<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://cm-ss13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nimiety</id>
	<title>CM-SS13 - Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://cm-ss13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nimiety"/>
	<link rel="alternate" type="text/html" href="https://cm-ss13.com/wiki/Special:Contributions/Nimiety"/>
	<updated>2026-04-03T22:57:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Strains&amp;diff=11315</id>
		<title>Strains</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Strains&amp;diff=11315"/>
		<updated>2019-03-11T13:06:15Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mutations are straight buffs to certain aspects of a caste or hive. Each Xeno has mutators they can purchase for themselves, while the Queen also has the ability to obtain Mutators that affect the entire hive and those under her. &lt;br /&gt;
&lt;br /&gt;
With each Maturation (Young | Mature | Elder | Ancient) you will gain 3 points to spend on a mutation of your choice. When you evolve you will lose all the mutators you previously picked. Each Xeno can purchase all Positive Mutations available to their caste once, while Keystone mutators are mutually exclusive - you can only ever buy one.&lt;br /&gt;
&lt;br /&gt;
Under the Alien tab you can buy mutations for yourself with the Purchase Mutators verb. To buy mutations for the hive (as the Queen) click on the verb Purchase Hive Mutators. To view the Hive and your own currently active mutations click on the List Mutators verb. &lt;br /&gt;
=Mutations=&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Positive Mutations&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd; width:150px;&amp;quot;|&#039;&#039;&#039;Mutation:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
*&#039;&#039;&#039;Each Positive Mutation costs 6 points and can be bought only once.&#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;&amp;quot; |{{Anchor|Faster_Weeds}}&lt;br /&gt;
[[#Faster_Weeds|&#039;&#039;&#039;Faster Weeds&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Boosts weed growth speed and spread radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Carrier]] | [[Drone]] | [[Hivelord]] | [[Burrower]] | [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor| Increased_Egg_Production}}&lt;br /&gt;
[[#Increased_Egg_Production |&#039;&#039;&#039;Increased Egg Production&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Faster egg production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Infusion_of_Larva}}&lt;br /&gt;
[[#Infusion_of_Larva|&#039;&#039;&#039;Infusion of Larva&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Gives the hive an additonal 5 stored larva. &lt;br /&gt;
&lt;br /&gt;
*This is a hive mutator meaning it will affect the hive.&lt;br /&gt;
*Once the Queen dies this hive mutator will stop.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If bought by a previous Queen this mutation cannot be purchased again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|More_Leaders}}&lt;br /&gt;
[[#More_Leaders|&#039;&#039;&#039;More Leaders&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Adds 3 additional xeno leader slots.&lt;br /&gt;
&lt;br /&gt;
*This is a hive mutator meaning it will affect the hive.&lt;br /&gt;
*Once the Queen dies this hive mutator will stop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Queen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Keystones&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd; width:150px;&amp;quot;|&#039;&#039;&#039;Mutation:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
*&#039;&#039;&#039;Each Keystone costs 6 points and each Xeno can only ever have one.&#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;&amp;quot; |{{Anchor|Wider_Gas}}&lt;br /&gt;
[[#Wider_Gas|&#039;&#039;&#039;Wider Gas&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Increases Boiler gas radius by 1 tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Boiler]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Lingering_Gas}}&lt;br /&gt;
[[#Lingering_Gas|&#039;&#039;&#039;Lingering Gas&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Makes boiler gas linger for longer before dissipating. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Boiler]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor| Longer_Pounce}}&lt;br /&gt;
[[#Longer_Pounce|&#039;&#039;&#039;Longer Pounce&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Increases the pounce range by two tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Runner]] | [[Lurker]] | [[Ravager]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor| Increased_Storage_Capacity}}&lt;br /&gt;
[[#Increased_Storage_Capacity |&#039;&#039;&#039;Increased Storage Capacity&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Increases Carrier storage capacity by 2 for facehuggers and 2 for eggs.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Carrier]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Acid_Tipped_Claws}}&lt;br /&gt;
[[#Acid_Tipped_Claws|&#039;&#039;&#039;Acid Tipped Claws&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Reduces your brute damage and applies the reduction amount as burn damage. With this keystone you do brute and burn damage on each slash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Drone]] | [[Hivelord]] | [[Sentinel]] | [[Spitter]] | [[Praetorian]] | [[Boiler]] | [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Faster_Maturation}}&lt;br /&gt;
[[#Faster_Maturation|&#039;&#039;&#039;Faster Maturation&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|The hive matures at a faster rate.&lt;br /&gt;
&lt;br /&gt;
*This is a hive mutator meaning it will affect the hive.&lt;br /&gt;
*Once the Queen dies this hive mutator will stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Resilient_Larva}}&lt;br /&gt;
[[#Resilient_Larva|&#039;&#039;&#039;Resilient Larva&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Larva gestate faster and there&#039;s a small chance of getting an additional larva.&lt;br /&gt;
&lt;br /&gt;
*This is a hive mutator meaning it will affect the hive.&lt;br /&gt;
*Once the Queen dies this hive mutator will stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor| Faster_Charge_Buildup}}&lt;br /&gt;
[[#Faster_Charge_Buildup |&#039;&#039;&#039;Faster Charge Buildup&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| The Crusher&#039;s charge will start building up 1 tile sooner and will build up a bit faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Crusher]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor| Regenerate_Off_Weeds}}&lt;br /&gt;
[[#Regenerate_Off_Weeds |&#039;&#039;&#039;Regenerate Off Weeds&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| Allows a xeno to heal and regenerate plasma as if they were on weeds even if they aren&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; All&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strains&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd; width:150px;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
*&#039;&#039;&#039;Each Strain costs 6 points and will alter how you&#039;ll play the caste. All Strains are also Keystone Mutations.&#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;&amp;quot; |{{Anchor|Healer}}&lt;br /&gt;
[[#Healer|&#039;&#039;&#039;Healer&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to build resin structures for an ability to transfer health to other xenomorphs and enhanced pheromones.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Drone]]&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;&amp;quot; |{{Anchor|Harasser}}&lt;br /&gt;
