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Gillman MC Skills

Looking at Alien Stats (TFTD), the core MC Skill of a Gillman Commander is 50, which is equal to the skill of Aquatoid Commanders and Ethereal Commanders. Of course, not as strong as the Sectoid Commander's 60. Certainly not to be underestimated when playing a superhuman game. If they do have one failing though, it will be that they only have 1 MC capable unit. NKF 03:00, 12 February 2012 (EST)

Psi Attack Strength goes up as (Psi Strength x Psi Skill). The Gillman Commander only has MC Strength 35, which is far below a Sectoid Leader's 50. As such, even an Ethereal Soldier with 50 Psi Strength and 40 Psi Skill has better Psi attacks. As I said in the edit summary, a Gillman Commander is weaker at psi than ANY psi-active alien in Enemy Unknown, and only really starts to become an issue once your troops are actually IN the Dreadnought. As such, I stand by "only average". Magic9mushroom 04:49, 12 February 2012 (EST)

"Rectum? Damn near killed'em!"

Eyyy, if some parts of alien abduction lore turned out to be true, whoever wrote that might've been right, heh heh~ --Xuncu (talk) 06:15, 31 January 2015 (EST)


The "Gillmen" vs. "Gill Men" thing is pretty schizophrenic in-game; every UFOpedia entry (their own, their autopsy, and the Xarquid live and autopsy) calls them "Gillmen", but everything else (including the title of their UFOpedia entry) calls them "Gill Men". Any suggestions about which one we should use as the article name (with a redirect from the other one)? Magic9mushroom (talk) 04:01, 16 January 2020 (CET)