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		<id>https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=17881</id>
		<title>Xeno Quickstart Guide</title>
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		<updated>2020-12-03T23:06:53Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Late join */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve just joined for the first time as a Xenomorph? No idea what you are doing? This [[Space Station 13 Guide]] is pretty good as an introduction to the interface! Otherwise, let this guide get you up to scratch!  If you have any questions, we have an &#039;&#039;&#039;inbuilt mentor questions system&#039;&#039;&#039; made specifically so you can ask for help in game. Just press &#039;&#039;&#039;F1&#039;&#039;&#039; and click the &#039;&#039;&#039;(Gameplay Mechanics/ Mentorhelp)&#039;&#039;&#039; option and one of the server&#039;s mentors will be happy to help you.&lt;br /&gt;
&lt;br /&gt;
As a foreword, rounds on this server may last between two to three hours! Make sure you have the time commitment to sit a full round.&lt;br /&gt;
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&lt;br /&gt;
= The Rules =&lt;br /&gt;
While it&#039;s not fair to shove the rules down your throat, CM-SS13 is a roleplay-focused server and as such has an extensive list of [[Rules]]. It&#039;s highly recommended you spend some time reading the rules to ensure you don&#039;t accidentally break any. Ignorance of the rules is not an excuse. Thank you.&lt;br /&gt;
&lt;br /&gt;
= How to join the Hive =&lt;br /&gt;
=== Join at roundstart ===&lt;br /&gt;
In the lobby screen, open the [[Space_Station_13_Guide#Getting_Started|Setup Character]] window, change &#039;&#039;&#039;Be Xenomorph&#039;&#039;&#039; to Yes, then click &#039;&#039;&#039;Ready&#039;&#039;&#039;. To maximize your chance of joining roundstart as Xeno, you can open &#039;&#039;&#039;Setup Character&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Set Marine Role Preferences&#039;&#039;&#039;, set all to &#039;&#039;&#039;[NEVER]&#039;&#039;&#039; and click the bottom option until it&#039;s &#039;&#039;&#039;Return to lobby if preference unavailable&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Late join ===&lt;br /&gt;
After the round has started, click &#039;&#039;&#039;Join the Hive&#039;&#039;&#039; you can take up any SSD Xenos or pooled larva. If there is no xeno you can take up, click &#039;&#039;&#039;Observe&#039;&#039;&#039; to spawn as a ghost. Once you are a ghost, click &#039;&#039;&#039;Toggle SpecialRole Candidacy&#039;&#039;&#039; in the &#039;&#039;&#039;Preferences&#039;&#039;&#039; tab, then turn on Xeno preference, you will get this message: &#039;&#039;You will now be considered for Xenomorph events (where possible)&#039;&#039;. You can also click &#039;&#039;&#039;Join as Xeno&#039;&#039;&#039; in the &#039;&#039;&#039;Ghost&#039;&#039;&#039; tab to see if there is an SSD (i.e., away from keyboard) Xeno you can occupy (that&#039;s why ghosting is more preferable than simply closing the game if you need to go, as ghosting will free up the xeno immediately instead of freeing up after the AFK timer), or a pooled larva available.&lt;br /&gt;
&lt;br /&gt;
= Who Orders Who =&lt;br /&gt;
[[File:Evolution.png|thumb]]There are four tiers of aliens. Not every player can evolve to the top, because the spots are limited at each tier. The [[Queen]] is at the top who runs the Hive. The third tiers (T3) are the [[Boiler]], [[Crusher]], [[Praetorian]] and [[Ravager]]. These are comparable to Marine officers. Look to them for leadership. The second tiers (T2) are the [[Carrier]], [[Burrower]], [[Hivelord]], [[Lurker]], [[Warrior]] and [[Spitter]]. These are advanced versions of the bottom tier aliens. The [[Drone]], [[Runner]], [[Sentinel]], and [[Defender]] are the first tier (T1) and make up the meat and potatoes of the Hive. If it&#039;s your first game, avoid evolving past the first tier unless it&#039;s necessary for the Hive. Allow more experienced players to take these more complicated roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You should obey any orders given to you by your Queen or Hive Leaders. It is a hive mind, and you have no free will.&#039;&#039;&#039; The only exception is if you are given orders that violate the rules. (Should you be given orders that would break the rules then you should contact the admins by ahelping, F1 -&amp;gt; gameplay issue.) If an alien that outranks you asks for something, try to do it. Assisting experienced players is a great way to learn the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communication ==&lt;br /&gt;
[[File:Say_window.png|thumb|&#039;&#039;F3 or T to talk&#039;&#039;]]Communication is essential! Use &#039;&#039;&#039;F3&#039;&#039;&#039;, &#039;&#039;&#039;T&#039;&#039;&#039; (in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]), or the chat box at the bottom of the screen (you need to type &#039;&#039;&#039;Say&#039;&#039;&#039; before your message if you use the chat box at the bottom).&lt;br /&gt;
* You can talk to any alien in your local area, aka with your field of vision (You cannot talk through walls. If you can&#039;t see the terrain they are on, they can&#039;t hear you).&lt;br /&gt;
* Type &#039;&#039;&#039;;&#039;&#039;&#039; before your message to talk to the whole Hive. (e.g. &#039;&#039;; There are multiple tallhosts in Medbay.&#039;&#039;)&lt;br /&gt;
* Click the &#039;&#039;&#039;LOOC&#039;&#039;&#039; verb in the OOC section to talk in local out of character (LOOC) to ask questions about the game and how to do things. e.g. &#039;&#039;How to devour?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= [[Larva]] =&lt;br /&gt;
[[File:Alien-Larva.png|thumb]][[File:Queen_indicator.png|thumb]]As you spawn as a chestburster or Larva, you&#039;re very weak and should avoid conflict. &#039;&#039;&#039;Stay on weeds to speed up your evolve progress&#039;&#039;&#039;. If you wake up inside the Hive, stay there! If you wake up outside the Hive, follow the Queen indicator on the right side of your screen to find the Queen. If you join late in a round, you may wake up in strange places, don&#039;t panic and use your survival skills to escape from danger, &#039;&#039;&#039;clicking on doors&#039;&#039;&#039; to squeeze through them, &#039;&#039;&#039;crawl into vents&#039;&#039;&#039; (in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab) and &#039;&#039;&#039;hide under table&#039;&#039;&#039;, then ask the Queen for further commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait until the &#039;&#039;&#039;Progress&#039;&#039;&#039; in the &#039;&#039;&#039;Stats&#039;&#039;&#039; tab reaches 100/100, then click the &#039;&#039;&#039;Evolve&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab. Since you are new, you may want to ask the Queen what you should evolve into (or just check &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab and evolve into the fewest caste among [[Drone]], [[Runner]], [[Sentinel]] or [[Defender]]).&lt;br /&gt;
&lt;br /&gt;
= Evolve and upgrade =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Drone.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Drone|Drones]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are very important supporting players, but not in combat roles.  Drones have two primary functions. The first is building walls, doors, nests, and resin to create and protect the Hive. The second is planting as many weeds as possible to expand the Hive. You can&#039;t go too wrong if you&#039;re planting weeds! All aliens are more robust on weeds. Read more about [http://cm-ss13.com/wiki/Hives Hives].&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Purple Sac&lt;br /&gt;
|Can&#039;t be planted if there is already a sac on the tile or if it&#039;s on unsuitable ground to plant it on. An example would be grass or water. Can be removed by one slash with harm intent for re-plant. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. The default structure is a Resin Wall.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure on your tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on an item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that is not already getting emitted, as pheromones don&#039;t stack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Runner.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Runner|Runners]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are the Hive&#039;s scouts. You&#039;re very weak at first, so don&#039;t rush out at any enemies. It&#039;s easy to tell inexperienced Runners because they tend to die quickly. Don&#039;t let that happen to you. Think of yourself as a ninja. Speed and cunning are your weapons, not brute strength. Your primary role is to scout around the Hive, identify any threats or possible hosts, and report back to the Hive. Stay in the dark. Communicate with the hive constantly. At the beginning of the round, Runners are expected to quickly bring back hosts like monkeys, etc., to the Hive to be infected. &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hide.png]]&amp;lt;br&amp;gt;Hide&lt;br /&gt;
|Hide under objects. Pouncing will cancel your Hiding.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at a target, forcing the victim on the ground and drop their weapons. Though one can quickly get up from a Runner&#039;s pounce, so some Runners tend to tackle the victim as follow up.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|[[File:Stretch_to_fit.png|thumb|Use &amp;quot;Stretch to fit&amp;quot; to minimize the hassle of changing icon size when zooming in/out.]]Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 20 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Sentinel.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Sentinel|Sentinels]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are the secondary defenders of the Hive. This includes defending the Queen and making sure that no captured hosts break out and start damaging the Hive. The ability to spit neurotoxin helps to support your fellow sisters against aggressive marine assaults. &#039;&#039;&#039;The sentinel also makes an excellent choice for your first game due to its simplistic abilities and moderate health pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible  mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Xeno Spit&lt;br /&gt;
|Use middle mouse button to spit globs of neurotoxin to stun hosts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Spit_Type.png]]&amp;lt;br&amp;gt;Toggle Spit Type&lt;br /&gt;
|Allows you to switch between neurotoxic spit costing 25 plasma to fire, spitting neurotoxic air splash which costs 50 plasma to fire.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Defender.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Defender|Defenders]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are as the name implies meant to defend the hive and support it&#039;s members when they are in need. This means using your tailsweep ability to knock back marines from an injured sister or covering their retreat by taking the damage for them. At the beginning of the round, you should be guarding the hive and making sure your fellow sisters are safe.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible  mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tailsweep.png]]&lt;br /&gt;
&#039;&#039;&#039;Tail Sweep&#039;&#039;&#039;&lt;br /&gt;
| A spinning action that causes all marines within a one tile range to have a chance to be knocked down or thrown one tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortify.png]]&lt;br /&gt;
&#039;&#039;&#039;Fortify&#039;&#039;&#039;&lt;br /&gt;
|When activated the defender becomes extremely resistant to projectile weapons and additionally immobile while in this hunkered downstate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
Upon evolving to any caste, you might notice that you are a Young Xenomorph of your selected caste. As time passes, you will automatically Upgrade, causing your strength and abilities to grow in power significantly. You can Evolve to the next tier even if you&#039;ve upgraded from young to mature, however doing so will revert you to being Young in your next tier. If you&#039;re new, please avoid evolving and let more experienced players play the more advanced Xenos. Crawl before you run.&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Slashing forbidden/restricted/permitted ==&lt;br /&gt;
At the beginning of the round, the Hive is desperate for hosts to infect. The Queen may issue a standing order forbidding the slashing of hosts. While this order is in place, slashing is forbidden or restricted to only when you are hurt. You might want to avoid conflict, but you can still tackle and drag hosts with your &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Grab&#039;&#039;&#039;&amp;lt;/span&amp;gt; intents to try and move them to the Hive. At some point, the Queen will allow the slashing of hosts and your combat power will improve significantly. Check this order in the &#039;&#039;&#039;Stats&#039;&#039;&#039; tab. As the Queen permitted slashing, use &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;&#039;&#039;&#039;Harm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent to slash. You can target different body parts [[File:Hud-target.png]]. In general, target unarmored areas to inflict more damage (all armor protects the groin and protects it the same amount as it does the chest).&lt;br /&gt;
&lt;br /&gt;
== Capturing Hosts ==&lt;br /&gt;
While Xenos slash to wound and kill, the main goal is to weaken the hosts enough without killing them so they can be infected and give birth to new larvae.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Drag ===&lt;br /&gt;
There are primarily two ways of moving hosts, dragging them or devouring them. To drag, you can:&lt;br /&gt;
* Ctrl + Click the host, you don&#039;t need to switch to the empty hand with this method.&lt;br /&gt;
* Click with an &#039;&#039;&#039;empty&#039;&#039;&#039; hand using &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Grab&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;3&#039;&#039;&#039; in [[Space_Station_13_Guide#Hotkeys|hotkey mode]])&lt;br /&gt;
* Right Click -&amp;gt; Pull.&lt;br /&gt;
You can switch to an &#039;&#039;&#039;empty&#039;&#039;&#039; hand (&#039;&#039;&#039;X&#039;&#039;&#039; in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]) and tackle the host with &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;2&#039;&#039;&#039; in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]) to keep them down. However, dragging is slow (except for Runner) and you can&#039;t drag hosts into tunnels and vents (to bypass fog wall/terrain/marine force), you need to have the host devoured to do that. Note that you can only moved devoured marines through tunnels and not vents.&lt;br /&gt;
&lt;br /&gt;
=== Devour ===&lt;br /&gt;
{{Devour}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== When to kill or capture ===&lt;br /&gt;
Kill when you cannot capture. E.g., His buddy will shoot you to pieces if you drag him/standstill to devour. Capture when it&#039;s safe to do so. E.g., the host is alone and tackled, simply unarmed, or you are sure you can drag the host away from his buddies before they shoot you to pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting techniques ==&lt;br /&gt;
[[File:Tackle_engage_two_hosts.gif|frame|right|&#039;&#039;Use tackle (and surprise) to overpower hosts&#039;&#039;]]&lt;br /&gt;
=== Tackling ===&lt;br /&gt;
Tackling with &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;2&#039;&#039;&#039;) is very powerful as it forces the victim onto the floor for a period of time. Disabling their attack and escape, allowing you to devour or slash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Drag and slash ===&lt;br /&gt;
Much like you can tackle with another hand when devouring, you can slash with another hand when dragging. First, drag the host, switch to an &#039;&#039;&#039;empty&#039;&#039;&#039; hand (&#039;&#039;&#039;X&#039;&#039;&#039;) and slash them using &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;&#039;&#039;&#039;Harm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;4&#039;&#039;&#039;). If you are chased, pounce away (Runner) or simply switch back to the dragging hand and drop them (&#039;&#039;&#039;Q&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avoid being hit ===&lt;br /&gt;
[[File:Walk_slash2.gif|frame|right]]Avoid charging/retreating in a straight line, instead, take turns, change lanes or even circle so that you are unpredictable. When slashing a downed marine, keep moving around the marine or left and right (or up and down) to dodge.&lt;br /&gt;
&lt;br /&gt;
== Fight on your terms ==&lt;br /&gt;
=== Fight on weeds ===&lt;br /&gt;
Aliens heal and regenerate plasma when being on weeds, and heal much faster while resting on weeds, downed Xenos will bleed out if not on weeds. Weeds also buff Xeno&#039;s speed slightly while slows down tall hosts slightly so try to fight on weeds. Request Drones to weed/re weed if needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cover of darkness ===&lt;br /&gt;
[[File:Xeno_Toggle_night_vision.png|thumb]] Use &#039;&#039;&#039;Toggle Xenomorph Vision&#039;&#039;&#039; to toggle on and off your ability to see in the dark, and see where is lit and where isn&#039;t, allowing you to stay in the dark and ambush.&lt;br /&gt;
* Break lights and APCs to deny lights (slash to the APC to [[File:APC_Broken.png|32px]] then &#039;&#039;&#039;one more slash&#039;&#039;&#039; to cut the wires, you will see &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&#039;&#039;&#039;APC&#039;s wires snap apart in a rain of sparks!&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* Melt flares[[File:Flare.gif]]&lt;br /&gt;
* Disable typing speech bubble to avoid revealing yourself in the dark (&#039;&#039;&#039;Preference&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Show/Hide Typing Indicator&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Make use of vents ===&lt;br /&gt;
Stand near a vent then click &#039;&#039;&#039;Crawl into Vent&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab or alt+click the vent (you can bind a hotkey for it with [[Macros]]). It&#039;s good for scouting, ambush, flanking and transporting hosts.&lt;br /&gt;
&lt;br /&gt;
== Reducing casualties ==&lt;br /&gt;
=== Don&#039;t bunch up ===&lt;br /&gt;
Most Xeno deaths happen in choke point pushes or when they are retreating after a failed assault. To try and help reduce Xeno losses, avoid all pushes through a choke point and instead widen the choke point or try to flank around to make a new entrance for the assault. Remember to give way to retreating Xenos and drag back critically wounded Xenos to safety and onto weeds (provided that you don&#039;t risk getting killed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
[[File:Resist_button.png|thumb]]When you&#039;re on fire, step on a weeded tile and click &#039;&#039;&#039;RESIST&#039;&#039;&#039; (you can bind a [[Macros]]) to roll on the floor and attempt to extinguish the flames. Use &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&amp;lt;/span&amp;gt; intent&#039;&#039;&#039; clicking to extinguish a fellow xeno on fire, remember to drag them to weeds if they weren&#039;t already. Even better, bring them to Warding[[File:Warding_Pheromone.png|32px]]and Recovery[[File:Recovery_Pheromone.png|32px]]Pheromones to reduce fire damage/bleed out and speed up healing.&lt;br /&gt;
&lt;br /&gt;
=== Avoid engagements when weak ===&lt;br /&gt;
While marines need surgeries to fix serious injuries; Xenos only need to rest on weeds, so don&#039;t be greedy trying to get a kill, rest in a safe location when wounded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Much like marines need to stick with their SLs, you need to stick with the bigger sisters to be effective. Check &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab to see everyone&#039;s location. Learn the maps and find your way to them. Since you are T1, it&#039;s hard for you to initiate attacks to the mass of marines in the frontline; instead, you need to be the follow-up after bigger sister&#039;s initiation, like Queen&#039;s screech and Boiler&#039;s Gas, but again, don&#039;t block other sisters when retreating, simply don&#039;t go in if the choke point is cramped. Instead, do support work like transporting captured hosts back to the hive.&lt;br /&gt;
&lt;br /&gt;
=Infecting Hosts=&lt;br /&gt;
[[File:Alien-Egg.png|thumb]][[File:Alien-Egg-Open.png|thumb]][[File:Alien-Egg-Dead.png|thumb]]&lt;br /&gt;
=== Eggs and facehuggers ===&lt;br /&gt;
The Queen lays eggs when in Ovipositor mode. The eggs get planted (by Queen/Drone castes) and mature after a short delay. Mature eggs contain a larval facehugger which stays in the egg until disturbed. Facehugger will attempt to attach itself to any host that gets close and infects a host by implanting a larva inside its host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nests and guards ===&lt;br /&gt;
[[File:Prison_on_aprison.png|thumb|&#039;&#039;A prison on a prison station&#039;&#039;]]Once you have a captured host, bring them to a matured egg, the egg will open (if they don&#039;t, click the egg with an empty hand) and drag the host to the facehugger to infect. Then find a nest [[File:Nest.png|32px]] &#039;&#039;&#039;click the host on it&#039;&#039;&#039; then &#039;&#039;&#039;drag the host on it&#039;&#039;&#039;. Dangerous hosts (like Marines) should be secured into a nest. Should a capture should somehow be removed from a nest, whether it be from accidents or explosions, you can try to recapture them back in with &#039;&#039;&#039;neurotoxin&#039;&#039;&#039; [[File:Toggle_Spit_Type.png|32px]] which is very good at calming enraged hosts. Alternatively, simply tackle them with &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;2&#039;&#039;&#039;) and re-nest them. After some time, listen to the screams and celebrate the birth! Click the nest (any intent except &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;&#039;&#039;&#039;Harm&#039;&#039;&#039;&amp;lt;/span&amp;gt;) to unnest the dead host.&lt;br /&gt;
&lt;br /&gt;
=Xeno Roleplaying Guide and Expectations=&lt;br /&gt;
* You are an extension of the will of the Queen. If there is a Queen, her will MUST be followed. No exceptions. If she orders you to run to your death, start running. Queen&#039;s word is law unless it breaks a rule in which case you should ahelp it (F1 -&amp;gt; gameplay issue).&lt;br /&gt;
* You are a hive-mind, information is shared - Because a hivemind works on the INSTANT transmission of information between all those connected, you CAN use words like &amp;quot;shuttle&amp;quot; or &amp;quot;hydro&amp;quot; to describe things. It&#039;s assumed that because you are a hive-mind if you say &amp;quot;shuttle&amp;quot; your alien character understands what you&#039;re describing instantly (because it shares consciousness with you), but since we can&#039;t actually &amp;quot;emulate&amp;quot; this, using English to describe things is OK.&lt;br /&gt;
* Killing a nested+infected host at ANY TIME is a bannable offense, and don&#039;t un-nest just to kill. It&#039;s counter-productive to your cause of growing the hive. If a marine escapes the nest and uses a weapon to resist, THEN you may kill them, but you should try to tackle and re-nest them. Remember the more hosts you get and keep alive, the bigger your team. EXCEPTION: The queen MAY kill any marine she wants at any time, provided she has an RP justification (if asked by the admins). This power does NOT extend to aliens following the Queen&#039;s orders.&lt;br /&gt;
* You do not know that Marines are coming to the planet. Furthermore, you cannot prepare defenses on or around the dropship landing zones before the Marines arrival.&lt;br /&gt;
* When you die, you are a 100% NEW XENO. However, your previous life is part of the hive-mind, so you CAN use/pass on knowledge your previous &amp;quot;life&amp;quot; knew, as the hive &amp;quot;should&amp;quot; know it. (i.e., Dying to a mine near the Nexus means you can say &amp;quot;There are mines by the nexus, lookout,&amp;quot; but you can&#039;t say &amp;quot;I WAS THE PREVIOUS QUEEN, I CLAIM QUEEN, OBEY MEH.&amp;quot;&lt;br /&gt;
* Refrain from saying &amp;quot;Ayylmao,&amp;quot; &amp;quot;Ayyy,&amp;quot; &amp;quot;Reeeeee&amp;quot; as there is a [http://cm-ss13.com/viewtopic.php?f=57&amp;amp;p=160497 Stronger Enforcement for Xeno Roleplay].&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?p=181344#p181344 Common Xeno metagaming behaviors to avoid]&lt;br /&gt;
* [https://cm-ss13.com/viewtopic.php?p=188224#p188224 The aliens have 1 primary goal: EXPAND OR DIE. They don&#039;t negotiate agreeing to work out a truce with the humans.]&lt;br /&gt;
&lt;br /&gt;
= Additional Reading =&lt;br /&gt;
The following are some good guides and examinations that go further into explaining other details of the game:&lt;br /&gt;
* See [[Slang#Alien Slang &amp;amp; acronyms|Slang]] for Xeno in-character slangs&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=133&amp;amp;t=8401 The Value of Darkness]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=133&amp;amp;t=16635 High-end Xeno mechanics]&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=15925</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=15925"/>
		<updated>2020-08-02T03:45:54Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Boxer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Warrior.png&lt;br /&gt;
|castetitle = Warrior&lt;br /&gt;
|evolves_from = [[Defender]]&lt;br /&gt;
|evolves_to = [[Crusher]], [[Praetorian]]&lt;br /&gt;
|role = Disable and capture lone prey. Act as one of the Hive&#039;s main line combatants. &lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The warrior is a highly mobile caste that serves as a mid ground between being a hit and run harrasser and a frontline combatant with abilities to quickly and easily disable or capture lone marines. For example it&#039;s unique ability &#039;&#039;&#039;Lunge&#039;&#039;&#039; makes the warrior lunge at the targetted marine and grabs them (note that marines can resist out of the grab but it takes time), rendering them helpless while you drag them away. The lunge ability will make you pounce at whatever you spot you shift+click/middle click at, similar to the runner&#039;s pounce. If you miss a lunge at a marine you will have to wait for it to recharge.&lt;br /&gt;
&lt;br /&gt;
==Playing as a Warrior==&lt;br /&gt;
Playing as the warrior means that you will want to divide and conquer any marines you come across in small groupings, by this I mean that you&#039;ll want to single out a marine in the marine group that you come across and then use your &#039;&#039;&#039;Punch&#039;&#039;&#039; ability to effectively disable/heavily injure your chosen target and then use your &#039;&#039;&#039;Fling&#039;&#039;&#039; ability to separate them from the marine group. If successful you&#039;ll be able to drag your now injured prey back to the hive/nearby nesting area to help increase the xenos numbers or you can kill them and get back to work pushing the marines off the planet/station.&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve got a basic combo down for the warriors abilities lets start with the overall round progression for the warrior. If you&#039;re the first to evolve into a warrior you&#039;ll want to locating and capturing any potential hosts, it also means you get to practice your lunge ability on the monkeys or on unsuspecting survivors. Once the marines have landed you&#039;ll, like above want to attack small groups of marines disabling a single one and separating them from further marine support. Alternately you can form a hunting pack with lurkers and defenders to really stamp out the marines morale and gather large quantities of hosts.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Unique passive ability:&#039;&#039;&#039; If you highlight a specific limb then grab a marine, and upgrade the grab (click [[File:UP-GRADE.png|32px]] or press &#039;&#039;&#039;Z&#039;&#039;&#039; in hotkey mode), after a short amount of time you will rip off that specific limb. Both passive and aggressive grabs can be resisted and moving will abort the de-limbing mechanic&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Brawler&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Your slashes charge up a pool of shielding. When you slash while your pool is full, you activate the shield and add it to yourself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fling.png]]&lt;br /&gt;
&#039;&#039;&#039;Fling&#039;&#039;&#039;&lt;br /&gt;
|Flings the targetted marine a few tiles and damages them.  Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 6 seconds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lunge.png]]&lt;br /&gt;
&#039;&#039;&#039;Lunge&#039;&#039;&#039;&lt;br /&gt;
| Lunges the warrior towards the targetted marine and puts them into a chokehold (like grabbing them). Click on your target with the middle mouse button to use the ability. Works on targets around corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Punch.png]]&lt;br /&gt;
&#039;&#039;&#039;Punch&#039;&#039;&#039;&lt;br /&gt;
|Punches the targeted marine dealing a hefty amount of damage. Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 5 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Boxer&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Boxer======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;KO Counter&#039;&#039;&#039;&lt;br /&gt;
|KO Counter is Boxer’s first passive. Every time you Jab or Punch an enemy, they gain 1 KO stack, with slashes and disarms giving 0.5 stacks each. Stacks last until you either: use Uppercut on the stacked target, build stacks on a different target, or don’t hit the target for 5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Clarity&#039;&#039;&#039;&lt;br /&gt;
|Clarity is Boxer’s second passive, it is a stacking self-buff that prevents you from being stunned (but you will still be pushed back and slowed) by small-arms fire and other niche things. It protects you from: buckshot stun, slug stun and daze, heavy revolver stun and daze, dropship stun, and door + APC shocks. Clarity stacks up to 3 times, one point per 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Punch.png]]&lt;br /&gt;
&#039;&#039;&#039;Punch&#039;&#039;&#039;&lt;br /&gt;
|Punches the targeted marine dealing a hefty amount of damage while also building a stack on the KO Counter. Has a two-tile range and resets the cooldown of Jab. Click on your target with the middle mouse button to use the ability. Cooldown: 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Jab&lt;br /&gt;
|Jab is a ranged ability that applies a daze and slow to the target you hit, as well as building your KO Counter and has a 3-tile range. Cooldown is reset when landing a Punch. Cooldown: 4 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Clothesline.png]]&amp;lt;br&amp;gt;Uppercut&lt;br /&gt;