[[#Harasser|&#039;&#039;&#039;Harasser&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade some speed to automatically attack anyone you pounce, depending on intent..&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Runner]]&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;&amp;quot; |{{Anchor|Steel Crest}}&lt;br /&gt;
[[#Steel Crest|&#039;&#039;&#039;Steel Crest&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to tail sweep for the ability to use your other skill in Crest and Fortify stances. Additionally, your headbutt does more damage and gains 1 tile extra range.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Defender]]&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;&amp;quot; |{{Anchor|Boxer}}&lt;br /&gt;
[[#Boxer|&#039;&#039;&#039;Boxer&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to fling for a lower cool down, increased damage and range on your punch ability. Punch loses the ability to immediately break bones. Gain a new ability, Jab: A stun ability that applies no damage but refreshes punch ability.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Warrior]]&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;&amp;quot; |{{Anchor|Vomiter}}&lt;br /&gt;
[[#Vomiter|&#039;&#039;&#039;Vomiter&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade your neuro-toxin in exchange for an acid spray that is similar to the [[Boiler#Abilities|Boiler&#039;s]] acid spray.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Spitter]]&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;&amp;quot; |{{Anchor|Tremor}}&lt;br /&gt;
[[#Tremor|&#039;&#039;&#039;Tremor&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to make tunnels and traps for a small AoE stun when you unburrow and staggering everyone in range.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Burrower]]&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;&amp;quot; |{{Anchor|&#039;&#039;Egg Sac&#039;&#039;}}&lt;br /&gt;
[[#Egg Sac|&#039;&#039;&#039;Egg Sac&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to carry facehuggers for an ability to generate an egg once every 60 seconds for 50 plasma.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Carrier]]&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;&amp;quot; |{{Anchor|Royal Protector}}&lt;br /&gt;
[[#Royal Protector|&#039;&#039;&#039;Royal Protector&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to spit in exchange for increased pheremones, the ability to tail sweep (as Defender) and a shorter wind-up on your acid spray.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Praetorian]]&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;&amp;quot; |{{Anchor|Earthquake}}&lt;br /&gt;
[[#Earthquake|&#039;&#039;&#039;Earthquake&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| Trade the ability to charge in exchange for a small AoE stomp that stuns targets.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Crusher]]&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;&amp;quot; |{{Anchor|Railgun}}&lt;br /&gt;
[[#Railgun|&#039;&#039;&#039;Railgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| Trade the ability to bombard with gas clouds in exchange for a single acidic projectile that deals more damage against structures with perfect accuracy.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Boiler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Strains&amp;diff=11302</id>
		<title>Strains</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Strains&amp;diff=11302"/>
		<updated>2019-03-10T17:03:32Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: corrected carrier, drone and praetorian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mutations are straight buffs to certain aspects of a caste or hive. Each Xeno has mutators they can purchase for themselves, while the Queen also has the ability to obtain Mutators that affect the entire hive and those under her. &lt;br /&gt;
&lt;br /&gt;
With each Maturation (Young | Mature | Elder | Ancient) you will gain 6 points to spend on a mutation of your choice. When you evolve you will lose all the mutators you previously picked. Each Xeno can purchase all Positive Mutations available to their caste once, while Keystone mutators are mutually exclusive - you can only ever buy one.&lt;br /&gt;
&lt;br /&gt;
Under the Alien tab you can buy mutations for yourself with the Purchase Mutators verb. To buy mutations for the hive (as the Queen) click on the verb Purchase Hive Mutators. To view the Hive and your own currently active mutations click on the List Mutators verb. &lt;br /&gt;
=Mutations=&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Positive Mutations&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd; width:150px;&amp;quot;|&#039;&#039;&#039;Mutation:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
*&#039;&#039;&#039;Each Positive Mutation costs 6 points and can be bought only once.&#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;&amp;quot; |{{Anchor|Faster_Weeds}}&lt;br /&gt;
[[#Faster_Weeds|&#039;&#039;&#039;Faster Weeds&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Boosts weed growth speed and spread radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Carrier]] | [[Drone]] | [[Hivelord]] | [[Burrower]] | [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor| Increased_Egg_Production}}&lt;br /&gt;
[[#Increased_Egg_Production |&#039;&#039;&#039;Increased Egg Production&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Faster egg production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Infusion_of_Larva}}&lt;br /&gt;
[[#Infusion_of_Larva|&#039;&#039;&#039;Infusion of Larva&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Gives the hive an additonal 5 stored larva. &lt;br /&gt;
&lt;br /&gt;
*This is a hive mutator meaning it will affect the hive.&lt;br /&gt;
*Once the Queen dies this hive mutator will stop.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If bought by a previous Queen this mutation cannot be purchased again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|More_Leaders}}&lt;br /&gt;
[[#More_Leaders|&#039;&#039;&#039;More Leaders&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Adds 3 additional xeno leader slots.&lt;br /&gt;
&lt;br /&gt;
*This is a hive mutator meaning it will affect the hive.&lt;br /&gt;
*Once the Queen dies this hive mutator will stop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Queen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Keystones&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd; width:150px;&amp;quot;|&#039;&#039;&#039;Mutation:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
*&#039;&#039;&#039;Each Keystone costs 6 points and each Xeno can only ever have one.&#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;&amp;quot; |{{Anchor|Wider_Gas}}&lt;br /&gt;
[[#Wider_Gas|&#039;&#039;&#039;Wider Gas&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Increases Boiler gas radius by 1 tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Boiler]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Lingering_Gas}}&lt;br /&gt;
[[#Lingering_Gas|&#039;&#039;&#039;Lingering Gas&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Makes boiler gas linger for longer before dissipating. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Boiler]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor| Longer_Pounce}}&lt;br /&gt;
