The Ultimate Guide to Xenomorphs
Written and Compiled by: Damarik Laizare
0.1
Changelog
26/10/2016 - Guide Created
29/10/2016 - Massive Guide Update. Added T0-T2 Xenomorph Classes and Abilities to the Guide.
30/10/2016 - Added T3/4 Xenomorph Information to the Guide.
01/11/2016 - Added Changelog and Table of Contents. Added information to the Face-Hugger, Chest-Burster, Runner, Carrier and General Xeno Abilities. Fixed Carrier entry to include description of the Xeno.
3/11/2016 - Added information on Xeno Capabilities, Stats and Upgrade Information
11/25/17 - Removed Hive Building Tactics, Began overhaul of Xenos and Skills to match current stats. Completed Drone.
11/26-11/27/17 - Reworked Runner, Sentinel, Spitter and Queen Skills/Stats to the current set
Forward
This guide has been assembled using hours of gameplay and Round Observation Research, as well as forum suggestions from this post, hints, tips and strategies from the following sources on the forum. Please note that the following guides are now out of date - however, they still may provide useful information for you, as some do not go into the intricacies that were changed in the latest Xenomorph Modifications.
Art of the Ravager (AKA Che Guevara Simulator 2016) - Bath Salts Addict
viewtopic.php?f=94&t=5270
Advanced Crusher Guide - Toroic
viewtopic.php?f=94&t=8085
Let's Crush! A Definitive Crusher Guide - Nubs
viewtopic.php?f=94&t=7865
Hivelord Guide - Toroic
viewtopic.php?f=94&t=4560
Mobile Alien Artillery (The Boiler) - SgtMuffinMan
viewtopic.php?f=94&t=4614
This guide is an on-going work in progress.
Table of Contents: Use CTRL+F to search anything in this menu by the Numbers
T1 Classes and Abilities
1.0 -
Egg
1.1 -
Face-Hugger
1.2 -
Chest Burster/Larva
1.3 -
Drone
1.4 -
Runner
1.5 -
Sentinel
T2 Classes and Abilities
2.0 -
Hunter
2.1 -
Spitter
2.2 -
Hivelord
2.3 -
Carrier
T3 Classes and Abilities
3.0 -
Ravager
3.1 -
Crusher
3.2 -
Boiler
3.3 -
Praetorian
T4 Classes and Abilities
4.0 -
Queen
5.0 - General Xenomorph Abilities
Introduction: The Xenomorphs
Originally the creation of a long-dead race of space-faring aliens, the Xenomorphs are the ultimate killing machines. Coming in a wide flavor of types, sizes and uses, the Xenomorph physiology is widely adaptable to even the most hostile of environments, and is even capable of surviving in a complete vacuum.
The Xenomorphs exist in a Matriarchal society with a strict caste system that is controlled by a Queen. The Queen dominates by complete and abject subjugation of her children through a hive-mind. No Xenomorph is able to break this iron-hold, and can be expected to serve the Queen's needs to the best of their ability, whatever those needs may be.
Xenomorph society is typically contained within a hive-structure, in which drones (the lowest of the working class), and to a lesser extent, Hivelords, create a network of labyrinthine tunnel systems and caves to house the inhabitants of the hive. The hunting castes of Runner and Warrior provide the hive with an ever growing number of hosts for the Queen to impregnate with parasitic larva born from eggs and implanted through what are colloquially known as 'Face Huggers'.
Guards such as the Sentinel, Spitter and Praetorian Caste have a variety of roles to fulfill both inside and outside of the Hive, while the Combat Castes of Ravager, Crusher, Boiler and Carrier provide a means of territory expansion and suppression of natural enemies.
Now that the general structure of the Hive is understood, let's take a closer in-depth look at each of the classes of Xenomorph presently seen on the colony of LV-624, our test planet for today.
Xenomorph Classes and Abilities
At present, our test colony, Lazarus, at the planet LV-624, displays a somewhat limited variety of Xenomorphs, compared to the broader spectrum that is known to exist today. Here, we present for you, the Xenomorph Player, up to date statistics, skills, benefits and drawbacks, ranges and limitations on the Xeno-species present. Pick the desired Line you want to pursue in the Hive, then click the Spoiler Button to reveal all relevant info about that Xeno, if applicable.
Combat Classes will be highlighted in
Red.
All-Purpose Classes and Primary Abilities will be highlighted in
Green.
Support Classes and Abilities will be highlighted in
Blue.
Tactics and Gameplay will be highlighted in
Black.
Tips will be Highlighted in
Purple.
1.0
Egg
A large, bifurcated ovoid that contains the pre-larval parasite transport stage of the Xenomorph, the Face-Hugger. These are highly susceptible to fire and impact, and the Face-Hugger within can be killed if not carefully guarded.
1.1
Face-Hugger
The Faciem-Amplexitorae, or Face-Hugger, is an 8-digited, head sized scuttling creature. They are the transferal stage of the Xenomorphs. By using their tremendously powerful tails and 'fingers', they can leap enormous distances to engage a prospective host. Once latched on, it takes extreme force to remove a Face-Hugger. This force may often damage a host beyond repair, especially if the Face-Hugger sustains dermal damage deep enough to penetrate into its veins. Every Xenomorph comes equipped with the natural defense of having acid for blood.
Once a host is implanted, the Face-Hugger will die, falling off on its own as it has completed its usefulness. If left alone, the corpse will decay and fall to to silicon dust.
► Show Spoiler
Common Tactics - As only Drones, Carriers and the Queen can now pick up the Face Huggers, Combat Hugging should be left to the Carriers. Also, it no longer takes two huggers to hug a Marine. The Helmet no longer provides protection against Face Huggers, nor does the Welding Mask. These tenacious little buggers will just rip them right off.