|Consumes all of your KO Counter when you use it. For every point of KO Counter, Uppercut deals 10 damage, up to a maximum of 150 damage at 15 stacks. In addition to this, Uppercut also heals you for 5% of your health per stack, up to a maximum of 75% health at 15 stacks. Uppercut has different effects based on how many stacks the target has when used, these are: 0 - No effect. 1-2 - damage. 3-5 damage and knockback. 6-8 - damage, knockback, and a 1.5 second stun. 9-15 - damage, knockback, and the target will be slept for 10 seconds. Using Uppercut puts Punch and Jab on cooldown. Cooldown: 15 seconds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warrior Tactics==&lt;br /&gt;
Lunge is a powerful tool that can almost guarantee a capture/kill if you play your cards right. Do not attempt this on a group of marines by yourself. It is best around corners where you can see marines and easily dash out and lunge. Before you plan on lunging, make sure your Agility ability is off, or you cannot lunge. When in CQC around 1-2 tile wide corners/corridors with other aliens try to use your lunge ability to capture any marines that try to get a shot off into the crowd of xenos. When you see someone approaching get ready. When they are close enough, lunge and drag them back while shoving them. If you start to lose a lot of health in attempting this remember: You cannot capture hosts if you are dead. If you have to stop, then draw back and regen. Get a slash or punch off if you can to weaken them for another encounter.&lt;br /&gt;
&lt;br /&gt;
==Warrior Evolution and Maturity==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Warrior can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the following castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Praetorian]] is a more all-rounder evolution of the Spitter and a ranged version of the Warrior, foregoing melee mastery for a large array of useful combat skills that makes it the master of the battlefield. It has more health and a greater stature and melee attack coupled with surprising nimbleness, its spit is as powerful as ever and it gains elusive [[Pheromones]] that would otherwise be reserved to [[Drone]] castes and the [[Queen]]. It also gets to use a special sticky spit, covering the battlefield in thick, sticky resin that will limit Marine movement and a weaker Spray Acid ability similar to the Boiler.&lt;br /&gt;
&lt;br /&gt;
* The [[Crusher]] takes an unique path, foregoing mobility and direct offensive power in exchange for becoming a literal tank caste, gaining an armored crest capable of easily deflecting large amounts of punishment, and a massive health and armor pool. It also gains the ability to &#039;&#039;&#039;Charge&#039;&#039;&#039;, a slow-winding but eventually fast and unstoppable assault, knocking aside and wounding anyone in your path. You will also gain the ability to &#039;&#039;&#039;Stomp&#039;&#039;&#039;, allowing you to smash into the ground to viciously wound any downed tallhost under you.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Queen&amp;diff=15713</id>
		<title>Queen</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Queen&amp;diff=15713"/>
		<updated>2020-07-09T22:03:00Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - FINAL TIER&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Queen.png&lt;br /&gt;
|castetitle = Queen&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Lead your Hive to victory over the Marines. Use your powerful pheromones and your command abilities to organise the Hive. Lay eggs to create facehuggers and accumulate more Larvae. Use your screech to defend yourself and signal pushes. Use your acid to melt into places.&lt;br /&gt;
|guides = [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
[[File:Ovipositor.gif|150px|thumb]]The final tier. &#039;&#039;&#039;The Queen&#039;&#039;&#039; is the most vital member of the hive. But with great power comes great responsibility, and she&#039;s often misused. Evolved from a [[Drone]], the Queen &#039;&#039;&#039;is the mind of the Hive&#039;&#039;&#039;. Comparable to the [[Marines|Marine]] [[Commanding Officer]], her primary function is &#039;&#039;&#039;to lead the Hive&#039;&#039;&#039;. Communication is key, and the Hive &#039;&#039;&#039;must&#039;&#039;&#039; follow her orders.&lt;br /&gt;
&lt;br /&gt;
One definitive feature of the Queen is her ability to grow an ovipositor and lay eggs. Those eggs must be picked up and planted on weeds by the hive castes (Drone, Hivelord, Carrier, Queen) &#039;&#039;&#039;Eggs can only be planted near the queen in ovi&#039;&#039;&#039;. In the egg-laying mode, the Queen can toggle a more extensive vision mode, and she can overwatch a xenomorph. The Queens pheromones are centered around her (When Mobile) and the current xeno she is overwatching (When stationary, Egg laying Mode). &#039;&#039;&#039;The Xenomorphs evolution progress stops and burrowed larvae will not unburrow when the Queen is not in egg-laying mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat wise, the Queen has the second highest health of all aliens (barring the crusher who has the most health ) and can be tough to kill. She&#039;s a capable fighter when threatened, but her increased health won&#039;t typically be enough to save her from a squad of Marines if she&#039;s caught in the open. If attacked, however, her &amp;lt;code&amp;gt;&#039;&#039;&#039;Screech&#039;&#039;&#039;&amp;lt;/code&amp;gt; ability causes nearby Marines to drop what they&#039;re holding and be stunned long enough for any assisting aliens to take down a small squad completely. The Queen also has corrosive acid on par with a spitter that allows her to open new pathways or dissolve enemy weapons quickly. Queen fighting on the frontline is both a boost to xeno fighting power and a curse if queen dies to it. The death of queen will &#039;&#039;&#039;kill half of the burrowed larvae and unburrow the rest&#039;&#039;&#039; which are likely to be killed as well if found by marines. &#039;&#039;&#039;Nothing kill a hives quicker than the first queen dying early on.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Getting started =&lt;br /&gt;
Your first task is to find a suitable place to &#039;&#039;&#039;Grow Ovipositor&#039;&#039;&#039;. if you are new to the map, ask in hivemind (&#039;&#039;&#039;;&#039;&#039;&#039;) where a good location is. Once you have grown the ovipositor, you will start laying eggs. You can &#039;&#039;&#039;plant eggs&#039;&#039;&#039; by pick them up then click on a tile near you. One common early strategy is to &#039;&#039;&#039;assign leaders&#039;&#039;&#039; to drones (later reassign to fighting castes with fighting starts) and you emit recovery so the drones get the big plasma regen buff to spread weed and build. When you mature into an Elder Queen, remember to reset your pheromones. They do not auto-update for the leaders. &#039;&#039;&#039;Set Hive Orders&#039;&#039;&#039; for standing orders like evolution limits for T3s or simply free evolution. Use &#039;&#039;&#039;Word of the Queen&#039;&#039;&#039; to announce your plans, like how you want to deal with [[Marines|tall hosts]], headhunters or before you are removing ovipositor to move to a new location. Please note that removing the ovipositor early is detrimental to the hive as it halts evolution progress. As the scouts may encounter survivors, you may consider &#039;&#039;&#039;forbid slashing&#039;&#039;&#039; (slashing is permitted by default) to ensure the hosts are alive to be infected, yet it will also be riskier if the hosts are armed.&lt;br /&gt;
&lt;br /&gt;
= Overwatching =&lt;br /&gt;
When you are overwatching, always keep the hive status open and click the names to see how they are doing, you can Ctrl + middle mouse click on a xeno to switch to them. Let them know your presence, xeno is decentralized compared to marines, and they need leaders to rally them and focus points of attacks because xeno, unlike marines, cannot afford to lose their numbers. The first tool you have is assigning leaders, leaders also share the Pheromones you are emitting. It is recommended that you emit warding as it greatly reduces the incoming damage for xenos. You can have two leaders first then more as you upgrade. Leader should be assigned to:&lt;br /&gt;
* T3/T2 as your pheromones will keep the valuable T3/T2s alive&lt;br /&gt;
* the most teamplay and outspoken xeno, as they can relay information to the hive and rally them&lt;br /&gt;
It is best to spread your pheromones. For example in LV, perhaps there are three fronts, namely barren/central river, medbay/hydro and a lurker gang in hydro road/cargo, then you should assign a leader to each of the fronts.&lt;br /&gt;
&lt;br /&gt;
Another popular strategy is to name Praetorians as leaders, since they can emit their own pheromones in tandem with the Queen&#039;s. Recovery and Warding are a popular combo during prolonged battles for maximum survival, with Frenzy and Warding being excellent during pursuits as anyone receiving them are both faster and durable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second tool is Word of the Queen in the Alien tab, announce your (war) plan with it, likely let the hive know incoming flanks, when you are doing a flank or you are going to grow/remove ovipositor. Announce what is going on to alert the hive from time to time, use word of the queen or hivemind.&lt;br /&gt;
&lt;br /&gt;
= Abilities =&lt;br /&gt;
These are abilities usable regardless of whether you are on ovipositor or not.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grow_Ovipositor.png]]&amp;lt;br&amp;gt;Grow Ovipositor&lt;br /&gt;
|Grows or remove the ovipositor from which the queen begins to passively create eggs from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 700 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stomp.png]]&amp;lt;br&amp;gt;Screech&lt;br /&gt;
|A wide area of effect stun, screeches upon activation. Any marine that can see you and is on your screen (ie: not observing you through a scope) is affected. Marines close to you will be knocked down, while those farther away will be merely unable to act for a short time. If the victim is deaf, they will not be affected by this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 250 plasma, cooldown: 50 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hive-Construction-Order.png]]&amp;lt;br&amp;gt;Order Construction&lt;br /&gt;
|Orders the construction of a hive structure to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 500 plasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromones that are not already being emitted, as pheromones don&#039;t stack except for Frenzy pheromone. Your pheromones will grow stronger as you mature.&lt;br /&gt;
|-&lt;br /&gt;
!Word of the Queen&lt;br /&gt;
|Sends a message to all aliens that is larger than standard text and can be used to announce battle plans, so your hive all know what to do when the time comes. &#039;&#039;&#039;Accessed via the Alien tab.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma.&lt;br /&gt;
|-&lt;br /&gt;
!Set Hive Orders&lt;br /&gt;
|Lets you set orders that are always visible to the rest of the hive in the stats tab. &#039;&#039;&#039;Accessed via the Alien tab.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mobile Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Purple Sac&lt;br /&gt;
|Can&#039;t be planted if there is already a sac on the tile. Can be removed by one slash with harm intent for re-plant. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. The default structure is a Resin Wall.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secretes the chosen Resin Structure on your tile. As a Queen, you secrete resin faster than the [[Drone]] you evolved from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomits a glob of acid on an item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to drones due to how the queen has stronger corrosive acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gut.png]]&amp;lt;br&amp;gt;Gut&lt;br /&gt;
|Gibs the mob you decide to gut. This requires you to stand adjacent to your target(No grab is needed.) and for both you and your victim to remain still during the considerable windup.&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychic_Whisper.png]]&amp;lt;br&amp;gt;Psychic Whisper&lt;br /&gt;
|Allows you to select a mob to psychically whisper to. Must have Line of Sight to the mob.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Spit_Type.png]]&amp;lt;br&amp;gt;Toggle Spit Type&lt;br /&gt;
|Allows you to switch between neurotoxic spit costing 50 plasma to fire or spitting acid which costs 100 plasma to fire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Xeno Spit&lt;br /&gt;
|Use middle mouse button to spit globs of neurotoxin or acid.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stationary Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychic_Whisper.png]]&amp;lt;br&amp;gt;Psychic Whisper&lt;br /&gt;
|Allows you to select a mob to psychically whisper to. You must have unobstructed line of sight to use this.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Watch_Xeno.png]]&amp;lt;br&amp;gt; Watch Xeno&lt;br /&gt;
|Allows the queen to watch over xenos as if they were cameras. You can also use &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab (which can be bound as a [[Macros|Macro]] for ease of use.) or Ctrl + middle mouse click on a xeno (if you are already watching a another xeno) to choose who to watch.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Queen_Zoom.png]]&amp;lt;br&amp;gt;Toggle Queen Zoom&lt;br /&gt;
| Allows you to toggle between zoomed out vision and the standard one. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Stretch_to_fit.png|thumb|left|&amp;quot;Stretch to fit&amp;quot; allows you to see the buttons after zooming out.]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Choose-Follow_Xeno_Leaders.png]]&amp;lt;br&amp;gt;Choose/Follow Xeno Leaders&lt;br /&gt;
|Allows you to appoint a Xeno leader to help with commanding and also follow them. Xeno leaders are automatically moved to the top of the Hive Status list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xeno leaders are limited numerically based on the Queen&#039;s upgrade tier. A new queen gets to select two, then an additional one for every upgrade tier she reaches. Xeno leaders broadcast the Queen&#039;s pheromones around them as long as the queen is not in their combat mode, even if the Xeno leader isn&#039;t within the current overwatch range. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 10 seconds (shared with other overwatch abilities).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Heal_Xeno.png]]&amp;lt;br&amp;gt;Heal Xeno&lt;br /&gt;
|Heals a xeno.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 600 plasma, cooldown: 10 seconds (shared with other overwatch abilities).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Give_Plasma.png]]&lt;br /&gt;
|Gives plasma to a xeno.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 600 plasma, cooldown: 10 seconds (shared with other overwatch abilities).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Issue_Order.png]]&amp;lt;br&amp;gt; Issue order&lt;br /&gt;
|Sends an order to the currently overwatched xenomorph that only they will be able to see.&lt;br /&gt;
|-&lt;br /&gt;
![[File:De-Evolve_Xeno.png]]&amp;lt;br&amp;gt;De-Evolve Xeno&lt;br /&gt;
|Allows you to de-evolve a xeno to allow another to take its place.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Alien_Tactical_Map}}[[File:Alien_Mini_Map.png]]&amp;lt;br&amp;gt;Alien Tactical Map&lt;br /&gt;
|Brings up an alien minimap of the outpost/colony/prison for better tactical awareness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Alien Tactical Map:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&amp;lt;center&amp;gt;[[File:Alien_Tactical_Map.gif]]&amp;lt;/center&amp;gt;&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Alien Tactical Map Key:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:Xeno_Map_Signature.png]]&lt;br /&gt;
&#039;&#039;&#039;Xenomorph Map Signature&#039;&#039;&#039;&lt;br /&gt;
 |Depicts the location of a xenomorph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The darker the red the higher the tier of xeno.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Non-Squad_USCM_Personnel_Map_Signature.png]]&lt;br /&gt;
&#039;&#039;&#039;Uninfected Host Map Signature&#039;&#039;&#039;&lt;br /&gt;
 |Depicts the location of uninfected hosts.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Infected_Host_Map_Signature.png]]&lt;br /&gt;
&#039;&#039;&#039;Infected Host Map Signature&#039;&#039;&#039;&lt;br /&gt;
 |Depicts the location of infected hosts.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Resin_Structure_Map_signature.png]]&lt;br /&gt;
&#039;&#039;&#039;Resin Structure Map Signature&#039;&#039;&#039;&lt;br /&gt;
 |Displays the location of resin structures such as walls and doors.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Weeds_Map_Signature.png]]&lt;br /&gt;
&#039;&#039;&#039;Weeds Map Signature&#039;&#039;&#039;&lt;br /&gt;
 |Displays the location of weeded areas.&lt;br /&gt;
 |}&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Queen-Banish.png]]&lt;br /&gt;
&#039;&#039;&#039;Banish a Xenomorph&#039;&#039;&#039;&lt;br /&gt;
 |Banishes the xenomorph you are currently overwatching. When banished, other xenomorphs are able to attack it but the banished will not be able to retaliate.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Queen-Readmit.png]]&lt;br /&gt;
&#039;&#039;&#039;Readmit a Xenomorph&#039;&#039;&#039;&lt;br /&gt;
 |Readmit the xenomorph you&#039;re currently overwatching.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Strains&#039;&#039;&#039;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Stationary Strains&#039;&#039;&#039;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
The Queen can soak up an incredible number of hits. Unfortunately, she is slow and has a large hitbox. Marines may hit you around corners; any tile your sprite is on is a tile you can be injured from. The Queen needs to fight in cramped environments where the Marines can&#039;t focus fire on her, as in the open she will quickly be torn to shreds by Marines who can run faster than her - meaning all of them.&lt;br /&gt;
&lt;br /&gt;
If you manage to somehow catch a marine, perhaps by cornering him or surprising him, you have the potential to drag him into an egg chamber for instant infection, or just shove him in a nest if he was trying to escape. The Queen&#039;s innate neurotoxin spit works best as the Queen&#039;s disarm timer is rather long. While the screech is a fantastic crowd control tool, &#039;&#039;&#039;it works best when you are accompanied by multiple xenos and capitalize on the mass stun&#039;&#039;&#039;. Therefore, you should warn the Hive of an impending screech, then charge in and do it once they&#039;re in position. This will stun every marine in its radius and turn an assault into a rout. Though, beware of over-enthusiastic xenos that block your retreat. To counter body blocking the queen has a 100% stun chance on xenomorphs if she disarms them, though it is very short, and often does not condemn them. &#039;&#039;&#039;Do not be afraid to abuse this ability. Your life is more important than any other xenomorph.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Pheromones=&lt;br /&gt;
[[Pheromones]] scale based on what caste and upgrade tier is emitting them, aka an Elder Drone emitting pheromones will have a stronger pheromone effect than a Young Drone emitting them and as such the strongest will be used instead. If a Xeno is injured, use recovery. Also, use recovery to keep the pressure up if there&#039;s a skirmish. If there&#039;s a big push or fighting on grass, use Warding. Frenzy may be most useful during an attack, trying to contain escaped hosts, or moving around the map with high plasma. &#039;&#039;&#039;Note that same type pheromones do not stack, but varied ones do.&#039;&#039;&#039; e.g., Recovery and Warding.&lt;br /&gt;
&lt;br /&gt;
{{Pheromones List}}&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Remember that the aliens are a HIVEMIND. They are not &amp;quot;One Mind, Many Bodies.&amp;quot; A Hivemind is a collective intelligence. As the Queen, you are actually the member of the Hive with the LEAST personality. You&#039;re a reflection of every other member of the Hive. That doesn&#039;t mean you shouldn&#039;t give orders, but it does mean you should listen to the other aliens. Ten heads think better than one - and they&#039;re your eyes and ears. Refusing to listen to other aliens is like putting a blindfold on.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to remember that while the other castes have to do what the Queen says, they don&#039;t have to like it. They can bitch and moan and make a Queen&#039;s life a living hell by generally not giving it their all. As the Queen, you need to be... &#039;&#039;&#039;NICE&#039;&#039;&#039;. The aliens have to LIKE YOU. If they don&#039;t, a Queen is in for a bad time.&lt;br /&gt;
&lt;br /&gt;
The number one rule of Queen has nothing to do with how you fight, or how you build your Hive. The number one rule of playing Queen is:&lt;br /&gt;
&#039;&#039;&#039;BE POLITE!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the Queen, you&#039;re a monarch, not a dictator. What&#039;s the difference? A monarch rules through worldly might, but also through charisma. Do you know what happens when a monarch is hated by the people she rules? The French Revolution, that&#039;s what. Now, obviously your children can&#039;t rebel in this game quite so drastically, but aliens who hate the Queen are demoralized, and their behavior is quite erratic. When you hate your commander&#039;s guts, you will, at least subconsciously, perform WORSE.&lt;br /&gt;
&lt;br /&gt;
So how do you separate the good Queens from the bad ones? Well, here is a checklist of bad Queen behavior:&lt;br /&gt;
* The Queen insults the lower castes regularly or expresses contempt for the lower castes.&lt;br /&gt;
* The Queen insults sisters who die in battle.&lt;br /&gt;
* The Queen refuses to even acknowledge suggestions.&lt;br /&gt;
* The Queen orders any lower caste member who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Queen gives orders contradictory to the purpose of the caste (Ordering runners to play Hive guard, ordering drones to capture hosts).&lt;br /&gt;
* The Queen gives contradictory orders, or impossible orders, such as ordering the Aliens to only kill in defense of the Hive and then setting slashing to Not Allowed.&lt;br /&gt;
* The Queen refuses to allow the members of the Hive to hunt at all and keeps everyone inside even when a siege is not taking place.&lt;br /&gt;
* The Queen refuses any responsibility for failures.&lt;br /&gt;
* The Queen refuses to grow their ovipositor even if it&#039;s at the right time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Queen somehow does everything on this list, tell an Admin via &amp;lt;code&amp;gt;ahelp&amp;lt;/code&amp;gt;, because that&#039;s griefing. Nobody does all this on accident. Or if they do, then they need a stern talking to.&lt;br /&gt;
&lt;br /&gt;
= Taking Command Of the Bird =&lt;br /&gt;
To take command of the Bird you&#039;ll want to click on the bird&#039;s console. Doing so will lock it down for the next 10 minutes, giving your hive plenty of time to board and redecorate. When you&#039;re ready to go to your new destination press the launch button on the console and the Bird will fly you away. You&#039;ll also be able to select where you crash as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning:&#039;&#039;&#039; If the marines defend the area you are crashing into with their AA Cannon, the dropship will be diverted towards a random target.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Targets:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Upper Deck Foreship (CIC Area)&lt;br /&gt;
*Upper Deck Midship (Upper medbay/research)&lt;br /&gt;
*Upper Deck Aftship (Upper Engineering/Self Destruct)&lt;br /&gt;
&lt;br /&gt;
*Lower Deck Foreship (Vehicle Bay, Hangar)&lt;br /&gt;
*Lower Deck Midship (Medbay, Brig, Briefing Room)&lt;br /&gt;
*Lower Deck Aftship (Requisitions, Cryo-stasis, Engine) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=2894 Doctor Bright&#039;s Guide to Proper Queen Etiquette] by Evilkyle24&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=16594 Advanced Xeno Strategy] by Redrover1760&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Boiler&amp;diff=15712</id>
		<title>Boiler</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Boiler&amp;diff=15712"/>
		<updated>2020-07-09T22:00:07Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Trapper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Boiler.png&lt;br /&gt;
|castetitle = Boiler&lt;br /&gt;
|evolves_from = [[Spitter]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Bring the Hive&#039;s ranged combat castes to their maximum potential with long range acid glob shots, allowing you to bombard and heavily damage areas after a bit of setup. Use your enhanced vision to locate targets without being seen and shot. Use your acid spray for close range defense. Use your incredibly strong acid to make short work of everything in your way.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=8616 The Guardian Caste Guide]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Boiler&#039;&#039;&#039; is the evolved form of the [[Spitter]] and perhaps the ultimate ranged warrior of the Hive. It is a slow and weak large Xenomorph with a somewhat weak attack, trading the [[Spitter]]&#039;s old role on the battlefield with a special, almost Support-like role. It is otherwise relatively average, with a decently large plasma pool that should not pose any issues, as the Boiler will be always set up in weeded backlines. It does however get the strongest Corrosive Acid in the game, making short work of anything the Boiler can physically get up close to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With an unique ability &#039;&#039;&#039;to &amp;lt;code&amp;gt;Bombard&amp;lt;/code&amp;gt; the battlefield with massive Boiler globs&#039;&#039;&#039;, the Boiler is akin to artillery, capable of standing back and whittling down anything it is aiming at. The Boiler globs come in two forms, acid globs that will emit corrosive gas capable of rapidly killing anything inside it, and neurotoxin globs that will blind, deafen, stun and choke anyone without a gas mask inside, putting them out of the fight for a bit. The only limit to this is that it needs to dig into the ground and immobilize itself to fire, making it vulnerable to counter-attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Boiler is also blessed with Enhanced Vision, allowing it to zoom outwards in the direction it is facing once dug in. It is obviously critical for its role as a Support caste, and allows it to keep a safe distance from whatever it is bombarding. If it is ever caught at close range, it still has one last desperation attack in the form of an Acid Spray, that will cover mobs in its path in bubbling acid, flooring them and causing them serious damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worth noting is that the Boiler&#039;s acid reserves causes him to be uniquely bioluminescent, which might compromise its own stealth in most situations. This acid will also be released when killed, although it is probably not a desirable use of a Boiler and T3 slot.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Boiler ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With all of its abilities, it is patently obvious that the Boiler is meant &#039;&#039;&#039;to stand back and bombard its targets&#039;&#039;&#039;, often accompanying the majority of the Hive in their pushes or defensive holds. It is fairly common for them to set up as far away from their target as possible, usually ten tiles or more. Beware that you will need an unobstructed line of fire between you and your target. Resin structures, non-Xenomorph targets and any dense object in the way will intercept your globs, making them worthless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acid globs are probably the most versatile Boiler glob available. Anything from walls, to barricades, to Marine equipment and to Marines themselves will take massive damage from an impact, and then further corrosive damage from the gas it spawns on landing. Usually, these are preferred when attacking fortifications, to slowly melt through the defenses while also damaging people holding up at the cades. While a single glob might not do extreme damage to metal barricades, repeated glob strikes will quickly damage defenders and fortifications alike. Coupled with other castes like [[Crusher]]s assaulting them using the smoke as cover, it will slowly but surely do short work of anything in the Hive&#039;s way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neurotoxin globs on the other hand are specifically tuned as crowd control and disabling Boiler globs. Any lifeform hit with it will be instantly blinded, deafened and will have their vision and movement speed degraded for a fair period of time after impact. All of this combined will completely disable them from fighting on the spot and will make them an easy capture. If a large group is affected by it, it will allow fighting classes to push in and do tremendous damage on helpless, blinded and deafened tallhosts. Or of course, capture them and infect them with minimal risk, which is often the goal of this non-lethal shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting cornered at close range is a nightmare scenario for Boilers, but you still have a few desperation tactics to work towards an escape. First of all, always be aware of approaching Marines, and always get out of bombardment mode if you are getting shot or damaged. If that is not enough and you find yourself in close proximity to raging tallhosts, use your Acid Spray tactically to cover your retreat. It ought to dissuade them and allow you to run. Don&#039;t attempt to kill them yourself, your slash is weak and your health pool is fairly minuscule for a Tier 3 Xenomorph. If you do die, you&#039;ll explode in an acid cloud as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to other castes due to how the boiler has stronger corrosive acid. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|-&lt;br /&gt;
! Artillerist&lt;br /&gt;
| &#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Whenever you increase your sight range, you have a &#039;buffer&#039; of 7 tiles to move before the your view range increase is cancelled.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|[[File:Stretch_to_fit.png|thumb|Use &amp;quot;Stretch to fit&amp;quot; to minimize the hassle of changing icon size when zooming in/out.]]Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 20 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bombard.png]]&amp;lt;br&amp;gt;Bombard&lt;br /&gt;
|You dig in and prepare to fire, to fire a massive unblock-able acid gas bomb on your target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma, cooldown: 26 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Lance.png]]&amp;lt;br&amp;gt;Acid Lance&lt;br /&gt;
|Start charging an acid lance that can be fired at any time on a target. Once fired, a stream of acid will launch at a point damaging anyone in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 21 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dump_Acid.png]]&amp;lt;br&amp;gt;Dump Acid&lt;br /&gt;