[[#Longer_Pounce|&#039;&#039;&#039;Longer Pounce&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Increases the pounce range by two tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Runner]] | [[Lurker]] | [[Ravager]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor| Increased_Storage_Capacity}}&lt;br /&gt;
[[#Increased_Storage_Capacity |&#039;&#039;&#039;Increased Storage Capacity&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Increases Carrier storage capacity by 2 for facehuggers and 2 for eggs.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Carrier]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Acid_Tipped_Claws}}&lt;br /&gt;
[[#Acid_Tipped_Claws|&#039;&#039;&#039;Acid Tipped Claws&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Reduces your brute damage and applies the reduction amount as burn damage. With this keystone you do brute and burn damage on each slash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Drone]] | [[Hivelord]] | [[Sentinel]] | [[Spitter]] | [[Praetorian]] | [[Boiler]] | [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Faster_Maturation}}&lt;br /&gt;
[[#Faster_Maturation|&#039;&#039;&#039;Faster Maturation&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|The hive matures at a faster rate.&lt;br /&gt;
&lt;br /&gt;
*This is a hive mutator meaning it will affect the hive.&lt;br /&gt;
*Once the Queen dies this hive mutator will stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Resilient_Larva}}&lt;br /&gt;
[[#Resilient_Larva|&#039;&#039;&#039;Resilient Larva&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Larva gestate faster and there&#039;s a small chance of getting an additional larva.&lt;br /&gt;
&lt;br /&gt;
*This is a hive mutator meaning it will affect the hive.&lt;br /&gt;
*Once the Queen dies this hive mutator will stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor| Faster_Charge_Buildup}}&lt;br /&gt;
[[#Faster_Charge_Buildup |&#039;&#039;&#039;Faster Charge Buildup&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| The Crusher&#039;s charge will start building up 1 tile sooner and will build up a bit faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Crusher]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor| Regenerate_Off_Weeds}}&lt;br /&gt;
[[#Regenerate_Off_Weeds |&#039;&#039;&#039;Regenerate Off Weeds&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| Allows a xeno to heal and regenerate plasma as if they were on weeds even if they aren&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; All&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strains&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd; width:150px;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#dda0dd;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
*&#039;&#039;&#039;Each Strain costs 6 points and will alter how you&#039;ll play the caste. All Strains are also Keystone Mutations.&#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;&amp;quot; |{{Anchor|Healer}}&lt;br /&gt;
[[#Healer|&#039;&#039;&#039;Healer&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to build resin structures for an ability to transfer health to other xenomorphs and enhanced pheromones.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Drone]]&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;&amp;quot; |{{Anchor|Harasser}}&lt;br /&gt;
[[#Harasser|&#039;&#039;&#039;Harasser&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade some speed to automatically attack anyone you pounce, depending on intent..&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Runner]]&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;&amp;quot; |{{Anchor|Steel Crest}}&lt;br /&gt;
[[#Steel Crest|&#039;&#039;&#039;Steel Crest&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to tail sweep for the ability to use your other skill in Crest and Fortify stances. Additionally, your headbutt does more damage and gains 1 tile extra range.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Defender]]&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;&amp;quot; |{{Anchor|Boxer}}&lt;br /&gt;
[[#Boxer|&#039;&#039;&#039;Boxer&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to fling for a lower cool down, increased damage and range on your punch ability. Punch loses the ability to immediately break bones. Gain a new ability, Jab: A stun ability that applies no damage but refreshes punch ability.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Warrior]]&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;&amp;quot; |{{Anchor|Vomiter}}&lt;br /&gt;
[[#Vomiter|&#039;&#039;&#039;Vomiter&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade your neuro-toxin in exchange for an acid spray that is similar to the [[Boiler#Abilities|Boiler&#039;s]] acid spray.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Spitter]]&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;&amp;quot; |{{Anchor|Tremor}}&lt;br /&gt;
[[#Tremor|&#039;&#039;&#039;Tremor&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to make tunnels and traps for a small AoE stun when you unburrow and staggering everyone in range.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Burrower]]&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;&amp;quot; |{{Anchor|&#039;&#039;Egg Sac&#039;&#039;}}&lt;br /&gt;
[[#Egg Sac|&#039;&#039;&#039;Egg Sac&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to carry facehuggers for an ability to generate an egg once every 60 seconds for 50 plasma.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Carrier]]&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;&amp;quot; |{{Anchor|Royal Protector}}&lt;br /&gt;
[[#Royal Protector|&#039;&#039;&#039;Royal Protector&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Trade the ability to spit in exchange for increased pheremones, the ability to tail sweep (as Defender) and a shorter wind-up on your acid spray.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Praetorian]]&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;&amp;quot; |{{Anchor|Earthquake}}&lt;br /&gt;
[[#Earthquake|&#039;&#039;&#039;Earthquake&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| Trade the ability to charge in exchange for a small AoE stomp that stuns targets.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Crusher]]&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;&amp;quot; |{{Anchor|Railgun}}&lt;br /&gt;
[[#Railgun|&#039;&#039;&#039;Railgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| Trade the ability to bombard with gas clouds in exchange for a single acidic projectile that deals more damage against structures with perfect accuracy.&lt;br /&gt;
&#039;&#039;&#039;Applicable Caste(s):&#039;&#039;&#039; [[Boiler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Queen&amp;diff=10462</id>
		<title>Queen</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Queen&amp;diff=10462"/>
		<updated>2018-11-28T17:20:46Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &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 must 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). 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). The Xenomorphs evolution progress stops when the Queen is not in egg-laying mode.&lt;br /&gt;
&lt;br /&gt;
