Difference between revisions of "Hallucinoid"

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(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==
Another fairly simple and straightforward opponent. The Hallucinoid is among the least dangerous aliens mostly due to its poor tactics and lack of ranged weapons.  
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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.
  
By far the best way to bring one down is by using explosives. Sonic weapons are preferred otherwise, though strong melee weapons or the [[Thermal Shok Launcher]] will also work. Gauss weapons will have trouble piercing the Hallucinoids' armour on higher difficulties, while Armour Piercing projectiles are of little use against them. That will likely be of no concern, however, since you're unlikely to meet Hallucinoids in the first few months of the game.
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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
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


Hallucinoid Autopsy
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
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


TFTD Badge Terror From The Deep
Aliens AquatoidGillmanLobster ManTasothMixed Crew
Terror Units Bio-DroneCalciniteDeep OneHallucinoidTentaculatZombieTrisceneXarquid
Data TFTD Alien StatsAlien Rank TFTD Damage Modifiers TFTD Alien Appearance Ratios • SWS/Terror Unit Innate Weapons