Face-Huggers will attack any possible host that move on top of, or within one-tile radius of them.
Huggers have a cool-down time of roughly 40 Seconds to a Full Minute before they can attack again. Huggers will down and stun an opponent for about as long as it takes to implant the embryo at the very least. This now takes a lot less time than it used to. Dragging the host away will still allow you a minimum of a minute before the host is conscious enough again to pose a threat...but swallowing them for transport unless you are a Runner is highly ill-advised.
Face-Huggers are notoriously cannibalistic, and will eat each other if two or more are left on the same tile. Don't waste your Huggies, kids.
Pro-Tip: Carriers can now lay Hugger Hole traps in resin, and Queens can lay eggs behind the tall Wooden Barricades. Huggers no longer survive outside of their eggs for extended periods of time...and if ontop of an egg, will retreat back inside of it. This is pretty well the only way to effectively Hugger- trap an Tarea now.
1.2
Chest-Burster: AKA Larva
The Pectorae Praemium, or Chest Burster, is the larval parasitic stage of the Xenomorph Cycle. These creatures gestate inside the chest cavities of a host until they are mature enough to rupture through the rib-cage using their powerful tails. Fast and agile, the Chest-Burster's only defensive mechanism after leaving its host is to hide and await its shedding until it can mature into a more powerful Xenomorph.
► Show Spoiler
Defensive Tactics - As a chest-burster, you are small and very fast. If you find yourself in a hostile environment once you erupt from a host, find a place to hide and wait until the growth-meter on your Status Tab reaches 100%.
Hide: Being the smallest of controllable Xenomorphs, Chest-bursters have the ability to 'Hide' beneath objects lying on the floor. This includes tables and chairs, but is not limited to them.
Crawl Through Vents: Again, being so small, Chest-bursters can utilize vent ducts to get around more quickly than the larger Xenomorph Castes. This is also great for making fast exits, as you can generally crawl into/out of a vent before anyone can react to your presence. Be wary of extremely hot or cold vents, as they can and will kill you.
Pro-Tip: Chest-bursters can bypass any airlock by clicking on it. You will automatically scuttle beneath the door. Use this to make quick escapes, or to move about unseen.
Tier One Castes
Tier One Xenos are the weakest of the Hive, and also the most numerous. The Hive can only support upper class Tiers if there are more Lower Tiers to make it possible. For Example: In ecological standards, a herd of three Gazelle cannot support a Lion Pride of seventeen.
1.3
Drone
Difficulty to Play: Easy
Xenos Opus Fucus, or the common Hive Drone, is the working class of any Hive. They exist to build and expand the hive as the Queen commands. Drones have a few abilities which grant them a niche in the very first hours/days of a Xenomorph Infestation. As Drones are the only Caste capable of evolving into the Queen, there should always be at least two Drones in the Hive. One to succeed the Queen in the event of her death, and one to replace that Drone, should anything happen to it.
Drones also have the ability to evolve into both the
Hivelord and
Carrier Castes, which will be covered later.
► Show Spoiler
Gameplay: As a Drone, you should not be leaving the hive, unless the Queen commands it. Your job is to fortify and build the main Hive, as well as provide recovery for those who come limping back with wounds through your Recovery Pheromones.
You are the lowest of the low. Even the Face-Huggers are more important than you are. Learn your place, and learn to love it. You are not guaranteed Evolution. You are only granted that which the Queen allows. All other Castes, including T1's, are technically above you in the Hive Caste structure. If they demand something of you, follow the XCC (Xeno Chain of Command) starting with orders issued at the Highest Level, before acceding to lower ones.
Statistics:
Young - Evolution at 500, 750 Plasma
Regains 5 Plasma per Tick
Regains 10 Plasma per Tick using its own Recovery Pheromones
Mature - Evolution at 1000, 800 Plasma
Regains 20 Plasma per Tick
Regains 25 Plasma per Tick/Recovery Pheromones
Elite - Evolution at 1500, Plasma 900
Regains 30 Plasma per Tick
Regains 47 Plasma per Tick/Recovery Pheromones
Ancient - No Upgrade, Plasma 1000
Regains 50 Plasma per Tick
Regains 95 Plasma per Tick/Recovery Pheromones
Can shatter a Reinforced Window in 5 Hits (Imagine what it does to an unprotected Marine skull)
Your skills are available atop your screen in the following order:
[Rest] [Regurgitate] [Ready Tail] [Plant Weeds] [Resin Selector] [Toggle Shift/MiddleClick Building] [Toggle Shift/MiddleClick Acid] [Transfer Plasma via MiddleClick] [Pheromone Selection and Emission]
Resting allows you to regain health faster when on weeds.
Regurgitate allows you to vomit up the contents of your stomach. (AKA A host you've eaten for transport)
Ready Tail Attack allows you to prime your tail for a vicious tail stab that is capable of severing limbs and decapitating hosts at higher levels of maturity.
Plant Weeds: This is your other primary duty. Not only do weed-sacs provide regeneration themselves, even when destroyed, but Weeds are vital to any colony's health and regeneration abilities. Weeds will spread out to a maximum of a 4 tile circle from the center, culminating in a weed garden that is 9x9 across, with 5 tile wide edges. Planting weeds every 8 spaces apart will produce the best results while wasting the least amount of plasma, as there will be one tile lacking from every corner of the garden on a 9 space spread.