Combat wise, the Queen has the highest health of all aliens 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 strong corrosive acid that allows her to open new pathways or dissolve enemy weapons quickly.&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;:a&#039;&#039;&#039; or &#039;&#039;&#039;.a&#039;&#039;&#039;) where is a good location. 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. &#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; announces 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 risker 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, unlikely 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;
&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.&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 other castes 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 have a grab on the target, and for both you and the grabbed target to remain still for a considerable wind-up period.&lt;br /&gt;
&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.&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 psychicly whisper to.&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 one, then an additional one for every evolution 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;
![[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.&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.&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;
&lt;br /&gt;
=Tactics=&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. The screech is an fantastic crowd control tool, and she should not be overly afraid to engage in combat with the rest of the Hive. 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.&lt;br /&gt;
&lt;br /&gt;
=Pheromones=&lt;br /&gt;
[[Pheromones]] scale based on what caste and upgrade tier is emitting them, aka a tier 2 xenomorph emitting pheromones will have a stronger pheromone effect than a tier 1 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;
&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]]&amp;lt;br&amp;gt;Recovery&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]]&amp;lt;br&amp;gt;Warding&lt;br /&gt;
|Grants armor and damage reduction, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health regen boost to critically wounded xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&amp;lt;br&amp;gt;Frenzy&lt;br /&gt;
|Increases movement speed, tackle chance and damage from slashes. &lt;br /&gt;
|}&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.&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>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=10461</id>
		<title>Pilot Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=10461"/>
		<updated>2018-11-28T05:29:55Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Pilot.png&lt;br /&gt;
|jobtitle = Pilot Officer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Command staff&lt;br /&gt;
|duties = Pilot and maintain the dropships.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;We&#039;re in the pipe, five by five.&amp;quot;&#039;&#039; ― Cpl. Ferro, Aliens&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pilot Officer&#039;&#039;&#039;, as the name indicates, pilots the ships of [[USS Almayer]]. They transport marines between the Almayer and the Landing Zones (LZ), protect and maintain their dropships, and provide Close Air Support (CAS) for those marines who want a fireworks show earlier than the 4th of July.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Congratulations Ensign! You finished your pilot training, got yourself a shiny commissioned rank, and have a badass ship to fly in the frontiers of space. Report to your fellow officers and command staff over the command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;). Your Pilot&#039;s Bunks and adjacent Pilot&#039;s Office, both south of medbay, should have everything you need for the mission. &#039;&#039;&#039;If you&#039;re going somewhere cold, grab a coif!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two dropships assigned to the piloting team at the hangar are the &#039;&#039;&#039;Alamo&#039;&#039;&#039;, which lands at LZ1, and the &#039;&#039;&#039;Normandy&#039;&#039;&#039;, which lands at LZ2. They can fly two different kinds of missions: &#039;&#039;&#039;Transport&#039;&#039;&#039; and &#039;&#039;&#039;Close Air Support&#039;&#039;&#039;. You can jump in the Powerloaders at the repair bay to install specialized equipment and ammo onto the dropships to support these missions, though usually it&#039;s better to yell over the engineering radio (&#039;&#039;&#039;:e&#039;&#039;&#039;) for the more skilled [[Maintenance Technician]]s to do it.&lt;br /&gt;
&lt;br /&gt;
=The essentials of piloting=&lt;br /&gt;
&lt;br /&gt;
The lions&#039; share of your piloting is orchestrated in the exclusive cockpit of your AUD-25 Cheyenne dropship. Seating two, it offers three consoles with plenty of buttons for you and your co-pilot to push while the autopilot does all the work:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;camera console&#039;&#039;&#039; on the left allows you to watch over the dropship&#039;s cameras as well as any extra sights provided by the installable LZ or laser detector electronics systems.&lt;br /&gt;
* The &#039;&#039;&#039;flight console&#039;&#039;&#039; in the middle lets you launch the dropship, toggle the flight mode between transport and flyby, and lock the shutters and doors. It also lets you &#039;&#039;optimize the flight path&#039;&#039; - only available to trained pilots like you - to cut down on transport and cooldown time at no cost.&lt;br /&gt;
* The &#039;&#039;&#039;weapons console&#039;&#039;&#039; at the right lets you fire your weapons systems in mid-flight towards &#039;&#039;laser designated targets&#039;&#039; that troops on the ground mark with tactical binoculars. It also lets you deploy your automated sentries when landed and allows you to medevac wounded marines using the medevac system.&lt;br /&gt;
&lt;br /&gt;
So with that in mind, what are the differences between your two flight modes, &#039;&#039;&#039;transport&#039;&#039;&#039; and &#039;&#039;&#039;flyby&#039;&#039;&#039;? Well, in short, &#039;&#039;&#039;transport mode&#039;&#039;&#039; lets you move marines and supplies between the hangar and LZ, but sacrifices your ability to fire the bigger guns and respond to med-evac requests, while &#039;&#039;&#039;flyby&#039;&#039;&#039; mode lets you use the most deadly weaponry you can load as well as med-evac injured marines, but your dropship will only return to where it launched from. &#039;&#039;&#039;Note that after you have completed a flyby mission the dropships console will be reset to transport mode.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! Transport&lt;br /&gt;
! Flyby (&amp;quot;Close Air Support and Med Evac&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! Where does the dropship go?&lt;br /&gt;
| Moves you from A to B, or B to A. If you take off from the Almayer, you move to the LZ, and if you take off from the LZ, you move to the Almayer.&lt;br /&gt;
| Moves you from A to A, or B to B. If you take off from the Almayer, you return to the Almayer.&lt;br /&gt;
|-&lt;br /&gt;
! Which weapons and utilities can the dropship use mid-air?&lt;br /&gt;
| Only the GAU-21 and Laser beam gun.&lt;br /&gt;
| All weapons and the med-evac system.&lt;br /&gt;
|-&lt;br /&gt;
! How long does the dropship stay in the air?&lt;br /&gt;
| Depends on engine upgrades and whether the flight plan was optimized, to move men and supplies as fast as possible.&lt;br /&gt;
| Always the same amount of time, to ensure there&#039;s enough time to fire all your weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Dropship Upgrades=&lt;br /&gt;
&lt;br /&gt;