|Gain a speed boost and dump acidic clouds behind you. This will disable your offensive capabilities for a short time to allow you to escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 40 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Trapper&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&lt;br /&gt;
====== Trapper======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Sapper&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Your increased view range now covers less distance, but does not cancel upon movement. Whenever you are damaged, you gain a brief movement speed increase. This recharges after 15 seconds of no damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deploy_Trap.png]]&amp;lt;br&amp;gt;Deploy Traps&lt;br /&gt;
|Deploys a line of temporary resin traps that, when an enemy walks over, stuns them momentarily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 60 Plasma, cooldown: 22 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Mine.png]]&amp;lt;br&amp;gt;Acid Mine&lt;br /&gt;
|Designate a tile in which a 3x3 acid mine will erupt. If anyone is in the 3x3 ranged acid mine, they&#039;ll be hit with acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 40 Plasma, cooldown: 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Shotgun.png]]&amp;lt;br&amp;gt;Acid Shotgun&lt;br /&gt;
|Launch a scatter shot of small acid blobs that fire damage enemies akin to spitter/praetorian spit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 60 Plasma, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
== Boiler Tactics ==&lt;br /&gt;
&lt;br /&gt;
* Aiming a Boiler glob is an art in and out of itself. Boiler globs are not totally accurate and will often deviate significantly from your aim point, so you will need to account for this to avoid missing your targets. As such, while small corridors and cramped rooms make for an appealing target, they might block a lot of shots. One-tile wide entrances like doors or wall holes might likewise cause a large amount of shots to miss, especially at a bad angle. Perpendicular is always the best angle to shoot for regarding to holes.&lt;br /&gt;
&lt;br /&gt;
* Never forget your strong acid. If you ever happen upon unprotected Marine positions, notably during a Marine retreat, your acid will melt straight through everything you can get your mouth on. Sometimes, you might be asked to open up flanks through reinforced walls too.&lt;br /&gt;
&lt;br /&gt;
* Always stick with your Hive, and make sure to be the first to fallback if your sisters are getting pushed back. You are not suited for frontline combat at all and any competent tallhost will make short work of you if they manage to get into range of you. Your Acid Spray is a desperation weapon, not an alternate fighting strategy.&lt;br /&gt;
&lt;br /&gt;
* Using a strong Tier 3 caste as a shield, preferably a [[Crusher]] in most cases or a [[Ravager]] or [[Queen]] if incendiary munitions are being used, will allow you to fire despite ongoing suppression. As long range weaponry, including scoped rifles, marksman rifles and sniper rifles, are your natural counter, you will find a shield useful in large fights, as you are a priority target for people using these weapons. Defenders make excellent shields as well, and it is generally easier to get ahold of one  to guard you than a T3.&lt;br /&gt;
&lt;br /&gt;
* Expect to relocate often as the fight moves forwards and backwards. Your sweet spot will always be around 8 to 14 tiles, which is your aiming range when using Enhanced Vision. Of course, if you get shot at, you need to relocate much faster, especially if you are set on fire or don&#039;t have a shield.&lt;br /&gt;
&lt;br /&gt;
* As you are stationary, you are especially vulnerable to specific weapons with a long windup, notably orbital bombardments and CAS strikes. If you hear or suspect any of those, especially if you are surrounded by sisters, immediately relocate. You cannot survive such a strike if it lands straight on you.&lt;br /&gt;
&lt;br /&gt;
* Boiler globs usually make good points for the Xenomorphs to push, especially if aimed at non-fortified targets. Communicating your shots might help, especially if you coordinate with another strong pushing caste like a [[Crusher]], or even a [[Queen]].&lt;br /&gt;
&lt;br /&gt;
* Hitting a target directly with the glob will cause a powerful additional effect, acid globs will do a large amount of direct burn damage while neuro globs will stun them for a long period of time.&lt;br /&gt;
&lt;br /&gt;
== Boiler Maturity ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boiler &#039;&#039;&#039;Maturity&#039;&#039;&#039; are mostly focused on improving their unique abilities, with general combat statistics mostly unimportant to their role getting increases, with the only notable ones being a health increase to sustain more punishment from their counters and plasma reserves for unweeded flanks. The more interesting part however is that, as a Boiler matures, both his Bombard and Acid Spray will recharge faster, the Acid Spray will do more damage, and last but not least, its Bombard will become more powerful, cover a wider area, with neurotoxin effects lasting longer and acid doing more damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boilers can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Boiler&amp;diff=15711</id>
		<title>Boiler</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Boiler&amp;diff=15711"/>
		<updated>2020-07-09T21:58:50Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Boiler.png&lt;br /&gt;
|castetitle = Boiler&lt;br /&gt;
|evolves_from = [[Spitter]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Bring the Hive&#039;s ranged combat castes to their maximum potential with long range acid glob shots, allowing you to bombard and heavily damage areas after a bit of setup. Use your enhanced vision to locate targets without being seen and shot. Use your acid spray for close range defense. Use your incredibly strong acid to make short work of everything in your way.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=8616 The Guardian Caste Guide]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Boiler&#039;&#039;&#039; is the evolved form of the [[Spitter]] and perhaps the ultimate ranged warrior of the Hive. It is a slow and weak large Xenomorph with a somewhat weak attack, trading the [[Spitter]]&#039;s old role on the battlefield with a special, almost Support-like role. It is otherwise relatively average, with a decently large plasma pool that should not pose any issues, as the Boiler will be always set up in weeded backlines. It does however get the strongest Corrosive Acid in the game, making short work of anything the Boiler can physically get up close to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With an unique ability &#039;&#039;&#039;to &amp;lt;code&amp;gt;Bombard&amp;lt;/code&amp;gt; the battlefield with massive Boiler globs&#039;&#039;&#039;, the Boiler is akin to artillery, capable of standing back and whittling down anything it is aiming at. The Boiler globs come in two forms, acid globs that will emit corrosive gas capable of rapidly killing anything inside it, and neurotoxin globs that will blind, deafen, stun and choke anyone without a gas mask inside, putting them out of the fight for a bit. The only limit to this is that it needs to dig into the ground and immobilize itself to fire, making it vulnerable to counter-attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Boiler is also blessed with Enhanced Vision, allowing it to zoom outwards in the direction it is facing once dug in. It is obviously critical for its role as a Support caste, and allows it to keep a safe distance from whatever it is bombarding. If it is ever caught at close range, it still has one last desperation attack in the form of an Acid Spray, that will cover mobs in its path in bubbling acid, flooring them and causing them serious damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worth noting is that the Boiler&#039;s acid reserves causes him to be uniquely bioluminescent, which might compromise its own stealth in most situations. This acid will also be released when killed, although it is probably not a desirable use of a Boiler and T3 slot.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Boiler ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With all of its abilities, it is patently obvious that the Boiler is meant &#039;&#039;&#039;to stand back and bombard its targets&#039;&#039;&#039;, often accompanying the majority of the Hive in their pushes or defensive holds. It is fairly common for them to set up as far away from their target as possible, usually ten tiles or more. Beware that you will need an unobstructed line of fire between you and your target. Resin structures, non-Xenomorph targets and any dense object in the way will intercept your globs, making them worthless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acid globs are probably the most versatile Boiler glob available. Anything from walls, to barricades, to Marine equipment and to Marines themselves will take massive damage from an impact, and then further corrosive damage from the gas it spawns on landing. Usually, these are preferred when attacking fortifications, to slowly melt through the defenses while also damaging people holding up at the cades. While a single glob might not do extreme damage to metal barricades, repeated glob strikes will quickly damage defenders and fortifications alike. Coupled with other castes like [[Crusher]]s assaulting them using the smoke as cover, it will slowly but surely do short work of anything in the Hive&#039;s way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neurotoxin globs on the other hand are specifically tuned as crowd control and disabling Boiler globs. Any lifeform hit with it will be instantly blinded, deafened and will have their vision and movement speed degraded for a fair period of time after impact. All of this combined will completely disable them from fighting on the spot and will make them an easy capture. If a large group is affected by it, it will allow fighting classes to push in and do tremendous damage on helpless, blinded and deafened tallhosts. Or of course, capture them and infect them with minimal risk, which is often the goal of this non-lethal shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting cornered at close range is a nightmare scenario for Boilers, but you still have a few desperation tactics to work towards an escape. First of all, always be aware of approaching Marines, and always get out of bombardment mode if you are getting shot or damaged. If that is not enough and you find yourself in close proximity to raging tallhosts, use your Acid Spray tactically to cover your retreat. It ought to dissuade them and allow you to run. Don&#039;t attempt to kill them yourself, your slash is weak and your health pool is fairly minuscule for a Tier 3 Xenomorph. If you do die, you&#039;ll explode in an acid cloud as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to other castes due to how the boiler has stronger corrosive acid. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|-&lt;br /&gt;
! Artillerist&lt;br /&gt;
| &#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Whenever you increase your sight range, you have a &#039;buffer&#039; of 7 tiles to move before the your view range increase is cancelled.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|[[File:Stretch_to_fit.png|thumb|Use &amp;quot;Stretch to fit&amp;quot; to minimize the hassle of changing icon size when zooming in/out.]]Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 20 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bombard.png]]&amp;lt;br&amp;gt;Bombard&lt;br /&gt;
|You dig in and prepare to fire, to fire a massive unblock-able acid gas bomb on your target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma, cooldown: 26 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Lance.png]]&amp;lt;br&amp;gt;Acid Lance&lt;br /&gt;
|Start charging an acid lance that can be fired at any time on a target. Once fired, a stream of acid will launch at a point damaging anyone in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 21 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dump_Acid.png]]&amp;lt;br&amp;gt;Dump Acid&lt;br /&gt;
|Gain a speed boost and dump acidic clouds behind you. This will disable your offensive capabilities for a short time to allow you to escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 40 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Trapper&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&lt;br /&gt;
====== Trapper======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Sapper&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Your increased view range now covers less distance, but does not cancel upon movement. Whenever you are damaged, you gain a brief movement speed increase. This recharges after 15 seconds of no damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deploy_Trap.png]]&amp;lt;br&amp;gt;Deploy Trap&lt;br /&gt;
|{{Ability_BoilerT_Deploy_Trap_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Mine.png]]&amp;lt;br&amp;gt;Acid Mine&lt;br /&gt;
|{{Ability_BoiletT_Acid_Mine_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Shotgun.png]]&amp;lt;br&amp;gt;Acid Shotgun&lt;br /&gt;
|{{Ability_BoilerT_Acid_Shotgun_Description}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
== Boiler Tactics ==&lt;br /&gt;
&lt;br /&gt;
* Aiming a Boiler glob is an art in and out of itself. Boiler globs are not totally accurate and will often deviate significantly from your aim point, so you will need to account for this to avoid missing your targets. As such, while small corridors and cramped rooms make for an appealing target, they might block a lot of shots. One-tile wide entrances like doors or wall holes might likewise cause a large amount of shots to miss, especially at a bad angle. Perpendicular is always the best angle to shoot for regarding to holes.&lt;br /&gt;
&lt;br /&gt;
* Never forget your strong acid. If you ever happen upon unprotected Marine positions, notably during a Marine retreat, your acid will melt straight through everything you can get your mouth on. Sometimes, you might be asked to open up flanks through reinforced walls too.&lt;br /&gt;
&lt;br /&gt;
* Always stick with your Hive, and make sure to be the first to fallback if your sisters are getting pushed back. You are not suited for frontline combat at all and any competent tallhost will make short work of you if they manage to get into range of you. Your Acid Spray is a desperation weapon, not an alternate fighting strategy.&lt;br /&gt;
&lt;br /&gt;
* Using a strong Tier 3 caste as a shield, preferably a [[Crusher]] in most cases or a [[Ravager]] or [[Queen]] if incendiary munitions are being used, will allow you to fire despite ongoing suppression. As long range weaponry, including scoped rifles, marksman rifles and sniper rifles, are your natural counter, you will find a shield useful in large fights, as you are a priority target for people using these weapons. Defenders make excellent shields as well, and it is generally easier to get ahold of one  to guard you than a T3.&lt;br /&gt;
&lt;br /&gt;
* Expect to relocate often as the fight moves forwards and backwards. Your sweet spot will always be around 8 to 14 tiles, which is your aiming range when using Enhanced Vision. Of course, if you get shot at, you need to relocate much faster, especially if you are set on fire or don&#039;t have a shield.&lt;br /&gt;
&lt;br /&gt;
* As you are stationary, you are especially vulnerable to specific weapons with a long windup, notably orbital bombardments and CAS strikes. If you hear or suspect any of those, especially if you are surrounded by sisters, immediately relocate. You cannot survive such a strike if it lands straight on you.&lt;br /&gt;
&lt;br /&gt;
* Boiler globs usually make good points for the Xenomorphs to push, especially if aimed at non-fortified targets. Communicating your shots might help, especially if you coordinate with another strong pushing caste like a [[Crusher]], or even a [[Queen]].&lt;br /&gt;
&lt;br /&gt;
* Hitting a target directly with the glob will cause a powerful additional effect, acid globs will do a large amount of direct burn damage while neuro globs will stun them for a long period of time.&lt;br /&gt;
&lt;br /&gt;
== Boiler Maturity ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boiler &#039;&#039;&#039;Maturity&#039;&#039;&#039; are mostly focused on improving their unique abilities, with general combat statistics mostly unimportant to their role getting increases, with the only notable ones being a health increase to sustain more punishment from their counters and plasma reserves for unweeded flanks. The more interesting part however is that, as a Boiler matures, both his Bombard and Acid Spray will recharge faster, the Acid Spray will do more damage, and last but not least, its Bombard will become more powerful, cover a wider area, with neurotoxin effects lasting longer and acid doing more damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boilers can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Spitter&amp;diff=15710</id>
		<title>Spitter</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Spitter&amp;diff=15710"/>
		<updated>2020-07-09T21:57:27Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Spitter.png&lt;br /&gt;
|castetitle = Spitter&lt;br /&gt;
|evolves_from = [[Sentinel]]&lt;br /&gt;
|evolves_to = [[Boiler]]&lt;br /&gt;
|role = Protect your fellow Xenomorphs with a corrosive acid spit, allowing you to damage hosts from a distance and deny areas or lanes of fire to them. Use your strong acid to quickly melt into places.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=8616 The Guardian Caste Guide]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spitter&#039;&#039;&#039; is the next evolution of the humble [[Sentinel]]. Where it was mostly stuck on a supportive role, harassing hosts and stalling them and giving occasional support to other castes during combat, the Spitter can afford &#039;&#039;&#039;to go on the offensive&#039;&#039;&#039;, where its slower speed is counteracted by better health and a larger plasma pool, along with a stronger Corrosive Acid that will make short work of most fortifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Spitter is defined by its new powerful &#039;&#039;&#039;Corrosive Spit&#039;&#039;&#039;. This ability to deal consistent damage at range defines the caste and leads it to becoming a foe to even the most careful Marines. At any time, the Spitter can also opt use its corrosive acid spray for slowing down on coming foes.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Spitter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Sentinel was limited to harassment at best, with the rare option of ambushing and killing a lone Marine, the Spitter can skirmish as well as the average [[Lurker]]. Its corrosive spit is a regular, reliable damage output that will generally cool down any Marine trying to engage in a gunfight. While you will still be in a bad position if under sustained fire, you have more of a reason to be at the front lines, as damaging the Marines will usually allow fights to go in the Hive&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hit and run tactics that the Sentinel employed shine for you. Since you are able to damage Marines from afar, you can easily weaken a Marine chasing you to the point where they are forced to disengage, least they simply die. In case this fails, you might still be able to make it out where a Sentinel would not have had due to your bigger health pool. However, do mind you are slower, so it&#039;s usually a smart idea to stick near fellow sisters in case you bite more than you can chew while flanking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your corrosive acid is another critical part of your presence in the Hive. While other castes may have acid like yours, and the [[Boiler]]&#039;s acid tops it all off, you will often be the caste best suited to apply some in dangerous situations. While you will approach a bit slower, you are less likely to go down to stray fire, lessening the risk of you dying while melting gear or defenses. Of course, if you have spare time, your acid can generally help shape buildings to fit the Hive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
!Corroder&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Your acid spit does damage over time. Though there&#039;s a cool down of 15 seconds for applying it to the same target.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to other castes due to how the spitter has stronger corrosive acid. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Acid Spit&lt;br /&gt;
|Use middle mouse button to spit globs of acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 Plasma, cooldown: 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Ability.png]]&amp;lt;br&amp;gt;Frenzy&lt;br /&gt;
|Increase your movement speed drastically for 3.5 seconds. Hitting someone with acid spit refreshes Frenzy&#039;s cooldown only if you&#039;ve covered them in acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 9 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spray_Acid.png]]&amp;lt;br&amp;gt;Spray Acid&lt;br /&gt;
|Sprays acid along the ground covering tiles. Hosts that touch covered tiles take acid damage and fall to the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 80 plasma, cooldown: 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spitter Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Spitters are less fit for ambushing and hit and run due to their slower speed. However, they can still do wonders if paired with another caste that can help distract or take the pressure off them while they run from an engagement with multiple Marines they can&#039;t hope to win.&lt;br /&gt;
&lt;br /&gt;
* Acid spit can slowly damage barricades, turrets and even walls. As such, it can be used to slowly solve defensive deadlocks where an extremely entrenched perimeter proves too hard to even approach physically to melt with corrosive acid.&lt;br /&gt;
&lt;br /&gt;
* While you are not as mobile as a [[Lurker]], you stand a reasonable chance in a melee, especially if the Marines cannot focus fire on you. Just watch out for explosives, as they can easily be used to stop your frenzy.&lt;br /&gt;
&lt;br /&gt;
== Spitter Evolution and Maturity ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spitter &#039;&#039;&#039;Maturity&#039;&#039;&#039; are mostly focused on making them a terror for Marines during ranged skirmishes and stand-offs. Their health increases a bit, but their spit gains the greatest upgrade with a longer range for neurotoxin spit and greater damage for corrosive spit. This is coupled with an increased fire rate for both and an increased plasma pool and regeneration. An Ancient Spitter will be able to comfortably skirmish with two or even three Marines given even the slightest amount of cover, turning you into a dangerous foe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spitters can only Evolve into a Boiler:&lt;br /&gt;
&lt;br /&gt;
* The [[Boiler]] is perhaps the greatest ranged caste the Hive can muster, shedding its ability to fight on the front lines with spit in exchange of bombarding the battlefield with large acid and neurotoxin globs, turning it into the Xenomorph&#039;s artillery. If a Marine defensive position ever gives you trouble, a Boiler is sure to help, although it will be less useful if both sides are moving forwards or back rapidly. In a pinch, it is still capable of defending itself with its acid spray, although it usually will require good support as they are physically weak and slow for a large caste.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Sentinel&amp;diff=15709</id>
		<title>Sentinel</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Sentinel&amp;diff=15709"/>
		<updated>2020-07-09T21:55:41Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 1&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Sentinel.png&lt;br /&gt;
|castetitle = Sentinel&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Spitter]]&lt;br /&gt;
|role = Provide ranged support in combat by stunning foes from afar. Use your acid to help the Hive break into places.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=8616 The Guardian Caste Guide]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sentinel is a relatively fragile caste, not able to engage in direct combat due to its low durability and low damage. However, this is completely made up for with a massive advantage compared to other melee castes. Sentinels can &#039;&#039;&#039;Spit Neurotoxin&#039;&#039;&#039;, giving them a ranged attack that will disable any human hit by it. This, coupled with their surprising speed and their large plasma reserve, makes them an excellent support caste both inside and outside of combat.&lt;br /&gt;
&lt;br /&gt;
Sentinels are best suited for supporting engagements by slowing marines down and helping other xenos capture or marines.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Sentinels have access to a corrosive spit they can use to melt structures. While Sentinel acid is agonisingly long to act, it will eventually melt through. However, as it cannot deploy weeds for itself, it is dependent on its local [[Drone]] for massive melting projects.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Sentinel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sentinel&#039;s &#039;&#039;&#039;Neurotoxin Spit&#039;&#039;&#039; is perhaps its single greatest strength, and while often underestimated can easily disable targets without putting yourself in much risk. If you ever find yourself in a dangerous fight, a single well placed glob of Neurotoxin can allow you to immediately disengage while your target recovers. Of course, if you have some support, a stunned target is a trivial target for even the most ill-suited castes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your speed and your personal plasma reserve actually makes you a great flanking class, much like the [[Runner]]. While your spit is more expensive to use than a Pounce, it can be used to straight up murder any single Marine you catch if you are lucky and your globs all hit. Of course, if you get in a sticky situation, you can spray neurotoxin in the general direction of your pursuers to make your escape easier. Then again, your very presence will make most people think twice before pursuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Never forget your corrosive acid. Whereas Runners might be blocked by a walled-off area, you can simply douse it in acid and come back later when it finally melts down. In the meantime, you can recharge at weeds, maybe find more things to melt. Just be careful not to waste all your plasma, not having enough plasma to spit can go wrong extremely quickly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to help directly in the fight, try to find a small flank and stun people. You don&#039;t ever have to hit them, every single person downed on the floor is or recovering from slow down effects are not firing at your sisters. Do it enough, and you might goad the Marines into falling back in despair. Just be careful not to get lit up in a position where you can&#039;t be saved. If you can shoot them, so can they.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Spit_Type.png]]&amp;lt;br&amp;gt;Toggle Spit Type&lt;br /&gt;
|Allows you to switch between neurotoxic spit which will hit a single target with neurotoxin and costs 25 plasma to fire and spitting neurotoxic air splash which costs 50 plasma to fire but will hit additional targets next to where you fire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Xeno Spit&lt;br /&gt;
|Use middle mouse button to spit globs of neurotoxin to stun hosts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 2.5 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Mutators ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Mutator:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains|Scatter Spitter]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Scatterspitter======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Xeno Spit&lt;br /&gt;
|Spits toxins and spreads them out among the three tiles infront of you like a shotgun.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 30 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sentinel Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sentinels make wonderful ambush partners. You can easily stunlock a particular target while your buddy has a field day on their poor body. If you feel less vindictive, you can also try to go for an infection.&lt;br /&gt;
&lt;br /&gt;
* Neurotoxin Spit is extremely convenient to cool down escaping hosts. Whereas tackles are not reliable and put you at risk of a point blank buckshot blast or rifle burst, spits can be delivered at comfortable ranges and are more likely to hit. If they don&#039;t, just duck and cover. You can also use the Tackle and the Spit as a double dip to try and immediately stun hosts that try to escape from capture.&lt;br /&gt;
&lt;br /&gt;
*Your neurotoxin requires multiple successive hits to down a marine. But with every hit, it will slow them down until it&#039;ll finally knock them down.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t get too cocky with your neurotoxin stuns. Running in to slash someone you stunned might expose you to offscreen Marines who spotted their teammate going down and are coming in to rescue. If your reflexes are not on point, you might take a full burst and end up in a bad shape.&lt;br /&gt;
&lt;br /&gt;
* Do not underestimate the ability of the Neurotoxin Spit to immediately slow down a serious threat, just don&#039;t rely on it too much as it can always miss. A buckshot Marine suddenly rounding the corner, an M5 RPG Specialist suddenly appearing from off-screen, launcher up on the shoulder, an SMG Marine rushing in. A single spit can make or break it, and turn their rush into a miserable failure.&lt;br /&gt;
&lt;br /&gt;
* As a fast ambushing caste, you can fight dirty to harass Marines. Run up to them and stun them, and then melt their gun. This requires you to be a bit nimble, but if pulled off correctly you&#039;ve just set someone&#039;s fighting tool to self destruct in a few minutes. If you manage to hit a unique gun like a Flamethrower expect many tears to be shed.&lt;br /&gt;
&lt;br /&gt;
* Of course, you also are the best caste to melt flares. You can move in fast, melt it, and leave before the hail of bullets smashes into you. It is usually a good idea to inch forward and back first to make sure someone doesn&#039;t have their sights on it already.&lt;br /&gt;
&lt;br /&gt;