Secrete Resin: This is one of any drone's primary jobs. You are to build, and build and build, until told otherwise. Guarding hosts isn't your thing. Chasing hosts isn't your shtick. Combat is definitely a no-no. Your main duty is to build like there's no tomorrow. It costs you 75 of your starting 750 plasma to build any of the structures available to you. Without plasma regeneration, that's 10 walls/doors/membranes/nests/sticky resin traps. That right there can mean the difference between walling off a host and letting it get away.
Spit Corrosive Acid: For the cost of 75 Plasma, you can melt through walls/doors/objects.
Transfer Plasma: As a drone, you are subject to the whims of those above you. You are a tier one worker, and if someone needs your Plasma, you'd best damn give it to them when they ask. You can transfer any amount of plasma to another Xenomorph, up to and including your full starting 750 and maximum 1000 at Ancient.
Emit Pheromones: You come equipped with three types of Pheromones to secrete into the air around you for both yours and the Hive's benefit. It costs you 30 Plasma to start emitting pheromones, and there is no cost to maintain them while you are on weeds. However, if you leave a weeded area, you will continue to lose Plasma double the usual Off-Weed Plasma Drain per tick for as long as you emit pheromones.
Pheromone Types:
Recovery - Grants a small healing bonus, plasma regen and reduces stun times.
Guarding - Reduces incoming damage.
Frenzy - Boosts attack power, movement speed and gives a bonus to tackle-success chance.
Pheremone Spread - Est. 5 Tile Circle, with an effective 10 Second hold after the area has been left.
Protip: Drones only move at an average of 2 tiles per second, so you're kinda slow. Make sure to stay somewhere that has defensible locations you can duck behind in the event of an emergency, as you may not have the plasma to build when you need it.
Helpful Macros:
Plant-Weeds-(75)
Transfer-Plasma Queen\nTransfer-Plasma Empress
Ready-Tail-Attack
Regurgitate
Crawl-Through-Vent
1.4
Runner
Difficulty to Play: Medium
The Runner, or Xenos Velox Impetus, is the scout-force of the Hive. With their speed and deft leaping abilities, they make for excellent forward advance units to seek out new territory for the Hive. Runners have the unique ability to scale any obstacle in front of them, short of a wall, glass window or a sentry turret. They can also hide beneath wooden barricades.
Runners evolve into the more mature Warrior Caste.
► Show Spoiler
Gameplay: Easily the most difficult of the T1 Castes, Runners are the fastest units in the game, capable of covering an astonishing 8 tiles per second at Ancient Maturity. Even at Young Maturity, a Runner moves at 6 tiles a second, outpacing even the fastest Marines in full retreat. The Runner comes with only one ability that is standard to every Hunting Class except the Crusher, and to some extent, the Ravager: Pounce.
Be warned, you are VERY squishy. A mine may not outright kill you, but it'll come damn close, leaving you stunned long enough for some Baldie with a shotgun and a wild hair up his ass to come finish you off. Buckshot will quickly become your worst nightmare.
Statistics:
Young - Evolution at 200, 100 Plasma
Regains 1 Plasma per Tick
Mature - Evolution at 400, 150 Plasma
Regains 2 Plasma per Tick
Elite - Evolution at 800, 200 Plasma
Regains 2 Plasma per Tick
Ancient - No Upgrade, 300 Plasma
Regains Plasma at 4 per Tick
Your skills are available atop your screen in the following order:
[Rest] [Regurgitate] [Ready Tail] [Toggle Hiding] [Toggle Shift/MiddleClick Pounce]
Resting allows you to regain health faster when on weeds.
Regurgitate allows you to vomit up the contents of your stomach. (AKA A host you've eaten for transport)
Ready Tail Attack allows you to prime your tail for a vicious tail stab that is capable of severing limbs and decapitating hosts at higher levels of maturity.
Hide: Runners retain the ability to 'hide' beneath large objects, much like their Chest-Burster stage. This can be great at springing surprise Combat-Huggery, or for setting Hugger Traps in unexpected places.
Pounce: Pounce can send a Runner flying up to 6 tiles away to capture a target (on estimate - Guaranteed Success range is 4 tiles). This pounce will ground and stun a target for about 1-3 seconds, longer if they are wounded. Use it to your advantage.
Tactics: Enemy Friendly Fire is your friend. Speed is your friend. Hiding and springing surprise hit-and-run, or just hit-and-watch-the-Marines-FF-Themselves-to-Death attacks will be your BEST friend. Choose your hiding spots well. There are plenty of objects in game that will hide your full body from view. From these, you can run and stun (pounce) or just run around in circles in a group of Marines and watch the Chaos ensue.
1.5
Sentinel
Difficulty to Play: Easy
The Sentinels of the Hive, Xenos Iuvenus Praesidio, exist for one sole purpose: to preside over captured hosts in the nest and ensure they do not escape. A Sentinel should also not be outside of the nesting area, unless the Queen explicitly orders so.
Sentinels evolve into the Spitter Caste, a direct upgrade, in everything but speed, of the Sentinel.
► Show Spoiler
Gameplay: Sentinels, especially Elite and Ancient, have one of the highest repetitive stun-rate abilities in the game: Neurotoxin. An Ancient Sentinel, when standing on weeds, can rapid-fire Neurotoxin to keep a host stun-locked indefinitely. Use your stunning abilities to your advantage, even when not Guarding Hosts (though really, why aren't you Guarding Hosts?). You can be the one thing that stands between a Marine Advance down a tight corridor and holding the Front Line.