The key way to customize your dropship is to slap new systems on it, such as weapons, electronics, or engine upgrades. These systems are available in the repair bay at the south-east of the hangar, with ammo for the weapons to be found at the north and east of the hangar as well.&lt;br /&gt;
&lt;br /&gt;
Simply climb into a powerloader (&#039;&#039;click-drag yourself onto it, or right click -&amp;gt; enter powerloader&#039;&#039;), pick up your desired attachment, and slap it into the appropriate port on your dropship. Before they can be fired, weapons need to be reloaded using their appropriate ammo (minirockets, 30mm, etc); just collect some with an empty clamp and stuff it into the weapons system. If there&#039;s already expended ammo inside, just take it out with an empty clamp. Finally, note that engine upgrades can only be installed after opening the engine port cover with an empty clamp to expose the insides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attachable Weapon and Utility Systems==&lt;br /&gt;
If you want to pimp your ride, the USCM&#039;s got nothing but the best and most dangerous armaments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Weapon System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rocket_Pod.png|64px]]&amp;lt;br&amp;gt;Standard-Issue Rocket Pod&lt;br /&gt;
|&amp;quot;If it ain&#039;t broke, don&#039;t fix it&amp;quot;. A time-tested delivery system that&#039;s been refined over the ages, these suckers pack one missile at a time, but have the largest selection of flavors of death to choose from.&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;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Widowmaker_Rocket.png|64px]]&amp;lt;br&amp;gt;AIM-224&amp;lt;br&amp;gt;&#039;Widowmaker&#039;&lt;br /&gt;
|One of the larger rockets, the Widowmaker is packed with high grade explosives ready to make sure nothing it hits gets back up anytime soon. Basically a standard High Explosive Missile. An excellent option against large amounts of infantry.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Keeper_Rocket.png|64px]]&amp;lt;br&amp;gt;GBU-67&amp;lt;br&amp;gt;&#039;Keeper II&#039;&lt;br /&gt;
|A smaller casing, the Keeper delivers a strong, fast, concentrated blow. Put simply, your AP rocket. While a direct hit obliterates armored foes, don&#039;t expect it to be useful against large groups of hostiles due to its small area of effect.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banshee_Rocket.png|64px]]&amp;lt;br&amp;gt;AGM-227&amp;lt;br&amp;gt;&#039;Banshee&#039;&lt;br /&gt;
|The Banshee will scream &amp;quot;Welcome to Vietnam&amp;quot; for you, scorching its impact zone with a custom Napthal mix. Essentially your incendiary rocket. Effective against both light armor and decent groups of hostiles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Napalm_Rocket.png|64px]]&amp;lt;br&amp;gt;XN-99&amp;lt;br&amp;gt;&#039;Napalm&#039;&lt;br /&gt;
|The XN-99 &#039;Napalm&#039; is an incendiary rocket used to engulf areas in giant fireballs. Not much can survive the ensuing firestorm.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fatty_Rocket.png|64px]]&amp;lt;br&amp;gt;SM-17&amp;lt;br&amp;gt;&#039;Fatty&#039;&lt;br /&gt;
|The SM-17 &#039;Fatty&#039; is a special ordnance rocket. Nicknamed &#039;Fatty&#039; for its slow velocity and large payload, which splits into a large cluster of devastation preceded by a single centered hit. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_Pod.png|64px]]&amp;lt;br&amp;gt;Standard-Issue Mini-Rocket Pod&lt;br /&gt;
|Bigger rockets are all well and good, but when hostiles are right on top of your position, the last thing you want is to be lit up by a wide-area strafing run. The mini-rocket system steps in for these encounters by being a precise, moderate choice to soften up the enemy without risking hitting friendlies.&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;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_Stack.png|64px]]&amp;lt;br&amp;gt;Minirocket Stack&lt;br /&gt;
| A pack of 6 laser guided minirockets.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_incin_Stack.png|64px]]&amp;lt;br&amp;gt;Incendiary Minirocket Stack&lt;br /&gt;
| A pack of 6 laser guided incendiary minirockets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:GAU.png|64px]]&amp;lt;br&amp;gt;GAU-21 &#039;Rattler&#039; 30mm Cannon&lt;br /&gt;
|Military men and women know best that the best solution for when when brute force doesn&#039;t work, is to apply even more excessive amounts of brute force. The &#039;Rattler&#039; system delivers bursts of 30mm high-explosive rounds in a general area around the designated target, ensuring any and all targets will feel the BRRRRRRRT.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&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;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:30mm_Ammo.png|64px]]&amp;lt;br&amp;gt;30mm Ammo Crate&lt;br /&gt;
|A crate containing 200 30mm high-explosive rounds. Fired in bursts of 20.&lt;br /&gt;
|-&lt;br /&gt;
![[File:30mm_Highvelocity_Ammo.png|64px]]&amp;lt;br&amp;gt;High-Velocity 30mm Ammo Crate&lt;br /&gt;
|A crate containing 400 30mm high-velocity rounds. Fired in bursts of 40.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser.png|64px]]&amp;lt;br&amp;gt;Laser Beam Gun&lt;br /&gt;
|The Laser Beam Gun has been recently developed by the USCM for dropship armament use. It fires a burst of battery-fed laser beams at lightspeed, perfect for roasting anyone who disagrees with the boots on the ground policy. Basically a souped up GAU if high-velocity ammunition was not enough for you. Note that this armament is still undergoing field testing during active operations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&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;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser_Ammo.png|64px]]&amp;lt;br&amp;gt;High-capacity laser battery &lt;br /&gt;
|A high-capacity laser battery used to power laser beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sentry_Deployable.png|64px]]&amp;lt;br&amp;gt;Sentry Deployment System&lt;br /&gt;
|This handy-dandy system comes pre-packaged with one UA-577 Gauss Turret, an upgraded version of the standard UA-571-C Sentry Guns that stops would-be dropship assailants dead in their tracks. Can be repaired, refuelled, and reloaded just like standard Sentry Guns.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Machinegun_Deployable.png|64px]]&amp;lt;br&amp;gt;Machinegun Deployment System&lt;br /&gt;
|This container holds a modified M56D smart-gun attached to a sandbag nest, and goes in the crew served attach point in the back of the drop-ship, providing a solid barrier against anyone sneaking in from the backyard. Loaded with 1500 rounds and given an enhanced scope for extra range, just make sure you don&#039;t try to shoot past friendlies as this &#039;&#039;&#039;does not have IFF targeting&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Med_Evac_System.png|64px]]&amp;lt;br&amp;gt;Med-Evac System&lt;br /&gt;
|A winch system to lift injured marines on medical stretchers onto the dropship. Attaches to the crew served attach point at the back of the drop-ship.&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Listen out over squad comms and medical comms for a squad medic requesting a med-evac.&lt;br /&gt;
*Launch in Flyby mode.&lt;br /&gt;
*Acquire lift targets through the dropship weapons and utilities console.&lt;br /&gt;
