Difference between revisions of "Zombie (TFTD)"

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(→‎Notes: Useful damage types)
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The following are some miscellaneous notes. Zombies:
 
The following are some miscellaneous notes. Zombies:
 
* Take 0.6x damage from AP ammunition, 0.8x damage from High Explosives and 0.7x damage from Gauss and Sonic ammunitions.
 
* Take 0.6x damage from AP ammunition, 0.8x damage from High Explosives and 0.7x damage from Gauss and Sonic ammunitions.
 +
* Full damage from Phosphour weapons and from melee drills.
 
* Hit does 1.2x damage to un-armoured Aquanauts and 0.9x damage to SWSs.
 
* Hit does 1.2x damage to un-armoured Aquanauts and 0.9x damage to SWSs.
 
* Are not effected by stun weapons. However, they still receive a small portion of [[Stun]] damage from conventional weapons.
 
* Are not effected by stun weapons. However, they still receive a small portion of [[Stun]] damage from conventional weapons.
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Note: Not to be confused with [[User:Zombie|Zombie]], the user, Longtime X-COM community member, tactician and number cruncher.
 
Note: Not to be confused with [[User:Zombie|Zombie]], the user, Longtime X-COM community member, tactician and number cruncher.
 
  
 
==See Also==
 
==See Also==

Revision as of 13:58, 5 October 2012

Once a Tentaculat attacks, the victim will turn into a zombie that becomes a new Tentaculat if it's killed. Zombies cannot be stunned or captured, nor do they ever leave Zombie corpses.

Statistics

TUs:               40
Health:            84
Energy:           110
Reactions:         40
Strength:          84
Bravery:          110
MC Skill:         N/A
MC Strength:       80

Damage:            84
Melee:             80%
TUs:               15

Notes

TFTD ZOMBIE24.PNG

The following are some miscellaneous notes. Zombies:

  • Take 0.6x damage from AP ammunition, 0.8x damage from High Explosives and 0.7x damage from Gauss and Sonic ammunitions.
  • Full damage from Phosphour weapons and from melee drills.
  • Hit does 1.2x damage to un-armoured Aquanauts and 0.9x damage to SWSs.
  • Are not effected by stun weapons. However, they still receive a small portion of Stun damage from conventional weapons.
  • Have a melee attack equal to its strength (strong).
  • Are very slow, so they can be outrun.
  • Can be mind-controlled.
  • Have constant stats regardless of the original human's skills or difficulty level.
  • If the killing shot is of an Incendiary nature, the Tentaculat does not hatch. The corpse generated from killing a Zombie will look like a Tentaculat and the death scream will sound like that of a human.
  • Research seems to indicate (in X-COM EU) that if you don't shoot the zombies, they will never hatch on their own. This, however, is contrary to many eye-witness accounts.
  • When you eventually kill it, make sure to have enough soldiers and TUs to kill the resulting Tentaculat too.
  • An exploit exists whereby it is possible to gain permanent control of a Tentaculat (see below).
  • There is no in game UFOPedia entry for the Zombie, as it can neither be killed nor captured. Data corruption can provide a Zombie research topic, but this crashes the game.


Note: Not to be confused with Zombie, the user, Longtime X-COM community member, tactician and number cruncher.

See Also


UFO BadgeX-COM: Enemy Unknown/UFO Defense
X-COM SoldiersHeavy Weapons Platforms
Aliens: FloaterSectoidSnakemanEtherealMuton

Terror Units: ReaperCyberdiscChryssalidZombieSectopodCelatidSilacoid

Stats Time UnitsEnergy (Stamina)HealthBraveryReactionsFiring AccuracyThrowing AccuracyStrengthPsionic StrengthPsionic SkillMelee AccuracyStunMoraleRankFatal Wounds
Data Alien StatsDamage ModifiersAlien Appearance RatiosAlien Weapon Loadouts