Statistics:
Young - Evolution at 200, 300 Plasma
Regains 10 Plasma per Tick
Mature - Evolution at 400, 400 Plasma
Regains 12 Plasma per Tick
Elite - Evolution at 800, 500 Plasma
Regains 15 Plasma per Tick
Ancient - No Evolution, 600 Plasma
Regains 20 Plasma per Tick
Your skills are available atop your screen in the following order:
[Rest] [Regurgitate] [Ready Tail] [Toggle Corrosive Acid] [Toggle Shift/MiddleClick Spit Neurotoxin]
Resting allows you to regain health faster when on weeds.
Regurgitate allows you to vomit up the contents of your stomach. (AKA A host you've eaten for transport)
Ready Tail Attack allows you to prime your tail for a vicious tail stab that is capable of severing limbs and decapitating hosts at higher levels of maturity.
Spit Corrosive Acid: For the cost of 75 Plasma, you can melt through walls/doors/objects.
Spit Neurotoxin: For the cost of 50 Plasma, you can effectively stun anything from up to four tiles away. This is the maximum guaranteed range for the Sentinel.
Tactics: As one of the slower units, don't expect to be too much use in combat. You'll probably get in others way until you upgrade to at least Elite, when you are actually useful on the front lines. Until that point, your Neurotoxin should be spent guarding nested hosts. Depending on how the Hive has been constructed, Checkerboard Nests are the easiest to defend, as one center tile allows you to defend 4 nests (5 if you feel safe standing on-top of a nested host). If the Hive has not been built Checkerboard Style, then remaining outside yet within 2 spaces of any door holding a host should give you ample time to stop a Host from getting up and suiciding with either a Grenade or other weapon, as they have a short delay after getting up before they can use anything (About 2-3 seconds).
If more than one host stands at a time, prioritize the most dangerous item you see. A grenade is much more dangerous than a combat knife...so if one host decides to knife himself while the other pulls out a grenade, try to hit the grenadier before they can prime it. If not, haul ass and begin thinking up reasons as to why you let multiple hosts go into critical status after a live grenade blew up a good chunk of the nest and killed a small army of Larvae.
Tier Two Castes
Following here are the Tier Two Caste Xenomorphs. While some debate does go on about the last two in this part of the guide, the jury is still rather out on that one.
2.0
Hunter
Difficulty to Play: Hard
Xenos Invisibilia Mortem, or the Hunter Caste, make up the Grunt Ground Forces of any advancing Hive. They are the warriors and soldiers, throwing themselves at the enemy relentlessly and without rest. They are the intelligent, ever adaptable fighting machines that make the Xenos so formidable and feared. A Queen can produce thousands, even millions of these elite war machines in her lifetime.
► Show Spoiler
Gameplay: As the Hunter, it will be your job to be the front-line soldier. You can soak a moderate amount of damage, and you move at about the same speed as the Average Marine: 3-4 tiles per second. With quick decisive blows of the claws, you can dismember a marine in seconds. Or, you can pounce them, as you did when you were a Runner, and either incapacitate them with a few slashes and drag them back to the Hive, or plant face-huggers then and there, if you're lucky to be alone.
Pounce: Pounce can send a Hunter flying up to 6 tiles away to capture a target (on estimate - Guaranteed Success range is 4 tiles). This pounce will ground and stun a target for about 1-3 seconds, longer if they are wounded. Use it to your advantage.
Cloak: In exchange for the ability to 'Hide', Hunters gain the ability Cloak, which allows them to remain invisible until they attack or are damaged.
Crawl Through Vents: Hunters retain the ability to Crawl through Vents.
Tactics: Always carry two face-huggers with you at all times, unless you know you're going to be killing hosts. Your ability to pounce, remove a helmet and Hug will prove invaluable to strengthening the hive's numbers in the early game.
2.1
Spitter
Difficulty to Play: Hard
The Spitter, or
Xenos Velox Veru, are a direct upgrade of the Sentinel in everything but speed. They have slightly increased range, armor and health, as well as a larger plasma pool to draw from. Spitters can act both as Hive Sentinels and as frontline machine-gunners, rapidly spitting their neurotoxin or corrosive acid at enemies to whittle down numbers.
Spitters can evolve into both the Boiler and the Praetorian castes.
► Show Spoiler
Gameplay: Spitters spit Neurotoxin at the same cost as Sentinels. This makes them invaluable as hive-guards. However, they have the added bonus of being able to swap to Corrosive Acid to melt through walls and terminate hostile opponents from a distance.
Statistics:
Young - Evolution at 250, 600 Plasma
Regains 20 Plasma per Tick
Mature - Evolution at 400, 700 Plasma
Regains 25 Plasma per Tick
Elite - Evolution at 800, 800 Plasma
Regains 30 Plasma per Tick
Ancient - No Evolution, 900 Plasma
Regains 35 Plasma per Tick
Your skills are available atop your screen in the following order:
[Rest] [Regurgitate] [Ready Tail] [Toggle Corrosive Acid] [Toggle Spit Type] [Toggle Shift/Middleclick Spit]
Resting allows you to regain health faster when on weeds.
Regurgitate allows you to vomit up the contents of your stomach. (AKA A host you've eaten for transport)
Ready Tail Attack allows you to prime your tail for a vicious tail stab that is capable of severing limbs and decapitating hosts at higher levels of maturity.
Spit Corrosive Acid: For the cost of 100 Plasma, you can melt through walls/doors/objects.
Toggle Spit Type: This is the ability to switch between Neurotoxin and Corrosive Acid. It DOES cost you to use this ability, so be wise about how you spend your Plasma in tight situations.
Neurotoxin: For the cost of 50 Plasma, you can effectively stun anything from up to four tiles away.
Lethal Acid: For the cost of 100 Plasma, you can damage walls/doors/objects and deal moderate damage to any enemy.