== Sentinel Evolution and Maturity ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sentinel &#039;&#039;&#039;Maturity&#039;&#039;&#039; are mostly focused on making them an even better fighter. They become faster, stronger, hit harder with their claws, store and regenerate more plasma. All you could desire, but perhaps the pinnacle is that it also improves your spit. While its effect will always be the same, you will now be able to fire much faster and the range of the spit will increase. Some say upgrading as a Sentinel is a waste, but an Ancient Sentinel can easily prove them wrong. Spitting like a machine gun will send most smart humans way back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sentinels can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the [[Spitter]]. The Spitter is slower, but it gains more health and a new, extremely powerful ability to spit corrosive acid, allowing them to dish out regular damage from afar. Their corrosive acid also becomes stronger in general, allowing them to melt through defenses faster.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Ravager&amp;diff=15708</id>
		<title>Ravager</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Ravager&amp;diff=15708"/>
		<updated>2020-07-09T21:54:58Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Hedgehog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Ravager.png&lt;br /&gt;
|castetitle = Ravager&lt;br /&gt;
|evolves_from = [[Lurker]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Bring death to all that face you. Use a powerful, short-range charge to knock a Marine off their feet and finish them off with powerful blows capable of chopping limbs clean off. Ambush, hit and run or even frontal assaults are all options for you.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=5270 Art of the Ravager]&lt;br /&gt;
}}&lt;br /&gt;
====Playing a Ravager====&lt;br /&gt;
----&lt;br /&gt;
The huge red unfriendly Barney with the power &#039;&#039;&#039;slash the sh*t out of anyone alive&#039;&#039;&#039;. The Ravager&#039;s current incarnation is designed around being a tough, front-line combatant that will either spearhead a push or be a strong flanking force.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I won&#039;t say you&#039;re wrong, but that sort of mentality also leads to bad Ravager plays. Though you are very tanky, don&#039;t rely on it as much. Your frontline prowess of dealing and taking damage is as good as your competency. Keep an eye on your health and armor when tearing up marines into swiss cheese. The Ravager also has access to temporary shields with most of the existing strains, which further enhance your ability to tank damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=====Overview=====&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;&#039;Ravager&#039;&#039;&#039; is a tier three Xeno of the ambush caste. It means you&#039;ll have to evolve three times to become one. From larva, to [[Runner]], to [[Lurker]], to finally Ravager. Your best chances of becoming Ravager lie with being a round-start Xeno. Until you can evolve fully, do the standard early-round cycle of looking for monkeys and survivors. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Runners are more likely to evolve if they fear their mortality, and I can&#039;t stress that enough. Don&#039;t take unnecessary risks, don&#039;t get cornered, and you&#039;ll be fine. Stick your neck out too far, and some bumbling Marine is bound to come around and blow it off with a point blank buckshot blast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Ravager is, the slowest of the tier threes, perhaps only slower than a 100% healthy and fed Marine with heavy armor or a walking Crusher. The Ravager is a very offensive Xenomorph that excels at dealing damage to enemies. Her claws are extremely sharp. &#039;&#039;&#039;She&#039;s fire-proof, explosion-resistant, and armored.&#039;&#039;&#039; Ravagers can tank a lot of damage, and deal a lot of damage. Ravagers can shred through tables and slice them into metal. As the ultimate killing machine, she&#039;s designed to eliminate tough foes. But always be aware that while Ravagers have quite large health pools, their armor is only slightly above average in most instances, and AP ammo is particularly deadly against them. Direct hits from rockets and Close Air Support will still deal significant damage as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Understanding Your Limits=====&lt;br /&gt;
----&lt;br /&gt;
A lot of people tend to think of Ravagers as pretty much behaving in the same way as a Runner. Here&#039;s how most runners live and die:&lt;br /&gt;
# Evolve from a Larva&lt;br /&gt;
# Find a [[Squad Marine|Marine]]&lt;br /&gt;
# &amp;lt;code&amp;gt;Attack&amp;lt;/code&amp;gt;&lt;br /&gt;
# Find out that the marine wasn&#039;t alone&lt;br /&gt;
# Get surrounded&lt;br /&gt;
# Kill everyone anyway as a Hedgehog Strain Ravager - Skip this step otherwise&lt;br /&gt;
# Scream at the queen for &amp;quot;HEALS MOM&amp;quot;&lt;br /&gt;
# Escape with 10% of your health around the corner and rest up while the marines complain about you being too tanky&lt;br /&gt;
&lt;br /&gt;
They are not necessarily wrong, in this regard. A lot of Ravagers end up going into combat alone and wind up dying in some far-flung southern end of the map. Such behavior earns the vitriol they receive from their comrades. As a Ravager, it is &#039;&#039;&#039;vital&#039;&#039;&#039; to know when it&#039;s high time to back the hell off and charge away to safety. The yellowish-green meter on the side of your HUD is your health indicator. Trust it and don&#039;t trust it. It&#039;s a little finicky and doesn&#039;t give an accurate representation of your actual health, but it&#039;s still a good indicator.  Use the &#039;Stats&#039; tab to get an exact value for your health and armor, as well as your damage and shields.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps tend to retreat when at half health or below. Technically, the tanking capabilities of a Ravager mean you&#039;ll always be frontlining, but truly stop fighting at half health or below. Leg it back to the Hive for health or find a safe spot with a recovery node, a drone, or a Warden Praetorian to top your health pool off. The Ravager works best when assisted by faster xenos such as Runners, Spitters, or in flanking maneuvers where the marines will be unable to fight back effectively.&lt;br /&gt;
&lt;br /&gt;
Much like all tier 3 xenos, you must be VERY careful to avoid getting surrounded by marines on all sides, as they will box you in and point blank you with shotguns until you are dead. Your large sprite only makes it easier to pull off point blank shots, as the Ravager&#039;s sprite is on par with the Queen, Carrier, and Praetorian in terms of sheer size.&lt;br /&gt;
&lt;br /&gt;
=====Abilities=====&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Rest_Image}}&lt;br /&gt;
| description = {{Ability_Rest_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Regurgitate_Image}}&lt;br /&gt;
| description = {{Ability_Regurgitate_Description}}}}&lt;br /&gt;
!Cruelty&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: Your slashes increase in damage based on the amount shield points you have at a 10-to-1 ratio.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Empower.png]]&amp;lt;br&amp;gt;Empower&lt;br /&gt;
|Grants you 75 shield points with an additional 50 for each human in view range.&lt;br /&gt;
Must be activated again to get the additional shield bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost 70 Plasma, cooldown: 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]] &amp;lt;br&amp;gt; Charge&lt;br /&gt;
|Lunge 5 tiles in the direction you selected. If you have more than 175 shield points you&#039;ll bash into anyone in the way of your lunge, flinging them backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 16 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Scissor-Cut.png]] &amp;lt;br&amp;gt; Scissor Cut&lt;br /&gt;
|Slash a 1x4 line on the tile you click on damaging anyone from you to the end of the line. If you have more than 175 shield points, those who are damaged are also dazed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 plasma, cooldown: 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Berserker&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Hedgehog&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Berserker======&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!Bloodrage&lt;br /&gt;
|{{Blood_Ability_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!Life Steal&lt;br /&gt;
| &#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; You will now heal for (50 + 5 x rage)% of from your slash damage whenever you slash tall hosts. Effectively healing you every time you attack a tall host.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Apprehend.png]]&amp;lt;br&amp;gt;Apprehend&lt;br /&gt;
|Select any tall host within 6 tiles of you and start a 2.5 second count down. If the tall host is still within the 6 tile range, you will be pulled right next to them. If the tall host has move outside of range or you were incapacitated, you&#039;ll use up the ability without pulling yourself towards the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 22 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Clothesline.png]]&amp;lt;br&amp;gt;Clothesline&lt;br /&gt;
|Expend a stack of rage to deal moderate damage to a target next to you as well as applying a daze on to the target. This will also heal you by a small amount. If you use the ability without any rage to expend, you won&#039;t heal from the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma and 1 Rage Level, cooldown: 16 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eviscerate.png]]&amp;lt;br&amp;gt;Eviscerate&lt;br /&gt;
|{{Eviscerate_Ability_Description}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Hedgehog======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Bone Shards&lt;br /&gt;
|{{Bone_Shards_Ability_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_Shield.png]] &amp;lt;br&amp;gt;Spike Shield&lt;br /&gt;
|Expend shards to gain a temporary shield that lasts for a short amount of time. Whenever the shield is damaged, spray bone shards around you in a 3x3 AoE centered on yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 200 Shards, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_spray.png]]&amp;lt;br&amp;gt;Fire Spikes&lt;br /&gt;
|Launch small shards of spikes in the direction you click embedding shrapnel into tall hosts slowing them down. Though the spikes themselves don&#039;t do much damage, it causes brute damage to the host when they move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 Shards, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_Shed.png]]&amp;lt;br&amp;gt;Spike Shed&lt;br /&gt;
|Shred all of your shards to launch them all in all directions around yourself. Lose most of your armor in the process while also gaining a speed boost. This will disable you from gaining any shards for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Shards, cooldown: 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ravager Maturity==&lt;br /&gt;
Ravagers can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=5270 Art of the Ravager] by Bath Salts Addict - Where the wiki page is based upon. (Most of the evolution explained in that guide are outdated. The actual gameplay of the Ravager can somewhat apply). Applies to the Veteran Strain.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Eviscerate_Ability_Description&amp;diff=15707</id>
		<title>Template:Eviscerate Ability Description</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Eviscerate_Ability_Description&amp;diff=15707"/>
		<updated>2020-07-09T21:53:00Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: Added cooldown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Root yourself in place, immobilising yourself and start a wind up. Depending on your rage level, unleash a devastating strike against foes all around you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Rage Levels:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot;|Damage Output&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot;|Range&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Rage Levels:&#039;&#039;&#039;&lt;br /&gt;
|Level 1&lt;br /&gt;
|5 Brute Damage || 1 tile range&lt;br /&gt;
|-&lt;br /&gt;
|Level 2&lt;br /&gt;
|10 Brute Damage || 1 tile range&lt;br /&gt;
|-&lt;br /&gt;
|Level 3&lt;br /&gt;
|25 Brute Damage || 1 tile range&lt;br /&gt;
|-&lt;br /&gt;
|Level 4&lt;br /&gt;
|50 Brute Damage || 2 tile range&lt;br /&gt;
|-&lt;br /&gt;
|Level 5&lt;br /&gt;
|80 Brute Damage || 2 tile range&lt;br /&gt;
|-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma and expends all of your rage level(s), cooldown: 25 seconds.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Ravager&amp;diff=15706</id>
		<title>Ravager</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Ravager&amp;diff=15706"/>
		<updated>2020-07-09T21:52:34Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Berserker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Ravager.png&lt;br /&gt;
|castetitle = Ravager&lt;br /&gt;
|evolves_from = [[Lurker]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Bring death to all that face you. Use a powerful, short-range charge to knock a Marine off their feet and finish them off with powerful blows capable of chopping limbs clean off. Ambush, hit and run or even frontal assaults are all options for you.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=5270 Art of the Ravager]&lt;br /&gt;
}}&lt;br /&gt;
====Playing a Ravager====&lt;br /&gt;
----&lt;br /&gt;
The huge red unfriendly Barney with the power &#039;&#039;&#039;slash the sh*t out of anyone alive&#039;&#039;&#039;. The Ravager&#039;s current incarnation is designed around being a tough, front-line combatant that will either spearhead a push or be a strong flanking force.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I won&#039;t say you&#039;re wrong, but that sort of mentality also leads to bad Ravager plays. Though you are very tanky, don&#039;t rely on it as much. Your frontline prowess of dealing and taking damage is as good as your competency. Keep an eye on your health and armor when tearing up marines into swiss cheese. The Ravager also has access to temporary shields with most of the existing strains, which further enhance your ability to tank damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=====Overview=====&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;&#039;Ravager&#039;&#039;&#039; is a tier three Xeno of the ambush caste. It means you&#039;ll have to evolve three times to become one. From larva, to [[Runner]], to [[Lurker]], to finally Ravager. Your best chances of becoming Ravager lie with being a round-start Xeno. Until you can evolve fully, do the standard early-round cycle of looking for monkeys and survivors. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Runners are more likely to evolve if they fear their mortality, and I can&#039;t stress that enough. Don&#039;t take unnecessary risks, don&#039;t get cornered, and you&#039;ll be fine. Stick your neck out too far, and some bumbling Marine is bound to come around and blow it off with a point blank buckshot blast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Ravager is, the slowest of the tier threes, perhaps only slower than a 100% healthy and fed Marine with heavy armor or a walking Crusher. The Ravager is a very offensive Xenomorph that excels at dealing damage to enemies. Her claws are extremely sharp. &#039;&#039;&#039;She&#039;s fire-proof, explosion-resistant, and armored.&#039;&#039;&#039; Ravagers can tank a lot of damage, and deal a lot of damage. Ravagers can shred through tables and slice them into metal. As the ultimate killing machine, she&#039;s designed to eliminate tough foes. But always be aware that while Ravagers have quite large health pools, their armor is only slightly above average in most instances, and AP ammo is particularly deadly against them. Direct hits from rockets and Close Air Support will still deal significant damage as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Understanding Your Limits=====&lt;br /&gt;
----&lt;br /&gt;
A lot of people tend to think of Ravagers as pretty much behaving in the same way as a Runner. Here&#039;s how most runners live and die:&lt;br /&gt;
# Evolve from a Larva&lt;br /&gt;
# Find a [[Squad Marine|Marine]]&lt;br /&gt;
# &amp;lt;code&amp;gt;Attack&amp;lt;/code&amp;gt;&lt;br /&gt;
# Find out that the marine wasn&#039;t alone&lt;br /&gt;
# Get surrounded&lt;br /&gt;
# Kill everyone anyway as a Hedgehog Strain Ravager - Skip this step otherwise&lt;br /&gt;
# Scream at the queen for &amp;quot;HEALS MOM&amp;quot;&lt;br /&gt;
# Escape with 10% of your health around the corner and rest up while the marines complain about you being too tanky&lt;br /&gt;
&lt;br /&gt;
They are not necessarily wrong, in this regard. A lot of Ravagers end up going into combat alone and wind up dying in some far-flung southern end of the map. Such behavior earns the vitriol they receive from their comrades. As a Ravager, it is &#039;&#039;&#039;vital&#039;&#039;&#039; to know when it&#039;s high time to back the hell off and charge away to safety. The yellowish-green meter on the side of your HUD is your health indicator. Trust it and don&#039;t trust it. It&#039;s a little finicky and doesn&#039;t give an accurate representation of your actual health, but it&#039;s still a good indicator.  Use the &#039;Stats&#039; tab to get an exact value for your health and armor, as well as your damage and shields.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps tend to retreat when at half health or below. Technically, the tanking capabilities of a Ravager mean you&#039;ll always be frontlining, but truly stop fighting at half health or below. Leg it back to the Hive for health or find a safe spot with a recovery node, a drone, or a Warden Praetorian to top your health pool off. The Ravager works best when assisted by faster xenos such as Runners, Spitters, or in flanking maneuvers where the marines will be unable to fight back effectively.&lt;br /&gt;
&lt;br /&gt;
Much like all tier 3 xenos, you must be VERY careful to avoid getting surrounded by marines on all sides, as they will box you in and point blank you with shotguns until you are dead. Your large sprite only makes it easier to pull off point blank shots, as the Ravager&#039;s sprite is on par with the Queen, Carrier, and Praetorian in terms of sheer size.&lt;br /&gt;
&lt;br /&gt;
=====Abilities=====&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Rest_Image}}&lt;br /&gt;
| description = {{Ability_Rest_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Regurgitate_Image}}&lt;br /&gt;
| description = {{Ability_Regurgitate_Description}}}}&lt;br /&gt;
!Cruelty&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: Your slashes increase in damage based on the amount shield points you have at a 10-to-1 ratio.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Empower.png]]&amp;lt;br&amp;gt;Empower&lt;br /&gt;
|Grants you 75 shield points with an additional 50 for each human in view range.&lt;br /&gt;
Must be activated again to get the additional shield bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost 70 Plasma, cooldown: 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]] &amp;lt;br&amp;gt; Charge&lt;br /&gt;
|Lunge 5 tiles in the direction you selected. If you have more than 175 shield points you&#039;ll bash into anyone in the way of your lunge, flinging them backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 16 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Scissor-Cut.png]] &amp;lt;br&amp;gt; Scissor Cut&lt;br /&gt;
|Slash a 1x4 line on the tile you click on damaging anyone from you to the end of the line. If you have more than 175 shield points, those who are damaged are also dazed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 plasma, cooldown: 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Berserker&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Hedgehog&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Berserker======&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!Bloodrage&lt;br /&gt;
|{{Blood_Ability_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!Life Steal&lt;br /&gt;
| &#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; You will now heal for (50 + 5 x rage)% of from your slash damage whenever you slash tall hosts. Effectively healing you every time you attack a tall host.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Apprehend.png]]&amp;lt;br&amp;gt;Apprehend&lt;br /&gt;
|Select any tall host within 6 tiles of you and start a 2.5 second count down. If the tall host is still within the 6 tile range, you will be pulled right next to them. If the tall host has move outside of range or you were incapacitated, you&#039;ll use up the ability without pulling yourself towards the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 22 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Clothesline.png]]&amp;lt;br&amp;gt;Clothesline&lt;br /&gt;
|Expend a stack of rage to deal moderate damage to a target next to you as well as applying a daze on to the target. This will also heal you by a small amount. If you use the ability without any rage to expend, you won&#039;t heal from the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma and 1 Rage Level, cooldown: 16 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eviscerate.png]]&amp;lt;br&amp;gt;Eviscerate&lt;br /&gt;
|{{Eviscerate_Ability_Description}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Hedgehog======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Bone Shards&lt;br /&gt;
|{{Bone_Shards_Ability_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_Shield.png]] &amp;lt;br&amp;gt;Spike Shield&lt;br /&gt;
|{{Spike_Shield_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_spray.png]]&amp;lt;br&amp;gt;Fire Spikes&lt;br /&gt;
|{{Spike_Spary_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_Shed.png]]&amp;lt;br&amp;gt;Spike Shed&lt;br /&gt;
|{{Spike_Shed_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ravager Maturity==&lt;br /&gt;
Ravagers can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=5270 Art of the Ravager] by Bath Salts Addict - Where the wiki page is based upon. (Most of the evolution explained in that guide are outdated. The actual gameplay of the Ravager can somewhat apply). Applies to the Veteran Strain.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Ravager&amp;diff=15705</id>
		<title>Ravager</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Ravager&amp;diff=15705"/>
		<updated>2020-07-09T21:51:31Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Ravager.png&lt;br /&gt;
|castetitle = Ravager&lt;br /&gt;
|evolves_from = [[Lurker]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Bring death to all that face you. Use a powerful, short-range charge to knock a Marine off their feet and finish them off with powerful blows capable of chopping limbs clean off. Ambush, hit and run or even frontal assaults are all options for you.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=5270 Art of the Ravager]&lt;br /&gt;
}}&lt;br /&gt;
====Playing a Ravager====&lt;br /&gt;
----&lt;br /&gt;
The huge red unfriendly Barney with the power &#039;&#039;&#039;slash the sh*t out of anyone alive&#039;&#039;&#039;. The Ravager&#039;s current incarnation is designed around being a tough, front-line combatant that will either spearhead a push or be a strong flanking force.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I won&#039;t say you&#039;re wrong, but that sort of mentality also leads to bad Ravager plays. Though you are very tanky, don&#039;t rely on it as much. Your frontline prowess of dealing and taking damage is as good as your competency. Keep an eye on your health and armor when tearing up marines into swiss cheese. The Ravager also has access to temporary shields with most of the existing strains, which further enhance your ability to tank damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=====Overview=====&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;&#039;Ravager&#039;&#039;&#039; is a tier three Xeno of the ambush caste. It means you&#039;ll have to evolve three times to become one. From larva, to [[Runner]], to [[Lurker]], to finally Ravager. Your best chances of becoming Ravager lie with being a round-start Xeno. Until you can evolve fully, do the standard early-round cycle of looking for monkeys and survivors. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Runners are more likely to evolve if they fear their mortality, and I can&#039;t stress that enough. Don&#039;t take unnecessary risks, don&#039;t get cornered, and you&#039;ll be fine. Stick your neck out too far, and some bumbling Marine is bound to come around and blow it off with a point blank buckshot blast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Ravager is, the slowest of the tier threes, perhaps only slower than a 100% healthy and fed Marine with heavy armor or a walking Crusher. The Ravager is a very offensive Xenomorph that excels at dealing damage to enemies. Her claws are extremely sharp. &#039;&#039;&#039;She&#039;s fire-proof, explosion-resistant, and armored.&#039;&#039;&#039; Ravagers can tank a lot of damage, and deal a lot of damage. Ravagers can shred through tables and slice them into metal. As the ultimate killing machine, she&#039;s designed to eliminate tough foes. But always be aware that while Ravagers have quite large health pools, their armor is only slightly above average in most instances, and AP ammo is particularly deadly against them. Direct hits from rockets and Close Air Support will still deal significant damage as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Understanding Your Limits=====&lt;br /&gt;
----&lt;br /&gt;
A lot of people tend to think of Ravagers as pretty much behaving in the same way as a Runner. Here&#039;s how most runners live and die:&lt;br /&gt;
# Evolve from a Larva&lt;br /&gt;
# Find a [[Squad Marine|Marine]]&lt;br /&gt;
# &amp;lt;code&amp;gt;Attack&amp;lt;/code&amp;gt;&lt;br /&gt;
# Find out that the marine wasn&#039;t alone&lt;br /&gt;
# Get surrounded&lt;br /&gt;
# Kill everyone anyway as a Hedgehog Strain Ravager - Skip this step otherwise&lt;br /&gt;
# Scream at the queen for &amp;quot;HEALS MOM&amp;quot;&lt;br /&gt;
# Escape with 10% of your health around the corner and rest up while the marines complain about you being too tanky&lt;br /&gt;
&lt;br /&gt;
They are not necessarily wrong, in this regard. A lot of Ravagers end up going into combat alone and wind up dying in some far-flung southern end of the map. Such behavior earns the vitriol they receive from their comrades. As a Ravager, it is &#039;&#039;&#039;vital&#039;&#039;&#039; to know when it&#039;s high time to back the hell off and charge away to safety. The yellowish-green meter on the side of your HUD is your health indicator. Trust it and don&#039;t trust it. It&#039;s a little finicky and doesn&#039;t give an accurate representation of your actual health, but it&#039;s still a good indicator.  Use the &#039;Stats&#039; tab to get an exact value for your health and armor, as well as your damage and shields.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps tend to retreat when at half health or below. Technically, the tanking capabilities of a Ravager mean you&#039;ll always be frontlining, but truly stop fighting at half health or below. Leg it back to the Hive for health or find a safe spot with a recovery node, a drone, or a Warden Praetorian to top your health pool off. The Ravager works best when assisted by faster xenos such as Runners, Spitters, or in flanking maneuvers where the marines will be unable to fight back effectively.&lt;br /&gt;
&lt;br /&gt;
Much like all tier 3 xenos, you must be VERY careful to avoid getting surrounded by marines on all sides, as they will box you in and point blank you with shotguns until you are dead. Your large sprite only makes it easier to pull off point blank shots, as the Ravager&#039;s sprite is on par with the Queen, Carrier, and Praetorian in terms of sheer size.&lt;br /&gt;
&lt;br /&gt;
=====Abilities=====&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Rest_Image}}&lt;br /&gt;
| description = {{Ability_Rest_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Regurgitate_Image}}&lt;br /&gt;
| description = {{Ability_Regurgitate_Description}}}}&lt;br /&gt;
!Cruelty&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: Your slashes increase in damage based on the amount shield points you have at a 10-to-1 ratio.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Empower.png]]&amp;lt;br&amp;gt;Empower&lt;br /&gt;
|Grants you 75 shield points with an additional 50 for each human in view range.&lt;br /&gt;
Must be activated again to get the additional shield bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost 70 Plasma, cooldown: 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]] &amp;lt;br&amp;gt; Charge&lt;br /&gt;
|Lunge 5 tiles in the direction you selected. If you have more than 175 shield points you&#039;ll bash into anyone in the way of your lunge, flinging them backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 16 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Scissor-Cut.png]] &amp;lt;br&amp;gt; Scissor Cut&lt;br /&gt;
|Slash a 1x4 line on the tile you click on damaging anyone from you to the end of the line. If you have more than 175 shield points, those who are damaged are also dazed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 plasma, cooldown: 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Berserker&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Hedgehog&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Berserker======&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!Bloodrage&lt;br /&gt;
|{{Blood_Ability_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!Life Steal&lt;br /&gt;
| &#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; You will now heal for (50 + 5 x rage)% of from your slash damage whenever you slash tall hosts. Effectively healing you every time you attack a tall host.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Apprehend.png]]&amp;lt;br&amp;gt;Apprehend&lt;br /&gt;
|{{Apprehend_Ability_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Clothesline.png]]&amp;lt;br&amp;gt;Clothesline&lt;br /&gt;
|{{Clothesline_Ability_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eviscerate.png]]&amp;lt;br&amp;gt;Eviscerate&lt;br /&gt;
|{{Eviscerate_Ability_Description}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Hedgehog======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Bone Shards&lt;br /&gt;
|{{Bone_Shards_Ability_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_Shield.png]] &amp;lt;br&amp;gt;Spike Shield&lt;br /&gt;
|{{Spike_Shield_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_spray.png]]&amp;lt;br&amp;gt;Fire Spikes&lt;br /&gt;
|{{Spike_Spary_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_Shed.png]]&amp;lt;br&amp;gt;Spike Shed&lt;br /&gt;
|{{Spike_Shed_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ravager Maturity==&lt;br /&gt;
Ravagers can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=5270 Art of the Ravager] by Bath Salts Addict - Where the wiki page is based upon. (Most of the evolution explained in that guide are outdated. The actual gameplay of the Ravager can somewhat apply). Applies to the Veteran Strain.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Lurker&amp;diff=15704</id>