*Once a target has been found go to the med-evac system at the back and click on it to winch up the injured marine. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that the winch system has a cooldown of 1 minute between each use and only a pilot can use it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Electronics==&lt;br /&gt;
Want to improve the accuracy of your weapon systems? Or perhaps you&#039;d rather install a couple spotlights to ensure no LZ goes un-lit, either way keep in mind you&#039;ve only got 2 electronic slots when Detective Gadget&#039;ing up your ship with these fancy gubbinz:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spotlight.png|64px]]&amp;lt;br&amp;gt;Spotlight&lt;br /&gt;
|A high-powered spotlight with a protective glass casing ensures you&#039;ll always have an illuminated landing zone, plus a bit extra.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Targeting_System.png|64px]]&amp;lt;br&amp;gt;Targeting System&lt;br /&gt;
|An advanced system that&#039;s much better at tracking laser-guided beacons than the standard equipment the drop-ships come with, essential for drop-ships planning on making accurate rocket strikes or a few GAU strafing runs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser_detector.png|64px]]&amp;lt;br&amp;gt;Laser Detector System&lt;br /&gt;
|Advance camera system that allows the operator to observe the target area of a painted laser target on the ground, can assist the operator to determine if a laser target is worth firing upon.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Landing_detector.png|64px]]&amp;lt;br&amp;gt;Landing Zone Detector System&lt;br /&gt;
|Camera system that lets a pilot observe all available landing zones via a long range camera. Can help the pilot assess the situation on the ground. Only works while in flight, not while docked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Engine Upgrades==&lt;br /&gt;
&lt;br /&gt;
Not getting enough thrust out of the standard engines? Tired of waiting so damn long for the suckers to cooldown before you can take-off again? Well here&#039;s a couple solutions to your problems. Using two of the &#039;&#039;&#039;same&#039;&#039;&#039; engine upgrades will &#039;&#039;&#039;not&#039;&#039;&#039; enhance your dropship. Two different engine upgrades &#039;&#039;&#039;will&#039;&#039;&#039; work however. (Double cooling systems or double fuel enhancers won&#039;t be more efficient, only one is counted for this purpose)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cooling_System.png|64px]]&amp;lt;br&amp;gt;Cooling System&lt;br /&gt;
|A more efficient cooling system then the default one. Attach this in your engines and you&#039;ll see a huge decrease in engine cooldown times, ensuring you&#039;ll be ready to take-off at the drop of a hat, even if you just landed. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Fuel_Enhancer.png|64px]]&amp;lt;br&amp;gt;Fuel Enhancer&lt;br /&gt;
|Improves thrust produced by fuel combustion, decreasing the time it takes to get from Point A to Point B and provides that extra bit of maneuverability when avoiding hostile fire. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dropship Part Fabricator==&lt;br /&gt;
[[File:Dropship_part_fabricator.png|thumb]]The dropship part fabricator is the primary way for you to get better equipment than what you start with, or to replace ammunition that you&#039;ve completely run out of. It works by a point system, with &#039;&#039;&#039;one point being earned every two seconds&#039;&#039;&#039;. Points can be spent on the below items if you have enough of them, and the part will usually print after a dozen seconds or more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|Sentry deployment system&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Machinegun deployment system&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Fuel enhancer&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Cooling system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Spotlight&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Targeting system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LZ detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GAU-21 30mm cannon&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Rocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Minirocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser beam gun&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ammo&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|High-Velocity 30mm ammo crate&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|30mm ammo crate&lt;br /&gt;
|200&lt;br /&gt;
|7 minutes&lt;br /&gt;
|-&lt;br /&gt;
|High-Capacity laser battery&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AIM-224 &#039;Widowmaker&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-227 &#039;Banshee&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GBU-67 &#039;Keeper II&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|SM-17 &#039;Fatty&#039;&lt;br /&gt;
|450&lt;br /&gt;
|15 minutes&lt;br /&gt;
|-&lt;br /&gt;
|XN-99 &#039;Napalm&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary mini rocket stack&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Mini rocket stack&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Communication=&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good to know how your dropship works, but at the end of the day you&#039;re also an officer with a duty to plan, coordinate, and share information regarding your flights. The key to being a successful Pilot Officer is to use your downtime wisely to communicate with others on the various channels to ensure everything goes as smooth as possible. You can also listen to marine squads&#039; channel by activating the headset then click &amp;quot;engage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
As the PO, you&#039;ll want to reach out over the command channel to inform them of the status of your dropship, flights, and the LZ, as well as communicate with Squad Leaders lasing targets on the ground. The most effective fire missions are the ones that communicate clearly to determine the purpose of the mission, and use the appropriate payload.&lt;br /&gt;
&lt;br /&gt;
== Medical channel (&#039;&#039;&#039;:m&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
If you have injured on your dropship, it&#039;s a good idea to inform doctors on the Almayer that injured are coming up. In the case your dropship gets invaded, you might have patients in critical condition who need to be attended to, in this case using the channel is a good idea to have medics come by and heal them.&lt;br /&gt;
&lt;br /&gt;
== Requisitions channel (&#039;&#039;&#039;:u&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
Requisitions will often load crates onto the transport dropship, with you responsible for announcing that you have supplies to distribute once you&#039;ve landed. For that reason, cooperating with the requisitions staff beforehand is a good idea.&lt;br /&gt;
&lt;br /&gt;
==Engineering channel (&#039;&#039;&#039;:e&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
Should savages batter and beat your dropship, the engineering department will need to be informed so that they can make repairs. As well, it&#039;s a good idea to have them load your dropship with attachments in the first place, owing to their superior skill in the use of a powerloader.&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
[[File:PO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
&lt;br /&gt;
