Difference between revisions of "Hallucinoid"
Warboy1982 (talk | contribs) (this is misinformation. there is no such concept as a "land only" weapon in TFTD. The unit has to be hacked into a save on dry land to even appear. there is _no_ evidence to support this claim.) |
(→Tactics: Couple of corrections and some elaboration.) |
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==Tactics== | ==Tactics== | ||
− | + | The Hallucinoid is not a very dangerous alien, as it has no ranged weaponry and is not amazingly fast or aggressive like the [[Tentaculat]]. It does, however, have a great deal of bulk between its immense health, wide array of resistances, and significant armour. | |
− | + | Sonic weapons are ideal for hunting Hallucinoids, as they aren't resisted and have enough power to punch through the armour. Thermal Shok Launchers are also very effective, though this may clog your [[Alien Containment]]. Explosives deal 4x damage due to Hallucinoids' large size, but their significant HE resistance and Under Armour mean that only very powerful explosives such as the [[Torpedo Launcher]] and [[Disrupter Pulse Launcher]] can really benefit from this. Gauss weapons do a decent job on lower difficulty settings, but on the higher difficulties Hallucinoids' armour is just too tough. Hallucinoids' ability to swim makes it difficult to use grenades against them, but the [[Magna-Pack Explosive]] and [[Sonic Pulser]] will deal massive damage if you can catch one on the ground. Finally, do not attempt to use drills against Hallucinoids. Their high armour and resistance to melee damage make drills rather ineffective, and attempting to use drills will bring your Aquanauts into range of the Hallucinoids' own melee attacks. | |
==Notes== | ==Notes== |
Revision as of 11:52, 6 August 2015
General Information
Hallucinoid |
Having harvested the oceans the aliens have bred these huge Earth creatures as a weapon. Do not be lulled into a false sense of security when facing these harmless looking sailors of the deeps. Possessed of a formidable, ranged, freezing blast and a close combat icy strike, the Hallucinoid is a deadly foe. |
Source: Terror From The Deep Ufopaedia
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Hallucinoid Autopsy |
Nested in the many layers of the gelatinous body of this organism is a powerful chemical freezer, its main offensive capability. The soft and supple skin of the Hallucinoid seems susceptible to heat based attacks. Often this mutant is found in the company of its masters, the Aquatoids. |
Source: Terror From The Deep Ufopaedia
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Hallucinoid | ||
---|---|---|
Time Units | 62 - 91 | |
Health | 120 | |
Energy | 90 - 133 | |
Reactions | 90 - 122 | |
Strength | 90 - 111 | |
Bravery | 100 | |
Firing Accuracy | 32 - 129 | |
Throwing Accuracy | 80 | |
MC Skill | 0 | |
MC Strength | 90 - 111 | |
Front Armour | 14 - 42 | |
Left Armour | 14 - 42 | |
Right Armour | 14 - 42 | |
Back Armour | 14 - 42 | |
Under Armour | 10 - 30 | |
Hidden Attributes | ||
Melee Accuracy | 90 - 133 | |
Energy Recharge | 50 | |
Victory Points | 35 | |
Standing Height | ? | |
Kneeling Height | ? | |
Intelligence | 7 | |
Aggression | 2 | |
Other information | ||
Armour category | Hallucinoid | |
Possible Ranks | Terrorist | |
Unique Attributes | Melee Attack, Can "Fly" |
The Hallucinoid is a large, "flying" alien jellyfish usually found in the company of Aquatoids underwater. It is fairly resilient, but is limited to melee attacks. It is not particularly aggressive and thus is not particularly dangerous. Still, its melee attack is quite effective against unarmoured or lightly armoured Aquanauts.
Tactics
The Hallucinoid is not a very dangerous alien, as it has no ranged weaponry and is not amazingly fast or aggressive like the Tentaculat. It does, however, have a great deal of bulk between its immense health, wide array of resistances, and significant armour.
Sonic weapons are ideal for hunting Hallucinoids, as they aren't resisted and have enough power to punch through the armour. Thermal Shok Launchers are also very effective, though this may clog your Alien Containment. Explosives deal 4x damage due to Hallucinoids' large size, but their significant HE resistance and Under Armour mean that only very powerful explosives such as the Torpedo Launcher and Disrupter Pulse Launcher can really benefit from this. Gauss weapons do a decent job on lower difficulty settings, but on the higher difficulties Hallucinoids' armour is just too tough. Hallucinoids' ability to swim makes it difficult to use grenades against them, but the Magna-Pack Explosive and Sonic Pulser will deal massive damage if you can catch one on the ground. Finally, do not attempt to use drills against Hallucinoids. Their high armour and resistance to melee damage make drills rather ineffective, and attempting to use drills will bring your Aquanauts into range of the Hallucinoids' own melee attacks.
Notes
The following are some miscellaneous notes on the Hallucinoid:
- The Hallucinoid takes 0.6x damage from melee and armour piercing attacks, 0.7x damage from explosives, 0.8x from Gauss, but 1.7x damage from incendiary attacks.
- It appears exclusively underwater.
- Takes up 4 squares on the battlescape.
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 |