		<title>Lurker</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Lurker&amp;diff=15704"/>
		<updated>2020-07-09T21:48:13Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Warrior.png&lt;br /&gt;
|castetitle = Lurker&lt;br /&gt;
|evolves_from = [[Runner]]&lt;br /&gt;
|evolves_to = [[Ravager]]&lt;br /&gt;
|role = A highly mobile xeno which packs a punch, good for ambushing and general harassment of the marines supply lines. &lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
== General Information ==&lt;br /&gt;
The &#039;&#039;&#039;Lurker&#039;&#039;&#039; is a large step up from the [[Runner]] that precedes it. What it loses in speed and agility is largely gained in becoming a fearsome and destructive force, capable of &#039;&#039;&#039;effortlessly slaughtering any single [[Marines|tallhost]] that it finds wandering alone&#039;&#039;&#039;, where a Runner might have needed to go for a long, sloppy brawl to secure a kill.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Lurker is not as fast as the Runner and its &#039;&#039;&#039;&amp;lt;code&amp;gt;Pounce&amp;lt;/code&amp;gt;&#039;&#039;&#039; is more cumbersome, having him pin down his target instead of simply flooring him. However, its attack quickly becomes devastating, capable of tearing a tallhost apart once subdued, meaning that they will usually stand no chance if caught with their pants down. Its health and armor is nothing to laugh at, although it will still go down quickly if focus fired by a group.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Hunt_stalk_HUD.gif|thumb]]The Lurker loses its ability to hide under objects, being a caste of much greater stature, but it gains a fascinating ability to &#039;&#039;&#039;Cloak&#039;&#039;&#039; when on Stalk mode, essentially Walking for Xenomorphs. While the Cloak is far from perfect and will easily be spotted when moving or hiding on a bright background, it will allow the Lurker to hide in far more spots, and to spring ambushes even in the open if it finds a good spot.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing as a Lurker ==&lt;br /&gt;
As a Lurker, you lose your ability to easily dodge attacks in exchange for more solid health and a greater attack. As such, you become more of an ambush caste, with an ability to skirmish and seriously wound tallhosts using hit and run attacks. Your &#039;&#039;&#039;Cloak&#039;&#039;&#039; helps you to set up ambushes, meaning you can wait for the perfect moment to strike instead of making a risky sprint into a potential target, which could reveal an off-screen group accompanying them, a turret, anything that could ruin your day.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While you keep your ability to &#039;&#039;&#039;&amp;lt;code&amp;gt;Pounce&amp;lt;/code&amp;gt;&#039;&#039;&#039;, it is important to note that its purpose shifted from a disarming pounce that you and the tallhost will recover from quickly, to a disabling pin that will cause both you and your target to be floored for a significant duration, allowing you to tear them apart while they lay defenseless on the floor. This does mean however that pouncing on someone in the middle of a group will almost certainly get you killed, so avoid it at all costs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Cloak&#039;&#039;&#039; is a fantastic tool. While it is not as reliable as the Runner&#039;s Hiding to conceal you for long periods of time, it can allow you to blend into the environment in a pinch to find and subdue a target. The fewer tallhosts expect you, the less they will think to carefully scan their surroundings for that one shimmer in the distance. Just remember that cloaking will make you much slower, so only use it when it is needed. If tallhosts are tracking you down, they will probably see through your cloak unless you find an excellent spot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Should you find yourself in direct combat, you are still a formidable foe, although you will not take as many shots as your bigger sisters to knock down. It is important that you try and run on the flanks as much as possible, using your Cloak wisely to close the distance without being sprayed down by gunfire from alert and ready Marines.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at target, pining the victim on the ground and causes them to drop their weapons, but only if you are invisible. Lasts longer than a Runner&#039;s pounce, but also makes you immobile for a short duration while you pin the target down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 7 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Turn-Invisible.png]]&amp;lt;br&amp;gt;Turn Invisible&lt;br /&gt;
|Turns you partially invisible for 30 (thirty) seconds. While invisible, your movement speed is drastically increased. The further you are from friendly a xenomorph, the faster you are. If you attack or pounce on a target, your invisibility will wear off. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crippling-Strike.png]]&amp;lt;br&amp;gt;Crippling Strike&lt;br /&gt;
|The next target you slash will receive extra damage and be slowed down. This will only work on resting targets. If you attack a target standing while the ability is active, it will use up the strike and the target won&#039;t receive extra damage nor the slow down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma, cooldown: 12 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Mutators ==&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Mutation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lurker Tactics ==&lt;br /&gt;
* Your &#039;&#039;&#039;Cloak&#039;&#039;&#039; is best used when stationary and on a dark background. Moving will not make you any more visible, but humans will have a far easier time spotting your shimmer if it&#039;s moving across tiles. Darkness also works fairly well in concealing you, although it is not necessary. Since the tiling used in colonies is often bright outside of bathrooms, maintenance areas, and high-security areas, you might have trouble finding spots to hide in buildings.&lt;br /&gt;
&lt;br /&gt;
* Isolated targets are in essence free kills for you. A single Pounce will disarm them and floor them for long enough for you to start the fight with a handful of slashes. At this point, they might have a window to fight back, but they will undoubtedly be wounded. Make a simple evasive maneuver to avoid CQC weapons like buckshot shotguns and pounce again, and you should have them in the bag.&lt;br /&gt;
&lt;br /&gt;
* If you do need to brawl against a group, or partake in a massive fight, only use your Pounce for evasive maneuvers, and use your regular speed to get close to Marines and slash them. Of course, it is heavily recommended to approach from the rear or sides. Your Cloak can help on the approach, but if you start getting shot, drop it, it&#039;s not helping you if the tallhosts spot you.&lt;br /&gt;
&lt;br /&gt;
*Your pounce can be used to quickly cover distance, and will let you leap into windows immediately instead of having to climb on top of them. While still not as smooth as a runner simply running over it, this will allow you to travel faster. Be careful though, pouncing into a window frame will stop your movement, so if you do it to attack a host behind it will cause you to stop on the frame. If your target has a shotgun this can end very poorly for you.&lt;br /&gt;
&lt;br /&gt;
== Lurker Evolution and Maturity ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lurker &#039;&#039;&#039;Maturity&#039;&#039;&#039; focus on making him a devastating force in ambushes. Your attacks will do more and more damage. You will also gain a modest speed boost and a significant health and armor boost. An Ancient Lurker is a force to be reckoned with, capable of efficiently fighting head to head with two or three Marines if he makes his moves smartly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lurkers can only &#039;&#039;&#039;Evolve&#039;&#039;&#039; into one possible caste, being the Ravager:&lt;br /&gt;
&lt;br /&gt;
* The [[Ravager]] is the ultimate combat form of the [[Runner]]&#039;s evolution tree. While it loses some more speed, it grows into a large and powerful Xenomorph, capable of utterly destroying humans even under fire. Your Pounce will no longer pin tallhosts, instead of knocking them off their feet, allowing you to come in for a devastating blow immediately. Your attacks also gain an increased chance to disable hosts by slicing limbs right off. You also gain considerable resistance to explosive stuns and immunity to burns, allowing you to engage into fights that would be ill-advised to even the most seasoned Lurkers.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Runner&amp;diff=15703</id>
		<title>Runner</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Runner&amp;diff=15703"/>
		<updated>2020-07-09T21:46:44Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 1&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Runner.png&lt;br /&gt;
|castetitle = Runner&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Lurker]]&lt;br /&gt;
|role = Scout for the Hive. Harass and ambush Marines, especially lone wolfs. Flank positions during sieges and stand-offs. Gather hosts.&lt;br /&gt;
|guides = No External Guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Runner, as its name entirely implies, is the fastest caste available to the Xenomorph Hive. It is small and nimble, able to effortlessly run under and above most waist-high obstructions, leaping over barricades and tables alike, and dragging off hosts faster then most. Its speed, however, is made up for by its extremely low durability, any sustained damage will usually lead to the death of a Runner, forcing it to pick its encounters carefully and making the price for a mistake rather high.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Runner has sturdy legs and as such can &#039;&#039;&#039;Pounce&#039;&#039;&#039; to cover a relatively large distance in an instant. Such a pounce allows the Runner to increase his mobility even further, and if appropriately aimed will enable him to land on top of a human, instantly flooring them. Should this happen, the human will probably get up quickly, but this will disarm them, making it an excellent way to start an ambush.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the Runner&#039;s small stature, it is also important to note the Runner&#039;s ability to &#039;&#039;&#039;Hide&#039;&#039;&#039; under objects, notably tables which can easily conceal it fully. It increases its ability to perform ambushes even further, making it deadly if not found rapidly. This also allows the Runner to pick its time to strike even in plain sight. Beware that a Runner using his &#039;&#039;&#039;Hide&#039;&#039;&#039; ability will not regenerate Plasma when off weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Runner has a relatively weak attack, but it can easily chain up attacks, allowing it to rapidly dish out damage when an ambush is successful. A well-placed pounce and a few slashes ought to put the average host in fear of ever wandering towards the darkness alone ever again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing as a Runner ==&lt;br /&gt;
It cannot be emphasized enough that the Runner makes up for its extreme nimbleness by being physically weak. Not only is it not too impressive in direct combat, but it will be put down easily by concentrated fire. One burst that hit can instantly end up with you floored, one shotgun blast that solidly connects and you are done, and as such you do not get the luxury of just running around prepared Marines that are ready to fire unless you know exactly what you are doing and do it well. This death can come in a few, well-aimed fatal shots, or in a hail of bullets that even the Runner eventually falls victim to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you might be in a hurry to try your mettle in an ambush, it&#039;s important to know that as a Runner, you have two primary non-combat tasks. Recovering defenseless hosts and bringing them to the Hive, and scouting Marine positions and relaying that information to the Hive. Your speed means you are at almost no risk if someone spots you lurking around fortifications, and most will think twice before giving chase, knowing your innate strength against isolated targets and the fact you can easily outrun them if in actual danger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Harassment is another essential tool in your arsenal. Not every attack or ambush has to yield severe wounds or kills, fear and panic can easily damage the humans as much. Don&#039;t hesitate to scare groups of humans that you can&#039;t engage head-on, remind them that nowhere is truly safe, perhaps have them waste munitions or even precious time trying to snuff you out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should you ever find a position behind enemy lines that are entirely unguarded, your ability to flank with no danger will truly shine. Wreck havoc, leave nothing standing. The punishment for not guarding vital assets is pure and severe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Never forget that you can &#039;&#039;&#039;Hide&#039;&#039;&#039; if needed, this may allow you to get very daring ambushes. Everyone expects an attack from the darkness, and few expect a Runner to suddenly spring out from under a table in the middle of a well-lit area.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hide.png]]&amp;lt;br&amp;gt;Hide&lt;br /&gt;
|Hide under objects. Pouncing will cancel your Hiding.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at target, forcing the victim on the ground and drop their weapons. Though one can quickly get up from a Runner&#039;s pounce so some Runners tend to tackle the victim as follow up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bone_Spur.png]]&amp;lt;br&amp;gt;Bone Spur&lt;br /&gt;
|Fire a blast of bone chips at your target. A limited range, perfectly accurate skillshot that slows the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 30 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|[[File:Stretch_to_fit.png|thumb|Use &amp;quot;Stretch to fit&amp;quot; to minimize the hassle of changing icon size when zooming in/out.]]Increases your view range by 3 tiles all around you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 20 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Mutators ==&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Runner Tactics ==&lt;br /&gt;
* As the fastest caste in the Hive, and one of the four starting castes, you will always be on monkey recovery until all are found and brought back. To move them quickly, &#039;&#039;&#039;Eat&#039;&#039;&#039; them by grabbing them and clicking yourself and &#039;&#039;&#039;Regurgitate&#039;&#039;&#039; them later. Just make sure not to take too long, they will automatically &#039;&#039;&#039;Regurgitate&#039;&#039;&#039; out of your stomach after five minutes. Once this it is done, you can release your inner rage on the local colonists, or the local colony in general, until you eventually get a whole lot more foes to fight who come down from above.&lt;br /&gt;
&lt;br /&gt;
*You, along with [[Sentinel]]s, can drag hosts away the fastest without needing to swallow them, meaning you are well suited to dragging smallhosts, and infected tallhosts, back to the nest.&lt;br /&gt;
&lt;br /&gt;
* Runners are fragile, especially before they can upgrade. If there is any serious fighting ongoing, you might want to just stay at the Hive and wait until you become Mature. With one of the fastest evolutions in the game, this is worth your time to avoid a painful death.&lt;br /&gt;
&lt;br /&gt;
* Scouting as a Runner might sound trivial, but it can turn risky fast if you&#039;re not careful. Remember to switch in and out of Darkvision often, and be very careful about moving lights in the distance, lamps rarely move on their own, Marine armor lights do. Likewise, as you make your way around, keep a close eye on any suspicious clutter in small entrances. Humans can lay traps too, and their traps can kill you straight. Better safe than sorry.&lt;br /&gt;
&lt;br /&gt;
* Scouting for your eyes only is virtually useless. If you find out anything useful, say it. You should have no trouble finding a safe place to communicate your information thanks to your &#039;&#039;&#039;Hide&#039;&#039;&#039; ability. Tell them any strongpoints, any apparent flanks, if the Marines are making significant movements, if the metal bird is landing or taking off, the general concentration of Marines across the colony, or if you spot a target of interest.&lt;br /&gt;
&lt;br /&gt;
* You don&#039;t need to be a lone wolf. If you spot slower castes trying to flank and hunt as you do, make sure to gravitate around them. You might not be able to take a lot of punishment, but your ambushes can provide a golden opportunity for another caste to mop up immediately. You can also act as a guard for that [[Drone]] who is going in dangerous along the flank, and she will reward you with melted defenses and new weed patches to recharge at.&lt;br /&gt;
&lt;br /&gt;
* The power of your &#039;&#039;&#039;Pounce&#039;&#039;&#039; as a disarming attack cannot be understated. Whatever your target was doing before getting pounced, they will immediately be forced to drop their weapon, although it might snap back to their armor storage if they have a magnetic harness. It means that once they leap back up, they will be disoriented and disarmed, forcing them to stumble around either abandoning their weapon, pulling a new one out or trying to grab it again as you come in for raw damage. Be warned: with the addition of the default e to equip macro, a marine with a mag harnessed shotgun can &#039;&#039;&#039;instantly&#039;&#039;&#039; pull it out and one shot you by alternately spamming e and clicking you.&lt;br /&gt;
&lt;br /&gt;
* Be aware that, once you are Mature, your speed dragging a downed marine will match a marines run speed in armour and at Elder and Ancient, exceed it. You can use this to kidnap marines right out from under a medic if they aren&#039;t paying attention.&lt;br /&gt;
&lt;br /&gt;
* Do not underestimate vent networks. They might give some warnings to nearby Marines, but you will be able to relocate insanely quickly.&lt;br /&gt;
&lt;br /&gt;
* In an Almayer fight, you will usually want to leave the landing zone as fast as possible. Your destination will often be the nearest vent, the Almayer is a tight, elaborate ship and you will need to travel in the vents to flank in a useful manner. Do not try to fight stand-offs, you will have bad surprises.&lt;br /&gt;
&lt;br /&gt;
* Claymore mines can ruin your day, but you can slash them from behind or to the side to detonate them without getting caught by the shrapnel if they are unattended.&lt;br /&gt;
&lt;br /&gt;
* Consider slashing feet to slow hosts down and inflict pain if you are having a difficult time capturing them, particularly survivors. Two broken feet will rarely be lethal unless you are very unlucky.&lt;br /&gt;
&lt;br /&gt;
== Runner Evolution and Maturity ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runner &#039;&#039;&#039;Maturity&#039;&#039;&#039; are mostly focused on making the Runner even faster and more nimble, allowing it to pounce more times before resting. It will also improve both its damage a fair amount and its health. An Ancient Runner will be a dangerous opponent to a lone Marine, but do not get cocky. Two bursts that hit will still be just what it takes to end up with a big mass of bleeding chitin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runners can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the [[Lurker]]. While it&#039;s certainly a caste focused on ambushes like the Runner and shares its ability to Pounce, this caste loses mobility and nimbleness in favor of having more staying power and being devastating against single targets. The Lurker also gains a cloak, thus making it even more of an Ambush class, with a large serving of Stealth.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Ability_Protect_Description&amp;diff=15702</id>
		<title>Template:Ability Protect Description</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Ability_Protect_Description&amp;diff=15702"/>
		<updated>2020-07-09T21:45:18Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Target an ally to protect them, depending on the type of protection you&#039;ve selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 10 seconds.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=100|Protection Types:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Protection&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Protection Types:&#039;&#039;&#039;&lt;br /&gt;
![[File:Protect_Shield.png]]&amp;lt;br&amp;gt;Shield&lt;br /&gt;
|Grants a shield for the targeted ally.&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma and 215 Internal Health Reserves.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Protect_Heal.png]]&amp;lt;br&amp;gt;Heal&lt;br /&gt;
|Heals the targeted ally.&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma and 100 Internal Health Reserves.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Protect_Rejuv.png]]&amp;lt;br&amp;gt;Rejuvenate&lt;br /&gt;
|Eliminates all negative status effects except fire on an ally.&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma and 100 Internal Health Reserves.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=15701</id>
		<title>Praetorian</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=15701"/>
		<updated>2020-07-09T21:45:03Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Warden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Praetorian.png&lt;br /&gt;
|castetitle = Praetorian&lt;br /&gt;
|evolves_from = [[Warrior]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Depends heavily on the strain you choose. Front-line all-rounder combat is your main purpose.&lt;br /&gt;
|guides = [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Playing a Praetorian=&lt;br /&gt;
&lt;br /&gt;
What a Praetorian does in combat is heavily dependent on the strain that you choose, though all strains are for front-line combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Praetorian&#039;&#039;&#039; - A good all-round combatant with potent spit, the powerful Acid Ball for an area-of-effect attack, and good melee damage. Your acid line spray makes for good cover for a retreat, as it stuns and knocks down anyone who walks into it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanguard&#039;&#039;&#039; - You lead the charge, get in and out, and deal heavy burst damage. Use your dash to position yourself behind a small group of marines, then fling one away with your Cleave ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer&#039;&#039;&#039; - The fastest and best damage dealer, you trade most of your tankiness for extreme speed and high single-target damage. Tag an enemy with one melee attack before using your abilities to deal extra damage to them. Use Dodge to escape from large groups trying to body block you, or charge in, get one solid hit, and get out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oppressor&#039;&#039;&#039; - Use your plethora of crowd control abilities to disrupt organize groups of marines and allow faster xenos to deal damage to them. Your abilities work best against groups, though they can be effective in 1 on 1 combat. Trapper Boilers, Ravagers, and Warriors are your best friends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden&#039;&#039;&#039; - Play more like a Super Drone with your pheromones, powerful heals and shields, and your ability to remove stuns from other xenos. Never fight alone, as you can keep well over half a dozen xenos fighting at full capacity with your presence alone. Spit at marines from around corners to keep them low enough for other xenos to finish off, and switch your pheromones around as needed. Warden Praetorian does make for a potent front-line combatant when facing marines without enough burst damage to stop your self-heal. Remember to slash and spit often to keep your internal HP pool full. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Protect your sisters and the Queen, or lead them on the warpath at her command. When the Queen herself emerges to fight for the Hive, be by her side at all times—especially as a warden.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Rest_Image}}&lt;br /&gt;
| description = {{Ability_Rest_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Regurgitate_Image}}&lt;br /&gt;
| description = {{Ability_Regurgitate_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Corrosive_Acid_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Corrosive_Acid_Praetorian_Description}}}}&lt;br /&gt;
|-&lt;br /&gt;
!Corrosive Acid&lt;br /&gt;
|{{Ability_Passive_Corrosive_Acid_Description}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Xeno_Spit_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Xeno_Spit_Praetorian_Description}}}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dash.png]]&amp;lt;br&amp;gt;Dash&lt;br /&gt;
|{{Ability_Dash_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Ball.png]]&amp;lt;br&amp;gt;Acid Ball&lt;br /&gt;
|{{Ability_Acid_Ball_Description}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Spray_Acid_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Spray_Acid_Praetorian_Description}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Vanguard&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Dancer&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Oppressor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Warden&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Vanguard======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Warleader&lt;br /&gt;
|{{Ability_Warleader_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pierce.png]]&amp;lt;br&amp;gt;Pierce&lt;br /&gt;
|Stab through your enemies with your tail against tall hosts with a two tile range. If you hit two people with your pierce, your shield is instantly recharged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dash.png]]&amp;lt;br&amp;gt;Dash&lt;br /&gt;
|Charge through enemies with a range of 4 tiles. Upon stopping you will slash everything around you in a 3x3 tile range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cleave.png]]&amp;lt;br&amp;gt;Cleave&lt;br /&gt;
|Root: Immobilises your target for 1 to 2.5 seconds in the ground, making them a sitting duck.&lt;br /&gt;
Fling: Flings your target away from you, sending them flying backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 0 Plasma, cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Cleave.gif]]&amp;lt;br&amp;gt;Toggle Cleave Ability&lt;br /&gt;
|{{Ability_Toggle_Cleave_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Dancer======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Finesse&lt;br /&gt;
|{{Ability_Finesse_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_stab.png]]&amp;lt;br&amp;gt;Impale&lt;br /&gt;
|Impale a marine next to you with your tail for moderate damage. If they have been tagged, impale them twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dance.png]]&amp;lt;br&amp;gt;Dodge&lt;br /&gt;
|Gain a speed boost and pass through hostile opponents with ease for 5 seconds. Slashing cancels this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 Plasma, cooldown: 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_Trip.png]]&amp;lt;br&amp;gt;Tail Trip&lt;br /&gt;
|Target a marine within two tiles of you apply a daze to them and trip them. If they are tagged, knock them down instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Oppressor======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Smackdown&lt;br /&gt;
|{{Ability_Smackdown_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Line_Stomp.png]]&amp;lt;br&amp;gt;Stomp&lt;br /&gt;
|Channel a stomp that knocks down all opponents in a line where you target. It has a range of 6 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crush.png]]&amp;lt;br&amp;gt;Crush&lt;br /&gt;
|Upon activation, your click delay as been reset and your next slash will deal additional damage. If the target is prone, they will be rooted to the ground for 1.5 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_Lash.png]]&amp;lt;br&amp;gt;Tail Lash&lt;br /&gt;
|Knock marines back in a 2x3 area in front of you after a short windup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 15 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Warden ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Bulwark&lt;br /&gt;
|{{Ability_Bulwark_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit_pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|{{Ability_Pheromones_Description}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Xeno_Spit_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Xeno_Spit_Praetorian_Description}}}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spray_Acid.png]]&amp;lt;br&amp;gt;Spray Acid&lt;br /&gt;
|{{Ability_Spray_Acid_Praetorian_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer_Health_Drone.png]]&amp;lt;br&amp;gt;Protect&lt;br /&gt;
|{{Ability_Protect_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Protection.gif]]&amp;lt;br&amp;gt;Toggle Protection Type&lt;br /&gt;
|{{Ability_Toggle_Protection_Description}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Pheromones=&lt;br /&gt;
[[Pheromones]] scale based on what caste and upgrade tier is emitting them, aka an Elder Drone emitting pheromones will have a stronger pheromone effect then a Young Drone emitting them and as such the strongest will be used instead. If a Xeno is injured, use recovery. Also use recovery to keep the pressure up if there&#039;s a skirmish. If there&#039;s a big push or fighting on grass, use Warding. Frenzy may be most useful during an attack, trying to contain escaped hosts, or moving around the map with high plasma. &#039;&#039;&#039;Note that same type pheromones do not stack but varied ones do.&#039;&#039;&#039; e.g. Recovery and Warding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Take note that only Warden Strain Praetorians may emit Pheromones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; width=150|Pheromone:&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Recovery&#039;&#039;&#039;&lt;br /&gt;
|Increases heath regeneration, plasma regeneration on weeds, reduces stun times of affected Xenos.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Warding&#039;&#039;&#039;&lt;br /&gt;
|Grants a reduction in armor taking damage, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health boost to critically wounded xenomorphs. Potent enough warding pheromones will completely negate bleed out and improve damage reduction to armor.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Increases movement speed and damage from slashes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Praetorian Maturity=&lt;br /&gt;
Praetorian &#039;&#039;&#039;Maturity&#039;&#039;&#039; are focused on improving combat efficiency and general versatility. Their health increases moderately, with their spit becoming more potent and faster recharging. Pheromones grow stronger quickly (yours will match a Queen of the same upgrade tier) and plasma and health regeneration will also improve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Praetorians can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Ability_Protect_Description&amp;diff=15700</id>