2.2
Hivelord
Difficulty to Play: Medium
Xenos Nidum Dominus, or the Hivelord, has an incredible plasma regeneration rate at higher levels of maturity, and is the only Xenomorph capable of digging tunnels. It displays many of the same abilities as the Drone, with increased size, health, armor and extra additions to its skill-tree.
► Show Spoiler
Gameplay: Hivelords are the Combat Engineers of the Xenomorph Army. As a Hivelord, you will either be at the Hive building nests and base defenses, or on the frontlines, weaving weeds, building walls and digging tunnels to aid the hive in traversing long distances. You are pretty much the 'Next Stage Drone', and you're still relatively squishy, so combat should not really be your thing if you can help it.
Secrete Resin: This operates the same way as a Drone's weed ability. There is literally no difference, except that you'll be called upon to create structures in more dangerous places than the Drone normally would.
Plant Weeds: As a Hivelord, you will be expected to weed the front-lines. There's no way around this, and you should be doing it anyway as weeds are your primary source of plasma-regeneration.
Transfer Plasma: This works the same as any Plasma Transfer Ability. While you should only be giving it to the Queen or Praetorians/Boilers, you can still demand plasma from your lowers to improve your building speed.
Resin Walker: Hivelords are slow, probably slower than even Drones. They may be the slowest unit in the game, next to a Crusher/Boiler. However...when you turn this on, Hivelords can immediately begin keeping up with everything around them, as long as they're standing on weeds. This comes at a serious drawback, however. For 30 plasma, you can activate this ability. BUT. Your Plasma regeneration is nerfed down to 10 per tick while it's active. You should really only be using this to move from one location to another across a long, weeded distance, or if you need to hurry around the hive. Otherwise, it's best to leave this ability off.
Dig Tunnel: Probably the most important reason a Hivelord exists. Hivelords dig it. That's what they do best, and they're the only Xenomorph with claws strong enough to get the job done.
Emit Pheromones: You come equipped with three types of Pheromones to secrete into the air around you for both yours and the Hive's benefit. It costs you 30 Plasma to start emitting pheromones, and there is no cost to maintain them while you are on weeds. However, if you leave a weeded area, you will continue to lost Plasma at 30 per tick for as long as you emit pheromones.
Pheromone Types:
Recovery - Grants a small healing bonus, plasma regen and reduces stun times.
Guarding - Reduces incoming damage.
Frenzy - Boosts attack power, movement speed and gives a bonus to tackle-success chance.
Pheremone Spread - Est. 5 Tile Circle
Protip: Hivelords have a sick plasma regeneration rate. Not sure precisely what it is of the top of my head, but it's one of the highest, if not the highest, of any Xenomorph. You can use this to boost your Hive's evolution and maturity ratings by providing Xenos with the last bit of Plasma they need to evolve/mature, or you can use your massive plasma stock to build the ultimate fortress.
Tips from the Wiki:
A Hivelord creates structures faster than a Drone due to its higher Plasma regeneration. Use this to fortify the Hive, build nests, and cover the floors in sticky resin.
Build Hives with narrow corridors and small rooms. The Marines are fast and have powerful ranged weapons, so force them to fight on your terms. Covering the floors of these areas with sticky resin further adds to your advantage.
Nests are frequently built in a checkerboard fashion. Place a single door, and put four nests adjacent to it. (Above, Below, Left & Right). Then, surround those nests with doors. This allows Sentinel castes to guard all four nests when standing in that initial door.
When the assault begins, tag along at a distance unless you are needed to guard hosts. You are not a front line fighter. You will likely be needed to plant weeds, build defenses, secrete pheromones, and share Plasma. Try to be on the second row, building weeds and nests to support the advance. You can move up and around to build short, useful walls for cover.
2.3
Carrier
Difficulty to Play: Hard
The Carrier,
Xenos Puer Tabellarius, is the mobile nursery of the Hive, supporting up to eight Face-Huggers for transport (Six on their bodies, and one in each hand). This can be for either combat or relocation purposes. Carriers also provide a secondary role in the hive, being able to spread its boundaries and release pheromones for support.
► Show Spoiler
Gameplay: Carriers are basically moving plague spores with teeth and talons. They are bastions of safety for Face-Huggers, and are the only Xeno capable of carrying more than two at a time. If you are a Carrier, you're likely either evacuating the Main Nest of Huggies because it got raided, or chucking Huggies at incoming Marines. There is really never an in-between, unless you're planting weeds. Even then, you should be fully loaded and ready to launch one of those head-crabs, either in offense or self defense.
Throw Face-Hugger: This is what Carriers are meant to do. You see a host, you chuck a Huggie at it. End of story. Enjoy slinging your children around like a poop-chucking monkey. Be aware, however, that if a Hugger misses its target, it will be vulnerable for a short delay of two seconds before attacking, as it will end up stunned.
Plant Weeds: As a Carrier, you retain the ability to plant weeds. If you're not planting weeds, you're likely out of plasma. Why are you not planting weeds?
Emit Pheromones: You come equipped with three types of Pheromones to secrete into the air around you for both yours and the Hive's benefit. It costs you 30 Plasma to start emitting pheromones, and there is no cost to maintain them while you are on weeds. However, if you leave a weeded area, you will continue to lost Plasma at 30 per tick for as long as you emit pheromones.
Pheromone Types:
Recovery - Grants a small healing bonus, plasma regen and reduces stun times.
Guarding - Reduces incoming damage.
Frenzy - Boosts attack power, movement speed and gives a bonus to tackle-success chance.
