it. I was thinking about it in terms of the component templates, which do stand on their own. I don&#039;t know about creating one sole template to do all the work, but a small selection of sub templates with logical groupings may do the trick. &lt;br /&gt;
&lt;br /&gt;
We could structure it like this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =&lt;br /&gt;
| height =&lt;br /&gt;
| width = &lt;br /&gt;
| weight = &lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = &lt;br /&gt;
| cost = &lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo2&lt;br /&gt;
| damage = &lt;br /&gt;
| capacity = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/firing&lt;br /&gt;
| grip =&lt;br /&gt;
| acc_auto = &lt;br /&gt;
| acc_snap = &lt;br /&gt;
| acc_aim = &lt;br /&gt;
| fcost_auto = &lt;br /&gt;
| fcost_snap = &lt;br /&gt;
| fcost_aim = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/manufacture|(cost)|(tech hours)| (workspace) | (materials) }}&lt;br /&gt;
{{Infobox module/purchase|(cost)}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The first template is to present all the properties common to all items. The Ammo infobox I think is a very good example where almost all of these common properties are covered. (We may need to add &amp;quot;store space&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
The next is to present the properties unique to the item. In other words: firing and usage costs. Weapons would have an accuracy/cost box. Tools would have an action/cost box that covers between  1 - 3 possible actions, with each action manually specified by the user. Items that don&#039;t use either can just leave this blank. The Blaster/Disrupter Pulse Launcher are the odd one out, needing both. &lt;br /&gt;
&lt;br /&gt;
Manufacture/Purchase templates - as you have done. &lt;br /&gt;
&lt;br /&gt;
I think that should just about cover every possible item type in the game with minimal effort. A bit of parsing could be used to exclude a few field rows that aren&#039;t used like ammo count and item damage. -[[User:NKF|NKF]] 03:14, 3 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: concept demo [[Medi-Kit (TFTD)]] [[User:Madned|Madned]] 15:07, 3 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Looking better every day! -[[User:NKF|NKF]] 14:43, 4 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry to come to the party late, but as you are going through the weapon listings, do you think you could add the &#039;&#039;real&#039;&#039; cost of manufactured weapons, SWSs, craft weapons, and ammo? These can be computed approximately from 3 columns in the Manufactured items table in [[Buying/Selling/Transferring_(TFTD)#Table]] using the following formula: &lt;br /&gt;
&lt;br /&gt;
 Real Manufacturing Cost = Sale Price - ($Profit/Hr x Engineer Hours)&lt;br /&gt;
&lt;br /&gt;
(Be sure to keep the sign of the $Profit - negative profit implies to a higher cost, positive profit implies a lower cost).&lt;br /&gt;
&lt;br /&gt;
Or if it&#039;s easier I can send you the original spreadsheet (if I didn&#039;t upload it here already). The real manufacturing costs include the costs of the labour and materials inputs, and they paint quite a different picture of the relative usefulness of the weapons. [[User:Spike|Spike]] 17:08, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:The listed calculation values seems a bit high I used the calculation on [[Thermal Shok Launcher]] page. worked the calculation, see the logic and put it in the documentation for the template: profitcalc (may need to rename it later). Also I&#039;m considering switching to a simple 2 cell table and accepting a values for both cells, usu. label and value. [[User:Madned|Madned]] 18:11, 2 February 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/profitcalc&amp;diff=32944</id>
		<title>Template:Infobox module/profitcalc</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/profitcalc&amp;diff=32944"/>
		<updated>2011-02-02T23:47:25Z</updated>

		<summary type="html">&lt;p&gt;Madned: updated doco, changed label to real manufacturing cost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| width=&amp;quot;100%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{StdTable_Sub_Heading}} | Real Manufacturing Cost&lt;br /&gt;
| ${{formatnum:{{{1}}}}} &lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
template to display calculated manufacturing cost or Real Manufacturing Cost = Sale Price - ($Profit/Hr x Engineer Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
calculation works as profit/hour= (saleprice-unit cost)/engineering hours, unitcost = manufacturing cost+materials cost+labor cost&amp;lt;br&amp;gt;&lt;br /&gt;
therefore, RMC= SP-SP+Unit cost.&amp;lt;br&amp;gt;&lt;br /&gt;
value must be calculated by editor&amp;lt;bR&amp;gt;&lt;br /&gt;
usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Infobox module/profitcalc|(net manufacturing profit)}}&amp;lt;/pre&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&amp;diff=32943</id>
		<title>Disruptor Pulse Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&amp;diff=32943"/>
		<updated>2011-02-02T23:26:23Z</updated>

		<summary type="html">&lt;p&gt;Madned: deploy modified infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Disruptor Pulse Launcher&lt;br /&gt;
| height =3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 12&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Dplaunch.gif|100 px]]&lt;br /&gt;
| saleprice = 144000&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Action&lt;br /&gt;
| cost = TU&lt;br /&gt;
| effect = Accuracy&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Launch&lt;br /&gt;
| cost = 75%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| effect = 120%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Waypoint&lt;br /&gt;
| cost = 66%&lt;br /&gt;
| effect = 50%?&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/onecellnote|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the &amp;quot;Waypoint&amp;quot; and &amp;quot;Launcher&amp;quot; flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.}}&lt;br /&gt;
{{Infobox module/manufacture|90000|1200|5 |1 Aqua Plastic }}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Disruptor Ammo&lt;br /&gt;
| height =2&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 4&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Dptorp.gif|40px]]&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo2&lt;br /&gt;
| damage = 210 High Explosive&lt;br /&gt;
| capacity = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/manufacture|8000|220|3 | 3 Zrbite }}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Disruptor Pulse Launcher which can be carried with one hand is perhaps the worst thing since the [[Blaster Launcher]] from the [[First Alien War]]. Though it depends on whose fingers are on the trigger: human or alien.&lt;br /&gt;
&lt;br /&gt;
In many ways, the under-water restriction is a hidden blessing for X-COM. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one [[Gillman]], and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies go off in the engine room?&lt;br /&gt;
&lt;br /&gt;
The main blessing of the Disruptor Pulse Launcher is also its greatest curse; it is disgustingly easy to use. Two rookies that stay behind on the dropship can kill a dozen aliens with it as long as others take point. Yet the same ease of operation means the user doesn&#039;t learn anything from the kill... No more than the people piloting the remote-controlled weapon platforms.&lt;br /&gt;
&lt;br /&gt;
Commanders with troops well-trained in [[Molecular Control|MC]] can have fun launching the DPL from aliens who have been controlled, especially in Alien Base Mission Ground level. However, due to the inventory lockout for MC&#039;d aliens, you will only be able to fire it once if it is loaded.&lt;br /&gt;
&lt;br /&gt;
From September onward, the aliens will replace all of their sonic weapons with this in their colonies. Every alien from then on will either carry this or a [[Thermal Shok Launcher]] on an Alien Colony Assault.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==Tactical use of the launcher==&lt;br /&gt;
&lt;br /&gt;
When fired, the operator sets up to 8 waypoints through which the projectile will fly en route its final impact point. Here, it generates the largest explosion of any weapon used in the game, hence it has in effect a minimum range which is the weapon&#039;s only real drawback. A DPL round will penetrate any alien ship or underwater structure that it strikes, destroying the point of impact and usually several squares adjacent to it. A DPL hit on the outside of a USO will inflict casualties on anyone, human or alien, standing inside the USO near that point. Like all TFTD explosive weapons, the blast occurs in one plane.&lt;br /&gt;
&lt;br /&gt;
The waypoints can be at different levels, so the weapon can be used as a mortar. It can also fire around corners. Even if it misses a waypoint, the DPL round will still steer towards the next one. In effect, if it makes an error &#039;&#039;en route&#039;&#039;, it will try to recover the error, and usually succeeds. This means it usually lands on or near its intended target. &lt;br /&gt;
&lt;br /&gt;
If it misses its final waypoint, the round may fly off the map without exploding. A solution to this is to set the penultimate waypoint above ground level, and the final waypoint at ground level close by. This will ensure that the round noses over, hits the ground somewhere and explodes on-map.&lt;br /&gt;
&lt;br /&gt;
As it has a guided projectile, DPL-equipped crew can be positioned anywhere and can provide fire support to any part of the map. This includes the inside of alien ships and structures, where one DPL round can make a hole and subsequent rounds can fly through the hole and detonate inside. Once the player becomes familiar with the layout of alien bases, and with where inside them senior aliens can usually be found, DPL bombardment can be used to attack these areas and decapitate the defence early on. Killing alien commanders in this way prevents MC attacks by killing those who usually make them, and also demoralises and panics other aliens, making them easier to defeat. &lt;br /&gt;
&lt;br /&gt;
DPL operators do not need any more than aqua-plastic armour, as they usually see an enemy only rarely. In confined spaces such as the lower levels of alien bases, where firing the DPL is sometimes impractical because the range is too short, a sonic pistol is advisable equipment for DPL crewmen, for emergency or close-range personal defence. &lt;br /&gt;
&lt;br /&gt;
The aliens are not particularly skilful in their use of the DPL. It is rare to see them use more than one waypoint, and most DPL fire from aliens is simply direct by line of sight.&lt;br /&gt;
&lt;br /&gt;
An XCom soldier can carry up to seven DPL rounds - one loaded, one in the other hand, three in the backpack and two on the belt. In practice, a soldier thus burdened may not have enough TUs to fire and reload every move. One workaround is to have the soldier exit the landing craft and then drop the ammunition, reloading by picking up rounds from the ground. Another is simply to equip the soldier with fewer rounds and have him retrieve further ammunition from the battlefield as required.&lt;br /&gt;
&lt;br /&gt;
==Comparison to UFO: EUs Blaster Launcher==&lt;br /&gt;
Nearly identical to the Blaster Launcher with a few minor improvements. Weight for the weapon is decreased by 4 points and the damage increased by 10. However, when carried in the usual loadout of 4 bombs, the effective weight remains the same since the ammo weight is increased by 1. The biggest drawback is the inability to use this on land (though nothing stops you from loading a ship with it) or during base assaults. Than again, the aliens can&#039;t use it either under these conditions, so this limitation is also an advantage.&lt;br /&gt;
&lt;br /&gt;
The main practical &amp;quot;improvement&amp;quot; is that in the endgame, many aliens will be equipped with the DPL, allowing you to deploy it as a standard weapon.&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
*Size: 3 high x 2 wide&lt;br /&gt;
*Weight: 12&lt;br /&gt;
*TUs: &lt;br /&gt;
**Launch: 75% (Accuracy 120%)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Manufacturing]]: $90,000 for parts, 1,200 Technician Hours, 1 Aqua Plastic, 5 Workshop space&lt;br /&gt;
*Sell Price: $144,000&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the &amp;quot;Waypoint&amp;quot; and &amp;quot;Launcher&amp;quot; flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.&lt;br /&gt;
&lt;br /&gt;
===Ammo Statistics===&lt;br /&gt;
[[Image:Dptorp.gif|right|40px]]&lt;br /&gt;
&lt;br /&gt;
*Power: 210 High Explosive&lt;br /&gt;
*Ammo: 1&lt;br /&gt;
*Size: 2 high x 1 wide&lt;br /&gt;
*Weight: 4&lt;br /&gt;
*Manufacturing: $8,000 for parts, 220 Technician Hours, 3 Zrbite, 3 Workshop space&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Disruptor Ammo]]&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/onecellnote&amp;diff=32942</id>
		<title>Template:Infobox module/onecellnote</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/onecellnote&amp;diff=32942"/>
		<updated>2011-02-02T23:25:22Z</updated>

		<summary type="html">&lt;p&gt;Madned: adjusting format to table in table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;|- &lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{{1}}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
template to display one cell table &amp;lt;bR&amp;gt;&lt;br /&gt;
usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Infobox module/onecellnote|(note)}}&amp;lt;/pre&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/onecellnote&amp;diff=32941</id>
		<title>Template:Infobox module/onecellnote</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/onecellnote&amp;diff=32941"/>
		<updated>2011-02-02T23:22:11Z</updated>

		<summary type="html">&lt;p&gt;Madned: start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| width=&amp;quot;100%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{{1}}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
template to display one cell table &amp;lt;bR&amp;gt;&lt;br /&gt;
usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Infobox module/onecellnote|(note)}}&amp;lt;/pre&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thermal_Shok_Launcher&amp;diff=32940</id>
		<title>Thermal Shok Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thermal_Shok_Launcher&amp;diff=32940"/>
		<updated>2011-02-02T23:12:08Z</updated>

		<summary type="html">&lt;p&gt;Madned: infobox deployment. test run real manufacturing cost line item (probably implemented wrong)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
 &lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Thermal Shok Launcher&lt;br /&gt;
| height =&lt;br /&gt;
| width = &lt;br /&gt;
| weight = &lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Thermalshoklauncher.gif|100 px]]&lt;br /&gt;
| saleprice = 120000&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/firing&lt;br /&gt;
| grip = Two Handed&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 70&lt;br /&gt;
| acc_aim = 120&lt;br /&gt;
| fcost_auto = -&lt;br /&gt;
| fcost_snap = 50&lt;br /&gt;
| fcost_aim = 70&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/manufacture|78000|900| 3 | 1 Aqua Plastics }}&lt;br /&gt;
{{Infobox module/profitcalc|84900}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Thermal Shok Bomb&lt;br /&gt;
| height =1&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = &lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Shokbomb.gif|40 px]]&lt;br /&gt;
| saleprice = 15200&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo2&lt;br /&gt;
| damage = 120 Freeze&lt;br /&gt;
| capacity = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/manufacture|7000|200|2|1 Zrbite }}&lt;br /&gt;
{{Infobox module/profitcalc|12000}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The aliens need humans for slaves, mutation, and genetic material.  To this end, the aliens created the Thermal Shok Launcher.  Firing a thermal bomb that radiates a powerful blast of cold, it is extremely effective against humans, able to reliably allow capture in a single shot by inducing severe hypothermia and a low-energy state in the target as the body reflexively attempts to survive.&lt;br /&gt;
&lt;br /&gt;
Fortunately for us, it works just as well on them.&lt;br /&gt;
&lt;br /&gt;
The Thermal Shok Launcher is a rather good replacement for the [[Thermal Tazer]].  Surpassing it in power, it&#039;s also much safer to stun someone with a ranged weapon rather than poke them with a stick.  As damage is quadrupled on Large(2x2) units, it works quite well as a Terror unit-buster.  It also has an impressive accuracy in both modes, making snapshots from this weapon still fairly accurate.  A soldier armed with a Thermal Shok Launcher in each hand can fire both in one turn, provided he does nothing else; this combo can often drop even the [[Lobsterman|toughest aliens]] you&#039;ll encounter.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Small Launcher]].&lt;br /&gt;
&lt;br /&gt;
==Comparison to UFO: EUs Small Launcher==&lt;br /&gt;
&lt;br /&gt;
A rare step up in usefulness from its [[Small Launcher|equivalent]].  Power is increased, to where it is high enough to stun most aliens in one direct hit.  Accuracy is up in both firing modes, and firing time is down in both; a little in Aimed mode, and quite noticeably in Snapshot.&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal Shok Launcher&#039;&#039;&#039;&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 70% Snapshot&lt;br /&gt;
** 120% Aimed&lt;br /&gt;
&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 50% Snapshot&lt;br /&gt;
** 70% Aimed&lt;br /&gt;
&lt;br /&gt;
* Selling Cost: $120,000&lt;br /&gt;
* Build Cost: $78,000 plus:&lt;br /&gt;
** Technician Hrs: 900&lt;br /&gt;
** Workshop Space: 3&lt;br /&gt;
** Aqua Plastics: 1&lt;br /&gt;
** Zrbite: 0&lt;br /&gt;
&lt;br /&gt;
==Ammo Statistics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal Shok Bomb&#039;&#039;&#039;&lt;br /&gt;
* Damage: 120 Freeze&lt;br /&gt;
* Ammo Capacity: 1 (Single Shot)&lt;br /&gt;
* Selling Cost: $15,200&lt;br /&gt;
* Build Cost: $7,000 plus:&lt;br /&gt;
** Technician Hrs: 200&lt;br /&gt;
** Workshop Space: 2&lt;br /&gt;
** Aqua Plastics: 0&lt;br /&gt;
** Zrbite: 1&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Thermal Shok Bomb]]&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Thermal Tazer]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(TFTD)&amp;diff=32939</id>
		<title>Talk:Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(TFTD)&amp;diff=32939"/>
		<updated>2011-02-02T23:11:10Z</updated>