		<title>Template:Ability Protect Description</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Ability_Protect_Description&amp;diff=15700"/>
		<updated>2020-07-09T21:43:38Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Target an ally to protect them, depending on the type of protection you&#039;ve selected.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 10 seconds.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=100|Protection Types:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Protection&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Protection Types:&#039;&#039;&#039;&lt;br /&gt;
![[File:Protect_Shield.png]]&amp;lt;br&amp;gt;Shield&lt;br /&gt;
|Grants a shield for the targeted ally.&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma and 215 Internal Health Reserves.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Protect_Heal.png]]&amp;lt;br&amp;gt;Heal&lt;br /&gt;
|Heals the targeted ally.&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma and 100 Internal Health Reserves.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Protect_Rejuv.png]]&amp;lt;br&amp;gt;Rejuvenate&lt;br /&gt;
|Eliminates all negative status effects except fire on an ally.&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma and 100 Internal Health Reserves.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=15699</id>
		<title>Praetorian</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=15699"/>
		<updated>2020-07-09T21:42:23Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Oppressor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Praetorian.png&lt;br /&gt;
|castetitle = Praetorian&lt;br /&gt;
|evolves_from = [[Warrior]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Depends heavily on the strain you choose. Front-line all-rounder combat is your main purpose.&lt;br /&gt;
|guides = [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Playing a Praetorian=&lt;br /&gt;
&lt;br /&gt;
What a Praetorian does in combat is heavily dependent on the strain that you choose, though all strains are for front-line combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Praetorian&#039;&#039;&#039; - A good all-round combatant with potent spit, the powerful Acid Ball for an area-of-effect attack, and good melee damage. Your acid line spray makes for good cover for a retreat, as it stuns and knocks down anyone who walks into it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanguard&#039;&#039;&#039; - You lead the charge, get in and out, and deal heavy burst damage. Use your dash to position yourself behind a small group of marines, then fling one away with your Cleave ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer&#039;&#039;&#039; - The fastest and best damage dealer, you trade most of your tankiness for extreme speed and high single-target damage. Tag an enemy with one melee attack before using your abilities to deal extra damage to them. Use Dodge to escape from large groups trying to body block you, or charge in, get one solid hit, and get out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oppressor&#039;&#039;&#039; - Use your plethora of crowd control abilities to disrupt organize groups of marines and allow faster xenos to deal damage to them. Your abilities work best against groups, though they can be effective in 1 on 1 combat. Trapper Boilers, Ravagers, and Warriors are your best friends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden&#039;&#039;&#039; - Play more like a Super Drone with your pheromones, powerful heals and shields, and your ability to remove stuns from other xenos. Never fight alone, as you can keep well over half a dozen xenos fighting at full capacity with your presence alone. Spit at marines from around corners to keep them low enough for other xenos to finish off, and switch your pheromones around as needed. Warden Praetorian does make for a potent front-line combatant when facing marines without enough burst damage to stop your self-heal. Remember to slash and spit often to keep your internal HP pool full. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Protect your sisters and the Queen, or lead them on the warpath at her command. When the Queen herself emerges to fight for the Hive, be by her side at all times—especially as a warden.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Rest_Image}}&lt;br /&gt;
| description = {{Ability_Rest_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Regurgitate_Image}}&lt;br /&gt;
| description = {{Ability_Regurgitate_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Corrosive_Acid_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Corrosive_Acid_Praetorian_Description}}}}&lt;br /&gt;
|-&lt;br /&gt;
!Corrosive Acid&lt;br /&gt;
|{{Ability_Passive_Corrosive_Acid_Description}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Xeno_Spit_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Xeno_Spit_Praetorian_Description}}}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dash.png]]&amp;lt;br&amp;gt;Dash&lt;br /&gt;
|{{Ability_Dash_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Ball.png]]&amp;lt;br&amp;gt;Acid Ball&lt;br /&gt;
|{{Ability_Acid_Ball_Description}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Spray_Acid_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Spray_Acid_Praetorian_Description}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Vanguard&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Dancer&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Oppressor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Warden&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Vanguard======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Warleader&lt;br /&gt;
|{{Ability_Warleader_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pierce.png]]&amp;lt;br&amp;gt;Pierce&lt;br /&gt;
|Stab through your enemies with your tail against tall hosts with a two tile range. If you hit two people with your pierce, your shield is instantly recharged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dash.png]]&amp;lt;br&amp;gt;Dash&lt;br /&gt;
|Charge through enemies with a range of 4 tiles. Upon stopping you will slash everything around you in a 3x3 tile range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cleave.png]]&amp;lt;br&amp;gt;Cleave&lt;br /&gt;
|Root: Immobilises your target for 1 to 2.5 seconds in the ground, making them a sitting duck.&lt;br /&gt;
Fling: Flings your target away from you, sending them flying backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 0 Plasma, cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Cleave.gif]]&amp;lt;br&amp;gt;Toggle Cleave Ability&lt;br /&gt;
|{{Ability_Toggle_Cleave_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Dancer======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Finesse&lt;br /&gt;
|{{Ability_Finesse_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_stab.png]]&amp;lt;br&amp;gt;Impale&lt;br /&gt;
|Impale a marine next to you with your tail for moderate damage. If they have been tagged, impale them twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dance.png]]&amp;lt;br&amp;gt;Dodge&lt;br /&gt;
|Gain a speed boost and pass through hostile opponents with ease for 5 seconds. Slashing cancels this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 Plasma, cooldown: 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_Trip.png]]&amp;lt;br&amp;gt;Tail Trip&lt;br /&gt;
|Target a marine within two tiles of you apply a daze to them and trip them. If they are tagged, knock them down instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Oppressor======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Smackdown&lt;br /&gt;
|{{Ability_Smackdown_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Line_Stomp.png]]&amp;lt;br&amp;gt;Stomp&lt;br /&gt;
|Channel a stomp that knocks down all opponents in a line where you target. It has a range of 6 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crush.png]]&amp;lt;br&amp;gt;Crush&lt;br /&gt;
|Upon activation, your click delay as been reset and your next slash will deal additional damage. If the target is prone, they will be rooted to the ground for 1.5 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_Lash.png]]&amp;lt;br&amp;gt;Tail Lash&lt;br /&gt;
|Knock marines back in a 2x3 area in front of you after a short windup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 15 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Warden ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Bulwark&lt;br /&gt;
|{{Ability_Bulwark_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit_pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|{{Ability_Pheromones_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spray_Acid.png]]&amp;lt;br&amp;gt;Spray Acid&lt;br /&gt;
|{{Ability_Spray_Acid_Praetorian_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer_Health_Drone.png]]&amp;lt;br&amp;gt;Protect&lt;br /&gt;
|{{Ability_Protect_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Protection.gif]]&amp;lt;br&amp;gt;Toggle Protection Type&lt;br /&gt;
|{{Ability_Toggle_Protection_Description}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Pheromones=&lt;br /&gt;
[[Pheromones]] scale based on what caste and upgrade tier is emitting them, aka an Elder Drone emitting pheromones will have a stronger pheromone effect then a Young Drone emitting them and as such the strongest will be used instead. If a Xeno is injured, use recovery. Also use recovery to keep the pressure up if there&#039;s a skirmish. If there&#039;s a big push or fighting on grass, use Warding. Frenzy may be most useful during an attack, trying to contain escaped hosts, or moving around the map with high plasma. &#039;&#039;&#039;Note that same type pheromones do not stack but varied ones do.&#039;&#039;&#039; e.g. Recovery and Warding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Take note that only Warden Strain Praetorians may emit Pheromones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; width=150|Pheromone:&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Recovery&#039;&#039;&#039;&lt;br /&gt;
|Increases heath regeneration, plasma regeneration on weeds, reduces stun times of affected Xenos.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Warding&#039;&#039;&#039;&lt;br /&gt;
|Grants a reduction in armor taking damage, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health boost to critically wounded xenomorphs. Potent enough warding pheromones will completely negate bleed out and improve damage reduction to armor.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Increases movement speed and damage from slashes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Praetorian Maturity=&lt;br /&gt;
Praetorian &#039;&#039;&#039;Maturity&#039;&#039;&#039; are focused on improving combat efficiency and general versatility. Their health increases moderately, with their spit becoming more potent and faster recharging. Pheromones grow stronger quickly (yours will match a Queen of the same upgrade tier) and plasma and health regeneration will also improve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Praetorians can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=15698</id>
		<title>Praetorian</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=15698"/>
		<updated>2020-07-09T21:41:01Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Dancer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Praetorian.png&lt;br /&gt;
|castetitle = Praetorian&lt;br /&gt;
|evolves_from = [[Warrior]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Depends heavily on the strain you choose. Front-line all-rounder combat is your main purpose.&lt;br /&gt;
|guides = [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Playing a Praetorian=&lt;br /&gt;
&lt;br /&gt;
What a Praetorian does in combat is heavily dependent on the strain that you choose, though all strains are for front-line combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Praetorian&#039;&#039;&#039; - A good all-round combatant with potent spit, the powerful Acid Ball for an area-of-effect attack, and good melee damage. Your acid line spray makes for good cover for a retreat, as it stuns and knocks down anyone who walks into it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanguard&#039;&#039;&#039; - You lead the charge, get in and out, and deal heavy burst damage. Use your dash to position yourself behind a small group of marines, then fling one away with your Cleave ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer&#039;&#039;&#039; - The fastest and best damage dealer, you trade most of your tankiness for extreme speed and high single-target damage. Tag an enemy with one melee attack before using your abilities to deal extra damage to them. Use Dodge to escape from large groups trying to body block you, or charge in, get one solid hit, and get out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oppressor&#039;&#039;&#039; - Use your plethora of crowd control abilities to disrupt organize groups of marines and allow faster xenos to deal damage to them. Your abilities work best against groups, though they can be effective in 1 on 1 combat. Trapper Boilers, Ravagers, and Warriors are your best friends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden&#039;&#039;&#039; - Play more like a Super Drone with your pheromones, powerful heals and shields, and your ability to remove stuns from other xenos. Never fight alone, as you can keep well over half a dozen xenos fighting at full capacity with your presence alone. Spit at marines from around corners to keep them low enough for other xenos to finish off, and switch your pheromones around as needed. Warden Praetorian does make for a potent front-line combatant when facing marines without enough burst damage to stop your self-heal. Remember to slash and spit often to keep your internal HP pool full. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Protect your sisters and the Queen, or lead them on the warpath at her command. When the Queen herself emerges to fight for the Hive, be by her side at all times—especially as a warden.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Rest_Image}}&lt;br /&gt;
| description = {{Ability_Rest_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Regurgitate_Image}}&lt;br /&gt;
| description = {{Ability_Regurgitate_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Corrosive_Acid_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Corrosive_Acid_Praetorian_Description}}}}&lt;br /&gt;
|-&lt;br /&gt;
!Corrosive Acid&lt;br /&gt;
|{{Ability_Passive_Corrosive_Acid_Description}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Xeno_Spit_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Xeno_Spit_Praetorian_Description}}}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dash.png]]&amp;lt;br&amp;gt;Dash&lt;br /&gt;
|{{Ability_Dash_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Ball.png]]&amp;lt;br&amp;gt;Acid Ball&lt;br /&gt;
|{{Ability_Acid_Ball_Description}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Spray_Acid_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Spray_Acid_Praetorian_Description}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Vanguard&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Dancer&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Oppressor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Warden&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Vanguard======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Warleader&lt;br /&gt;
|{{Ability_Warleader_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pierce.png]]&amp;lt;br&amp;gt;Pierce&lt;br /&gt;
|Stab through your enemies with your tail against tall hosts with a two tile range. If you hit two people with your pierce, your shield is instantly recharged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dash.png]]&amp;lt;br&amp;gt;Dash&lt;br /&gt;
|Charge through enemies with a range of 4 tiles. Upon stopping you will slash everything around you in a 3x3 tile range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cleave.png]]&amp;lt;br&amp;gt;Cleave&lt;br /&gt;
|Root: Immobilises your target for 1 to 2.5 seconds in the ground, making them a sitting duck.&lt;br /&gt;
Fling: Flings your target away from you, sending them flying backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 0 Plasma, cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Cleave.gif]]&amp;lt;br&amp;gt;Toggle Cleave Ability&lt;br /&gt;
|{{Ability_Toggle_Cleave_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Dancer======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Finesse&lt;br /&gt;
|{{Ability_Finesse_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_stab.png]]&amp;lt;br&amp;gt;Impale&lt;br /&gt;
|Impale a marine next to you with your tail for moderate damage. If they have been tagged, impale them twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dance.png]]&amp;lt;br&amp;gt;Dodge&lt;br /&gt;
|Gain a speed boost and pass through hostile opponents with ease for 5 seconds. Slashing cancels this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 Plasma, cooldown: 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_Trip.png]]&amp;lt;br&amp;gt;Tail Trip&lt;br /&gt;
|Target a marine within two tiles of you apply a daze to them and trip them. If they are tagged, knock them down instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Oppressor======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Smackdown&lt;br /&gt;
|{{Ability_Smackdown_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Line_Stomp.png]]&amp;lt;br&amp;gt;Stomp&lt;br /&gt;
|{{Ability_Line_Stomp_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crush.png]]&amp;lt;br&amp;gt;Crush&lt;br /&gt;
|{{Ability_Crush_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_Lash.png]]&amp;lt;br&amp;gt;Tail Lash&lt;br /&gt;
|{{Ability_Tail_Lash_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Warden ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Bulwark&lt;br /&gt;
|{{Ability_Bulwark_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit_pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|{{Ability_Pheromones_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spray_Acid.png]]&amp;lt;br&amp;gt;Spray Acid&lt;br /&gt;
|{{Ability_Spray_Acid_Praetorian_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer_Health_Drone.png]]&amp;lt;br&amp;gt;Protect&lt;br /&gt;
|{{Ability_Protect_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Protection.gif]]&amp;lt;br&amp;gt;Toggle Protection Type&lt;br /&gt;
|{{Ability_Toggle_Protection_Description}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Pheromones=&lt;br /&gt;
[[Pheromones]] scale based on what caste and upgrade tier is emitting them, aka an Elder Drone emitting pheromones will have a stronger pheromone effect then a Young Drone emitting them and as such the strongest will be used instead. If a Xeno is injured, use recovery. Also use recovery to keep the pressure up if there&#039;s a skirmish. If there&#039;s a big push or fighting on grass, use Warding. Frenzy may be most useful during an attack, trying to contain escaped hosts, or moving around the map with high plasma. &#039;&#039;&#039;Note that same type pheromones do not stack but varied ones do.&#039;&#039;&#039; e.g. Recovery and Warding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Take note that only Warden Strain Praetorians may emit Pheromones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; width=150|Pheromone:&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Recovery&#039;&#039;&#039;&lt;br /&gt;
|Increases heath regeneration, plasma regeneration on weeds, reduces stun times of affected Xenos.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Warding&#039;&#039;&#039;&lt;br /&gt;
|Grants a reduction in armor taking damage, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health boost to critically wounded xenomorphs. Potent enough warding pheromones will completely negate bleed out and improve damage reduction to armor.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Increases movement speed and damage from slashes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Praetorian Maturity=&lt;br /&gt;
Praetorian &#039;&#039;&#039;Maturity&#039;&#039;&#039; are focused on improving combat efficiency and general versatility. Their health increases moderately, with their spit becoming more potent and faster recharging. Pheromones grow stronger quickly (yours will match a Queen of the same upgrade tier) and plasma and health regeneration will also improve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Praetorians can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=15697</id>
		<title>Praetorian</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=15697"/>
		<updated>2020-07-09T21:39:51Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Vanguard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Praetorian.png&lt;br /&gt;
|castetitle = Praetorian&lt;br /&gt;
|evolves_from = [[Warrior]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Depends heavily on the strain you choose. Front-line all-rounder combat is your main purpose.&lt;br /&gt;
|guides = [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Playing a Praetorian=&lt;br /&gt;
&lt;br /&gt;
What a Praetorian does in combat is heavily dependent on the strain that you choose, though all strains are for front-line combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Praetorian&#039;&#039;&#039; - A good all-round combatant with potent spit, the powerful Acid Ball for an area-of-effect attack, and good melee damage. Your acid line spray makes for good cover for a retreat, as it stuns and knocks down anyone who walks into it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanguard&#039;&#039;&#039; - You lead the charge, get in and out, and deal heavy burst damage. Use your dash to position yourself behind a small group of marines, then fling one away with your Cleave ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer&#039;&#039;&#039; - The fastest and best damage dealer, you trade most of your tankiness for extreme speed and high single-target damage. Tag an enemy with one melee attack before using your abilities to deal extra damage to them. Use Dodge to escape from large groups trying to body block you, or charge in, get one solid hit, and get out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oppressor&#039;&#039;&#039; - Use your plethora of crowd control abilities to disrupt organize groups of marines and allow faster xenos to deal damage to them. Your abilities work best against groups, though they can be effective in 1 on 1 combat. Trapper Boilers, Ravagers, and Warriors are your best friends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden&#039;&#039;&#039; - Play more like a Super Drone with your pheromones, powerful heals and shields, and your ability to remove stuns from other xenos. Never fight alone, as you can keep well over half a dozen xenos fighting at full capacity with your presence alone. Spit at marines from around corners to keep them low enough for other xenos to finish off, and switch your pheromones around as needed. Warden Praetorian does make for a potent front-line combatant when facing marines without enough burst damage to stop your self-heal. Remember to slash and spit often to keep your internal HP pool full. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Protect your sisters and the Queen, or lead them on the warpath at her command. When the Queen herself emerges to fight for the Hive, be by her side at all times—especially as a warden.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Rest_Image}}&lt;br /&gt;
| description = {{Ability_Rest_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Regurgitate_Image}}&lt;br /&gt;
| description = {{Ability_Regurgitate_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Corrosive_Acid_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Corrosive_Acid_Praetorian_Description}}}}&lt;br /&gt;
|-&lt;br /&gt;
!Corrosive Acid&lt;br /&gt;
|{{Ability_Passive_Corrosive_Acid_Description}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Xeno_Spit_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Xeno_Spit_Praetorian_Description}}}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dash.png]]&amp;lt;br&amp;gt;Dash&lt;br /&gt;
|{{Ability_Dash_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Ball.png]]&amp;lt;br&amp;gt;Acid Ball&lt;br /&gt;
|{{Ability_Acid_Ball_Description}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Spray_Acid_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Spray_Acid_Praetorian_Description}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Vanguard&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Dancer&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Oppressor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Warden&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Vanguard======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Warleader&lt;br /&gt;
|{{Ability_Warleader_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pierce.png]]&amp;lt;br&amp;gt;Pierce&lt;br /&gt;
|Stab through your enemies with your tail against tall hosts with a two tile range. If you hit two people with your pierce, your shield is instantly recharged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dash.png]]&amp;lt;br&amp;gt;Dash&lt;br /&gt;
|Charge through enemies with a range of 4 tiles. Upon stopping you will slash everything around you in a 3x3 tile range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cleave.png]]&amp;lt;br&amp;gt;Cleave&lt;br /&gt;
|Root: Immobilises your target for 1 to 2.5 seconds in the ground, making them a sitting duck.&lt;br /&gt;
Fling: Flings your target away from you, sending them flying backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 0 Plasma, cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Cleave.gif]]&amp;lt;br&amp;gt;Toggle Cleave Ability&lt;br /&gt;
|{{Ability_Toggle_Cleave_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Dancer======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Finesse&lt;br /&gt;
|{{Ability_Finesse_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_stab.png]]&amp;lt;br&amp;gt;Impale&lt;br /&gt;
|{{Ability_Impale_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dance.png]]&amp;lt;br&amp;gt;Dodge&lt;br /&gt;
|{{Ability_Dodge_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_Trip.png]]&amp;lt;br&amp;gt;Tail Trip&lt;br /&gt;
|{{Ability_Tail_Trip_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Oppressor======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Smackdown&lt;br /&gt;
|{{Ability_Smackdown_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Line_Stomp.png]]&amp;lt;br&amp;gt;Stomp&lt;br /&gt;
|{{Ability_Line_Stomp_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crush.png]]&amp;lt;br&amp;gt;Crush&lt;br /&gt;
|{{Ability_Crush_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_Lash.png]]&amp;lt;br&amp;gt;Tail Lash&lt;br /&gt;
|{{Ability_Tail_Lash_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Warden ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Bulwark&lt;br /&gt;
|{{Ability_Bulwark_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit_pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|{{Ability_Pheromones_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spray_Acid.png]]&amp;lt;br&amp;gt;Spray Acid&lt;br /&gt;
|{{Ability_Spray_Acid_Praetorian_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer_Health_Drone.png]]&amp;lt;br&amp;gt;Protect&lt;br /&gt;
|{{Ability_Protect_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Protection.gif]]&amp;lt;br&amp;gt;Toggle Protection Type&lt;br /&gt;
|{{Ability_Toggle_Protection_Description}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Pheromones=&lt;br /&gt;
[[Pheromones]] scale based on what caste and upgrade tier is emitting them, aka an Elder Drone emitting pheromones will have a stronger pheromone effect then a Young Drone emitting them and as such the strongest will be used instead. If a Xeno is injured, use recovery. Also use recovery to keep the pressure up if there&#039;s a skirmish. If there&#039;s a big push or fighting on grass, use Warding. Frenzy may be most useful during an attack, trying to contain escaped hosts, or moving around the map with high plasma. &#039;&#039;&#039;Note that same type pheromones do not stack but varied ones do.&#039;&#039;&#039; e.g. Recovery and Warding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Take note that only Warden Strain Praetorians may emit Pheromones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; width=150|Pheromone:&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Recovery&#039;&#039;&#039;&lt;br /&gt;
|Increases heath regeneration, plasma regeneration on weeds, reduces stun times of affected Xenos.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Warding&#039;&#039;&#039;&lt;br /&gt;
|Grants a reduction in armor taking damage, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health boost to critically wounded xenomorphs. Potent enough warding pheromones will completely negate bleed out and improve damage reduction to armor.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Increases movement speed and damage from slashes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Praetorian Maturity=&lt;br /&gt;
Praetorian &#039;&#039;&#039;Maturity&#039;&#039;&#039; are focused on improving combat efficiency and general versatility. Their health increases moderately, with their spit becoming more potent and faster recharging. Pheromones grow stronger quickly (yours will match a Queen of the same upgrade tier) and plasma and health regeneration will also improve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Praetorians can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Ability_Acid_Ball_Description&amp;diff=15695</id>
		<title>Template:Ability Acid Ball Description</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Ability_Acid_Ball_Description&amp;diff=15695"/>
		<updated>2020-07-09T21:36:28Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: Added cooldown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Throw a ball of acid that explodes into acid spit in all directions.&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma, cooldown: 18 seconds.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Ability_Dash_Description&amp;diff=15694</id>
		<title>Template:Ability Dash Description</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Ability_Dash_Description&amp;diff=15694"/>
		<updated>2020-07-09T21:35:51Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: Added cooldown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dash a short distance at a desired location of your choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 5 seconds.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Ability_Xeno_Spit_Praetorian_Description&amp;diff=15693</id>
		<title>Template:Ability Xeno Spit Praetorian Description</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Ability_Xeno_Spit_Praetorian_Description&amp;diff=15693"/>
