Difference between revisions of "Gill Man"
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* Gillmen don't have Medics or Navigators. Technicians or Squad Leaders will be used in their place. | * Gillmen don't have Medics or Navigators. Technicians or Squad Leaders will be used in their place. | ||
* Their Commanders have average MC ability. | * Their Commanders have average MC ability. | ||
+ | * Researching a Gillman Commander will not unlock ''T'leth, the Aliens' City'', but it will unlock ''The Ultimate Threat'' (provided you have already researched ''Alien Origins''). | ||
==See Also== | ==See Also== |
Revision as of 21:56, 3 July 2014
Quite an uninteresting bunch, the Gillmen...
Pathetic traitors of Earth, they have prostrated themselves before a foreign power in order to fight their own Brothers and Sisters. Show them no mercy!
- They are slow, dumb, and easily mind-controlled... Is it any wonder the Gillmen shares common DNA with the civilians in Terror raids?
- Take them as TFTD version of Snakeman, just without Tentaculat to stalk your team.
- They do have rather high amounts of health though!
- Take them as TFTD version of Snakeman, just without Tentaculat to stalk your team.
- Gill-Man Commanders are capable of using Molecular Control attacks, but are not particularly good at it.
Gillman | ||
---|---|---|
Time Units | 40 - 74 | |
Health | 45 - 60 | |
Energy | 80 - 118 | |
Reactions | 45 - 72 | |
Strength | 47 - 64 | |
Bravery | 80 - 90 | |
Firing Accuracy | 18 - 94 | |
Throwing Accuracy | 50 - 65 | |
MC Skill | 0 - 62 | |
MC Strength | 30 - 43 | |
Front Armour | 6 - 18 | |
Left Armour | 4 - 14 | |
Right Armour | 4 - 14 | |
Back Armour | 5 - 16 | |
Under Armour | 4 - 14 | |
Hidden Attributes | ||
Melee Accuracy | 54 - 79 | |
Energy Recharge | 30 | |
Victory Points | 15 - 20 | |
Standing Height | ? | |
Kneeling Height | ? | |
Intelligence | 2 - 4 | |
Aggression | 1 & 2 | |
Other information | ||
Armour category | Gillman | |
Possible Ranks | Soldier, Squad Leader, Technician, Commander | |
Unique Attributes | Commander has Molecular Control attack
|
Live Specimen
Almost human, a strange creature who appears to be a reptilian humanoid, very closely related to man.
This creature is extremely powerful and fast in the under sea world. Gillmen are fully fledged race, there being male and female specimens of varying ages.
They are unlike the majority of the underwater aliens as they bear none of the signs of genetic alteration or surgical deformation. It is possible we are looking at some ancient branch of our own species.
Autopsy
Once surgery began it became clear this is no alien, but an Earth born creature, an ancient pre-historic race that was thought destroyed at the very moment mammals became dominant.
In a time when dinosaurs roamed these creatures lived, the Gillmen-amphibious, intelligent and strong. The cataclysm that ended the reptile rule on this planet forced these creatures into a symbiotic relationship with the newly arrived aliens.
A small electronic device is lodged in the skulls of the creatures.
Notes
The following are some miscellaneous notes on the Gillman:
- The Gillman takes 1.1x damage from Sonic weapons and 1.2x damage from Melee attacks.
- Low Firing and Throwing Accuracy.
- Low Psi Strength.
- High Health.
- Average Strength.
- Is slow (low TUs).
- Very low Energy.
- Low Reactions.
- Gillmen don't have Medics or Navigators. Technicians or Squad Leaders will be used in their place.
- Their Commanders have average MC ability.
- Researching a Gillman Commander will not unlock T'leth, the Aliens' City, but it will unlock The Ultimate Threat (provided you have already researched Alien Origins).
See Also
Terror From The Deep | |
Aliens | Aquatoid • Gillman • Lobster Man • Tasoth • Mixed Crew |
Terror Units | Bio-Drone • Calcinite • Deep One • Hallucinoid • Tentaculat • Zombie • Triscene • Xarquid |
Data | TFTD Alien Stats • Alien Rank • TFTD Damage Modifiers • TFTD Alien Appearance Ratios • SWS/Terror Unit Innate Weapons |