		<summary type="html">&lt;p&gt;Madned: /* Proposed weapon infobox */real manufacturing cost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What Happened to First Alien War Weapons ? =&lt;br /&gt;
&lt;br /&gt;
Is there any reasonable excuse why we can&#039;t use good old Heavy Plasma, or any weapon from First Alien War, on land combat? [[User:L-Zwei|L-Zwei]] 23:44, 25 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have been wondering that myself. Let&#039;s see: X-Com operatives are required to prepare for undersea combat, regardless the original destination of their transport. A commander may decide to send a midair Triton undersea, and as soon as the doors are opened, any non water proof equipment inside would be damaged. That&#039;s also the reason why soldiers take their diver suits on land. It&#039;s not that good of an excuse, but it&#039;s something. --[[User:Trotsky|Trotsky]] 01:50, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you could use the Plasmas, then why not the craft engines? My bet is the Elerium mines weren&#039;t set up at that point, meaning there was nothing to power these devices with.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 02:56, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:The official story goes thus: sea water aggressively corrodes Elerium (and by extension anything made from alien alloy), and plasma weapons EXPLODE when fired underwater, as some unlucky scientists found out. Microprose released a couple short stories before the launch of TFTD to explain the backstory that closed the gap between the two episodes, and the technological issues were briefly hinted at --[[User:KJK::Hyperion|KJK::Hyperion]] 15:14, 17 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The economy argument seems more plausible. Once the war was finished, there would be no reason not to sell recovered Elerium for use as power source, especially since X-Com was disbanded shortly after.--[[User:Trotsky|Trotsky]] 11:05, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Plus Elerium was consumed by research on interstellar travel.&lt;br /&gt;
&lt;br /&gt;
As a side note, the Gauss weapons aren&#039;t as bad as many say. For example, people also say lasers are bad, although a Laser Rifle can kill a Muton in one hit. Why people doesn&#039;t like it? Because there are better weapons (plasma). Same with Gauss: people use Sonic instead because of the higher damage. I personally prefer the Gauss&#039;s accuracy and one-shot-one-kill technique. Plus if you get in close range and miss a snapshot, you will be killed by reaction fire. However, a point-blank Gauss auto is too strong to survive and too fast to counter.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Gauss weapons are a bit more... realistic. Small pistols which fire a sonic wave with sniper-level accuracy over the map? Come on... Plus you can distinguish yourself from the aliens by not using mainstay alien equipment :D--[[User:Amitakartok|amitakartok]] 15:00, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Fluff stories released by Microprose indicate that the Funding Nations basically divvied up X-COM 16 ways after the war, including all resources, and wasted most of it(including Elerium, to the point that they sent X-COM down to UFOs that crashed in the ocean to try and find more.  This is when they learned that both Elerium is rendered inert by sea water, and Alien Alloys DISSOLVE in it.)&lt;br /&gt;
&lt;br /&gt;
:As for Gauss/Sonic, well, I&#039;ve had a Tasoth kill a trooper with reaction after soaking up 3 Auto shots from a Pistol.  I understand the difference though, and it is a issue of personal choice.  Whether you get more shots in a small time frame or less shots but more power.  Of course, there is something that offers both power and speed...and it&#039;s immensely satisfying sometimes to just run up to the aliens and fight them with power tools!  (Idly, a Muton with 125 HP cannot be 1-shotted by a Laser Rifle, since LR damage maxes out at 120.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Lobstermen. First time I ever met one, I emptied all of my gauss and harpoons into it and got royally slaughtered. Much fun. Gauss weapons are near useless against them - and perhaps the main reason why you must have sonic or power tool support by the time you meet them. &lt;br /&gt;
&lt;br /&gt;
:: By the way, players are split down two camps with regards to the weapons in UFO. There&#039;s the ever present Laser Rifle vs. Heavy Plasma debate that always flares up from time to time. Both weapons are jolly good in their own respect (I&#039;m in the arm-laser-rifle-on-Skyranger-but-pick-up-HPs-in-Combat-when-necessary camp) so there&#039;s no loss of love for the laser weapons. &lt;br /&gt;
&lt;br /&gt;
:: TFTD&#039;s gauss weapons lost a lot of favour with their ammo requirements. I don&#039;t mind that at all - I adore the gauss pistol and its massive (and cheap) 20 round clip. However their (the Gauss weapons in general) loss in effectiveness against enemies with lots of external armour (large units) and the lobstermen do hurt them quite a bit. Absolutely essential weapons to get at the start of the game though unless you stick to the Gas Cannon - which is awesome but you&#039;ve got to be careful with the ammo levels. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve always been intrigued by the idea of alien alloys melting in salt water. How fast though? I keep getting these funny mental images of soldiers in Power Suits being air dropped into salt water, and then having them trudge up onto a desert island with their suits melting away to expose their jumpsuit underneath. Recently added the image of water squirting out of the cracks. - [[User:NKF|NKF]] 22:56, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not quite that fast, but the [http://www.xcomufo.com/stories/moray.html fluff from Microprose ] indicates that in the time period of &amp;quot;over a year&amp;quot; in the seawater(so 12-23 months), the navigation consoles of a Large Scout have melted into &amp;quot;silvery goo&amp;quot;, as well as eaten away enough of the hull for craft to flood.  They found some inert and ruined Elerium in a Plasma Rifle; the power source was gone(ejected before impact, according to the story).  So while the scenario you gave isn&#039;t exactly accurate, it would happen over time.  Enough to seriously degrade a Power Suit over a period of months, if not weeks.  If the Power Source leaked, the whole suit would stop functioning in short order as well.  And to boot, there isn&#039;t any Elerium left to power the things anyways.  (Although we must not forget the simply out-of-game reason for all of this: X-COM 2 would be way the hell too easy if you could use Plasma weapons and Flying Suits off the bat). [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:15, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
= Favourite Weapon Mix =&lt;br /&gt;
&lt;br /&gt;
OK, what&#039;s your favourite weapon mix and progression in TFTD? Here&#039;s mine (based on limited play):&lt;br /&gt;
&lt;br /&gt;
== Starting Weapons ==&lt;br /&gt;
&lt;br /&gt;
* Stock up on HydroJet Cannon (HJCs) and Gas Cannon (GCs), enough for &#039;&#039;every&#039;&#039; Aquanaut (15 or so of each).&lt;br /&gt;
* Get a healthy supply of regular grenades, and some explosives and disturbance mines. This is just to tide you over until you research Sonic Pulsers.&lt;br /&gt;
* As soon as the extra Gas Cannons arrive, sell all the Dart Guns and Jet Harpoons. The only reason not to sell these right away is in case you have an early land mission (unlikely).&lt;br /&gt;
* Sell Dye Grenades right away, they are rubbish.&lt;br /&gt;
* Don&#039;t bother with flares. HJC-IC clips create light multiple times, at greater range and less TUs, for the same space/item limit.  &lt;br /&gt;
* For water missions, equip mostly HJCs, with some GCs as heavy weapons. Carry mostly AP for the HJCs, an even mix of HE and AP for GCs. &lt;br /&gt;
* For land missions, carry all GCs and mostly AP rounds - designated heavy weapons units should chamber HE and carry both types. &lt;br /&gt;
* GCs with AP are your &amp;quot;tank-busters&amp;quot;. Even on an underwater mission, carry more GCs if you expect tough (armoured) opposition. If you are not sure what to expect, bring enough spare GCs to switch up to half of your Aquanauts to GCs.&lt;br /&gt;
* Regular grenades are most useful for attacks where you can&#039;t get a line of sight, which is a common situation in many TFTD terrain types. Due to the weak power of the regular grenade, against targets in the open, an HE round fired from a GC or HJC is usually more efficient. &lt;br /&gt;
* I&#039;m not convinced the Torpedo Launcher is worth bringing in any quantity. Its warhead is not sufficiently stronger than GC-HE to make it worth while. I would carry 2 at most in a sub. Even less useful once you have Sonic Pulsers - obsolete in fact.  &lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
* If the absolute priority was winning battles, I would research the Sonic Pulser first, as the quickest way to equalise firepower with the enemy. It will make short work of targets that you would struggle to kill even with Heavy Gauss, so it&#039;s a great leap forward. However, relying on Pulsers does not leave much booty left on the battlefield, so it can hurt your finances. Nor is it a terribly safe tactic for rescuing civilians!&lt;br /&gt;
* So for economic reasons I prefer to start down the Gauss route asap. This provides a steady stream of finesseful weapons of steadily increasing power. It also sets you up for profitable manufacture.&lt;br /&gt;
* Nonetheless by the time Tasoths start showing up you will need (well OK, &#039;&#039;I&#039;&#039; need) Sonic guns to deal with them without incurring heavy losses. &lt;br /&gt;
* Or Thermal Shok Launchers, which are quicker to research and have other advantages. Maybe a better choice. (I believe these also help with Lobstermen, though I&#039;ve never got far enough to see one. )&lt;br /&gt;
* Particle Sensors can also be a good re-equaliser if you are often outgunned and on the defensive (as I always seem to be).  Plus they are a good profit making item. So, a good early research choice.&lt;br /&gt;
* Medi-Kits and Armour - Nah, just encourages your Aquanauts to be careless. Who wants to live forever anyway? ;) &lt;br /&gt;
&lt;br /&gt;
OK that&#039;s my mix, what&#039;s yours? &lt;br /&gt;
[[User:Spike|Spike]] 13:16, 12 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Complete Weapon Rebalancing?=&lt;br /&gt;
&lt;br /&gt;
I&#039;m sure it&#039;s obvious to many that the TFTD weapons aren&#039;t exactly balanced.  Some weapons serve [[Dart Gun|no purpose]] [[Dye Grenade|at all]], while others are [[Sonic Cannon|overpowered]] almost to the point of being broken.  Especially annoying is the rounded numbers used in every stat for the weapon.&lt;br /&gt;
&lt;br /&gt;
A friend suggested doing a mod(either by a single hex-edited weapons file which could be manually pasted in, which I could make myself, or an actual automated program, which someone else would have to make) where the weapons were rebalanced a bit.  So I&#039;m just opening up the discussion for people to voice opinions on.  Would anyone be interested?  What ideas do you have?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:15, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t mind how some of the plain vanilla weapons are balanced too much. Some of them are actually quite good. &lt;br /&gt;
&lt;br /&gt;
: As for the broken weapons like the dart gun. If it were rebalanced - perhaps something closer to the UFO pistol, then all will be right again in the world. The jet harpoon only really needs more ammo. &lt;br /&gt;
&lt;br /&gt;
: Another weapon that needs some attention is the magna pack explosive. In UFO there wasn&#039;t an ultimate grenade. Instead, you had a choice between the heavier High Explosive for more firepower, or the alien grenades that were lighter and dealt mid-weight damage. In TFTD, Sonic pulsers are THE grenade, and you will probably never use the Magna Packs except when you&#039;re on a tight budget. Perhaps the Magna-Pack could be revitalized by setting it to 150 damage and weigh it down by 9 units. (that&#039;s 3 weight units per 50HE). &lt;br /&gt;
&lt;br /&gt;
: The Sonic Blasta rifle could do with some changes. It only excels at being average and doesn&#039;t really stand out. One way to balance the cannon and rifle at the same time would be to simply swap the accuracy levels round. The sonic cannon is overpowered, but you only get so many shots and it takes forever to fire. Making them a bit less accurate would even things up. If damage levels do need to be changed, don&#039;t forget to factor in the increased armor levels of the TFTD suits.  -[[User:NKF|NKF]] 18:46, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Perhaps one way to make the Sonic Blasta Rifle stand out is to give it something no other Sonic weapon has: Auto fire.  In order to balance, it&#039;d have to be very expensive in TUs(possibly 70-80%) or have poor accuracy(maybe a combo of both), but it would make it stand out in the field.  (I&#039;d considered dropping the damage down, but that means the aliens can&#039;t use it effectively, which is bad.)  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:14, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
=Proposed weapon infobox=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =&lt;br /&gt;
| height = &lt;br /&gt;
| width = &lt;br /&gt;
| weight =&lt;br /&gt;
| grip =&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| weaponimage = &lt;br /&gt;
| acc_auto = &lt;br /&gt;
| acc_snap = &lt;br /&gt;
| acc_aim = &lt;br /&gt;
| fcost_auto = &lt;br /&gt;
| fcost_snap = &lt;br /&gt;
| fcost_aim = &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition =&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = &lt;br /&gt;
| ammo = &lt;br /&gt;
| weight =&lt;br /&gt;
| height = &lt;br /&gt;
| width = &lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = &lt;br /&gt;
| capacity = &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition =&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:lightGray;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* &lt;br /&gt;
| pros =&lt;br /&gt;
*  &lt;br /&gt;
| cons =&lt;br /&gt;
* &lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
acquisition filled by an empty or:&lt;br /&gt;
{{Manufacturing|(cost)|(time)|(wkspace)|(materials)}}&lt;br /&gt;
{{Purchasing|(cost)}}&lt;br /&gt;
replace the parenthetical words with appropriate values.&lt;br /&gt;
like&lt;br /&gt;
{{Manufacturing|88000|820|4|1 Aqua Plastics}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Madned|Madned]] 16:43, 28 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m thinking that the pro/con box should probably be left separate from the stat-box and be used simply as a quick summary for the descriptive text - either before or after. Partly to simplify the stat box. -[[User:NKF|NKF]] 17:34, 28 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: samples of two styles [[Sonic-Blasta Rifle]]: key-feature section leading description, [[Gauss Pistol]] integrated in infobox. [[User:Madned|Madned]] 00:56, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Dunno what resolutions you guys are running, but at 1024x768 the box is a bit overbearing. Other then that it looks quite good to me; but perhaps if it were to span across the page horizontally, and be positioned under the &amp;quot;flavour&amp;quot; text at the top of the page? Dunno. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:35, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I&#039;m also using 1024x768, but the page area on my browser window&#039;s is actually smaller than that since I have the bookmark panel open, and everything is running together very tightly. Perhaps all that needs to be done is replace the bulleted list with the table where they currently reside. It would give more flexibility with the spacing of the contents and the cells. -[[User:NKF|NKF]] 09:02, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::1280x1024 here. I suspect the color scheme could use some work too. lemme rig up a lateral variant. [[Sonic Pistol]], another thought is to drop the infobox below the official blurb so they don&#039;t knock heads so much. [[User:Madned|Madned]] 19:21, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I looked at it using 1280x800 and 1280x1024. I must say I definitely prefere the sidebox variants(Gauss Pistol, Sonic Rifle in that order) - it looks more organized that way. And it is what is used in the english wikipedia to present a general overview and numbers(e.g. for military engagements or similar topics). --[[User:Tauon|Tauon]] 05:57, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
The wide version looks good, and the borderless key feature box does look spiffy. What about right-aligning the feature box off to the side of the descriptive blurb? &lt;br /&gt;
&lt;br /&gt;
As for the colour scheme for the stat box, perhaps you could trial using the same scheme as nav-box. It&#039;s lighter and easier on the eyes. The navbox uses the stdTable and stdTable Sub_Heading templates for its formatting. -[[User:NKF|NKF]] 19:49, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: altered the formatting so the box is skinnier. uses one less column and 4 more rows. also changed [[Sonic-Blasta Rifle]] layout, popped the pedia ref above sections and dropped the infobox inside the section. skinny form doesn&#039;t look as good for the sonic pistol variant though.[[User:Madned|Madned]] 14:39, 30 December 2010 (EST)&lt;br /&gt;
::I&#039;m very much liking the blasta rifle page at the moment. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 17:13, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I agree. The Sonic-Blasta Rifle&#039;s layout looks friendlier even on my smaller browser area. Easier to quickly scan the stats too. &lt;br /&gt;
&lt;br /&gt;
::: Sorry to be a pain, but I had this niggling feeling there were a couple more useful stats that were missing. Purchase price, weapon grip and the item destruction threshold. That last one&#039;s a mouthful, basically &#039;item armor&#039; or how much HE damage is needed to destroy it. Not really a major stat for UFO, but is present. TFTD makes heavy use of it. -[[User:NKF|NKF]] 17:26, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Usually better to get the parameters captured earlier than later. modifying existing template entries across many pages is a bit of a pain. another thought is to split off the ammo into it&#039;s own section and redirect inquiries about the ammo item there. also converted templates to use an acquisition parameter, intended to be used with [[:template:Purchasing]] or [[:template:Manufacturing]]. an example of purchasing can be seen on [[Jet Harpoon]]. [[User:Madned|Madned]] 19:31, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind, I&#039;ll try fiddling with the colour scheme a little. -[[User:NKF|NKF]] 04:47, 31 December 2010 (EST)&lt;br /&gt;
: I&#039;ve used lighter subheadings and whitened the background and it doesn&#039;t look too bad. All I haven&#039;t done is alter the colour for the title bars, which should be separate from the stats. Two ways we could go about this. Have a light gray that is darker than the subheadings, or colour code them to match the game. Will have to think over that. -[[User:NKF|NKF]] 05:20, 31 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: looks good. i probably mind (in some poorly mannered part of my psyche), but i&#039;ll get over it, it&#039;s a wiki! :P [[User:Madned|Madned]] 13:56, 31 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I was pondering the complexities of how this can be adapted for the other items types with minimal changes (there are several solutions), but my mind wandered to another thing I was wondering about. So far the infobox seems to encapsulate everything just nicely, but it&#039;s done in the open/close template format. Would it be easier just to keep it as a single template or is there a plan for whatever is to be sandwiched between the open/close templates? -[[User:NKF|NKF]] 02:36, 2 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: primary reason to open-close is if you plan on putting multiple adapted templates inside. ie: weapon-ammo-key features. float formatting doesn&#039;t interact nicely if you have multiple tables with float properties. it&#039;ll just stack em laterally, which generally defeats the purpose of floating/infoboxing in the first place. so open-close lets you put together a single table from components as needed. putting the table tags inside a template just ensures that it remains consistent and can be edited across all calls by updating the open template. close is just there for consistency. you could just replace it with a wikitable close tag, but that would make debugging more difficult b/c you&#039;re switching from a template call to a wikitable tag.&lt;br /&gt;
&lt;br /&gt;
::::in the absence of combination there&#039;s very limited reasons to continue the practice. in fact it&#039;s generally going to be advantageous to just pack each template with complete table formatting, simplifying usage.&lt;br /&gt;
&lt;br /&gt;
::::the other option you seem to be considering is to have all the formatting in one template so you&#039;d feed empty ammo capacity info for example if you have a weapon like lasers which don&#039;t for instance have ammo. workable, but looks better if the blank stuff doesn&#039;t appear, which in turn will probably require parser functions (#ifeq etc to operate smoothly). this can be sidestepped with the same sort of solution as the manufactured-purchased section, but that tends to reintroduce the nested templating issue.&lt;br /&gt;
&lt;br /&gt;
::::the most obvious disadvantage of the open-close format is that the templates that get called together have to have been designed to work together or you end up with odd column formatting. &lt;br /&gt;
&lt;br /&gt;
::::in the absence of a complete formatting design, open-close offers minimal editing work for pretty good flexibility. once the formatting is locked down it may be advantageous to optimize them away. [[User:Madned|Madned]] 22:40, 2 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
I just wanted to get better clarity on it. I was thinking about it in terms of the component templates, which do stand on their own. I don&#039;t know about creating one sole template to do all the work, but a small selection of sub templates with logical groupings may do the trick. &lt;br /&gt;
&lt;br /&gt;
We could structure it like this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =&lt;br /&gt;
| height =&lt;br /&gt;
| width = &lt;br /&gt;
| weight = &lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = &lt;br /&gt;
| cost = &lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo2&lt;br /&gt;
| damage = &lt;br /&gt;
| capacity = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/firing&lt;br /&gt;
| grip =&lt;br /&gt;
| acc_auto = &lt;br /&gt;
| acc_snap = &lt;br /&gt;
| acc_aim = &lt;br /&gt;
| fcost_auto = &lt;br /&gt;
| fcost_snap = &lt;br /&gt;
| fcost_aim = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/manufacture|(cost)|(tech hours)| (workspace) | (materials) }}&lt;br /&gt;
{{Infobox module/purchase|(cost)}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The first template is to present all the properties common to all items. The Ammo infobox I think is a very good example where almost all of these common properties are covered. (We may need to add &amp;quot;store space&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
The next is to present the properties unique to the item. In other words: firing and usage costs. Weapons would have an accuracy/cost box. Tools would have an action/cost box that covers between  1 - 3 possible actions, with each action manually specified by the user. Items that don&#039;t use either can just leave this blank. The Blaster/Disrupter Pulse Launcher are the odd one out, needing both. &lt;br /&gt;
&lt;br /&gt;
Manufacture/Purchase templates - as you have done. &lt;br /&gt;
&lt;br /&gt;
I think that should just about cover every possible item type in the game with minimal effort. A bit of parsing could be used to exclude a few field rows that aren&#039;t used like ammo count and item damage. -[[User:NKF|NKF]] 03:14, 3 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: concept demo [[Medi-Kit (TFTD)]] [[User:Madned|Madned]] 15:07, 3 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Looking better every day! -[[User:NKF|NKF]] 14:43, 4 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry to come to the party late, but as you are going through the weapon listings, do you think you could add the &#039;&#039;real&#039;&#039; cost of manufactured weapons, SWSs, craft weapons, and ammo? These can be computed approximately from 3 columns in the Manufactured items table in [[Buying/Selling/Transferring_(TFTD)#Table]] using the following formula: &lt;br /&gt;
&lt;br /&gt;
 Real Manufacturing Cost = Sale Price - ($Profit/Hr x Engineer Hours)&lt;br /&gt;
&lt;br /&gt;
(Be sure to keep the sign of the $Profit - negative profit implies to a higher cost, positive profit implies a lower cost).&lt;br /&gt;
&lt;br /&gt;
Or if it&#039;s easier I can send you the original spreadsheet (if I didn&#039;t upload it here already). The real manufacturing costs include the costs of the labour and materials inputs, and they paint quite a different picture of the relative usefulness of the weapons. [[User:Spike|Spike]] 17:08, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:The listed calculation values seems a bit high I used the calculation and labeled it as Net Manufacturing Profit (which is probably wrong) on [[Thermal Shok Launcher]]. I&#039;m sure there are additional simplifications to the calculation which make it work, but seems like it&#039;s missing manufacturing cost. perhaps manufacturing cost instead of sale price? Also I&#039;m considering switching to a simple 2 cell table and accepting a values for both cells, usu. label and value. [[User:Madned|Madned]] 18:11, 2 February 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/profitcalc&amp;diff=32937</id>
		<title>Template:Infobox module/profitcalc</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/profitcalc&amp;diff=32937"/>
		<updated>2011-02-02T22:54:58Z</updated>