* Try to wait a bit for the marines to load up the wounded and late comers to load up in the shuttle before making a trip. Announce on the Squad&#039;s frequency when you&#039;ve just arrived and are about to depart. You want to be efficient with your trips as much as possible. &lt;br /&gt;
* A special benefit to being a Pilot Officer is that you&#039;re allowed to boss around marines while they&#039;re on your shuttle. Don&#039;t tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM&#039;s ship and thus the Commander&#039;s ship).&lt;br /&gt;
* Leaving the dropship is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in deep shit. You have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.&lt;br /&gt;
* If there is damage to your craft, be sure to request for a Maint Tech or the Chief Engineer to come repair it, the next time you&#039;re on the Almayer.&lt;br /&gt;
* If you want to run CAS support as transport, consider not using the fuel efficiency module even if it is available. More time in the air is good if you want to maximise your chances of being airborne when a CAS request comes through.&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15560 CAS Weaponry, Loadouts, and You] by Tisx on 22 Nov 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15341 Guide to being &amp;quot;Death From Above&amp;quot; -A PO CAS Guide] by mizolo on 02 Nov 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=13902 How to have great CAS] by Roland410 on 11 Jul 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=11874 What makes a good PO?] by liltiptop on 22 Mar 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16939 Smashing that motherfucking lockdown button] by Bronimin on 19 Apr 2018&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=10460</id>
		<title>Pilot Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=10460"/>
		<updated>2018-11-28T05:27:59Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Pilot.png&lt;br /&gt;
|jobtitle = Pilot Officer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Command staff&lt;br /&gt;
|duties = Pilot and maintain the dropships.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;We&#039;re in the pipe, five by five.&amp;quot;&#039;&#039; ― Cpl. Ferro, Aliens&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pilot Officer&#039;&#039;&#039;, as the name indicates, pilots the ships of [[USS Almayer]]. They transport marines between the Almayer and the Landing Zones (LZ), protect and maintain their dropships, and provide Close Air Support (CAS) for those marines who want a fireworks show earlier than the 4th of July.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Congratulations Ensign! You finished your pilot training, got yourself a shiny commissioned rank, and have a badass ship to fly in the frontiers of space. Report to your fellow officers and command staff over the command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;). Your Pilot&#039;s Bunks and adjacent Pilot&#039;s Office, both south of medbay, should have everything you need for the mission. &#039;&#039;&#039;If you&#039;re going somewhere cold, grab a coif!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two dropships assigned to the piloting team at the hangar are the &#039;&#039;&#039;Alamo&#039;&#039;&#039;, which lands at LZ1, and the &#039;&#039;&#039;Normandy&#039;&#039;&#039;, which lands at LZ2. They can fly two different kinds of missions: &#039;&#039;&#039;Transport&#039;&#039;&#039; and &#039;&#039;&#039;Close Air Support&#039;&#039;&#039;. You can jump in the Powerloaders at the repair bay to install specialized equipment and ammo onto the dropships to support these missions, though usually it&#039;s better to yell over the engineering radio (&#039;&#039;&#039;:e&#039;&#039;&#039;) for the more skilled [[Maintenance Technician]]s to do it.&lt;br /&gt;
&lt;br /&gt;
=The essentials of piloting=&lt;br /&gt;
&lt;br /&gt;
The lions&#039; share of your piloting is orchestrated in the exclusive cockpit of your AUD-25 Cheyenne dropship. Seating two, it offers three consoles with plenty of buttons for you and your co-pilot to push while the autopilot does all the work:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;camera console&#039;&#039;&#039; on the left allows you to watch over the dropship&#039;s cameras as well as any extra sights provided by the installable LZ or laser detector electronics systems.&lt;br /&gt;
* The &#039;&#039;&#039;flight console&#039;&#039;&#039; in the middle lets you launch the dropship, toggle the flight mode between transport and flyby, and lock the shutters and doors. It also lets you &#039;&#039;optimize the flight path&#039;&#039; - only available to trained pilots like you - to cut down on transport and cooldown time at no cost.&lt;br /&gt;
* The &#039;&#039;&#039;weapons console&#039;&#039;&#039; at the right lets you fire your weapons systems in mid-flight towards &#039;&#039;laser designated targets&#039;&#039; that troops on the ground mark with tactical binoculars. It also lets you deploy your automated sentries when landed and allows you to medevac wounded marines using the medevac system.&lt;br /&gt;
&lt;br /&gt;
So with that in mind, what are the differences between your two flight modes, &#039;&#039;&#039;transport&#039;&#039;&#039; and &#039;&#039;&#039;flyby&#039;&#039;&#039;? Well, in short, &#039;&#039;&#039;transport mode&#039;&#039;&#039; lets you move marines and supplies between the hangar and LZ, but sacrifices your ability to fire the bigger guns and respond to med-evac requests, while &#039;&#039;&#039;flyby&#039;&#039;&#039; mode lets you use the most deadly weaponry you can load as well as med-evac injured marines, but your dropship will only return to where it launched from. &#039;&#039;&#039;Note that after you have completed a flyby mission the dropships console will be reset to transport mode.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! Transport&lt;br /&gt;
! Flyby (&amp;quot;Close Air Support and Med Evac&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! Where does the dropship go?&lt;br /&gt;
| Moves you from A to B, or B to A. If you take off from the Almayer, you move to the LZ, and if you take off from the LZ, you move to the Almayer.&lt;br /&gt;
| Moves you from A to A, or B to B. If you take off from the Almayer, you return to the Almayer.&lt;br /&gt;
|-&lt;br /&gt;
! Which weapons and utilities can the dropship use mid-air?&lt;br /&gt;
| Only the GAU-21 and Laser beam gun.&lt;br /&gt;
| All weapons and the med-evac system.&lt;br /&gt;
|-&lt;br /&gt;
! How long does the dropship stay in the air?&lt;br /&gt;
| Depends on engine upgrades and whether the flight plan was optimized, to move men and supplies as fast as possible.&lt;br /&gt;
| Always the same amount of time, to ensure there&#039;s enough time to fire all your weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Dropship Upgrades=&lt;br /&gt;
&lt;br /&gt;
The key way to customize your dropship is to slap new systems on it, such as weapons, electronics, or engine upgrades. These systems are available in the repair bay at the south-east of the hangar, with ammo for the weapons to be found at the north and east of the hangar as well.&lt;br /&gt;
&lt;br /&gt;
Simply climb into a powerloader (&#039;&#039;click-drag yourself onto it, or right click -&amp;gt; enter powerloader&#039;&#039;), pick up your desired attachment, and slap it into the appropriate port on your dropship. Before they can be fired, weapons need to be reloaded using their appropriate ammo (minirockets, 30mm, etc); just collect some with an empty clamp and stuff it into the weapons system. If there&#039;s already expended ammo inside, just take it out with an empty clamp. Finally, note that engine upgrades can only be installed after opening the engine port cover with an empty clamp to expose the insides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attachable Weapon and Utility Systems==&lt;br /&gt;