		<updated>2020-07-09T21:35:04Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use middle mouse button to spit globs of acid against your foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 2.5 seconds.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Crusher&amp;diff=15692</id>
		<title>Crusher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Crusher&amp;diff=15692"/>
		<updated>2020-07-09T21:30:27Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Crusher.png|150px&lt;br /&gt;
|castetitle = Crusher&lt;br /&gt;
|evolves_from = [[Warrior]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Make use of your armored front crest and your massive body to shield and tank bullets. Eat up explosions without flinching thanks to your thick hide. Charge your foes down and stomp on them to dislodge every single bone in their body.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
----&lt;br /&gt;
Little [[Larva|larvae]], do you like to:&lt;br /&gt;
* Get shot alot?&lt;br /&gt;
* Use your head to break things?&lt;br /&gt;
* Run over people or knock them down?&lt;br /&gt;
* Run into explosions or large groups of people?&lt;br /&gt;
* Be a literal bodyguard for squishier aliens?&lt;br /&gt;
&lt;br /&gt;
Then maybe being a &#039;&#039;&#039;Crusher&#039;&#039;&#039; is for you! Read on, little larvae:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pros:&#039;&#039;&#039;&lt;br /&gt;
* With your armored head, you can, with good luck take a lot more punishment than other castes, giving you both a support and offensive role&lt;br /&gt;
* Your charge can break barricades, walls, and most barriers.&lt;br /&gt;
* You&#039;re highly resistant to explosions; this makes you a great minesweeper.&lt;br /&gt;
* You can defend choke-points and the like very effectively.&lt;br /&gt;
* You work great in a team, you go getter you!&lt;br /&gt;
* You can knock marines over if you charge into them, stunning them and normally badly hurting them!&lt;br /&gt;
* Stomping your target deals a lot of bone-crushing damage!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;re vulnerable to attacks from the back and sides&lt;br /&gt;
* Armor piercing ammo and attacks do more damage to you, and defeat your armor with ease (obviously!)&lt;br /&gt;
* You&#039;re slow (when not charging)&lt;br /&gt;
* You&#039;re a big, fat target, like most T3s&lt;br /&gt;
* Crashing into something sturdy can stun you if you don&#039;t break it, which can lead to your death&lt;br /&gt;
* Your charge constantly drains plasma when in use&lt;br /&gt;
* You have no tail attack&lt;br /&gt;
* Your slashes are pretty weak&lt;br /&gt;
* You do poorly in wide open spaces&lt;br /&gt;
* You can only use stomp on a tackled target under you on the same tile.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing a Crusher ==&lt;br /&gt;
----&lt;br /&gt;
You are the &#039;&#039;&#039;Crusher&#039;&#039;&#039;. Your task is simple - &#039;&#039;&#039;crush the enemy!&#039;&#039;&#039;  You&#039;re a classic tank caste, with the ability to soak up lots of damage thanks to your hardened carapace armor which deflects a good percentage of shots fired at you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You also have the ability to &amp;lt;code&amp;gt;toggle charge&amp;lt;/code&amp;gt;, which uses Plasma, and effectively lets you move much quicker. With your charge activated, you build up momentum when you move. The more tiles you move uninterrupted, the more momentum you build up until you hit your maximum speed, at which point you will flatten pretty much anything in your path apart from solid walls and some objects. It takes practice to understand the limitations of the ability and how best to use it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You also have the ability to &amp;lt;code&amp;gt;stomp&amp;lt;/code&amp;gt;. Stomping ability allows you to crush any enemy you are standing on with your large feet. This causes an insane amount of damage, and is good for quickly disabling vital targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One downside to being a Crusher is that you move slowly when you&#039;re not charging. Also, you&#039;re a big, juicy target. Don&#039;t let your Plasma run out or you may struggle to escape as the Marines simply storm after you, blazing away. You also have very weak melee attacks and may struggle to cause any real damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a bad idea to go off hunting solo or without support, especially in somewhere without weeds. If you want to run away but marines are chasing you, you&#039;ll either have to try and charge away, letting them shoot you in your vulnerable back and sides, or moonwalk (more on this later) and hope you can get to safety. Marines run faster than you when not charging, so it&#039;s entirely possible for them to chase you down and end you once you&#039;re hurt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
!Brutalizer&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: Your slashes slow their targets. Your slashes deal 60% of their damage to enemies adjacent to the target and reduce ability cooldowns by 1 second plus 0.5 seconds for every cleave.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Charging.png]]&amp;lt;br&amp;gt;Charge&lt;br /&gt;
|Click on a tile you want to charge at, after a brief non cancel-able windup time. Charge at the tile you targeted bashing and damaging anyone and anything in the way. Hitting an enemy with the charge reduces its cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Line_Stomp.png]]&amp;lt;br&amp;gt;Stomp&lt;br /&gt;
|Slam the ground with a 5x5 AOE slow down that affects all hostiles in range. If there is someone underneath you, they take heavy damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Empower.png]]&amp;lt;br&amp;gt;Master of Defense&lt;br /&gt;
|Gain a temporary shield that blocks the next 200 damage. Any damage that impacts the shield is reduced by 12.5 before processing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 28 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Mutators ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Mutation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crusher Techniques==&lt;br /&gt;
----&lt;br /&gt;
* Hit and Run - Run in, use your stomp, run out again. Useful for when the enemy is behind barricades you cannot break with one charge (plasteel barricades and the like)&lt;br /&gt;
* Demolition man - Get a good charge going, and smash through as many lines of enemy barricades as you can. &lt;br /&gt;
* Run em down! - If you hit a marine at moderate to high momentum, you will knock them flying and cause serious damage. You can use this to take out dangerous individuals, such as [[Squad Smartgunner|smartgunners]] or [[Specialist|M5 RPG users]]. Just be careful they don&#039;t dodge your charge and you overextend yourself! You will get chased down ([https://www.youtube.com/watch?v=aFJo5-Vzkd0 video]).&lt;br /&gt;
* Trample - If you move over a prone marine while charging, you will run them over, doing serious damage and potentially breaking bones. You can utilise this by timing your stomp to knock someone down just before you get to them. One thing to keep in mind - captured hosts in nests can often be accidentally trampled by you and potentially die if you keep charge on around the hive. Best keep if off there, eh?&lt;br /&gt;
* Fuck you sentry! - If you charge into a sentry at high momentum, it will be automatically knocked over, but you will also be stunned. If you&#039;ve taken a burst from the sentry while charging, you may be at low health, so always do this with backup in case marines guarding the sentry take advantage of your prone state!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crusher Tactics==&lt;br /&gt;
* Crushers are invulnerable to mines, but the overlay from minesweeping (the white one) prevents any sort of moonwalking using a simple click, leaving crushers vulnerable after blowing it up for a good 3 seconds. Shrapnel damage can still happen.&lt;br /&gt;
* Sentries still pose a significant threat to you, and should not be taken on alone. Even if they&#039;re meant for enemy surpression, their bullets easily pierce your armor. Unupgraded, one burst from one will nearly put you in the grave!&lt;br /&gt;
* Flamethrowers are dangerous to you because of your slow movement speed when not charging.&lt;br /&gt;
* A direct hit from an armor piercing rocket will put a serious dent in your health!&lt;br /&gt;
* Don&#039;t die for the wrong reasons. While it is noble and normally doable to shield a critical hive member while they get dragged to safety, it would be a waste for you to die say, shielding a young runner, especially if you both die!&lt;br /&gt;
* Knives and machetes pierce your armor. When not charging, marines can get into melee range quickly. Running away is your best option.&lt;br /&gt;
* Start slashing once they&#039;ve been knocked down. Your slashes deal a good chunk of damage against marines.&lt;br /&gt;
* If you know you&#039;re going to be charging into somewhere with a sentry or a large group, don&#039;t do it on anything other than full health. Remember you will have to get back to safety with potentially multiple angry marines firing at you!&lt;br /&gt;
* As a Crusher, you need to have a team of sisters behind you that can utilise the gap you&#039;re going to smash in the enemy defences. A Crusher can often survive without a single injury even after bulldozing from one end of a building, back out the other side, and through an entire squad of Marines. The chaos and devastation you wreak is unmatched by any other caste. What was once an impregnable FOB suddenly becomes an Alien overrun death zone. New hosts can easily be easily captured if [[Lurker]]s, [[Carrier]]s and [[Runner]]s follow you in.&lt;br /&gt;
* Team up with other Crushers, pick an approach line, and charge! This wall of solid muscle and rage is enough to send most Marines scattering for cover.&lt;br /&gt;
&lt;br /&gt;
==Crusher Maturity==&lt;br /&gt;
Crushers can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;br /&gt;
&lt;br /&gt;
==Reading and Sources==&lt;br /&gt;
----&lt;br /&gt;
[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7865 Let&#039;s Crush!] - Where this wiki page is based upon.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=15691</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=15691"/>
		<updated>2020-07-09T21:20:27Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Boxer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Warrior.png&lt;br /&gt;
|castetitle = Warrior&lt;br /&gt;
|evolves_from = [[Defender]]&lt;br /&gt;
|evolves_to = [[Crusher]], [[Praetorian]]&lt;br /&gt;
|role = Disable and capture lone prey. Act as one of the Hive&#039;s main line combatants. &lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The warrior is a highly mobile caste that serves as a mid ground between being a hit and run harrasser and a frontline combatant with abilities to quickly and easily disable or capture lone marines. For example it&#039;s unique ability &#039;&#039;&#039;Lunge&#039;&#039;&#039; makes the warrior lunge at the targetted marine and grabs them (note that marines can resist out of the grab but it takes time), rendering them helpless while you drag them away. The lunge ability will make you pounce at whatever you spot you shift+click/middle click at, similar to the runner&#039;s pounce. If you miss a lunge at a marine you will have to wait for it to recharge.&lt;br /&gt;
&lt;br /&gt;
==Playing as a Warrior==&lt;br /&gt;
Playing as the warrior means that you will want to divide and conquer any marines you come across in small groupings, by this I mean that you&#039;ll want to single out a marine in the marine group that you come across and then use your &#039;&#039;&#039;Punch&#039;&#039;&#039; ability to effectively disable/heavily injure your chosen target and then use your &#039;&#039;&#039;Fling&#039;&#039;&#039; ability to separate them from the marine group. If successful you&#039;ll be able to drag your now injured prey back to the hive/nearby nesting area to help increase the xenos numbers or you can kill them and get back to work pushing the marines off the planet/station.&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve got a basic combo down for the warriors abilities lets start with the overall round progression for the warrior. If you&#039;re the first to evolve into a warrior you&#039;ll want to locating and capturing any potential hosts, it also means you get to practice your lunge ability on the monkeys or on unsuspecting survivors. Once the marines have landed you&#039;ll, like above want to attack small groups of marines disabling a single one and separating them from further marine support. Alternately you can form a hunting pack with lurkers and defenders to really stamp out the marines morale and gather large quantities of hosts.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Unique passive ability:&#039;&#039;&#039; If you highlight a specific limb then grab a marine, and upgrade the grab (click [[File:UP-GRADE.png|32px]] or press &#039;&#039;&#039;Z&#039;&#039;&#039; in hotkey mode), after a short amount of time you will rip off that specific limb. Both passive and aggressive grabs can be resisted and moving will abort the de-limbing mechanic&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Brawler&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Your slashes charge up a pool of shielding. When you slash while your pool is full, you activate the shield and add it to yourself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fling.png]]&lt;br /&gt;
&#039;&#039;&#039;Fling&#039;&#039;&#039;&lt;br /&gt;
|Flings the targetted marine a few tiles and damages them.  Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 6 seconds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lunge.png]]&lt;br /&gt;
&#039;&#039;&#039;Lunge&#039;&#039;&#039;&lt;br /&gt;
| Lunges the warrior towards the targetted marine and puts them into a chokehold (like grabbing them). Click on your target with the middle mouse button to use the ability. Works on targets around corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Punch.png]]&lt;br /&gt;
&#039;&#039;&#039;Punch&#039;&#039;&#039;&lt;br /&gt;
|Punches the targeted marine dealing a hefty amount of damage. Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 5 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Boxer&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Boxer======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Agility.png]]	&lt;br /&gt;
&#039;&#039;&#039;Toggle Agility&#039;&#039;&#039;&lt;br /&gt;
|Toggles between a bi-pedal form and quadrupedal form, the latter form will make you move faster but prevent you from using your other abilities and evolving.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Jab&lt;br /&gt;
|Replaces lunge with jab, your punches no longer break bones but they do more damage and confuses your enemies. Jab knocks down your enemies for a short time and pulls you out of agility mode as well as refreshes your punch cooldown.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 10 plasma, cooldown: 5 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warrior Tactics==&lt;br /&gt;
Lunge is a powerful tool that can almost guarantee a capture/kill if you play your cards right. Do not attempt this on a group of marines by yourself. It is best around corners where you can see marines and easily dash out and lunge. Before you plan on lunging, make sure your Agility ability is off, or you cannot lunge. When in CQC around 1-2 tile wide corners/corridors with other aliens try to use your lunge ability to capture any marines that try to get a shot off into the crowd of xenos. When you see someone approaching get ready. When they are close enough, lunge and drag them back while shoving them. If you start to lose a lot of health in attempting this remember: You cannot capture hosts if you are dead. If you have to stop, then draw back and regen. Get a slash or punch off if you can to weaken them for another encounter.&lt;br /&gt;
&lt;br /&gt;
==Warrior Evolution and Maturity==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Warrior can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the following castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Praetorian]] is a more all-rounder evolution of the Spitter and a ranged version of the Warrior, foregoing melee mastery for a large array of useful combat skills that makes it the master of the battlefield. It has more health and a greater stature and melee attack coupled with surprising nimbleness, its spit is as powerful as ever and it gains elusive [[Pheromones]] that would otherwise be reserved to [[Drone]] castes and the [[Queen]]. It also gets to use a special sticky spit, covering the battlefield in thick, sticky resin that will limit Marine movement and a weaker Spray Acid ability similar to the Boiler.&lt;br /&gt;
&lt;br /&gt;
* The [[Crusher]] takes an unique path, foregoing mobility and direct offensive power in exchange for becoming a literal tank caste, gaining an armored crest capable of easily deflecting large amounts of punishment, and a massive health and armor pool. It also gains the ability to &#039;&#039;&#039;Charge&#039;&#039;&#039;, a slow-winding but eventually fast and unstoppable assault, knocking aside and wounding anyone in your path. You will also gain the ability to &#039;&#039;&#039;Stomp&#039;&#039;&#039;, allowing you to smash into the ground to viciously wound any downed tallhost under you.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=15690</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=15690"/>
		<updated>2020-07-09T21:20:04Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Warrior.png&lt;br /&gt;
|castetitle = Warrior&lt;br /&gt;
|evolves_from = [[Defender]]&lt;br /&gt;
|evolves_to = [[Crusher]], [[Praetorian]]&lt;br /&gt;
|role = Disable and capture lone prey. Act as one of the Hive&#039;s main line combatants. &lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The warrior is a highly mobile caste that serves as a mid ground between being a hit and run harrasser and a frontline combatant with abilities to quickly and easily disable or capture lone marines. For example it&#039;s unique ability &#039;&#039;&#039;Lunge&#039;&#039;&#039; makes the warrior lunge at the targetted marine and grabs them (note that marines can resist out of the grab but it takes time), rendering them helpless while you drag them away. The lunge ability will make you pounce at whatever you spot you shift+click/middle click at, similar to the runner&#039;s pounce. If you miss a lunge at a marine you will have to wait for it to recharge.&lt;br /&gt;
&lt;br /&gt;
==Playing as a Warrior==&lt;br /&gt;
Playing as the warrior means that you will want to divide and conquer any marines you come across in small groupings, by this I mean that you&#039;ll want to single out a marine in the marine group that you come across and then use your &#039;&#039;&#039;Punch&#039;&#039;&#039; ability to effectively disable/heavily injure your chosen target and then use your &#039;&#039;&#039;Fling&#039;&#039;&#039; ability to separate them from the marine group. If successful you&#039;ll be able to drag your now injured prey back to the hive/nearby nesting area to help increase the xenos numbers or you can kill them and get back to work pushing the marines off the planet/station.&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve got a basic combo down for the warriors abilities lets start with the overall round progression for the warrior. If you&#039;re the first to evolve into a warrior you&#039;ll want to locating and capturing any potential hosts, it also means you get to practice your lunge ability on the monkeys or on unsuspecting survivors. Once the marines have landed you&#039;ll, like above want to attack small groups of marines disabling a single one and separating them from further marine support. Alternately you can form a hunting pack with lurkers and defenders to really stamp out the marines morale and gather large quantities of hosts.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Unique passive ability:&#039;&#039;&#039; If you highlight a specific limb then grab a marine, and upgrade the grab (click [[File:UP-GRADE.png|32px]] or press &#039;&#039;&#039;Z&#039;&#039;&#039; in hotkey mode), after a short amount of time you will rip off that specific limb. Both passive and aggressive grabs can be resisted and moving will abort the de-limbing mechanic&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Brawler&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Your slashes charge up a pool of shielding. When you slash while your pool is full, you activate the shield and add it to yourself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fling.png]]&lt;br /&gt;
&#039;&#039;&#039;Fling&#039;&#039;&#039;&lt;br /&gt;
|Flings the targetted marine a few tiles and damages them.  Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 6 seconds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lunge.png]]&lt;br /&gt;
&#039;&#039;&#039;Lunge&#039;&#039;&#039;&lt;br /&gt;
| Lunges the warrior towards the targetted marine and puts them into a chokehold (like grabbing them). Click on your target with the middle mouse button to use the ability. Works on targets around corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Punch.png]]&lt;br /&gt;
&#039;&#039;&#039;Punch&#039;&#039;&#039;&lt;br /&gt;
|Punches the targeted marine dealing a hefty amount of damage. Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 5 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Boxer&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Boxer======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Agility.png]]	&lt;br /&gt;
&#039;&#039;&#039;Toggle Agility&#039;&#039;&#039;&lt;br /&gt;
|Toggles between a bi-pedal form and quadrupedal form, the latter form will make you move faster but prevent you from using your other abilities and evolving.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Jab&lt;br /&gt;
|Replaces lunge with jab, your punches no longer break bones but they do more damage and confuses your enemies. Jab knocks down your enemies for a short time and pulls you out of agility mode as well as refreshes your punch cooldown.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warrior Tactics==&lt;br /&gt;
Lunge is a powerful tool that can almost guarantee a capture/kill if you play your cards right. Do not attempt this on a group of marines by yourself. It is best around corners where you can see marines and easily dash out and lunge. Before you plan on lunging, make sure your Agility ability is off, or you cannot lunge. When in CQC around 1-2 tile wide corners/corridors with other aliens try to use your lunge ability to capture any marines that try to get a shot off into the crowd of xenos. When you see someone approaching get ready. When they are close enough, lunge and drag them back while shoving them. If you start to lose a lot of health in attempting this remember: You cannot capture hosts if you are dead. If you have to stop, then draw back and regen. Get a slash or punch off if you can to weaken them for another encounter.&lt;br /&gt;
&lt;br /&gt;
==Warrior Evolution and Maturity==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Warrior can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the following castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Praetorian]] is a more all-rounder evolution of the Spitter and a ranged version of the Warrior, foregoing melee mastery for a large array of useful combat skills that makes it the master of the battlefield. It has more health and a greater stature and melee attack coupled with surprising nimbleness, its spit is as powerful as ever and it gains elusive [[Pheromones]] that would otherwise be reserved to [[Drone]] castes and the [[Queen]]. It also gets to use a special sticky spit, covering the battlefield in thick, sticky resin that will limit Marine movement and a weaker Spray Acid ability similar to the Boiler.&lt;br /&gt;
&lt;br /&gt;
* The [[Crusher]] takes an unique path, foregoing mobility and direct offensive power in exchange for becoming a literal tank caste, gaining an armored crest capable of easily deflecting large amounts of punishment, and a massive health and armor pool. It also gains the ability to &#039;&#039;&#039;Charge&#039;&#039;&#039;, a slow-winding but eventually fast and unstoppable assault, knocking aside and wounding anyone in your path. You will also gain the ability to &#039;&#039;&#039;Stomp&#039;&#039;&#039;, allowing you to smash into the ground to viciously wound any downed tallhost under you.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Defender&amp;diff=15689</id>
		<title>Defender</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Defender&amp;diff=15689"/>
		<updated>2020-07-09T21:17:23Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 1&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Defender.png&lt;br /&gt;
|castetitle = Defender&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Warrior]]&lt;br /&gt;
|role = A good engagement starter that additionally specifies protecting other castes with its unique tail sweep ability being key to keeping those marines at bay while injured sisters retreat to heal.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The defender as the name implies is meant for the protection of the hive and its members, though don&#039;t let that fool you into thinking it&#039;s only a caste about protecting others; as the defender can additionally be an aggressive pusher. The defender can easily push into the marines FOB or supply lines and come out victorious against overwhelming odds due it&#039;s unique tail sweep ability providing superb crowd control and lower crest/fortify abilities providing varying levels of defense against incoming projectiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing as a Defender==&lt;br /&gt;
Playing as the defender means you walk the fine line between defending your fellow sisters and taking on small groupings of marines at a time, &lt;br /&gt;
sometimes you will be required to fulfill both these roles if the marines have decided to push out an attack. Early on in the round, you&#039;ll want to be gathering hosts, and due to your defensive capabilities, you are the perfect caste to take on any survivors who may have made it through the original infestation outbreak. Once the marines have landed in force, you&#039;ll want to take an active role in defending the weaker castes especially boilers as your fortify ability allows you to soak a lot of damage keeping the squishy boiler behind you safe from any countermeasures the marines deploy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If defending the boiler is already being done by a crusher or a fellow defender then you can move onto harassing the marines supply lines, wounded and unmanned defenses. Due to the defenders focus on defense they make good engagement starters so where possible try to work with other castes to surprise and harass small groups of marines, though note that you can also take on large groups of marines if you have support from your fellow sisters.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tailsweep.png]]&lt;br /&gt;
&#039;&#039;&#039;Tail Sweep&#039;&#039;&#039;&lt;br /&gt;
| A spinning action that causes all marines within a one tile range will be knocked down or thrown one tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on. Cooldown: 10 seconds (shared with Fortify).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fortify.png]]&lt;br /&gt;
&#039;&#039;&#039;Fortify&#039;&#039;&#039;&lt;br /&gt;
|When activated the defender becomes extremely resistant to projectile weapons and additionally immobile while in this hunkered downstate. Cooldown: 10 seconds (shared with Toggle Crest Defence).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Steel Crest&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Steel Crest======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on. Cooldown: 10 seconds (shared with Fortify).&lt;br /&gt;
|-&lt;br /&gt;
![[File:fortify.png]]&amp;lt;br&amp;gt;Fortifiy&lt;br /&gt;
|Replaces tail sweep and a bit of your damage with the ability to move while fortified. Your headbutt now does more damage and reaches further, it also can be used while your crest is lowered.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 0 plasma, cooldown: 10 seconds (shared with Toggle Crest Defence).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle. Cooldown: 6 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defender Tactics==&lt;br /&gt;
&lt;br /&gt;
*Watch out for marines with shotguns. Being stunned by either slugs or point blank buckshot is usually a death sentence.&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re charging into a group of marines always start or end the engagement with a tail sweep.&lt;br /&gt;
&lt;br /&gt;
*Fortify can be used in front of boilers to provide defense against marine countermeasures and to keep the boiler safe.&lt;br /&gt;
&lt;br /&gt;
*Lowering your crest is a good way to get marines to waste ammo on you &lt;br /&gt;
&lt;br /&gt;
*Due to how defensive you are, you&#039;ll want to be saving crit xenos and dragging them back whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Unlike the similar Warrior ability, Lunge, your headbutt does not automatically go on cooldown if you miss-click. Spam click to your hearts content.&lt;br /&gt;
&lt;br /&gt;
*You have the ability to halt the tank in its tracks if you face the tank and fortify yourself. If the tank tries to ram you head on, you will be able to stop it. Be cautious though, the tank can still rotate and shoot you. Even if you do fortify yourself, the tank can ram you if you&#039;re facing the wrong direction.&lt;br /&gt;
&lt;br /&gt;
==Defender Evolution and Maturity==&lt;br /&gt;
Defender &#039;&#039;&#039;Maturity&#039;&#039;&#039; are focussed around improving their defensive capabilities with an ever-increasing health pool with each upgrade and an increasing rate of armor deflection as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defenders can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the Warrior. The Warrior is focussed around offensive an play-style with abilities to quickly dispose of marines and then escape using the agility ability. Due to the offensive play-style of the warrior it lacks in defensive capabilities with less health and less armor deflection when compared to the defender.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Defender&amp;diff=15688</id>
		<title>Defender</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Defender&amp;diff=15688"/>
		<updated>2020-07-09T21:17:03Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Steel Crest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 1&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Defender.png&lt;br /&gt;
|castetitle = Defender&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Warrior]]&lt;br /&gt;