		<summary type="html">&lt;p&gt;Madned: unfortunately, no parser functions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| width=&amp;quot;100%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{StdTable_Sub_Heading}} | Net Manufacturing Profit&lt;br /&gt;
| ${{formatnum:{{{1}}}}} &lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
template to display calculated manufacturing cost or Real Manufacturing Cost = Sale Price - ($Profit/Hr x Engineer Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
labeled here as net profit&amp;lt;br&amp;gt;&lt;br /&gt;
value must be calculated by editor&amp;lt;bR&amp;gt;&lt;br /&gt;
usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Infobox module/profitcalc|(net manufacturing profit)}}&amp;lt;/pre&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/profitcalc&amp;diff=32936</id>
		<title>Template:Infobox module/profitcalc</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/profitcalc&amp;diff=32936"/>
		<updated>2011-02-02T22:51:46Z</updated>

		<summary type="html">&lt;p&gt;Madned: adjusted value to use #expr function&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| width=&amp;quot;100%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{StdTable_Sub_Heading}} | Net Manufacturing Profit&lt;br /&gt;
| ${{formatnum:{{#expr:{{{1}}}-({{{2}}}*{{{3}}})}}}} &lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
template to display calculated manufacturing cost or Real Manufacturing Cost = Sale Price - ($Profit/Hr x Engineer Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
labeled here as net profit&amp;lt;br&amp;gt;&lt;br /&gt;
usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Infobox module/profitcalc|(saleprice)|(hourprofit)|(technhours)}}&amp;lt;/pre&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/profitcalc&amp;diff=32933</id>
		<title>Template:Infobox module/profitcalc</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Infobox_module/profitcalc&amp;diff=32933"/>
		<updated>2011-02-02T22:49:13Z</updated>

		<summary type="html">&lt;p&gt;Madned: start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| width=&amp;quot;100%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{StdTable_Sub_Heading}} | Net Manufacturing Profit&lt;br /&gt;
| ${{formatnum:{{{1}}}-({{{2}}}x{{{3}}})}} &lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
template to display calculated manufacturing cost or Real Manufacturing Cost = Sale Price - ($Profit/Hr x Engineer Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
labeled here as net profit&amp;lt;br&amp;gt;&lt;br /&gt;
usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Infobox module/profitcalc|(saleprice)|(hourprofit)|(technhours)}}&amp;lt;/pre&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Magna-Pack_Explosive&amp;diff=32932</id>
		<title>Magna-Pack Explosive</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Magna-Pack_Explosive&amp;diff=32932"/>
		<updated>2011-02-02T22:36:56Z</updated>

		<summary type="html">&lt;p&gt;Madned: infobox deploy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
{{Ref Open}}&lt;br /&gt;
&#039;&#039;&#039;Magna-Pack Explosive Official Entry&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-indent:1em;&amp;quot;&amp;gt;&#039;&#039;&amp;quot;This explosive should only be used for demolition purposes. However past experience has shown that these powerful explosive packs are ideal weapons for rooting out Aliens. The blast radius is large so ensure no aquanauts are within the minimum safe distance.&amp;quot;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Ref Close | Source: Terror From The Deep Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Magna-Pack Explosive&lt;br /&gt;
| height =1&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 6&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Magpack.gif]]&lt;br /&gt;
| saleprice = 1200&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Action&lt;br /&gt;
| cost = TU&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Prime&lt;br /&gt;
| cost = 50%&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Throw&lt;br /&gt;
| cost = 25% &lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo2&lt;br /&gt;
| damage = 100 High Explosive&lt;br /&gt;
| capacity = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/purchase|1500}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
* Indirect &lt;br /&gt;
* Area-Effect&lt;br /&gt;
* Timer &lt;br /&gt;
|-&lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* High Power &lt;br /&gt;
* Cheap&lt;br /&gt;
* High destruction threshold  &lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Heavy&lt;br /&gt;
* Large&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Magna-Pack Explosive is a powerful portable explosive. It is very similar to the [[Magna-Blast Grenade]] in terms of its functionality but offers double the stopping power and a very large blast radius. &lt;br /&gt;
&lt;br /&gt;
While not the [[Disrupter Pulse Launcher|most powerful explosive]] available, it is still the single most destructive high-explosive weapon that can be purchased initially. &lt;br /&gt;
&lt;br /&gt;
Having a large blast radius means that much more care needs to be taken when handling the explosives. It is ideal for demolition of large areas of difficult terrain, small buildings or even mobs of enemies. &lt;br /&gt;
&lt;br /&gt;
Since the Magna-Pack Explosive is twice as heavy as other grenades, its maximum throwing distance is halved. It is recommended that Magna-Pack Explosive handlers have Strength levels of at least 40 or more to give them sufficient throwing range. &lt;br /&gt;
&lt;br /&gt;
If weaker Aquanauts need to use the Magna-Pack Explosives, they will have to apply a variety of strategies in order to space themselves from it before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[High Explosive]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
*Power: 100 High Explosive&lt;br /&gt;
*Size: 1 high x 2 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*TUs:&lt;br /&gt;
**Transfer from shoulder strap to hand: 3 TU. See [[Inventory TU Table]]  &lt;br /&gt;
**Priming: 50%&lt;br /&gt;
**Throwing: 25% &lt;br /&gt;
*[[Buying/Selling/Transferring_(TFTD)|Cost]]: $1,500&lt;br /&gt;
*Sell Price: $1,200&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Due to an experience assignment glitch, planting high explosives by way of arming them an dropping them on the ground is only recommended for clearing terrain. When attacking enemies, it should be thrown, or else the experience earned from the attack will not be earned by the person that set the charge. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Weapons (TFTD)]]&lt;br /&gt;
*[[High Explosive]]&lt;br /&gt;
*[[High Explosive vs Magna-Pack Explosive]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Particle_Disturbance_Grenade&amp;diff=32931</id>
		<title>Particle Disturbance Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Particle_Disturbance_Grenade&amp;diff=32931"/>
		<updated>2011-02-02T22:33:47Z</updated>

