Difference between revisions of "Zombie"

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Zombies cannot be stunned or captured.  
 
Zombies cannot be stunned or captured.  
 
[[Data corruption]] can provide a zombie research topic which crashes the game however.
 
[[Data corruption]] can provide a zombie research topic which crashes the game however.
 
* If the killing shot is of an [[Incendiary]] nature, the chryssalid does not hatch.
 
* Zombies have a melee attack equal to its strength.
 
* Zombies are very slow, so they can be outrun.
 
* Zombies can be mind-controlled.
 
* If a zombie is under X-Com mind control and it is killed, the hatched Chryssalid will be considered to be under 'alien' mind control that turn. When the turn ends, you will gain permanent control of the Chryssalid for the rest of the battle.
 
* Research seems to indicate (in X-COM) that if you DON'T shoot the zombies, they will never hatch on their own. This is probably safer...
 
*When you eventually kill it, make sure to have enough soldiers and TUs to kill the resulting chryssalid too.
 
  
 
==Statistics==
 
==Statistics==
Line 21: Line 13:
 
  '''Psi Skill:'''        N/A
 
  '''Psi Skill:'''        N/A
 
  '''Psi Strength:'''      80-93
 
  '''Psi Strength:'''      80-93
 +
 +
==Notes==
 +
The following are some miscellaneous notes on the Zombie:
 +
* If the killing shot is of an [[Incendiary]] nature, the chryssalid does not hatch.
 +
* Zombies have a melee attack equal to its strength.
 +
* Zombies are very slow, so they can be outrun.
 +
* Zombies can be mind-controlled.
 +
* If a zombie is under X-Com mind control and it is killed, the hatched Chryssalid will be considered to be under 'alien' mind control that turn. When the turn ends, you will gain permanent control of the Chryssalid for the rest of the battle.
 +
* Research seems to indicate (in X-COM) that if you DON'T shoot the zombies, they will never hatch on their own. This is probably safer...
 +
*When you eventually kill it, make sure to have enough soldiers and TUs to kill the resulting chryssalid too.
  
  
 
'''See also'''
 
'''See also'''
 
*[[Gaining permanent control of a Chryssalid/Tentaculat]]
 
*[[Gaining permanent control of a Chryssalid/Tentaculat]]

Revision as of 10:33, 24 September 2005

Once a Tentaculat or Chryssalid attacks, the victim will turn into a zombie that becomes a new Tentaculat/Chryssalid after a few turns. It also turns into an alien if it's killed. Zombies cannot be stunned or captured. Data corruption can provide a zombie research topic which crashes the game however.

Statistics

TUs:               40-47
Health:            84
Energy:            110-128
Reactions:         40-47
Strength:          84-98
Bravery:           110
Psi Skill:         N/A
Psi Strength:      80-93

Notes

The following are some miscellaneous notes on the Zombie:

  • If the killing shot is of an Incendiary nature, the chryssalid does not hatch.
  • Zombies have a melee attack equal to its strength.
  • Zombies are very slow, so they can be outrun.
  • Zombies can be mind-controlled.
  • If a zombie is under X-Com mind control and it is killed, the hatched Chryssalid will be considered to be under 'alien' mind control that turn. When the turn ends, you will gain permanent control of the Chryssalid for the rest of the battle.
  • Research seems to indicate (in X-COM) that if you DON'T shoot the zombies, they will never hatch on their own. This is probably safer...
  • When you eventually kill it, make sure to have enough soldiers and TUs to kill the resulting chryssalid too.


See also