|role = A good engagement starter that additionally specifies protecting other castes with its unique tail sweep ability being key to keeping those marines at bay while injured sisters retreat to heal.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The defender as the name implies is meant for the protection of the hive and its members, though don&#039;t let that fool you into thinking it&#039;s only a caste about protecting others; as the defender can additionally be an aggressive pusher. The defender can easily push into the marines FOB or supply lines and come out victorious against overwhelming odds due it&#039;s unique tail sweep ability providing superb crowd control and lower crest/fortify abilities providing varying levels of defense against incoming projectiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing as a Defender==&lt;br /&gt;
Playing as the defender means you walk the fine line between defending your fellow sisters and taking on small groupings of marines at a time, &lt;br /&gt;
sometimes you will be required to fulfill both these roles if the marines have decided to push out an attack. Early on in the round, you&#039;ll want to be gathering hosts, and due to your defensive capabilities, you are the perfect caste to take on any survivors who may have made it through the original infestation outbreak. Once the marines have landed in force, you&#039;ll want to take an active role in defending the weaker castes especially boilers as your fortify ability allows you to soak a lot of damage keeping the squishy boiler behind you safe from any countermeasures the marines deploy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If defending the boiler is already being done by a crusher or a fellow defender then you can move onto harassing the marines supply lines, wounded and unmanned defenses. Due to the defenders focus on defense they make good engagement starters so where possible try to work with other castes to surprise and harass small groups of marines, though note that you can also take on large groups of marines if you have support from your fellow sisters.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tailsweep.png]]&lt;br /&gt;
&#039;&#039;&#039;Tail Sweep&#039;&#039;&#039;&lt;br /&gt;
| A spinning action that causes all marines within a one tile range to have a chance to be knocked down or thrown one tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on. Cooldown: 10 seconds (shared with Fortify).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fortify.png]]&lt;br /&gt;
&#039;&#039;&#039;Fortify&#039;&#039;&#039;&lt;br /&gt;
|When activated the defender becomes extremely resistant to projectile weapons and additionally immobile while in this hunkered downstate. Cooldown: 10 seconds (shared with Toggle Crest Defence).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Steel Crest&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Steel Crest======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on. Cooldown: 10 seconds (shared with Fortify).&lt;br /&gt;
|-&lt;br /&gt;
![[File:fortify.png]]&amp;lt;br&amp;gt;Fortifiy&lt;br /&gt;
|Replaces tail sweep and a bit of your damage with the ability to move while fortified. Your headbutt now does more damage and reaches further, it also can be used while your crest is lowered.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 0 plasma, cooldown: 10 seconds (shared with Toggle Crest Defence).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle. Cooldown: 6 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defender Tactics==&lt;br /&gt;
&lt;br /&gt;
*Watch out for marines with shotguns. Being stunned by either slugs or point blank buckshot is usually a death sentence.&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re charging into a group of marines always start or end the engagement with a tail sweep.&lt;br /&gt;
&lt;br /&gt;
*Fortify can be used in front of boilers to provide defense against marine countermeasures and to keep the boiler safe.&lt;br /&gt;
&lt;br /&gt;
*Lowering your crest is a good way to get marines to waste ammo on you &lt;br /&gt;
&lt;br /&gt;
*Due to how defensive you are, you&#039;ll want to be saving crit xenos and dragging them back whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Unlike the similar Warrior ability, Lunge, your headbutt does not automatically go on cooldown if you miss-click. Spam click to your hearts content.&lt;br /&gt;
&lt;br /&gt;
*You have the ability to halt the tank in its tracks if you face the tank and fortify yourself. If the tank tries to ram you head on, you will be able to stop it. Be cautious though, the tank can still rotate and shoot you. Even if you do fortify yourself, the tank can ram you if you&#039;re facing the wrong direction.&lt;br /&gt;
&lt;br /&gt;
==Defender Evolution and Maturity==&lt;br /&gt;
Defender &#039;&#039;&#039;Maturity&#039;&#039;&#039; are focussed around improving their defensive capabilities with an ever-increasing health pool with each upgrade and an increasing rate of armor deflection as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defenders can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the Warrior. The Warrior is focussed around offensive an play-style with abilities to quickly dispose of marines and then escape using the agility ability. Due to the offensive play-style of the warrior it lacks in defensive capabilities with less health and less armor deflection when compared to the defender.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Defender&amp;diff=15687</id>
		<title>Defender</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Defender&amp;diff=15687"/>
		<updated>2020-07-09T21:14:51Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 1&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Defender.png&lt;br /&gt;
|castetitle = Defender&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Warrior]]&lt;br /&gt;
|role = A good engagement starter that additionally specifies protecting other castes with its unique tail sweep ability being key to keeping those marines at bay while injured sisters retreat to heal.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The defender as the name implies is meant for the protection of the hive and its members, though don&#039;t let that fool you into thinking it&#039;s only a caste about protecting others; as the defender can additionally be an aggressive pusher. The defender can easily push into the marines FOB or supply lines and come out victorious against overwhelming odds due it&#039;s unique tail sweep ability providing superb crowd control and lower crest/fortify abilities providing varying levels of defense against incoming projectiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing as a Defender==&lt;br /&gt;
Playing as the defender means you walk the fine line between defending your fellow sisters and taking on small groupings of marines at a time, &lt;br /&gt;
sometimes you will be required to fulfill both these roles if the marines have decided to push out an attack. Early on in the round, you&#039;ll want to be gathering hosts, and due to your defensive capabilities, you are the perfect caste to take on any survivors who may have made it through the original infestation outbreak. Once the marines have landed in force, you&#039;ll want to take an active role in defending the weaker castes especially boilers as your fortify ability allows you to soak a lot of damage keeping the squishy boiler behind you safe from any countermeasures the marines deploy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If defending the boiler is already being done by a crusher or a fellow defender then you can move onto harassing the marines supply lines, wounded and unmanned defenses. Due to the defenders focus on defense they make good engagement starters so where possible try to work with other castes to surprise and harass small groups of marines, though note that you can also take on large groups of marines if you have support from your fellow sisters.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tailsweep.png]]&lt;br /&gt;
&#039;&#039;&#039;Tail Sweep&#039;&#039;&#039;&lt;br /&gt;
| A spinning action that causes all marines within a one tile range to have a chance to be knocked down or thrown one tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on. Cooldown: 10 seconds (shared with Fortify).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fortify.png]]&lt;br /&gt;
&#039;&#039;&#039;Fortify&#039;&#039;&#039;&lt;br /&gt;
|When activated the defender becomes extremely resistant to projectile weapons and additionally immobile while in this hunkered downstate. Cooldown: 10 seconds (shared with Toggle Crest Defence).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Steel Crest&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Steel Crest======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fortify.png]]&amp;lt;br&amp;gt;Fortifiy&lt;br /&gt;
|Replaces tail sweep and a bit of your damage with the ability to move while fortified. Your headbutt now does more damage and reaches further, it also can be used while your crest is lowered.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 0 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defender Tactics==&lt;br /&gt;
&lt;br /&gt;
*Watch out for marines with shotguns. Being stunned by either slugs or point blank buckshot is usually a death sentence.&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re charging into a group of marines always start or end the engagement with a tail sweep.&lt;br /&gt;
&lt;br /&gt;
*Fortify can be used in front of boilers to provide defense against marine countermeasures and to keep the boiler safe.&lt;br /&gt;
&lt;br /&gt;
*Lowering your crest is a good way to get marines to waste ammo on you &lt;br /&gt;
&lt;br /&gt;
*Due to how defensive you are, you&#039;ll want to be saving crit xenos and dragging them back whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Unlike the similar Warrior ability, Lunge, your headbutt does not automatically go on cooldown if you miss-click. Spam click to your hearts content.&lt;br /&gt;
&lt;br /&gt;
*You have the ability to halt the tank in its tracks if you face the tank and fortify yourself. If the tank tries to ram you head on, you will be able to stop it. Be cautious though, the tank can still rotate and shoot you. Even if you do fortify yourself, the tank can ram you if you&#039;re facing the wrong direction.&lt;br /&gt;
&lt;br /&gt;
==Defender Evolution and Maturity==&lt;br /&gt;
Defender &#039;&#039;&#039;Maturity&#039;&#039;&#039; are focussed around improving their defensive capabilities with an ever-increasing health pool with each upgrade and an increasing rate of armor deflection as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defenders can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the Warrior. The Warrior is focussed around offensive an play-style with abilities to quickly dispose of marines and then escape using the agility ability. Due to the offensive play-style of the warrior it lacks in defensive capabilities with less health and less armor deflection when compared to the defender.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Defender&amp;diff=15686</id>
		<title>Defender</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Defender&amp;diff=15686"/>
		<updated>2020-07-09T21:12:48Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Steel Crest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 1&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Defender.png&lt;br /&gt;
|castetitle = Defender&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Warrior]]&lt;br /&gt;
|role = A good engagement starter that additionally specifies protecting other castes with its unique tail sweep ability being key to keeping those marines at bay while injured sisters retreat to heal.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The defender as the name implies is meant for the protection of the hive and its members, though don&#039;t let that fool you into thinking it&#039;s only a caste about protecting others; as the defender can additionally be an aggressive pusher. The defender can easily push into the marines FOB or supply lines and come out victorious against overwhelming odds due it&#039;s unique tail sweep ability providing superb crowd control and lower crest/fortify abilities providing varying levels of defense against incoming projectiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing as a Defender==&lt;br /&gt;
Playing as the defender means you walk the fine line between defending your fellow sisters and taking on small groupings of marines at a time, &lt;br /&gt;
sometimes you will be required to fulfill both these roles if the marines have decided to push out an attack. Early on in the round, you&#039;ll want to be gathering hosts, and due to your defensive capabilities, you are the perfect caste to take on any survivors who may have made it through the original infestation outbreak. Once the marines have landed in force, you&#039;ll want to take an active role in defending the weaker castes especially boilers as your fortify ability allows you to soak a lot of damage keeping the squishy boiler behind you safe from any countermeasures the marines deploy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If defending the boiler is already being done by a crusher or a fellow defender then you can move onto harassing the marines supply lines, wounded and unmanned defenses. Due to the defenders focus on defense they make good engagement starters so where possible try to work with other castes to surprise and harass small groups of marines, though note that you can also take on large groups of marines if you have support from your fellow sisters.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tailsweep.png]]&lt;br /&gt;
&#039;&#039;&#039;Tail Sweep&#039;&#039;&#039;&lt;br /&gt;
| A spinning action that causes all marines within a one tile range to have a chance to be knocked down or thrown one tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fortify.png]]&lt;br /&gt;
&#039;&#039;&#039;Fortify&#039;&#039;&#039;&lt;br /&gt;
|When activated the defender becomes extremely resistant to projectile weapons and additionally immobile while in this hunkered downstate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Steel Crest&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Steel Crest======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fortify.png]]&amp;lt;br&amp;gt;Fortifiy&lt;br /&gt;
|Replaces tail sweep and a bit of your damage with the ability to move while fortified. Your headbutt now does more damage and reaches further, it also can be used while your crest is lowered.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 0 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defender Tactics==&lt;br /&gt;
&lt;br /&gt;
*Watch out for marines with shotguns. Being stunned by either slugs or point blank buckshot is usually a death sentence.&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re charging into a group of marines always start or end the engagement with a tail sweep.&lt;br /&gt;
&lt;br /&gt;
*Fortify can be used in front of boilers to provide defense against marine countermeasures and to keep the boiler safe.&lt;br /&gt;
&lt;br /&gt;
*Lowering your crest is a good way to get marines to waste ammo on you &lt;br /&gt;
&lt;br /&gt;
*Due to how defensive you are, you&#039;ll want to be saving crit xenos and dragging them back whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Unlike the similar Warrior ability, Lunge, your headbutt does not automatically go on cooldown if you miss-click. Spam click to your hearts content.&lt;br /&gt;
&lt;br /&gt;
*You have the ability to halt the tank in its tracks if you face the tank and fortify yourself. If the tank tries to ram you head on, you will be able to stop it. Be cautious though, the tank can still rotate and shoot you. Even if you do fortify yourself, the tank can ram you if you&#039;re facing the wrong direction.&lt;br /&gt;
&lt;br /&gt;
==Defender Evolution and Maturity==&lt;br /&gt;
Defender &#039;&#039;&#039;Maturity&#039;&#039;&#039; are focussed around improving their defensive capabilities with an ever-increasing health pool with each upgrade and an increasing rate of armor deflection as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defenders can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the Warrior. The Warrior is focussed around offensive an play-style with abilities to quickly dispose of marines and then escape using the agility ability. Due to the offensive play-style of the warrior it lacks in defensive capabilities with less health and less armor deflection when compared to the defender.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=15685</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=15685"/>
		<updated>2020-07-09T21:06:25Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Boxer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Warrior.png&lt;br /&gt;
|castetitle = Warrior&lt;br /&gt;
|evolves_from = [[Defender]]&lt;br /&gt;
|evolves_to = [[Crusher]], [[Praetorian]]&lt;br /&gt;
|role = Disable and capture lone prey. Act as one of the Hive&#039;s main line combatants. &lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The warrior is a highly mobile caste that serves as a mid ground between being a hit and run harrasser and a frontline combatant with abilities to quickly and easily disable or capture lone marines. For example it&#039;s unique ability &#039;&#039;&#039;Lunge&#039;&#039;&#039; makes the warrior lunge at the targetted marine and grabs them (note that marines can resist out of the grab but it takes time), rendering them helpless while you drag them away. The lunge ability will make you pounce at whatever you spot you shift+click/middle click at, similar to the runner&#039;s pounce. If you miss a lunge at a marine you will have to wait for it to recharge.&lt;br /&gt;
&lt;br /&gt;
==Playing as a Warrior==&lt;br /&gt;
Playing as the warrior means that you will want to divide and conquer any marines you come across in small groupings, by this I mean that you&#039;ll want to single out a marine in the marine group that you come across and then use your &#039;&#039;&#039;Punch&#039;&#039;&#039; ability to effectively disable/heavily injure your chosen target and then use your &#039;&#039;&#039;Fling&#039;&#039;&#039; ability to separate them from the marine group. If successful you&#039;ll be able to drag your now injured prey back to the hive/nearby nesting area to help increase the xenos numbers or you can kill them and get back to work pushing the marines off the planet/station.&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve got a basic combo down for the warriors abilities lets start with the overall round progression for the warrior. If you&#039;re the first to evolve into a warrior you&#039;ll want to locating and capturing any potential hosts, it also means you get to practice your lunge ability on the monkeys or on unsuspecting survivors. Once the marines have landed you&#039;ll, like above want to attack small groups of marines disabling a single one and separating them from further marine support. Alternately you can form a hunting pack with lurkers and defenders to really stamp out the marines morale and gather large quantities of hosts.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Unique passive ability:&#039;&#039;&#039; If you highlight a specific limb then grab a marine, and upgrade the grab (click [[File:UP-GRADE.png|32px]] or press &#039;&#039;&#039;Z&#039;&#039;&#039; in hotkey mode), after a short amount of time you will rip off that specific limb. Both passive and aggressive grabs can be resisted and moving will abort the de-limbing mechanic&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Brawler&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Your slashes charge up a pool of shielding. When you slash while your pool is full, you activate the shield and add it to yourself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fling.png]]&lt;br /&gt;
&#039;&#039;&#039;Fling&#039;&#039;&#039;&lt;br /&gt;
|Flings the targetted marine a few tiles and damages them.  Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lunge.png]]&lt;br /&gt;
&#039;&#039;&#039;Lunge&#039;&#039;&#039;&lt;br /&gt;
| Lunges the warrior towards the targetted marine and puts them into a chokehold (like grabbing them). Click on your target with the middle mouse button to use the ability. Works on targets around corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Punch.png]]&lt;br /&gt;
&#039;&#039;&#039;Punch&#039;&#039;&#039;&lt;br /&gt;
|Punches the targeted marine dealing a hefty amount of damage. Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma. Relatively short cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Boxer&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Boxer======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Agility.png]]	&lt;br /&gt;
&#039;&#039;&#039;Toggle Agility&#039;&#039;&#039;&lt;br /&gt;
|Toggles between a bi-pedal form and quadrupedal form, the latter form will make you move faster but prevent you from using your other abilities and evolving.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Jab&lt;br /&gt;
|Replaces lunge with jab, your punches no longer break bones but they do more damage and confuses your enemies. Jab knocks down your enemies for a short time and pulls you out of agility mode as well as refreshes your punch cooldown.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warrior Tactics==&lt;br /&gt;
Lunge is a powerful tool that can almost guarantee a capture/kill if you play your cards right. Do not attempt this on a group of marines by yourself. It is best around corners where you can see marines and easily dash out and lunge. Before you plan on lunging, make sure your Agility ability is off, or you cannot lunge. When in CQC around 1-2 tile wide corners/corridors with other aliens try to use your lunge ability to capture any marines that try to get a shot off into the crowd of xenos. When you see someone approaching get ready. When they are close enough, lunge and drag them back while shoving them. If you start to lose a lot of health in attempting this remember: You cannot capture hosts if you are dead. If you have to stop, then draw back and regen. Get a slash or punch off if you can to weaken them for another encounter.&lt;br /&gt;
&lt;br /&gt;
==Warrior Evolution and Maturity==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Warrior can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the following castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Praetorian]] is a more all-rounder evolution of the Spitter and a ranged version of the Warrior, foregoing melee mastery for a large array of useful combat skills that makes it the master of the battlefield. It has more health and a greater stature and melee attack coupled with surprising nimbleness, its spit is as powerful as ever and it gains elusive [[Pheromones]] that would otherwise be reserved to [[Drone]] castes and the [[Queen]]. It also gets to use a special sticky spit, covering the battlefield in thick, sticky resin that will limit Marine movement and a weaker Spray Acid ability similar to the Boiler.&lt;br /&gt;
&lt;br /&gt;
* The [[Crusher]] takes an unique path, foregoing mobility and direct offensive power in exchange for becoming a literal tank caste, gaining an armored crest capable of easily deflecting large amounts of punishment, and a massive health and armor pool. It also gains the ability to &#039;&#039;&#039;Charge&#039;&#039;&#039;, a slow-winding but eventually fast and unstoppable assault, knocking aside and wounding anyone in your path. You will also gain the ability to &#039;&#039;&#039;Stomp&#039;&#039;&#039;, allowing you to smash into the ground to viciously wound any downed tallhost under you.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=15684</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=15684"/>
		<updated>2020-07-09T21:02:03Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = XENOMORPH - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Warrior.png&lt;br /&gt;
|castetitle = Warrior&lt;br /&gt;
|evolves_from = [[Defender]]&lt;br /&gt;
|evolves_to = [[Crusher]], [[Praetorian]]&lt;br /&gt;
|role = Disable and capture lone prey. Act as one of the Hive&#039;s main line combatants. &lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The warrior is a highly mobile caste that serves as a mid ground between being a hit and run harrasser and a frontline combatant with abilities to quickly and easily disable or capture lone marines. For example it&#039;s unique ability &#039;&#039;&#039;Lunge&#039;&#039;&#039; makes the warrior lunge at the targetted marine and grabs them (note that marines can resist out of the grab but it takes time), rendering them helpless while you drag them away. The lunge ability will make you pounce at whatever you spot you shift+click/middle click at, similar to the runner&#039;s pounce. If you miss a lunge at a marine you will have to wait for it to recharge.&lt;br /&gt;
&lt;br /&gt;
==Playing as a Warrior==&lt;br /&gt;
Playing as the warrior means that you will want to divide and conquer any marines you come across in small groupings, by this I mean that you&#039;ll want to single out a marine in the marine group that you come across and then use your &#039;&#039;&#039;Punch&#039;&#039;&#039; ability to effectively disable/heavily injure your chosen target and then use your &#039;&#039;&#039;Fling&#039;&#039;&#039; ability to separate them from the marine group. If successful you&#039;ll be able to drag your now injured prey back to the hive/nearby nesting area to help increase the xenos numbers or you can kill them and get back to work pushing the marines off the planet/station.&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve got a basic combo down for the warriors abilities lets start with the overall round progression for the warrior. If you&#039;re the first to evolve into a warrior you&#039;ll want to locating and capturing any potential hosts, it also means you get to practice your lunge ability on the monkeys or on unsuspecting survivors. Once the marines have landed you&#039;ll, like above want to attack small groups of marines disabling a single one and separating them from further marine support. Alternately you can form a hunting pack with lurkers and defenders to really stamp out the marines morale and gather large quantities of hosts.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Unique passive ability:&#039;&#039;&#039; If you highlight a specific limb then grab a marine, and upgrade the grab (click [[File:UP-GRADE.png|32px]] or press &#039;&#039;&#039;Z&#039;&#039;&#039; in hotkey mode), after a short amount of time you will rip off that specific limb. Both passive and aggressive grabs can be resisted and moving will abort the de-limbing mechanic&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Brawler&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Your slashes charge up a pool of shielding. When you slash while your pool is full, you activate the shield and add it to yourself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fling.png]]&lt;br /&gt;
&#039;&#039;&#039;Fling&#039;&#039;&#039;&lt;br /&gt;
|Flings the targetted marine a few tiles and damages them.  Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lunge.png]]&lt;br /&gt;
&#039;&#039;&#039;Lunge&#039;&#039;&#039;&lt;br /&gt;
| Lunges the warrior towards the targetted marine and puts them into a chokehold (like grabbing them). Click on your target with the middle mouse button to use the ability. Works on targets around corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Punch.png]]&lt;br /&gt;
&#039;&#039;&#039;Punch&#039;&#039;&#039;&lt;br /&gt;
|Punches the targeted marine dealing a hefty amount of damage. Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma. Relatively short cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Boxer&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Boxer======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Jab&lt;br /&gt;
|Replaces lunge with jab, your punches no longer break bones but they do more damage and confuses your enemies. Jab knocks down your enemies for a short time and pulls you out of agility mode as well as refreshes your punch cooldown.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warrior Tactics==&lt;br /&gt;
Lunge is a powerful tool that can almost guarantee a capture/kill if you play your cards right. Do not attempt this on a group of marines by yourself. It is best around corners where you can see marines and easily dash out and lunge. Before you plan on lunging, make sure your Agility ability is off, or you cannot lunge. When in CQC around 1-2 tile wide corners/corridors with other aliens try to use your lunge ability to capture any marines that try to get a shot off into the crowd of xenos. When you see someone approaching get ready. When they are close enough, lunge and drag them back while shoving them. If you start to lose a lot of health in attempting this remember: You cannot capture hosts if you are dead. If you have to stop, then draw back and regen. Get a slash or punch off if you can to weaken them for another encounter.&lt;br /&gt;
&lt;br /&gt;
==Warrior Evolution and Maturity==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Warrior can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the following castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Praetorian]] is a more all-rounder evolution of the Spitter and a ranged version of the Warrior, foregoing melee mastery for a large array of useful combat skills that makes it the master of the battlefield. It has more health and a greater stature and melee attack coupled with surprising nimbleness, its spit is as powerful as ever and it gains elusive [[Pheromones]] that would otherwise be reserved to [[Drone]] castes and the [[Queen]]. It also gets to use a special sticky spit, covering the battlefield in thick, sticky resin that will limit Marine movement and a weaker Spray Acid ability similar to the Boiler.&lt;br /&gt;
&lt;br /&gt;
* The [[Crusher]] takes an unique path, foregoing mobility and direct offensive power in exchange for becoming a literal tank caste, gaining an armored crest capable of easily deflecting large amounts of punishment, and a massive health and armor pool. It also gains the ability to &#039;&#039;&#039;Charge&#039;&#039;&#039;, a slow-winding but eventually fast and unstoppable assault, knocking aside and wounding anyone in your path. You will also gain the ability to &#039;&#039;&#039;Stomp&#039;&#039;&#039;, allowing you to smash into the ground to viciously wound any downed tallhost under you.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Ability_Pierce_Description&amp;diff=15285</id>
		<title>Template:Ability Pierce Description</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Ability_Pierce_Description&amp;diff=15285"/>
		<updated>2020-06-14T03:54:08Z</updated>

		<summary type="html">&lt;p&gt;ChainsawMullet: Fixed Pierce description to say that you need to hit two people to get shield recharge.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stab through your enemies with your tail against tall hosts with a two tile range. If you hit two people with your pierce, your shield is instantly recharged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma.&lt;/div&gt;</summary>
		<author><name>ChainsawMullet</name></author>
	</entry>
</feed>