		<summary type="html">&lt;p&gt;Madned: deploy modified infobox template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
{{Ref Open}}&lt;br /&gt;
&#039;&#039;&#039;Particle Disturbance Grenade Official Entry&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-indent:1em;&amp;quot;&amp;gt;&#039;&#039;&amp;quot;A proximity grenade which can be thrown like an ordinary grenade but is triggered by nearby movement after it is deployed. Skill and training are required to use these devices properly.&amp;quot;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Ref Close | Source: Terror From The Deep Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Particle Disturbance Grenade&lt;br /&gt;
| height =1&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 3&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Pdgren.gif|64px]]&lt;br /&gt;
| saleprice = 400&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Action&lt;br /&gt;
| cost = TU&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Prime&lt;br /&gt;
| cost = 50%&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Throw&lt;br /&gt;
| cost = 25%&lt;br /&gt;
| effect = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo2&lt;br /&gt;
| damage = 70 High Explosive&lt;br /&gt;
| capacity = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/purchase|500}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
* Indirect &lt;br /&gt;
* Area-Effect&lt;br /&gt;
* Proximity Trigger&lt;br /&gt;
|-&lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Light&lt;br /&gt;
* Cheap&lt;br /&gt;
* Moderate Power&lt;br /&gt;
* High destruction threshold  &lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* User error&lt;br /&gt;
* Difficult to recover &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Particle Disturbance Grenade is a moderately powerful proximity mine that is unique amongst the grenades as it is the only grenade that is detonated by motion. When set it will explode if it detects movement into the tile that it occupies as well as the 8 surrounding tiles.  &lt;br /&gt;
&lt;br /&gt;
See [[#Trigger Mechanism|below]] for a more detailed explanation on how the trigger  mechanism functions. &lt;br /&gt;
&lt;br /&gt;
The advantage the Particle Disturbance Grenade has over standard grenades is that once armed, it will stay armed until it is detonated. The mine can therefore be placed well in advance and you do not need to know the exact number of turns to wait before an enemy treads on it or stops nearby. &lt;br /&gt;
&lt;br /&gt;
Its main weaknesses on the other hand are primarily user error: forgetfulness and bad placement. It is important that armed mines are kept track of to avoid nasty surprises, and to be careful with their placement so that you don&#039;t end up sealing off your only route out of an area. There is also the danger of mis-throws that can achieve a similar effect. &lt;br /&gt;
&lt;br /&gt;
The Particle Disturbance Grenade is a useful tool for setting traps when alien traffic is expected. It can even be used in an almost conventional manner by throwing an armed mine directly at a visible alien, hiding and then waiting until the alien moves. This is especially useful against melee terror units that must traverse across a number of tiles to get into attacking range. &lt;br /&gt;
&lt;br /&gt;
When inside labyrinthine interior levels it can also be used to seal off passages and act as a warning system against aliens approaching from the rear of your sqauad. Examples of such places include the shipping lane missions, alien colonies, artefact sites, X-COM floating base attacks or even larger alien submarines.  &lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Proximity Grenade]]. It includes more in-depth strategies and other technical details that relate to the Particle Disturbance Grenade. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
*Power: 70 High Explosive&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs:&lt;br /&gt;
**Transfer from shoulder strap to hand: 3 TU. See [[Inventory TU Table]]  &lt;br /&gt;
**Priming: 50%&lt;br /&gt;
**Throwing: 25% &lt;br /&gt;
*[[Buying/Selling/Transferring_(TFTD)|Cost]]: $500&lt;br /&gt;
*Sell Price: $400&lt;br /&gt;
&lt;br /&gt;
== Trigger Mechanism == &lt;br /&gt;
&lt;br /&gt;
The Particle Disturbance Grenade only detects movement &#039;&#039;into&#039;&#039; the 1-tile detection radius or onto the mine will cause it to detonate. &lt;br /&gt;
&lt;br /&gt;
Unit turning in place or walking out of the detection radius will not set it off. If an X-COM Aquanaut happens to be standing on top of an armed Particle Disturbance Grenade, it can can be safely picked up and re-deployed elsewhere. &lt;br /&gt;
&lt;br /&gt;
Additionally, the sensor only detects laterally, not horizontally. This means that dropping into the detection tiles by falling or by [[Mag. Ion Armour]] will not set it off. &lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
&lt;br /&gt;
* &#039;Detection radius&#039; consists of the same tile occupied by the mine and all 8 tiles that are immediately adjacent to it. &lt;br /&gt;
* Detection radius only detects lateral movement, not horizontal movement. &lt;br /&gt;
* Detection radius extends through walls. Do not place directly next to wall or door as this will waste the mine. &lt;br /&gt;
* Large units: When mining large enemies, only one part of all its four components is used to trigger the mine, the others are ignored. The primary quarter is the top-left portion of large unit when viewed on the overhead map. Visually, this is the top-most section.  &lt;br /&gt;
* Game limitation: Only 20 proximity mines can be armed at a time &lt;br /&gt;
* Armed mine flag is not saved in save games. Mines may revert to duds if the battlescape save is reloaded at a later date.  &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Weapons (TFTD)]]&lt;br /&gt;
*[[Proximity Grenade]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gas_Cannon&amp;diff=32930</id>
		<title>Gas Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gas_Cannon&amp;diff=32930"/>
		<updated>2011-02-02T21:47:55Z</updated>

		<summary type="html">&lt;p&gt;Madned: corrected he and p ammo weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open}}&lt;br /&gt;
&#039;&#039;&#039;Gas Cannon Official Entry&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-indent:1em;&amp;quot;&amp;gt;&#039;&#039;&amp;quot;The heavyweight of the gas technology family, this cannon fires solid bolts, some with HE or phosphor tips. A favourite weapon amongst experienced aquanauts.&amp;quot;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Ref Close | Source: Terror From The Deep Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Gas Cannon&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight =&lt;br /&gt;
| grip =Two-Handed&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| weaponimage = [[Image:GasCannon.gif|right]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 60&lt;br /&gt;
| acc_aim = 90&lt;br /&gt;
| fcost_auto = - &lt;br /&gt;
| fcost_snap = 40&lt;br /&gt;
| fcost_aim = 75&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|6400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Gas Cannon&lt;br /&gt;
| ammo = Armour Piercing&lt;br /&gt;
| weight =5&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = 60 Armour Piercing&lt;br /&gt;
| capacity = 8&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|300}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Gas Cannon&lt;br /&gt;
| ammo = High Explosive&lt;br /&gt;
| weight =6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = 65 High Explosive&lt;br /&gt;
| capacity = 8&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|500}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Gas Cannon&lt;br /&gt;
| ammo = Phosphorous&lt;br /&gt;
| weight =6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = 60 Incendiary&lt;br /&gt;
| capacity = 8&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
* Variable Ammo &lt;br /&gt;
|-&lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Moderate power &lt;br /&gt;
* Moderate accuracy&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Heavy&lt;br /&gt;
* Bulky&lt;br /&gt;
* Slow &lt;br /&gt;
* Low Ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Gas Cannon is a powerful infantry weapon that uses highly pressurized gas to launch powerful shells through the water or air at great speeds. It can be operated on land or sea.  &lt;br /&gt;
&lt;br /&gt;
The primary feature of the Gas Cannon is its ability to load three different shell types: &#039;&#039;&#039;Armour Piercing&#039;&#039;&#039;, &#039;&#039;&#039;High Explosive&#039;&#039;&#039; and &#039;&#039;&#039;Phosphor&#039;&#039;&#039;. The ability to load variable ammunition types makes the Gas Cannon adaptable to various tactical situations. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Armour Piercing&#039;&#039;&#039; shells offers nearly twice as much power as the [[Jet Harpoon]] per shell. They are ideal for sniping as well as close range combat for when collateral damage is not desirable. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;High Explosive&#039;&#039;&#039; shells turn the Gas Cannon into a miniature [[Torpedo Launcher]], and allows the Gas Cannon to defeat virtually any alien it comes across, with some [[Lobsterman|exceptions]]. The nature of this ammo type makes it easier to hit targets with the aid of the area effect damage, and direct hits will deal damage to under armour.  &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Phosphor&#039;&#039;&#039; rounds can be used to provide temporary illumination or to burn terrain and enemies.  &lt;br /&gt;
&lt;br /&gt;
Like all heavy weapons, the Gas Cannon and ammunition is heavy and takes up a lot of space. Beyond the obvious physical differences, the Gas Cannon is identical to the [[Jet Harpoon]] in terms of single shot performance. Both weapons can be fired at the same accuracy for the same amount of times per turn for each of their firing modes. The Gas Cannon&#039;s firing modes are however 5% costlier on Time Units. &lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Heavy Cannon]].&lt;br /&gt;
&lt;br /&gt;
As an alternative for underwater-only combat, the Gas Cannon has an automatic fire counterpart: The [[Hydro-Jet Cannon]] &lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gas Cannon&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 2 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 60% Snapshot&lt;br /&gt;
** 90% Aimed&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 40% Snapshot&lt;br /&gt;
** 75% Aimed&lt;br /&gt;
* Buy Cost: $6,400&lt;br /&gt;
&lt;br /&gt;
==Ammo Statistics==&lt;br /&gt;
&lt;br /&gt;
* Size: 1 high x 2 wide (all types)&lt;br /&gt;
* Ammo Capacity: 8 (all types)&lt;br /&gt;
* Ammo Weight: 5 for AP, 6 for HE and Phosphorous&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour Piercing&#039;&#039;&#039;&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Buy Cost: $300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Explosive&#039;&#039;&#039;&lt;br /&gt;
* Damage: 65&lt;br /&gt;
* Buy Cost: $500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phosphorous&#039;&#039;&#039;&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Buy Cost: $400&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The Gas Cannon is the only weapon that can deliberately fire phosphor rounds on land based missions. In addition to that, phosphor rounds work better on land due to better environmental circumstances (i.e. more fuel and tile burn time).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Heavy Cannon vs Gas Cannon]]&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Hydro-Jet Cannon]]&lt;br /&gt;
* [[Torpedo Launcher]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gas_Cannon&amp;diff=32929</id>
		<title>Gas Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gas_Cannon&amp;diff=32929"/>
		<updated>2011-02-02T21:44:14Z</updated>

		<summary type="html">&lt;p&gt;Madned: corrected HE ammo damage type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open}}&lt;br /&gt;
&#039;&#039;&#039;Gas Cannon Official Entry&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-indent:1em;&amp;quot;&amp;gt;&#039;&#039;&amp;quot;The heavyweight of the gas technology family, this cannon fires solid bolts, some with HE or phosphor tips. A favourite weapon amongst experienced aquanauts.&amp;quot;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Ref Close | Source: Terror From The Deep Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Gas Cannon&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight =&lt;br /&gt;
| grip =Two-Handed&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| weaponimage = [[Image:GasCannon.gif|right]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 60&lt;br /&gt;
| acc_aim = 90&lt;br /&gt;
| fcost_auto = - &lt;br /&gt;
| fcost_snap = 40&lt;br /&gt;
| fcost_aim = 75&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|6400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Gas Cannon&lt;br /&gt;
| ammo = Armour Piercing&lt;br /&gt;
| weight =5&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = 60 Armour Piercing&lt;br /&gt;
| capacity = 8&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|300}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Gas Cannon&lt;br /&gt;
| ammo = High Explosive&lt;br /&gt;
| weight =5&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = 65 High Explosive&lt;br /&gt;
| capacity = 8&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|500}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Gas Cannon&lt;br /&gt;
| ammo = Phosphorous&lt;br /&gt;
| weight =5&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = 60 Incendiary&lt;br /&gt;
| capacity = 8&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
* Variable Ammo &lt;br /&gt;
|-&lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Moderate power &lt;br /&gt;
* Moderate accuracy&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Heavy&lt;br /&gt;
* Bulky&lt;br /&gt;
* Slow &lt;br /&gt;
* Low Ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Gas Cannon is a powerful infantry weapon that uses highly pressurized gas to launch powerful shells through the water or air at great speeds. It can be operated on land or sea.  &lt;br /&gt;
&lt;br /&gt;
The primary feature of the Gas Cannon is its ability to load three different shell types: &#039;&#039;&#039;Armour Piercing&#039;&#039;&#039;, &#039;&#039;&#039;High Explosive&#039;&#039;&#039; and &#039;&#039;&#039;Phosphor&#039;&#039;&#039;. The ability to load variable ammunition types makes the Gas Cannon adaptable to various tactical situations. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Armour Piercing&#039;&#039;&#039; shells offers nearly twice as much power as the [[Jet Harpoon]] per shell. They are ideal for sniping as well as close range combat for when collateral damage is not desirable. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;High Explosive&#039;&#039;&#039; shells turn the Gas Cannon into a miniature [[Torpedo Launcher]], and allows the Gas Cannon to defeat virtually any alien it comes across, with some [[Lobsterman|exceptions]]. The nature of this ammo type makes it easier to hit targets with the aid of the area effect damage, and direct hits will deal damage to under armour.  &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Phosphor&#039;&#039;&#039; rounds can be used to provide temporary illumination or to burn terrain and enemies.  &lt;br /&gt;
&lt;br /&gt;
Like all heavy weapons, the Gas Cannon and ammunition is heavy and takes up a lot of space. Beyond the obvious physical differences, the Gas Cannon is identical to the [[Jet Harpoon]] in terms of single shot performance. Both weapons can be fired at the same accuracy for the same amount of times per turn for each of their firing modes. The Gas Cannon&#039;s firing modes are however 5% costlier on Time Units. &lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Heavy Cannon]].&lt;br /&gt;
&lt;br /&gt;
As an alternative for underwater-only combat, the Gas Cannon has an automatic fire counterpart: The [[Hydro-Jet Cannon]] &lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gas Cannon&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 2 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 60% Snapshot&lt;br /&gt;
** 90% Aimed&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 40% Snapshot&lt;br /&gt;
** 75% Aimed&lt;br /&gt;
* Buy Cost: $6,400&lt;br /&gt;
&lt;br /&gt;
==Ammo Statistics==&lt;br /&gt;
&lt;br /&gt;
* Size: 1 high x 2 wide (all types)&lt;br /&gt;
* Ammo Capacity: 8 (all types)&lt;br /&gt;
* Ammo Weight: 5 for AP, 6 for HE and Phosphorous&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour Piercing&#039;&#039;&#039;&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Buy Cost: $300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Explosive&#039;&#039;&#039;&lt;br /&gt;
* Damage: 65&lt;br /&gt;
* Buy Cost: $500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phosphorous&#039;&#039;&#039;&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Buy Cost: $400&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The Gas Cannon is the only weapon that can deliberately fire phosphor rounds on land based missions. In addition to that, phosphor rounds work better on land due to better environmental circumstances (i.e. more fuel and tile burn time).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Heavy Cannon vs Gas Cannon]]&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Hydro-Jet Cannon]]&lt;br /&gt;
* [[Torpedo Launcher]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Coelacanth/Gauss&amp;diff=32743</id>
		<title>Coelacanth/Gauss</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Coelacanth/Gauss&amp;diff=32743"/>
		<updated>2011-01-19T21:22:19Z</updated>