Pheremone Spread - Est. 5 Tile Circle
Tactics from the Wiki:
The Carrier thrives as a guerrilla/ambush fighter. The ideal target for a Carrier is one which is isolated and without headgear. (Remember to pay close attention to a Marine's helmet, if it is covered in cracks, it provides no protection against facehuggers).
The Carrier should always try to hunt with other Aliens. Having a Runner nearby to drag away hosts once you infect them is a huge help.
Facehuggers can be used to limited effect as Area Denial. They're like placing a minefield and essentially blocks off that area for Marines. Try placing facehuggers in hidden areas or around corners. You'll catch a few reckless Marines when you're not even there.
The speed and range of a Carrier's throw can cause chaos among Marines, if you begin infecting them whilst they're already engaged by other Aliens. Use this to your advantage by striking against your ideal targets within the group. The other Marines must decide to either let your target become infected (and lose one Marine), or attempt to remove the Facehugger (stopping more than just your target from fighting). Either result does the job of taking Marines out of the fight.
Tips from the Wiki: If you use the Throw-Facehugger verb as a Macro, you can manually select a creature to throw a facehugger at from the pop-up dialogue you are presented with. This allows you to throw accurately even if your middle-clicking skills are awful. Simply select a creature you want to aim for, click back onto the screen to re-enable movement, and click OK whenever you decide to throw.
Tier Three Caste
Following here are the final evolutions of every Xenomorph present on LV-624, except the Drone, who can Evolve to the only Tier Four: The Queen.
3.0
Ravager
Difficulty to Play: Hard
Xenos Infernus Rancor is the second most deadly Xenomorph known to exist on LV-624. They are massive engines of destruction when given the opportunity. These are the shock-troops of the Hive, alongside their Crusher sisters.
"The fire courses through your veins! MAIM, KILL, DESTROY!"
Among the Ravager's most potent talents, they are not only immune to fire, but thrive in it. These hulking monstrosities seem to move faster, become more agile and even more enraged when surrounded by fire.
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Gameplay: Despite being one of the most lethal Melee forces in the game, Ravs are not invulnerable. You are still squishy to a point, and sustained gunfire can and WILL utterly destroy you. Ravagers succeed at Hit and Run tactics, rather than Godzilla Through Tokyo tactics.
In any case, you and the Crushers will be expected to lead the offensive for the better part of the battle, once it has begun in earnest.
Charge: Ravagers can throw themselves into the thick of things in a massive rush that covers a fair bit of ground in a really short time (6+ tiles per second, estimated). This charge has the ability to knockdown any enemy it hits, giving the Ravager time to decapitate or kill any targets that survive the rush.
3.1
Crusher
Difficulty to Play: Hard
Xenos Arma Caput, or Crusher, is the most defensive of all of the Hive's children. With a thick plate-shield serving for its crest, the Crusher can withstand more head-on punishment than any other Xenomorph. The downside is that its sides and rear end are less armored and very vulnerable to attack.
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Gameplay: Expect to be the bullet-sponge of your team. Young Crushers can soak a lot of damage, but Elite and Ancient Crushers are the spongiest of bullet sponges. Even Armor Piercing rounds have a difficult time penetrating the armor of an Elite or above. However, watch out for SADARs with Anti-Tank and Phosphorous rockets, as these will still fuck up your day. Also, Marines with knives and bayonets can spell a quick death for a Crusher, as knives and bayonets bypass the Crusher's armor.
Team up with a Ravager or a Boiler for maximum effectiveness in combat.
Note: Crushers are the only evolved Xenomorph not capable of using a Tail-Attack. Crushers, along with Boilers, are also the slowest moving Xenomorphs in the game, averaging 1.5 to 2 tiles per second, until they build up momentum.
Stomp: The Crusher's powerful legs allow it to pound the ground beneath it, crushing anyone they're standing on. This can be used to deal MASSIVE amounts of damage to downed Marines.
Charge: The Crusher's Charge, unlike the Ravager's, is more a support ability, lending them speed over a long distance. Speed and momentum make up for a very hard melee assault that can demolish tables and walls when enough momentum is gained. However, hitting hard objects without enough momentum will stun the Crusher, leaving it vulnerable to attack. The Charge requires Plasma to remain active.
Charging will also knock down Marines, leaving them vulnerable to being trampled by the Crusher, which causes significant damage. However, if you're charging through your Hive, you may accidentally trample captured hosts, so it is a good idea to toggle Charge off when not using it to batter your opponents.
Protip: Moonwalking, aka the Art of Facing or the Tactical Retreat, is the Crusher's best friend in slow-speed scenarios. If you are charging, just retreat without looking back. If you're pulling out of combat after failing a charge or coming to a stop, learn to Moonwalk and keep that head armor towards your opponents.
3.2
Boiler
Difficulty to Play: Hard
The Boiler (Xenos Ulcis Aliena) is the long-range artillery support of the Hive's forces, lobbing vast gouts of corrosive acid great distances. Because the Boiler emits its own light, it is very difficult to hide from snipers, so it is recommended that either a distraction is provided for these large death-catapults, or that a Crusher is guarding for it at all times.
Boilers move at an average of 1.5-2.5 tiles per second. They are one of the slowest Xenos in the game, and so must be defended when necessary.
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Gameplay: As a Boiler, your main objective is to lob hot, acidic death on your enemies from beyond their view range. Unfortunately, Marine Snipers can see further than you can, so you're always at risk from these particular pains. If all else fails, and you become critically injured, rush the enemy in a Kamikaze attack, because when you die, you spray a massive burst of acid in all directions, coating the area around you in boiling agony.
Acid Spray: Much like the Marine's Flamer, the Boiler's Acid Spray emits a straight line of corrosive acid capable of knock-down up to five tiles away.
