Difference between revisions of "Zombie (TFTD)"
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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. | ||
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==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
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
X-COM: Enemy Unknown/UFO Defense | |
X-COM | Soldiers • Heavy Weapons Platforms |
Aliens: | Floater • Sectoid • Snakeman • Ethereal • Muton Terror Units: Reaper • Cyberdisc • Chryssalid • Zombie • Sectopod • Celatid • Silacoid |
Stats | Time Units • Energy (Stamina) • Health • Bravery • Reactions • Firing Accuracy • Throwing Accuracy • Strength • Psionic Strength • Psionic Skill • Melee Accuracy • Stun • Morale • Rank • Fatal Wounds |
Data | Alien Stats • Damage Modifiers • Alien Appearance Ratios • Alien Weapon Loadouts |