		<summary type="html">&lt;p&gt;Madned: pulled ammo name from ship gauss cannon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:CoelacanthGauss.gif|right]]&lt;br /&gt;
&amp;quot;Gauss technology provides a powerful weapon system for SWS&#039;s. Offering heavy firepower compared with earlier models, and uses proprietary X-Com technology.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Coelacanth/Gauss uses a replica of the same tracked chassis used by the Gas Cannon and Aqua Jet Coelacanths. Therefore it suffers the same limitations as the two earlier SWS.&lt;br /&gt;
&lt;br /&gt;
The Coelacanth/Gauss is vastly superior in that it has a high powered variation of the [[Heavy Gauss]] that can operate in and out of water. It is more powerful than the handheld variant and uses the same rounds used by the craft [[Gauss Cannon]]. However there are some severe ammunition efficiency issues that render the Coelacanth/Gauss considerably expensive to operate in the field. See [[#Notes|Notes]] for more information.&lt;br /&gt;
&lt;br /&gt;
In addition, the research requirement of New Fighter Flying Sub means that by the time the Coelacanth/Gauss is available, the player will likely already have or be closing in on the [[Displacer/Sonic]], which is better in just about every regard (no ammo, better armour, faster, more accurate, more powerful gun, can fly).&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. In &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;, the [[Tank/Laser Cannon]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics == &lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manufacture only. $500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manufacturing Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200 Engineer hours&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Research Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;[[Manta| New Fighter Flying Sub]], [[Gauss Cannon]]&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tracked Tank Stats }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Gauss Cannon&lt;br /&gt;
| ammo=Craft/SWS Gauss Shells&lt;br /&gt;
| damage=120 Gauss&lt;br /&gt;
| stowage=50&lt;br /&gt;
| acquisition=Manufacture&lt;br /&gt;
| buyprice=200&lt;br /&gt;
| sellprice=200&lt;br /&gt;
| aimedaccuracy=85&lt;br /&gt;
| adjaimedaccuracy=51&lt;br /&gt;
| aimedcost=75&lt;br /&gt;
| aimedTU=52&lt;br /&gt;
| snapaccuracy=50&lt;br /&gt;
| adjsnapaccuracy=30&lt;br /&gt;
| snapcost=33&lt;br /&gt;
| snapTU=23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* The Coelacanth/Gauss uses Craft Gauss Cannon rounds, which must be manufactured and are shared with any Gauss Cannons in use at the base.&lt;br /&gt;
* The Coelacanth/Gauss does NOT return any remaining ammo to your stores at the end of a mission.  In addition, when you assign a Coelacanth/Gauss to a troop transport, 50 Craft Gauss Cannon rounds will be immediately deducted.  These rounds cannot be refunded by any means.  If you change your mind about assigning it, deassign it, and then reassign it, the premium will be deducted yet again from your stores.&lt;br /&gt;
** It is theorized the reason for this is because originally, the Coelacanth/Gauss was the [[Tank/Laser Cannon]], which did not require ammo.  In a programming oversight during the creation of TFTD, ammo handling was never properly implemented for the Coelacanth/Gauss.&lt;br /&gt;
* The Coelacanth/Gauss can take advantage of the free-ammo base defence arming bug, but as usual the ammunition is not returned to storage. &lt;br /&gt;
**This suggests that although expensive to operate in the field, the Coelacanth/Gauss can still be used as a cheap throw-away unit for base defence. &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template: Tracked Tank Stats | Tracked Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Submersible Weapons Systems]][[Category:Research (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Displacer_/Sonic&amp;diff=32742</id>
		<title>Displacer /Sonic</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Displacer_/Sonic&amp;diff=32742"/>
		<updated>2011-01-19T21:20:39Z</updated>

		<summary type="html">&lt;p&gt;Madned: oops, messed up buy sell price. corrected&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DisplacerSonic.gif|right]]&lt;br /&gt;
The sonic displacer leverages off Manta technology and vehicle-mounted sonic weapons to provide a small, airborne weapons system of unsurpassed mobility.&lt;br /&gt;
&lt;br /&gt;
The displacer is superior in both armor and agility to the standard tracked chassis, while mounting a powerful sonic cannon in the turret.  In addition to its ability to hover, it can move over 50% faster.  The displacer chassis&#039;s armor is stronger than the standard tank&#039;s, and more uniformly distributed.  In fact, there is only one weak point on the chassis-- its underside-- and even this weak spot is more resilient than the main armor of the standard tank.&lt;br /&gt;
&lt;br /&gt;
The zrbite power source allows the cannon to fire indefinitely without power depletion. It has a HUGE advantage over the man portable Sonic Cannon, it&#039;s Snap Shot only costs 30% TU, which means it can spend 10 TU and still be able to fire 3 times.  &lt;br /&gt;
The weapon has its weaknesses, however.  Primarily it lacks auto-fire capability (Then again, in TFTD, ALL the Sonic weapons lack this), and furthermore the aimed-shot mode requires too much aiming time for too little accuracy.&lt;br /&gt;
&lt;br /&gt;
Like all tanks, its larger size precludes it from moving into confined spaces.  &lt;br /&gt;
However, its sonic weapon and generous ammunition supply allow it to blast open pathways when required.&lt;br /&gt;
&lt;br /&gt;
The research requirements of the tank mean that, by the time the displacer becomes available, commanders will typically have access to high-tech armor and alien weapons.  However, its benefits still compel most commanders to bring along at least one on each mission. Specifically, the Displacer/Sonic&#039;s weapon is the ONLY gun with recharging ammo in the game (besides the drills), they are faster than any soldier (100 TU vs 80 max for soldiers), their side, back and under armour are stronger than even Magnetic Ion Armour, they&#039;re immune to Tentaculat zombification, and they can fly on land missions.&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. In &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;, the [[Hovertank/Plasma]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manufacture only. $850,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manufacturing Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200 Engineer hours, 30 Zrbite and 5 Aqua Plastics&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Research Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sonic Cannon, New Fighter Flying Sub&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hover Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Sonic &lt;br /&gt;
| ammo=Sonic&lt;br /&gt;
| damage=130 Sonic&lt;br /&gt;
| stowage=99&lt;br /&gt;
| acquisition=Manufacture&lt;br /&gt;
| buyprice= n/a&lt;br /&gt;
| sellprice= n/a&lt;br /&gt;
| aimedaccuracy=100&lt;br /&gt;
| adjaimedaccuracy=60&lt;br /&gt;
| aimedcost=60&lt;br /&gt;
| aimedTU=60 &lt;br /&gt;
| snapaccuracy=85&lt;br /&gt;
| adjsnapaccuracy=51&lt;br /&gt;
| snapcost=30&lt;br /&gt;
| snapTU=30 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The sonic beam on the Displacer/Sonic is barely more powerful than the Gauss on the Coelacanth/Gauss (discounting damage type resistances).&lt;br /&gt;
* The sonic beam is exactly equal in power to the Sonic Cannon, unlike the slightly weaker Tank/Plasma vs Heavy Plasma in Enemy Unknown. Furthermore, the severe nerf to the Sonic Cannon&#039;s TU use means even a stationary sniper will often only be able to get 1 snapshot off, whereas the Displacer/Sonic can occasionally get 3 shots off.&lt;br /&gt;
* When on land, the displacer, like all flying units, can avoid physical attacks from [[Calcinite]]s by staying above ground level.&lt;br /&gt;
* Unlike the [[Magnetic Ion Armor]], displacers can fly both in and out of water.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template:Hover Tank Stats|Hover Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Submersible Weapons Systems]][[Category:Research (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Displacer_/P._W._T.&amp;diff=32741</id>
		<title>Displacer /P. W. T.</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Displacer_/P._W._T.&amp;diff=32741"/>
		<updated>2011-01-19T21:18:58Z</updated>

		<summary type="html">&lt;p&gt;Madned: convert turret to template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DisplacerPWT.gif|right]]&lt;br /&gt;
&lt;br /&gt;
The PWT Displacer leverages off Manta technology and a miniaturized Pulse Wave Torpedo Launcher to provide a small, airborne weapons system of unsurpassed mobility nearly identical to the Launcher Hovertank of the last war.&lt;br /&gt;
&lt;br /&gt;
The displacer is superior in both armor and agility to the standard Coelacanth chassis, while mounting a powerful PWT launcher in the turret.  In addition to its ability to hover, it can move over 50% faster.  The displacer chassis&#039;s armor is stronger than the standard SWS, and more uniformly distributed.  In fact, there is only one weak point on the chassis-- its underside-- and even this weak spot is more resilient than the main armor of the standard tank.&lt;br /&gt;
&lt;br /&gt;
The PWT launcher provides powerful fire support that is absolutely immune to psionic attack, and carries 8 shots-- more than a trooper can normally carry. In addition, the automatic ammunition feed on the launcher precludes awkward reloading operations. However, the weapon has its drawbacks. &lt;br /&gt;
&lt;br /&gt;
For one, Pulse Wave Torpedoes must be specifically manufactured for use on this system, and this is costly in [[Zrbite]] and time.  Second, they are not as powerful as the [[Disruptor Pulse Launcher]] and cannot penetrate UFO outer hulls as easily.&lt;br /&gt;
&lt;br /&gt;
However, as one of the only two units which can fly outside of water, the Displacer/PWT sees widespread use, if not quite as widespread as the Displacer/Sonic due to its aquatic-only nature of its weapon.&lt;br /&gt;
&lt;br /&gt;
Like all SWS&#039;s, its larger size precludes it from moving into confined spaces. However, the PWT&#039;s guidance system allows it to direct fire to areas otherwise inaccessible to SWS&#039;s.&lt;br /&gt;
&lt;br /&gt;
The research requirements of the tank mean that, by the time the Displacer becomes available, commanders will typically have access to high-tech armor and alien weapons, making the Displacer less competitive with well-equipped soldiers. &lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. In &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;, the [[Hovertank/Launcher]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manufacture only.  $900,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manufacturing Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1400 Technician hours, 25 Zrbite and 8 Aqua Plastics&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Research Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;New Fighter Flying Sub, PWT Launcher&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hover Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=PWT &lt;br /&gt;
| ammo=Displacer PWT&lt;br /&gt;
| damage=140 High Explosive&lt;br /&gt;
| stowage=8&lt;br /&gt;
| acquisition=Manufacture&lt;br /&gt;
| buyprice=15,000&lt;br /&gt;
| sellprice=31,500&lt;br /&gt;
| aimedaccuracy=100&lt;br /&gt;
| adjaimedaccuracy=n/a&lt;br /&gt;
| aimedcost=66&lt;br /&gt;
| aimedTU=66&lt;br /&gt;
| snapaccuracy= -&lt;br /&gt;
| adjsnapaccuracy= -&lt;br /&gt;
| snapcost= -&lt;br /&gt;
| snapTU= -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*The Displacer/PWT is a good unit to include in base defense even though the aquatic nature of its weapon prevents it from actively participating in the battle. Instead, it can be used as a way to farm Displacer/PWT torpedos due to the free tank arming &amp;lt;s&amp;gt;bug&amp;lt;/s&amp;gt; feature where tanks get a full magazine even if there is insufficient ammo to arm them. &lt;br /&gt;
**To do this, only store the SWS at the base, but no ammo. Keep them alive during a base attack to recover the ammo at the end of the mission. Once recovered, move the ammo out to a base that actively uses the Displacer/PWT in the field.&lt;br /&gt;
*Due to its thick all-round armour and resistance to explosives, the Displacer/PWT has little to fear from its own weapon.  As long as the tank is at least 2 squares away from the centre of the explosion, it will not be damaged.&lt;br /&gt;
* The displacer, like all flying units, can avoid physical attacks like the [[Calcinite]]s by staying above ground level.&lt;br /&gt;
* Unlike the [[Magnetic Ion Armor]], displacers can fly both in and out of water.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template:Hover Tank Stats|Hover Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Submersible Weapons Systems]][[Category:Research (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Displacer_/Sonic&amp;diff=32740</id>
		<title>Displacer /Sonic</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Displacer_/Sonic&amp;diff=32740"/>
		<updated>2011-01-19T21:15:55Z</updated>