Bombard: Bombarding is the Boiler's forte. At range, the Boiler acts as artillery, and this is how. You are able to bombard with two types of acid: Neurotoxic and Corrosive. Neurotoxic is the same as a Sentinel or Spitter's Neurospit, but it disperses into a cloud instead. Corrosive Acid is quick death for anyone caught in it.
Protip: Boiler Gas-Cloud Radius: 7 Tile Random Pattern with 3 Tile Circle Center, 5 Second Max Range Dispersal, 15-20 second Lasting Power
Long Range Sight: This gives the Boiler the ability to 'look off in the distance', providing them with sight on enemies beyond the normal field of vision. Long Range Sight is great for not only observing enemies, but for bombarding them with acid from a relatively safe distance. Basically the same effect as a Sniper Scope or Binoculars, but with less range. It zooms the map out to give you a wider field of vision.
Super Corrosive Acid: Many Xenos can spit acid onto things to dissolve them, but the Boiler's is so highly acidic that it can eat through objects much, MUCH faster.
Tips: Go read the Mobile Alien Artillery guide listed in the links above.
3.3
Praetorian
Difficulty to Play: Hard
The Praetorian, also known as Xenos Custodi Regine, is the guardian of the Queen. Being almost as tall and very difficult to tell apart from the Queen, the Praetorian excels at spitting, and is also capable of emitting pheromones to boost the Hive's resilience.
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Gameplay: Praetorians are on Guard Duty for the Queen. End of Story. They shouldn't be assaulting anything, as they're slow. 2 to 3 tiles per second is not the speed of an assault class unit. As another Plasma Factory, you should also be supplying the Queen with Plasma, without being asked to. It's your job to make sure the Queen survives. If she dies, then be prepared for the Salt of the Hive.
Spit Neurotoxin: For the cost of 50 Plasma, you can effectively stun anything from up to four tiles away.
Spit Corrosive Acid: For the cost of 100 Plasma, you can melt through walls/doors/objects and deal moderate damage over time to any enemy.
Toggle Spit Type: This is the ability to switch between Neurotoxin and Corrosive Acid. It DOES cost you to use this ability, so be wise about how you spend your Plasma in tight situations.
Emit Pheromones: You come equipped with three types of Pheromones to secrete into the air around you for both yours and the Hive's benefit. It costs you 30 Plasma to start emitting pheromones, and there is no cost to maintain them while you are on weeds. However, if you leave a weeded area, you will continue to lost Plasma at 30 per tick for as long as you emit pheromones.
Pheromone Types:
Recovery - Grants a small healing bonus, plasma regen and reduces stun times.
Guarding - Reduces incoming damage.
Frenzy - Boosts attack power, movement speed and gives a bonus to tackle-success chance.
Pheremone Spread - Est. 5 Tile Circle
Tier Four
There is only one type of Xenomorph at Tier Four. Expect to face death, should you find yourself in the presence of an experienced Xenomorph at this level.
4.0
The Queen
Difficulty to Play: VERY HARD
Mother of the Hive, layer of eggs, ravager of worlds. The Queen Xenomorph, or Xenos Nidum Reginae, is the penultimate evolution of the Drone and defacto leader of the Hive. None can escape her sway. No xenomorph can willfully disobey her commands. The Queen is a nightmare of a madman's dreams, controlling the Xenomorph Swarm from deep within the Hive's nesting chambers.
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Gameplay: Before you even think of taking on this role, you need to learn one simple philosophy.
No matter what you do, you will never be a good enough Queen.
Despite the above, be ready for disobedient Xenos ruining your plans for victory. Be prepared for the influx of "Evolve or Upgrade?", "I wanna be a Ravager!", "Mommy, can I please be a Boiler?" requests. Get ready for your children to cry for "Full Slashing" five minutes into the round because they were stupid enough to cross the river and incite a MetaRush from the Marines, despite the Hive needing more hosts than corpses. You have so much to watch over and do all at the same time that you need to be a serious multi-tasker, as well as have some creative imagination.
The Queen should never leave the Hive, unless to push a final assault on the Sulaco, and even then, only in strong numbers that will at least provide a challenge to the surviving Marines, if not guarantee success.
First and Foremost: you are an Egg Factory. If you don't lay eggs, you'll have Xenos crying for more eggs.
You are a Commander, secondly. You should be sequestered somewhere safe, as if you are dead, it takes 4 minutes before another Drone can evolve into a Queen.
You are a Leader lastly. If for whatever reason you need to leave the Hive, you need to be able to be strong and competent in battle. You need to be able to direct tactics and charges, smart enough to command retreats and fallback points when necessary.
Statistics:
Queen - Evolution at 800, 700 Plasma
Regains 30 Plasma per Tick
Regains 55 Plasma per Tick on its own Recovery Pheromones
Elite Queen - Evolution at 1600, 800 Plasma
Regains 40 Plasma per Tick
Regains 95 Plasma per Tick/Recovery Pheromones
Elite Empress - Evolution at 3200, 900 Plasma
Regains 50 Plasma per Tick
Regains 145 Plasma per Tick/Recovery Pheromones
Ancient Empress - No Evolution, 1000 Plasma
Regains 60 Plasma per Tick
Regains ?? Plasma per Tick/Recovery Pheromones
Your skills are available atop your screen in the following order:
[Rest] [Regurgitate] [Ready Tail] [Plant Weeds] [Resin Selector] [Toggle Shift/MiddleClick Building] [Lay Egg] [Toggle Shift/MiddleClick Screech] [Toggle Shift/MiddleClick Acid] [Pheromone Selection and Emission] [Gib Victim] [Psychic Whisper]
Resting allows you to regain health faster when on weeds.
