Displacer /Sonic

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The sonic displacer leverages off Manta technology and vehicle-mounted sonic weapons to provide a small, airborne weapons system of unsurpassed mobility.

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's armor is stronger than the standard tank'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.

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's Snap Shot only costs 30% TU, which means it can spend 10 TU and still be able to fire 3 times. 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.

Like all tanks, its larger size precludes it from moving into confined spaces. However, its sonic weapon and generous ammunition supply allow it to blast open pathways when required.

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'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're immune to Tentaculat zombification, and they can fly on land missions.

Vital Statistics

Cost:Manufacture only. $850,000
Manufacturing Requirements:1200 Engineer hours, 30 Zrbite and 5 Aqua Plastics
Research Requirements:Sonic Cannon, New Fighter Flying Sub

Hover Tank Specs
Time Units 100
Health 90
Energy 100
Bravery 110
Reactions 30
Firing Accuracy 60
Throwing Accuracy 0
Strength 60
Psionic Strength 100
Psionic Skill 0
Front 130
Left/Right 130
Rear 130
Under 100

Sonic Turret Specifications
Weapon/Damage Type Sonic
Damage 130
Rounds 99
Purchase Price Free
Sale Price N/A
Firing Modes Accuracy Cost
Aimed 100% (60%) 60% (60 TU)
Snap 85% (51%) 30% (30 TU)
Auto n/a n/a
Numbers in parenthesis are the actual values after modified by the chassis' abilities.

Actual costs are in fixed Time Units


  • The sonic beam on the Displacer/Sonic is barely more powerful than the Gauss on the Coelacanth/Gauss. (Discounting damage type resistances)
  • The sonic beam is exactly equal in power to the Sonic Cannon, unlike the slightly weaker Tank/Plasma vs Heavy Plasma in XCom. Furthermore, the severe nerf to the Sonic Cannon's TU use means even a stationary sniper will often only be able to get 1 snapshot off, whereas the Sonic Cannon can occasionally get 3 shots off.
  • When on land, the displacer, like all flying units, can avoid physical attacks from Calcinites by staying above ground level.
  • Unlike the Magnetic Ion Armor, displacers can fly both in and out of water.

See Also

Hover Tank Stats

TFTD Badge Terror From The Deep: Equipment (TFTD)
Armor Diving SuitPlastic Aqua ArmorIon ArmorMagnetic Ion Armor
Weapons Dart GunJet HarpoonGas CannonHydro-Jet CannonTorpedo LauncherThermal Tazer

Magna-Blast GrenadeParticle Disturbance GrenadeMagna-Pack Explosive
Gauss PistolGauss RifleHeavy Gauss
Sonic PistolSonic-Blasta RifleSonic CannonSonic PulserThermal Shok LauncherDisruptor Pulse Launcher
Vibro BladeThermic LanceHeavy Thermic Lance

Portable Equipment Dye GrenadeParticle Disturbance SensorMedi-KitChemical-flareM.C. DisruptorM.C. ReaderZrbite
SWS Coelacanth/G. CannonCoelacanth/Aqua JetCoelacanth/GaussDisplacer/SonicDisplacer/PWT
Data Weapon Summaries TFTD Item destruction table • SWS/Terror Unit Innate Weapons