		<summary type="html">&lt;p&gt;Madned: /* Vital Statistics */  convert turret to template, needs  sale price&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DisplacerSonic.gif|right]]&lt;br /&gt;
The sonic displacer leverages off Manta technology and vehicle-mounted sonic weapons to provide a small, airborne weapons system of unsurpassed mobility.&lt;br /&gt;
&lt;br /&gt;
The displacer is superior in both armor and agility to the standard tracked chassis, while mounting a powerful sonic cannon in the turret.  In addition to its ability to hover, it can move over 50% faster.  The displacer chassis&#039;s armor is stronger than the standard tank&#039;s, and more uniformly distributed.  In fact, there is only one weak point on the chassis-- its underside-- and even this weak spot is more resilient than the main armor of the standard tank.&lt;br /&gt;
&lt;br /&gt;
The zrbite power source allows the cannon to fire indefinitely without power depletion. It has a HUGE advantage over the man portable Sonic Cannon, it&#039;s Snap Shot only costs 30% TU, which means it can spend 10 TU and still be able to fire 3 times.  &lt;br /&gt;
The weapon has its weaknesses, however.  Primarily it lacks auto-fire capability (Then again, in TFTD, ALL the Sonic weapons lack this), and furthermore the aimed-shot mode requires too much aiming time for too little accuracy.&lt;br /&gt;
&lt;br /&gt;
Like all tanks, its larger size precludes it from moving into confined spaces.  &lt;br /&gt;
However, its sonic weapon and generous ammunition supply allow it to blast open pathways when required.&lt;br /&gt;
&lt;br /&gt;
The research requirements of the tank mean that, by the time the displacer becomes available, commanders will typically have access to high-tech armor and alien weapons.  However, its benefits still compel most commanders to bring along at least one on each mission. Specifically, the Displacer/Sonic&#039;s weapon is the ONLY gun with recharging ammo in the game (besides the drills), they are faster than any soldier (100 TU vs 80 max for soldiers), their side, back and under armour are stronger than even Magnetic Ion Armour, they&#039;re immune to Tentaculat zombification, and they can fly on land missions.&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. In &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;, the [[Hovertank/Plasma]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manufacture only. $850,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manufacturing Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200 Engineer hours, 30 Zrbite and 5 Aqua Plastics&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Research Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sonic Cannon, New Fighter Flying Sub&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hover Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Sonic &lt;br /&gt;
| ammo=Sonic&lt;br /&gt;
| damage=130 Sonic&lt;br /&gt;
| stowage=99&lt;br /&gt;
| acquisition=Manufacture&lt;br /&gt;
| buyprice=850,000&lt;br /&gt;
| sellprice=&lt;br /&gt;
| aimedaccuracy=100&lt;br /&gt;
| adjaimedaccuracy=60&lt;br /&gt;
| aimedcost=60&lt;br /&gt;
| aimedTU=60 &lt;br /&gt;
| snapaccuracy=85&lt;br /&gt;
| adjsnapaccuracy=51&lt;br /&gt;
| snapcost=30&lt;br /&gt;
| snapTU=30 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The sonic beam on the Displacer/Sonic is barely more powerful than the Gauss on the Coelacanth/Gauss (discounting damage type resistances).&lt;br /&gt;
* The sonic beam is exactly equal in power to the Sonic Cannon, unlike the slightly weaker Tank/Plasma vs Heavy Plasma in Enemy Unknown. Furthermore, the severe nerf to the Sonic Cannon&#039;s TU use means even a stationary sniper will often only be able to get 1 snapshot off, whereas the Displacer/Sonic can occasionally get 3 shots off.&lt;br /&gt;
* When on land, the displacer, like all flying units, can avoid physical attacks from [[Calcinite]]s by staying above ground level.&lt;br /&gt;
* Unlike the [[Magnetic Ion Armor]], displacers can fly both in and out of water.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template:Hover Tank Stats|Hover Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Submersible Weapons Systems]][[Category:Research (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Coelacanth/G._Cannon&amp;diff=32739</id>
		<title>Coelacanth/G. Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Coelacanth/G._Cannon&amp;diff=32739"/>
		<updated>2011-01-19T21:12:36Z</updated>

		<summary type="html">&lt;p&gt;Madned: added acquisition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:CoelacanthGasCannon.gif|right]]&lt;br /&gt;
&amp;quot;Automated SWS&#039;s have high manuverability and hull strength. They provide heavy troop support at all depths. SWS&#039;s are re-armed automatically if you have enough ammunition.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is one of the first two [[Submersible Weapons Systems|SWS]]&#039; available to new [[X-COM]] Commanders.&lt;br /&gt;
&lt;br /&gt;
The Coelacanth/Gas Cannon carries (unsurprisingly) a gas cannon that fires powerful [[Weapons#Armour-Piercing|armour-piercing]] rounds. Up to 30 rounds can be loaded for a single mission.&lt;br /&gt;
&lt;br /&gt;
An important advantage over [[Coelacanth/Aqua Jet]] is its ability to operate both underwater and on land. This makes the Coelacanth/Gas Cannon an important asset, especially in early terror missions.&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. In &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;, the [[Tank/Cannon]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$420,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tracked Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Cannon&lt;br /&gt;
| ammo=Solid Harpoon Bolts&lt;br /&gt;
| damage=50 Armour Piercing&lt;br /&gt;
| stowage=30&lt;br /&gt;
| acquisition=Purchase&lt;br /&gt;
| buyprice=200&lt;br /&gt;
| sellprice=100&lt;br /&gt;
| aimedaccuracy=90&lt;br /&gt;
| adjaimedaccuracy=54&lt;br /&gt;
| aimedcost=80&lt;br /&gt;
| aimedTU=56&lt;br /&gt;
| snapaccuracy=60&lt;br /&gt;
| adjsnapaccuracy=36&lt;br /&gt;
| snapcost=33&lt;br /&gt;
| snapTU=23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template: Tracked Tank Stats | Tracked Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Submersible Weapons Systems]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Coelacanth/Aqua_Jet&amp;diff=32738</id>
		<title>Coelacanth/Aqua Jet</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Coelacanth/Aqua_Jet&amp;diff=32738"/>
		<updated>2011-01-19T21:12:01Z</updated>

		<summary type="html">&lt;p&gt;Madned: add acquisition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:CoelacanthAquaJet.gif|right]]&lt;br /&gt;
&amp;quot;This submersible is armed with Aqua-Jet torpedoes. This weapon system only functions underwater. Ensure stores are well stocked with Aqua-Jet Torpedoes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is one of the first two [[:Category:Submersible Weapons Systems|SWS]]s available to new [[X-COM]] Commanders. &lt;br /&gt;
&lt;br /&gt;
This SWS launches explosive torpedoes toward the enemy that explode on contact with a solid object - be it an enemy unit or a wall. These torpedoes are as powerful as the large torpedoes used by the [[Torpedo Launcher]]. &lt;br /&gt;
&lt;br /&gt;
While it has heavy firepower, the Coelacanth/Aqua Jet tends not to see much use, for a couple of reasons. Firstly, it cannot fire on land, where heavy firepower is most needed in the early game. Secondly, it is superseded by the [[Displacer/Sonic]].&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. In &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;, the [[Tank/Rocket Launcher]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$480,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tracked Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Torpedo Launcher&lt;br /&gt;
| ammo=Aqua Jet Missiles&lt;br /&gt;
| damage=90 High Explosive&lt;br /&gt;
| stowage=8&lt;br /&gt;
| acquisition=Purchase&lt;br /&gt;
| buyprice=3,000&lt;br /&gt;
| sellprice=2,250&lt;br /&gt;
| aimedaccuracy=115&lt;br /&gt;
| adjaimedaccuracy=69&lt;br /&gt;
| aimedcost=75&lt;br /&gt;
| aimedTU=52&lt;br /&gt;
| snapaccuracy=55&lt;br /&gt;
| adjsnapaccuracy=33&lt;br /&gt;
| snapcost=45&lt;br /&gt;
| snapTU=31&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* While the Coelacanth/Aqua Jet can spawn during Terror Missions and Base Defense Missions, it cannot fire except with reaction fire.  Given the horrendous reaction stats of the tank, it is best used as a doorstop, scout, or shield for more valuable units in such circumstances. If it does happen to reaction fire, count it as a lucky bonus. Note though that the Reaction Fired Aqua Jet is actually a viable weapon on your early Terror Missions. Since the heavy armor allows the tank to quite easily survive Sonic Pistol shots, the Coelacanth/Aqua Jet has a much much better chance of surviving alien fire and returning fire than an Aquanaut armed with a Torpedo Launcher.&lt;br /&gt;
* As with the [[Coelacanth/G. Cannon|Coelacanth/Gas Cannon]], [[Coelacanth/Gauss]] and the Displacer/PWT, the Coelacanth/Aqua Jet can benefit from the base defence free-arming bug. Although it cannot use the ammo, you will be able to keep the ammo by mission&#039;s end if it manages to survive.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template:Tracked Tank Stats|Tracked Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Submersible Weapons Systems]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Coelacanth/Gauss&amp;diff=32737</id>
		<title>Coelacanth/Gauss</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Coelacanth/Gauss&amp;diff=32737"/>
		<updated>2011-01-19T21:11:14Z</updated>

		<summary type="html">&lt;p&gt;Madned: convert turret to template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:CoelacanthGauss.gif|right]]&lt;br /&gt;
&amp;quot;Gauss technology provides a powerful weapon system for SWS&#039;s. Offering heavy firepower compared with earlier models, and uses proprietary X-Com technology.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Coelacanth/Gauss uses a replica of the same tracked chassis used by the Gas Cannon and Aqua Jet Coelacanths. Therefore it suffers the same limitations as the two earlier SWS.&lt;br /&gt;
&lt;br /&gt;
The Coelacanth/Gauss is vastly superior in that it has a high powered variation of the [[Heavy Gauss]] that can operate in and out of water. It is more powerful than the handheld variant and uses the same rounds used by the craft [[Gauss Cannon]]. However there are some severe ammunition efficiency issues that render the Coelacanth/Gauss considerably expensive to operate in the field. See [[#Notes|Notes]] for more information.&lt;br /&gt;
&lt;br /&gt;
In addition, the research requirement of New Fighter Flying Sub means that by the time the Coelacanth/Gauss is available, the player will likely already have or be closing in on the [[Displacer/Sonic]], which is better in just about every regard (no ammo, better armour, faster, more accurate, more powerful gun, can fly).&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. In &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;, the [[Tank/Laser Cannon]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics == &lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manufacture only. $500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manufacturing Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200 Engineer hours&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Research Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;[[Manta| New Fighter Flying Sub]], [[Gauss Cannon]]&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tracked Tank Stats }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Gauss Cannon&lt;br /&gt;
| ammo=Gauss Beam&lt;br /&gt;
| damage=120 Gauss&lt;br /&gt;
| stowage=50&lt;br /&gt;
| acquisition=Manufacture&lt;br /&gt;
| buyprice=200&lt;br /&gt;
| sellprice=200&lt;br /&gt;
| aimedaccuracy=85&lt;br /&gt;
| adjaimedaccuracy=51&lt;br /&gt;
| aimedcost=75&lt;br /&gt;
| aimedTU=52&lt;br /&gt;
| snapaccuracy=50&lt;br /&gt;
| adjsnapaccuracy=30&lt;br /&gt;
| snapcost=33&lt;br /&gt;
| snapTU=23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* The Coelacanth/Gauss uses Craft Gauss Cannon rounds, which must be manufactured and are shared with any Gauss Cannons in use at the base.&lt;br /&gt;
* The Coelacanth/Gauss does NOT return any remaining ammo to your stores at the end of a mission.  In addition, when you assign a Coelacanth/Gauss to a troop transport, 50 Craft Gauss Cannon rounds will be immediately deducted.  These rounds cannot be refunded by any means.  If you change your mind about assigning it, deassign it, and then reassign it, the premium will be deducted yet again from your stores.&lt;br /&gt;
** It is theorized the reason for this is because originally, the Coelacanth/Gauss was the [[Tank/Laser Cannon]], which did not require ammo.  In a programming oversight during the creation of TFTD, ammo handling was never properly implemented for the Coelacanth/Gauss.&lt;br /&gt;
* The Coelacanth/Gauss can take advantage of the free-ammo base defence arming bug, but as usual the ammunition is not returned to storage. &lt;br /&gt;
**This suggests that although expensive to operate in the field, the Coelacanth/Gauss can still be used as a cheap throw-away unit for base defence. &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template: Tracked Tank Stats | Tracked Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Submersible Weapons Systems]][[Category:Research (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:HWPturret&amp;diff=32736</id>
		<title>Template:HWPturret</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:HWPturret&amp;diff=32736"/>
		<updated>2011-01-19T21:10:14Z</updated>

		<summary type="html">&lt;p&gt;Madned: added acquisition field to specify label purchase or manufacture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{stdTable }}&lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;{{{type}}} Turret Specifications&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; {{stdTable Sub Heading}} | &#039;&#039;&#039;Ammunition&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Type &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{ammo}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Damage &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{damage}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rounds &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{stowage}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{{acquisition}}} Price&lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;${{{buyprice}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sale Price &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;${{{sellprice}}}&#039;&#039;&#039;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Firing Modes&#039;&#039;&#039; &lt;br /&gt;
| Accuracy&lt;br /&gt;
| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Aimed &lt;br /&gt;
| &#039;&#039;&#039;{{{aimedaccuracy}}}%&#039;&#039;&#039;({{{adjaimedaccuracy}}}%) &lt;br /&gt;
| &#039;&#039;&#039;{{{aimedcost}}}%&#039;&#039;&#039;({{{aimedTU}}}) &lt;br /&gt;
|-&lt;br /&gt;
| Snap &lt;br /&gt;
| &#039;&#039;&#039;{{{snapaccuracy}}}%&#039;&#039;&#039;({{{adjsnapaccuracy}}}%) &lt;br /&gt;
| &#039;&#039;&#039;{{{snapcost}}}%&#039;&#039;&#039;({{{snapTU}}}) &lt;br /&gt;
|- &lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &amp;lt;small&amp;gt;Numbers in parenthesis are the actual values after modified by the chassis&#039; abilities. &amp;lt;br /&amp;gt;Actual costs are in fixed [[Time Units]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
table for Heavy Weapon Platform Turret.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=&lt;br /&gt;
| ammo=&lt;br /&gt;
| damage=&lt;br /&gt;
| stowage=&lt;br /&gt;
| acquisition=&lt;br /&gt;
| buyprice=&lt;br /&gt;
| sellprice=&lt;br /&gt;
| aimedaccuracy=&lt;br /&gt;
| adjaimedaccuracy=&lt;br /&gt;
| aimedcost=&lt;br /&gt;
| aimedTU=&lt;br /&gt;
| snapaccuracy=&lt;br /&gt;
| adjsnapaccuracy=&lt;br /&gt;
| snapcost=&lt;br /&gt;
| snapTU=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Coelacanth/Aqua_Jet&amp;diff=32735</id>
		<title>Coelacanth/Aqua Jet</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Coelacanth/Aqua_Jet&amp;diff=32735"/>
		<updated>2011-01-19T21:06:12Z</updated>

		<summary type="html">&lt;p&gt;Madned: converted turret to template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:CoelacanthAquaJet.gif|right]]&lt;br /&gt;
&amp;quot;This submersible is armed with Aqua-Jet torpedoes. This weapon system only functions underwater. Ensure stores are well stocked with Aqua-Jet Torpedoes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is one of the first two [[:Category:Submersible Weapons Systems|SWS]]s available to new [[X-COM]] Commanders. &lt;br /&gt;
&lt;br /&gt;
This SWS launches explosive torpedoes toward the enemy that explode on contact with a solid object - be it an enemy unit or a wall. These torpedoes are as powerful as the large torpedoes used by the [[Torpedo Launcher]]. &lt;br /&gt;
&lt;br /&gt;
While it has heavy firepower, the Coelacanth/Aqua Jet tends not to see much use, for a couple of reasons. Firstly, it cannot fire on land, where heavy firepower is most needed in the early game. Secondly, it is superseded by the [[Displacer/Sonic]].&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. In &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;, the [[Tank/Rocket Launcher]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$480,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tracked Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Torpedo Launcher&lt;br /&gt;
| ammo=Aqua Jet Missiles&lt;br /&gt;
| damage=90 High Explosive&lt;br /&gt;
| stowage=8&lt;br /&gt;
| buyprice=3,000&lt;br /&gt;
| sellprice=2,250&lt;br /&gt;
| aimedaccuracy=115&lt;br /&gt;
| adjaimedaccuracy=69&lt;br /&gt;
| aimedcost=75&lt;br /&gt;
| aimedTU=52&lt;br /&gt;
| snapaccuracy=55&lt;br /&gt;
| adjsnapaccuracy=33&lt;br /&gt;
| snapcost=45&lt;br /&gt;
| snapTU=31&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* While the Coelacanth/Aqua Jet can spawn during Terror Missions and Base Defense Missions, it cannot fire except with reaction fire.  Given the horrendous reaction stats of the tank, it is best used as a doorstop, scout, or shield for more valuable units in such circumstances. If it does happen to reaction fire, count it as a lucky bonus. Note though that the Reaction Fired Aqua Jet is actually a viable weapon on your early Terror Missions. Since the heavy armor allows the tank to quite easily survive Sonic Pistol shots, the Coelacanth/Aqua Jet has a much much better chance of surviving alien fire and returning fire than an Aquanaut armed with a Torpedo Launcher.&lt;br /&gt;
* As with the [[Coelacanth/G. Cannon|Coelacanth/Gas Cannon]], [[Coelacanth/Gauss]] and the Displacer/PWT, the Coelacanth/Aqua Jet can benefit from the base defence free-arming bug. Although it cannot use the ammo, you will be able to keep the ammo by mission&#039;s end if it manages to survive.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template:Tracked Tank Stats|Tracked Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Submersible Weapons Systems]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:HWPturret&amp;diff=32734</id>
		<title>Template:HWPturret</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:HWPturret&amp;diff=32734"/>
		<updated>2011-01-19T21:03:52Z</updated>