Regurgitate allows you to vomit up the contents of your stomach. (AKA A host you've eaten for transport)
Ready Tail Attack allows you to prime your tail for a vicious tail stab that is capable of severing limbs and decapitating hosts at higher levels of maturity.
Plant Weeds: When you are pushing a charge, planting weeds may be the one thing that saves your life. Make sure you keep them gardens weeded.
Resin Selector: This operates the same way as a Drone's Resin ability. There is literally no difference, except that you'll be called upon to create structures in more dangerous places than the Drone normally would.
Building: This will toggle your ability to Build on or Off.
Lay Egg: Every Egg costs 400 plasma, but the future investment in the hive is worth it.
Screech: The Queen's primary assault tool, the Screech has an effective knockdown range of 5 tiles, with a stun-time of 5 seconds, and a Deaflock effect up to 10 seconds. This means that not only can you knock a marine down for easy hugging, but you can also make them drop their weapons, as well as make them incapable of hearing each other. Use it to your advantage.
Gib Victim: The Queen, being the only Xeno capable of this feat, wrenches a victim into the air, pulling with all four arms until she quarters the poor bastard, effectively shredding them into pieces.
Gibbing, while considered Meta in some cases and outright trolling in others, is the only way to ensure the removal of Specialist Weapons (SADAR, RPG, Sniper). It is also one of the only ways to remove a Marine's armor light from the battle field (the other being to bury them so deep in the hive that DeadChat becomes saltier than the saltiest salt mines on a world made of salt). Use it at your own discretion, but be aware of the consequences it can bring.
Psychic Whisper: This is the only way to actively speak to a Marine as a Xenomorph. Every other form of interaction must be done with emotes or clicks. Great for Roleplay purposes like screwing with the Marines minds...but not much else.
Emit Pheromones: You come equipped with three types of Pheromones to secrete into the air around you for both yours and the Hive's benefit. It costs you 30 Plasma to start emitting pheromones, and there is no cost to maintain them while you are on weeds. However, if you leave a weeded area, you will continue to lost Plasma at 30 per tick for as long as you emit pheromones.
Pheromone Types:
Recovery - Grants a small healing bonus, plasma regen and reduces stun times.
Guarding - Reduces incoming damage.
Frenzy - Boosts attack power, movement speed and gives a bonus to tackle-success chance.
Pheremone Spread - Est. 5 Tile Circle
Abilities without Commands: These are in the Alien Window on the Right side of the Screen
Hive Order: This ability puts a single order onto the status screen of every Xenomorph. Use it to coordinate attacks and strategies, else to just ensure that general mayhem doesn't overwhelm your swarm.
Voice of the Queen: This ability sends a massive text message to all Xenomorph Chat Windows. Use this to ensure that they don't miss a vital command.
5.0
General Xenomorph Abilities
All Xenos have a set group of abilities that they are born with.
Darksight: Friend /AND/ Foe
Darksight is one of the Xeno's greatest tools. It allows them to see in pitch-blackness, where even the most ballsy of baldies dares not tread without a light source. However, Darksight is also one of the Xenos greatest weaknesses, as those who operate with it on all the time forget that light sources emit in a radius, usually blowing their cover if they get too close.
Except for the Boiler, because they are their own bane of existence, all smart Xenos operate from within the darkness. Toggling your darkvision while on the hunt can help you effectively capture or kill lone Marines by noting your surroundings, turning darksight off, taking note of available light sources, then calculating your angle of attack.
Light Source Distances:
Armor Light - 4 Tile Circle
Boiler Light - 2 Tile Circle
Colony Floodlight - 5 Tile circle
Emergency Floodlight (Tablefort) - 5 Tile Circle
Flare - 4 Tile circle
Flashlight - 4 Tile Circle
Landing Light (LZ1)- 4 Tile Circle
Light Bulb - 3 Tile Circle
Light Tube - 6+ Tile Circle
Strange Tree- 1 Tile Square
Light Stick (Ice Colony) - 1 Tile Square
Devour: Available to All Xenomorphs
There is no button for this ability. Simply grab a host (Grab intent or CTRL+Click on them) and then click yourself. Boom! You've just eaten a prospective host! You now have 5 minutes before the host dies in your stomach, so get moving! Devouring is useful for transporting unconscious/hugged hosts back to the nest, as you don't suffer the movement penalty you might if you were simply dragging them.
HOWEVER!
BEWARE! An Armed host may wake up inside you. If this happens, you receive no warning, except multiple lacerations or gunshots from within before you die in a fantastic explosion of acid blood, guts and Xenobits, the host having broken free.
Rest: Available to All Xenomorphs
Resting allows you to regain health and plasma faster than normal when you are on Weeds. Recommended for use after a foray into enemy territory when your health has dropped below 50% or more and you still manage to make it back to safe, weeded ground.
One should never rest in open lines of fire, no matter how far down a corridor you've run. If you can get around a corner before resting, do it. All it takes is one lucky shot from a Baldie Marine to turn your rest into a permanent Resin Nap...so don't take the risk.
Crawl Through Vents: Available to Chest Bursters and T1 Xenos
Crawling through vents is a good way to get in and out of places in a hurry. It's also great for recon, as you can pop in and out of a vent faster than most Marines can react to your sudden arrival. At the least, it can be a good Cole-Protocol backup in the event that you need to GTFO of Lazarus quick.
Live long, implant hosts, propagate, and REEEEEEEEEEEEEEEEEEEEEEEE your way to victory, which ever path you choose.
((P.S.: Feel free to make any suggestions or notes that I can use to better this guide.))