		<summary type="html">&lt;p&gt;Madned: update doco&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{stdTable }}&lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;{{{type}}} Turret Specifications&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; {{stdTable Sub Heading}} | &#039;&#039;&#039;Ammunition&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Type &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{ammo}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Damage &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{damage}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rounds &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{stowage}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Purchase Price &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;${{{buyprice}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sale Price &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;${{{sellprice}}}&#039;&#039;&#039;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Firing Modes&#039;&#039;&#039; &lt;br /&gt;
| Accuracy&lt;br /&gt;
| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Aimed &lt;br /&gt;
| &#039;&#039;&#039;{{{aimedaccuracy}}}%&#039;&#039;&#039;({{{adjaimedaccuracy}}}%) &lt;br /&gt;
| &#039;&#039;&#039;{{{aimedcost}}}%&#039;&#039;&#039;({{{aimedTU}}}) &lt;br /&gt;
|-&lt;br /&gt;
| Snap &lt;br /&gt;
| &#039;&#039;&#039;{{{snapaccuracy}}}%&#039;&#039;&#039;({{{adjsnapaccuracy}}}%) &lt;br /&gt;
| &#039;&#039;&#039;{{{snapcost}}}%&#039;&#039;&#039;({{{snapTU}}}) &lt;br /&gt;
|- &lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &amp;lt;small&amp;gt;Numbers in parenthesis are the actual values after modified by the chassis&#039; abilities. &amp;lt;br /&amp;gt;Actual costs are in fixed [[Time Units]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
table for Heavy Weapon Platform Turret.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=&lt;br /&gt;
| ammo=&lt;br /&gt;
| damage=&lt;br /&gt;
| stowage=&lt;br /&gt;
| buyprice=&lt;br /&gt;
| sellprice=&lt;br /&gt;
| aimedaccuracy=&lt;br /&gt;
| adjaimedaccuracy=&lt;br /&gt;
| aimedcost=&lt;br /&gt;
| aimedTU=&lt;br /&gt;
| snapaccuracy=&lt;br /&gt;
| adjsnapaccuracy=&lt;br /&gt;
| snapcost=&lt;br /&gt;
| snapTU=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Coelacanth/G._Cannon&amp;diff=32733</id>
		<title>Coelacanth/G. Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Coelacanth/G._Cannon&amp;diff=32733"/>
		<updated>2011-01-19T21:03:03Z</updated>

		<summary type="html">&lt;p&gt;Madned: /* Vital Statistics */ converted turret to template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:CoelacanthGasCannon.gif|right]]&lt;br /&gt;
&amp;quot;Automated SWS&#039;s have high manuverability and hull strength. They provide heavy troop support at all depths. SWS&#039;s are re-armed automatically if you have enough ammunition.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is one of the first two [[Submersible Weapons Systems|SWS]]&#039; available to new [[X-COM]] Commanders.&lt;br /&gt;
&lt;br /&gt;
The Coelacanth/Gas Cannon carries (unsurprisingly) a gas cannon that fires powerful [[Weapons#Armour-Piercing|armour-piercing]] rounds. Up to 30 rounds can be loaded for a single mission.&lt;br /&gt;
&lt;br /&gt;
An important advantage over [[Coelacanth/Aqua Jet]] is its ability to operate both underwater and on land. This makes the Coelacanth/Gas Cannon an important asset, especially in early terror missions.&lt;br /&gt;
&lt;br /&gt;
This weapons system is used in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. In &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;, the [[Tank/Cannon]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$420,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tracked Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Cannon&lt;br /&gt;
| ammo=Solid Harpoon Bolts&lt;br /&gt;
| damage=50 Armour Piercing&lt;br /&gt;
| stowage=30&lt;br /&gt;
| buyprice=200&lt;br /&gt;
| sellprice=100&lt;br /&gt;
| aimedaccuracy=90&lt;br /&gt;
| adjaimedaccuracy=54&lt;br /&gt;
| aimedcost=80&lt;br /&gt;
| aimedTU=56&lt;br /&gt;
| snapaccuracy=60&lt;br /&gt;
| adjsnapaccuracy=36&lt;br /&gt;
| snapcost=33&lt;br /&gt;
| snapTU=23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template: Tracked Tank Stats | Tracked Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Submersible Weapons Systems]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:HWPturret&amp;diff=32732</id>
		<title>Template:HWPturret</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:HWPturret&amp;diff=32732"/>
		<updated>2011-01-19T21:01:11Z</updated>

		<summary type="html">&lt;p&gt;Madned: adjusted vertical spacing bottom note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{stdTable }}&lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;{{{type}}} Turret Specifications&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; {{stdTable Sub Heading}} | &#039;&#039;&#039;Ammunition&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Type &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{ammo}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Damage &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{damage}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rounds &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{stowage}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Purchase Price &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;${{{buyprice}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sale Price &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;${{{sellprice}}}&#039;&#039;&#039;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Firing Modes&#039;&#039;&#039; &lt;br /&gt;
| Accuracy&lt;br /&gt;
| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Aimed &lt;br /&gt;
| &#039;&#039;&#039;{{{aimedaccuracy}}}%&#039;&#039;&#039;({{{adjaimedaccuracy}}}%) &lt;br /&gt;
| &#039;&#039;&#039;{{{aimedcost}}}%&#039;&#039;&#039;({{{aimedTU}}}) &lt;br /&gt;
|-&lt;br /&gt;
| Snap &lt;br /&gt;
| &#039;&#039;&#039;{{{snapaccuracy}}}%&#039;&#039;&#039;({{{adjsnapaccuracy}}}%) &lt;br /&gt;
| &#039;&#039;&#039;{{{snapcost}}}%&#039;&#039;&#039;({{{snapTU}}}) &lt;br /&gt;
|- &lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &amp;lt;small&amp;gt;Numbers in parenthesis are the actual values after modified by the chassis&#039; abilities. &amp;lt;br /&amp;gt;Actual costs are in fixed [[Time Units]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
table for Heavy Weapon Platform Turret.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=&lt;br /&gt;
| ammo=&lt;br /&gt;
| damage=&lt;br /&gt;
| buyprice=&lt;br /&gt;
| sellprice=&lt;br /&gt;
| aimedaccuracy=&lt;br /&gt;
| adjaimedaccuracy=&lt;br /&gt;
| aimedcost=&lt;br /&gt;
| aimedTU=&lt;br /&gt;
| snapaccuracy=&lt;br /&gt;
| adjsnapaccuracy=&lt;br /&gt;
| snapcost=&lt;br /&gt;
| snapTU=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:HWPturret&amp;diff=32731</id>
		<title>Template:HWPturret</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:HWPturret&amp;diff=32731"/>
		<updated>2011-01-19T20:59:37Z</updated>

		<summary type="html">&lt;p&gt;Madned: oops typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{stdTable }}&lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;{{{type}}} Turret Specifications&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; {{stdTable Sub Heading}} | &#039;&#039;&#039;Ammunition&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Type &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{ammo}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Damage &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{damage}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rounds &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{stowage}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Purchase Price &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;${{{buyprice}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sale Price &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;${{{sellprice}}}&#039;&#039;&#039;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Firing Modes&#039;&#039;&#039; &lt;br /&gt;
| Accuracy&lt;br /&gt;
| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Aimed &lt;br /&gt;
| &#039;&#039;&#039;{{{aimedaccuracy}}}%&#039;&#039;&#039;({{{adjaimedaccuracy}}}%) &lt;br /&gt;
| &#039;&#039;&#039;{{{aimedcost}}}%&#039;&#039;&#039;({{{aimedTU}}}) &lt;br /&gt;
|-&lt;br /&gt;
| Snap &lt;br /&gt;
| &#039;&#039;&#039;{{{snapaccuracy}}}%&#039;&#039;&#039;({{{adjsnapaccuracy}}}%) &lt;br /&gt;
| &#039;&#039;&#039;{{{snapcost}}}%&#039;&#039;&#039;({{{snapTU}}}) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &amp;lt;small&amp;gt;Numbers in parenthesis are the actual values after modified by the chassis&#039; abilities. &amp;lt;br /&amp;gt;Actual costs are in fixed [[Time Units]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
table for Heavy Weapon Platform Turret.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=&lt;br /&gt;
| ammo=&lt;br /&gt;
| damage=&lt;br /&gt;
| buyprice=&lt;br /&gt;
| sellprice=&lt;br /&gt;
| aimedaccuracy=&lt;br /&gt;
| adjaimedaccuracy=&lt;br /&gt;
| aimedcost=&lt;br /&gt;
| aimedTU=&lt;br /&gt;
| snapaccuracy=&lt;br /&gt;
| adjsnapaccuracy=&lt;br /&gt;
| snapcost=&lt;br /&gt;
| snapTU=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:HWPturret&amp;diff=32730</id>
		<title>Template:HWPturret</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:HWPturret&amp;diff=32730"/>
		<updated>2011-01-19T20:58:02Z</updated>

		<summary type="html">&lt;p&gt;Madned: start HWP turret template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{stdTable }}&lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;{{{type}}} Turret Specifications&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; {{stdTable Sub Heading}} | &#039;&#039;&#039;Ammunition&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Type &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{ammmo}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Damage &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{damage}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rounds &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;{{{stowage}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Purchase Price &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;${{{buyprice}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sale Price &lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | &#039;&#039;&#039;${{{sellprice}}}&#039;&#039;&#039;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Firing Modes&#039;&#039;&#039; &lt;br /&gt;
| Accuracy&lt;br /&gt;
| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Aimed &lt;br /&gt;
| &#039;&#039;&#039;{{{aimedaccuracy}}}%&#039;&#039;&#039;({{{adjaimedaccuracy}}}%) &lt;br /&gt;
| &#039;&#039;&#039;{{{aimedcost}}}%&#039;&#039;&#039;({{{aimedTU}}}) &lt;br /&gt;
|-&lt;br /&gt;
| Snap &lt;br /&gt;
| &#039;&#039;&#039;{{{snapaccuracy}}}%&#039;&#039;&#039;({{{adjsnapaccuracy}}}%) &lt;br /&gt;
| &#039;&#039;&#039;{{{snapcost}}}%&#039;&#039;&#039;({{{snapTU}}}) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &amp;lt;small&amp;gt;Numbers in parenthesis are the actual values after modified by the chassis&#039; abilities. &amp;lt;br /&amp;gt;Actual costs are in fixed [[Time Units]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
table for Heavy Weapon Platform Turret.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=&lt;br /&gt;
| ammo=&lt;br /&gt;
| damage=&lt;br /&gt;
| buyprice=&lt;br /&gt;
| sellprice=&lt;br /&gt;
| aimedaccuracy=&lt;br /&gt;
| adjaimedaccuracy=&lt;br /&gt;
| aimedcost=&lt;br /&gt;
| aimedTU=&lt;br /&gt;
| snapaccuracy=&lt;br /&gt;
| adjsnapaccuracy=&lt;br /&gt;
| snapcost=&lt;br /&gt;
| snapTU=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sonic_Pistol_vs_Sonic_Blasta_Rifle&amp;diff=32729</id>
		<title>Sonic Pistol vs Sonic Blasta Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sonic_Pistol_vs_Sonic_Blasta_Rifle&amp;diff=32729"/>
		<updated>2011-01-19T19:58:47Z</updated>

		<summary type="html">&lt;p&gt;Madned: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comparison between Sonic Pistols and Sonic Rifles comes down to a matter of efficiency. In a situation where Sonic Rifle clips are in abundance, using the Blasta Rifle as a mainstay weapon is an extremely effective choice even until the endgame, due to the fact that they possess just enough extra firepower over a pistol to bring down tougher aliens in a single round of fire from one soldier, and do so with an extremely high degree of accuracy. Pistols are effective, but not as effective, except when fired far more often, due to a slightly lowered damage and accuracy. Both are excessively strong against Aquatoids, but against Gillmen the Rifle&#039;s increased firepower gives it an edge in efficiency. The advantage both have over the Sonic Cannon is increased rate of fire. You can rarely expect to get more than a single shot from a Cannon per turn, and on most targets that single shot is either overkill or not quite enough, and multiple shots from the weaker weapons actually provide more firepower per turn.&lt;br /&gt;
&lt;br /&gt;
In total firepower per turn, with minor movement, you can expect three snapshots from a Pistol, two from a Rifle, and one from a Cannon. In terms of accurate fire, the rifle provides slightly better accuracy while allowing for minor movement, and also offers an extremely accurate Aimed shot. The Blasta sits between the accuracy of the Sonic Cannon and the raw per-turn firepower of the Sonic Pistol.  Depending on the accuracy of the soldier in question, either of the two extremes may be preferable, but the Rifle is a dependable and accurate, with enough shots per turn to account for a miss, and enough accuracy at a low TU cost to give the mobility needed to fire from cover.&lt;br /&gt;
&lt;br /&gt;
Rarely does the supply of Blasta clips dry up in the conflict. However, should ammunition stores for the pistol and rifle become low enough that they must be engineered, and it is decided not to replace them with Sonic Cannons, it&#039;s a common choice to give up the Rifle and make Sonic Pistol ammo instead. A rifle clip costs 2 Zrbite to create, and yields 15 shots in a rifle, while a pistol clip costs 1 Zrbite and yields 20 shots.  For the same amount of Zrbite, you choose between 15 and 40 shots, which makes the decision fairly clear as to which is the most cost effective. Even with the Pistol&#039;s lower accuracy and reduction in firepower requiring extra shots be taken, that is more than double the amount of shots of two weapons with nearly identical firepower.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Weapon Analysis]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sonic_Cannon&amp;diff=32728</id>
		<title>Sonic Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sonic_Cannon&amp;diff=32728"/>
		<updated>2011-01-19T19:31:04Z</updated>

		<summary type="html">&lt;p&gt;Madned: deploy weapon template &amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt; are cool&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
{{Ref Open}}&lt;br /&gt;
&#039;&#039;&#039;Sonic Cannon Official Entry&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-indent:1em;&amp;quot;&amp;gt;&#039;&#039;&amp;quot;The Sonic Cannon is the most potent of the Sonic weapons family. Featuring a higher range audio oscillator and a larger reverberation chamber than the [[Sonic-Blasta Rifle|Blasta]]. The Cannon also has a pulse detonation system that alters the ultra-sonic wave by modulation to produce a more effective Sonic Shock.&amp;quot;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Ref Close | Source: Terror From The Deep Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Sonic Cannon&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight =&lt;br /&gt;
| grip =Two Handed&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| weaponimage = [[Image:SonicCannon.gif|64px]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 80&lt;br /&gt;
| acc_aim = 115&lt;br /&gt;
| fcost_auto = -&lt;br /&gt;
| fcost_snap = 50&lt;br /&gt;
| fcost_aim = 70&lt;br /&gt;
| saleprice = 171600&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Manufacturing|122000|1000|4|1 Aqua Plastics}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
* Sonic Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Very High Power &lt;br /&gt;
* Very High Accuracy &lt;br /&gt;
* Recoverable &lt;br /&gt;
* Very common&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Very Slow&lt;br /&gt;
* Heavy&lt;br /&gt;
* Cumbersome&lt;br /&gt;
* Low Ammunition&lt;br /&gt;
* Zrbite for ammo manufacture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sonic Cannon is the last of the hand-held sonic weapons. It is the workhorse of the aquatic alien invaders and is capable of dealing a superfluous amounts of damage. &lt;br /&gt;
&lt;br /&gt;
In general function, the Sonic Cannon is a very high powered sniping weapon. &lt;br /&gt;
&lt;br /&gt;
The Sonic Cannon benefits mainly from its very high snap and aimed accuracy as well as its ability to deal very high damage per round fired. On the other hand it carries the least ammunition amongst the Sonic Weapons and is slow, heavy and cumbersome to handle. With these extreme positive and negative attributes, this weapon can be classified as a &#039;heavy weapon&#039;. &lt;br /&gt;
&lt;br /&gt;
A common trait shared amongst the Sonic weapons is a lack of autofire. &lt;br /&gt;
&lt;br /&gt;
Unlike its predecessors, the Sonic Cannon eventually becomes the standard issue weapon that is carried by the bulk of the alien forces. Due to its prolific nature, the cannon and its ammunition can easily be obtained from fallen aliens during many battles. There will rarely be an ammunition shortage of Cannon Power Clips throughout the campaign. This greatly assists with the Cannon Power Clip&#039;s otherwise low ammunition capacity and high [[Zrbite]] production cost. In effect, the cannon and its ammunition almost never need to be manufactured. &lt;br /&gt;
&lt;br /&gt;
Overall the Sonic Cannon is a very powerful weapon, but its various limitations do not make it a particularly suitable weapon to arm the entire squad on its own. The Sonic Cannon greatly hampers the shooter&#039;s mobility with its high [[Time Unit]] expenditure, and the shooter is often heavily exhausted after firing just one shot. This is a disastrous situation to be put into if caught in close quarter combat. On the other hand, from a sniping perspective, there are few weapons bar the [[Thermal Shok Launcher]] that can equal the Sonic Cannon&#039;s ability to snipe in a straight line. &lt;br /&gt;
&lt;br /&gt;
Very strong aquanauts with good accuracy can take a more extreme approach to the use of the Sonic Cannon. It can, in effect, be used like an over sized Sonic Pistol and used with other weapons or tools held out at the same time to provide that extra little bit of oomph at crucial moments. This works because the naturally high accuracy of the Sonic Cannon mitigates much of the accuracy penalty. The drills in particular are an excellent accompaniment for the Sonic Cannon, filling in the Sonic Cannon&#039;s close quarter combat limitations. &lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Heavy Plasma]].&lt;br /&gt;
&lt;br /&gt;
==Sonic Cannon Clip==&lt;br /&gt;
{{Ref Open}}&lt;br /&gt;
&#039;&#039;&#039;Cannon Power Clip Official Entry&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-indent:1em;&amp;quot;&amp;gt;&#039;&#039;&amp;quot;This compact device is used as ammunition for a Heavy Sonic Gun. It contains a small quantity of [[Zrbite]].&amp;quot;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Ref Close | Source: Terror From The Deep Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Sonic Cannon&lt;br /&gt;
| ammo = Sonic Cannon Clip&lt;br /&gt;
| weight =&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = [[Image:SonicCannonClip.gif|64px]]&lt;br /&gt;
| damage = 130 Sonic&lt;br /&gt;
| capacity = 10&lt;br /&gt;
| saleprice = 9590&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Manufacturing|6000|80|4|3 Zrbite}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
These are the source of ammunition for the Sonic-Cannon. It is powered by Zrbite, and needs 3 units of it to be created.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Cannon&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 2 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 80% Snapshot&lt;br /&gt;
** 115% Aimed&lt;br /&gt;
&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 50% Snapshot&lt;br /&gt;
** 70% Aimed&lt;br /&gt;
&lt;br /&gt;
* Selling Cost: $171,600&lt;br /&gt;
* Build Cost: $122,000 plus:&lt;br /&gt;
** Technician Hrs: 1000&lt;br /&gt;
** Workshop Space: 4&lt;br /&gt;
** Aqua Plastics: 1&lt;br /&gt;
** Zrbite: 0&lt;br /&gt;
&lt;br /&gt;
==Ammo Statistics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Cannon Clip&#039;&#039;&#039;&lt;br /&gt;
* Size: 1 high x 1 wide&lt;br /&gt;
* Damage: 130 Sonic&lt;br /&gt;
* Ammo Capacity: 10&lt;br /&gt;
* Selling Cost: $9,590&lt;br /&gt;
* Build Cost: $6,000 plus:&lt;br /&gt;
** Technician Hrs: 80&lt;br /&gt;
** Workshop Space: 4&lt;br /&gt;
** Aqua Plastics: 0&lt;br /&gt;
** Zrbite: 3&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Cannon Power Clip]]&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Sonic Pistol]]&lt;br /&gt;
* [[Sonic-Blasta Rifle]]&lt;br /&gt;
* [[Heavy Plasma vs Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Gauss&amp;diff=32727</id>
		<title>Heavy Gauss</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Gauss&amp;diff=32727"/>
		<updated>2011-01-19T19:20:40Z</updated>

		<summary type="html">&lt;p&gt;Madned: moved gauss damage key feature from con to key&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
{{Ref Open}}&lt;br /&gt;
&#039;&#039;&#039;Heavy Gauss Official Entry&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-indent:1em;&amp;quot;&amp;gt;&#039;&#039;&amp;quot;The heavy Gauss is cumbersome, but extremely effective. It operates with 3 particle accelerators and is virtually unstoppable. The anti-proton stream is confined inside a Gallium Arsenide shell that implodes on impact releasing the anti-matter.&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Ref Close | Source: Terror From The Deep Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon = Heavy Gauss&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight =&lt;br /&gt;
| grip = Two Handed&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| weaponimage = [[Image:Heavy_gauss.gif]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 50&lt;br /&gt;
| acc_aim = 90&lt;br /&gt;
| fcost_auto = -&lt;br /&gt;
| fcost_snap = 40&lt;br /&gt;
| fcost_aim = 80&lt;br /&gt;
| saleprice = 61000&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Manufacturing|32000|700|4| -}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Gauss&lt;br /&gt;
| ammo = Heavy Gauss Clip&lt;br /&gt;
| weight =&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = [[Image:Heavy_gauss_clip.gif]]&lt;br /&gt;
| damage = 75 Gauss Beam&lt;br /&gt;
| capacity = 10&lt;br /&gt;
| saleprice = 3220&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Manufacturing|4000|70|4| -}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
* Gauss Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Moderate Accuracy&lt;br /&gt;
* High Power&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Heavy&lt;br /&gt;
* Bulky&lt;br /&gt;
* Slow&lt;br /&gt;
* Low Ammo &lt;br /&gt;
* Manufactured&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Heavy Gauss is a slow but powerful cannon that deals heavy Gauss damage. It is Gauss technology&#039;s answer to the [[Gas Cannon]] (GC-AP). &lt;br /&gt;
&lt;br /&gt;
The Heavy Gauss very closely matches the Gas Cannon in performance, although snapshots are less accurate and aimed shots are slower to perform. In return, it has greater stopping power and a larger ammunition supply.  &lt;br /&gt;
&lt;br /&gt;
While a formidable weapon in its own right, the Heavy Gauss does not curry much favour amongst many X-COM players for a large number of reasons. Though they are beyond the scope of this article, the most common reason is probably the huge performance disparity of the Heavy Gauss against the Sonic weapons and its [[Gauss Rifle|predecessor]]. &lt;br /&gt;
&lt;br /&gt;
To its credit, the Heavy Gauss is easy and relatively cheap to manufacture and does not need exotic materials. It is a necessary stepping stone for the highly profitable craft [[Gauss Cannon]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Gauss weapons must be manufactured &lt;br /&gt;
&lt;br /&gt;
Prior to the Sonic weapons, the Heavy Gauss makes a good early-game replacement for the Gas Cannon&#039;s armour piercing role. This leaves the Gas Cannon free to work with high explosive or phosphor rounds. &lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Heavy Laser]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Gauss&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 2 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 50% Snapshot&lt;br /&gt;
** 90% Aimed&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 40% Snapshot&lt;br /&gt;
** 80% Aimed&lt;br /&gt;
* Selling Cost: $61,000&lt;br /&gt;
* Build Cost: $32,000&lt;br /&gt;
** 700 Technician Hours&lt;br /&gt;
** Required Workspace: 4&lt;br /&gt;
&lt;br /&gt;
==Ammo Statistics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Gauss Clip&#039;&#039;&#039;&lt;br /&gt;
* Size: 1 high x 1 wide&lt;br /&gt;
* Damage: 75 Gauss Beam&lt;br /&gt;
* Ammo Capacity: 10&lt;br /&gt;
* Selling Cost: $3,220&lt;br /&gt;
* Build Cost: $4,000&lt;br /&gt;
** 70 Technician Hours&lt;br /&gt;
** Required Workspace: 4&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
&lt;br /&gt;
* Prerequisite for the [[Gauss Cannon]] submarine weapon. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Gauss Pistol]]&lt;br /&gt;
* [[Gauss Rifle]]&lt;br /&gt;
* [[Heavy Laser vs Heavy Gauss]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Gauss&amp;diff=32726</id>
		<title>Heavy Gauss</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Gauss&amp;diff=32726"/>
		<updated>2011-01-19T19:17:27Z</updated>

		<summary type="html">&lt;p&gt;Madned: deploy weapon template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
{{Ref Open}}&lt;br /&gt;
&#039;&#039;&#039;Heavy Gauss Official Entry&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-indent:1em;&amp;quot;&amp;gt;&#039;&#039;&amp;quot;The heavy Gauss is cumbersome, but extremely effective. It operates with 3 particle accelerators and is virtually unstoppable. The anti-proton stream is confined inside a Gallium Arsenide shell that implodes on impact releasing the anti-matter.&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Ref Close | Source: Terror From The Deep Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon = Heavy Gauss&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight =&lt;br /&gt;
| grip = Two Handed&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| weaponimage = [[Image:Heavy_gauss.gif]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 50&lt;br /&gt;
| acc_aim = 90&lt;br /&gt;
| fcost_auto = -&lt;br /&gt;
| fcost_snap = 40&lt;br /&gt;
| fcost_aim = 80&lt;br /&gt;
| saleprice = 61000&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Manufacturing|32000|700|4| -}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Gauss&lt;br /&gt;
| ammo = Heavy Gauss Clip&lt;br /&gt;
| weight =&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = [[Image:Heavy_gauss_clip.gif]]&lt;br /&gt;
| damage = 75 Gauss Beam&lt;br /&gt;
| capacity = 10&lt;br /&gt;
| saleprice = 3220&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Manufacturing|4000|70|4| -}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Moderate Accuracy&lt;br /&gt;
* High Power&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Heavy&lt;br /&gt;
* Bulky&lt;br /&gt;
* Slow&lt;br /&gt;
* Low Ammo &lt;br /&gt;
* Manufactured&lt;br /&gt;
* Gauss Damage &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Heavy Gauss is a slow but powerful cannon that deals heavy Gauss damage. It is Gauss technology&#039;s answer to the [[Gas Cannon]] (GC-AP). &lt;br /&gt;
&lt;br /&gt;
The Heavy Gauss very closely matches the Gas Cannon in performance, although snapshots are less accurate and aimed shots are slower to perform. In return, it has greater stopping power and a larger ammunition supply.  &lt;br /&gt;
&lt;br /&gt;
While a formidable weapon in its own right, the Heavy Gauss does not curry much favour amongst many X-COM players for a large number of reasons. Though they are beyond the scope of this article, the most common reason is probably the huge performance disparity of the Heavy Gauss against the Sonic weapons and its [[Gauss Rifle|predecessor]]. &lt;br /&gt;
&lt;br /&gt;
To its credit, the Heavy Gauss is easy and relatively cheap to manufacture and does not need exotic materials. It is a necessary stepping stone for the highly profitable craft [[Gauss Cannon]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Gauss weapons must be manufactured &lt;br /&gt;
&lt;br /&gt;
Prior to the Sonic weapons, the Heavy Gauss makes a good early-game replacement for the Gas Cannon&#039;s armour piercing role. This leaves the Gas Cannon free to work with high explosive or phosphor rounds. &lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Heavy Laser]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Gauss&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 2 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 50% Snapshot&lt;br /&gt;
** 90% Aimed&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 40% Snapshot&lt;br /&gt;
** 80% Aimed&lt;br /&gt;
* Selling Cost: $61,000&lt;br /&gt;
* Build Cost: $32,000&lt;br /&gt;
** 700 Technician Hours&lt;br /&gt;
** Required Workspace: 4&lt;br /&gt;
&lt;br /&gt;
==Ammo Statistics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Gauss Clip&#039;&#039;&#039;&lt;br /&gt;
* Size: 1 high x 1 wide&lt;br /&gt;
* Damage: 75 Gauss Beam&lt;br /&gt;
* Ammo Capacity: 10&lt;br /&gt;
* Selling Cost: $3,220&lt;br /&gt;
* Build Cost: $4,000&lt;br /&gt;
** 70 Technician Hours&lt;br /&gt;
** Required Workspace: 4&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
&lt;br /&gt;
* Prerequisite for the [[Gauss Cannon]] submarine weapon. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Gauss Pistol]]&lt;br /&gt;
* [[Gauss Rifle]]&lt;br /&gt;
* [[Heavy Laser vs Heavy Gauss]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Madned</name></author>
	</entry>
</feed>