If you want to pimp your ride, the USCM&#039;s got nothing but the best and most dangerous armaments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Weapon System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rocket_Pod.png|64px]]&amp;lt;br&amp;gt;Standard-Issue Rocket Pod&lt;br /&gt;
|&amp;quot;If it ain&#039;t broke, don&#039;t fix it&amp;quot;. A time-tested delivery system that&#039;s been refined over the ages, these suckers pack one missile at a time, but have the largest selection of flavors of death to choose from.&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;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Widowmaker_Rocket.png|64px]]&amp;lt;br&amp;gt;AIM-224&amp;lt;br&amp;gt;&#039;Widowmaker&#039;&lt;br /&gt;
|One of the larger rockets, the Widowmaker is packed with high grade explosives ready to make sure nothing it hits gets back up anytime soon. Basically a standard High Explosive Missile. An excellent option against large amounts of infantry.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Keeper_Rocket.png|64px]]&amp;lt;br&amp;gt;GBU-67&amp;lt;br&amp;gt;&#039;Keeper II&#039;&lt;br /&gt;
|A smaller casing, the Keeper delivers a strong, fast, concentrated blow. Put simply, your AP rocket. While a direct hit obliterates armored foes, don&#039;t expect it to be useful against large groups of hostiles due to its small area of effect.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banshee_Rocket.png|64px]]&amp;lt;br&amp;gt;AGM-227&amp;lt;br&amp;gt;&#039;Banshee&#039;&lt;br /&gt;
|The Banshee will scream &amp;quot;Welcome to Vietnam&amp;quot; for you, scorching its impact zone with a custom Napthal mix. Essentially your incendiary rocket. Effective against both light armor and decent groups of hostiles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Napalm_Rocket.png|64px]]&amp;lt;br&amp;gt;XN-99&amp;lt;br&amp;gt;&#039;Napalm&#039;&lt;br /&gt;
|The XN-99 &#039;Napalm&#039; is an incendiary rocket used to engulf areas in giant fireballs. Not much can survive the ensuing firestorm.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fatty_Rocket.png|64px]]&amp;lt;br&amp;gt;SM-17&amp;lt;br&amp;gt;&#039;Fatty&#039;&lt;br /&gt;
|The SM-17 &#039;Fatty&#039; is a special ordnance rocket. Nicknamed &#039;Fatty&#039; for its slow velocity and large payload, which splits into a large cluster of devastation preceded by a single centered hit. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_Pod.png|64px]]&amp;lt;br&amp;gt;Standard-Issue Mini-Rocket Pod&lt;br /&gt;
|Bigger rockets are all well and good, but when hostiles are right on top of your position, the last thing you want is to be lit up by a wide-area strafing run. The mini-rocket system steps in for these encounters by being a precise, moderate choice to soften up the enemy without risking hitting friendlies.&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;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_Stack.png|64px]]&amp;lt;br&amp;gt;Minirocket Stack&lt;br /&gt;
| A pack of 6 laser guided minirockets.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_incin_Stack.png|64px]]&amp;lt;br&amp;gt;Incendiary Minirocket Stack&lt;br /&gt;
| A pack of 6 laser guided incendiary minirockets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:GAU.png|64px]]&amp;lt;br&amp;gt;GAU-21 &#039;Rattler&#039; 30mm Cannon&lt;br /&gt;
|Military men and women know best that the best solution for when when brute force doesn&#039;t work, is to apply even more excessive amounts of brute force. The &#039;Rattler&#039; system delivers bursts of 30mm high-explosive rounds in a general area around the designated target, ensuring any and all targets will feel the BRRRRRRRT.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&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;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:30mm_Ammo.png|64px]]&amp;lt;br&amp;gt;30mm Ammo Crate&lt;br /&gt;
|A crate containing 200 30mm high-explosive rounds. Fired in bursts of 20.&lt;br /&gt;
|-&lt;br /&gt;
![[File:30mm_Highvelocity_Ammo.png|64px]]&amp;lt;br&amp;gt;High-Velocity 30mm Ammo Crate&lt;br /&gt;
|A crate containing 400 30mm high-velocity rounds. Fired in bursts of 40.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser.png|64px]]&amp;lt;br&amp;gt;Laser Beam Gun&lt;br /&gt;
|The Laser Beam Gun has been recently developed by the USCM for dropship armament use. It fires a burst of battery-fed laser beams at lightspeed, perfect for roasting anyone who disagrees with the boots on the ground policy. Basically a souped up GAU if high-velocity ammunition was not enough for you. Note that this armament is still undergoing field testing during active operations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&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;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser_Ammo.png|64px]]&amp;lt;br&amp;gt;High-capacity laser battery &lt;br /&gt;
|A high-capacity laser battery used to power laser beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sentry_Deployable.png|64px]]&amp;lt;br&amp;gt;Sentry Deployment System&lt;br /&gt;
|This handy-dandy system comes pre-packaged with one UA-577 Gauss Turret, an upgraded version of the standard UA-571-C Sentry Guns that stops would-be dropship assailants dead in their tracks. Can be repaired, refuelled, and reloaded just like standard Sentry Guns.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Machinegun_Deployable.png|64px]]&amp;lt;br&amp;gt;Machinegun Deployment System&lt;br /&gt;
|This container holds a modified M56D smart-gun attached to a sandbag nest, and goes in the crew served attach point in the back of the drop-ship, providing a solid barrier against anyone sneaking in from the backyard. Loaded with 1500 rounds and given an enhanced scope for extra range, just make sure you don&#039;t try to shoot past friendlies as this &#039;&#039;&#039;does not have IFF targeting&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Med_Evac_System.png|64px]]&amp;lt;br&amp;gt;Med-Evac System&lt;br /&gt;
|A winch system to lift injured marines on medical stretchers onto the dropship. Attaches to the crew served attach point at the back of the drop-ship.&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Listen out over squad comms and medical comms for a squad medic requesting a med-evac.&lt;br /&gt;
*Launch in Flyby mode.&lt;br /&gt;
*Acquire lift targets through the dropship weapons and utilities console.&lt;br /&gt;
*Once a target has been found go to the med-evac system at the back and click on it to winch up the injured marine. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that the winch system has a cooldown of 1 minute between each use and only a pilot can use it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Electronics==&lt;br /&gt;
Want to improve the accuracy of your weapon systems? Or perhaps you&#039;d rather install a couple spotlights to ensure no LZ goes un-lit, either way keep in mind you&#039;ve only got 2 electronic slots when Detective Gadget&#039;ing up your ship with these fancy gubbinz:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spotlight.png|64px]]&amp;lt;br&amp;gt;Spotlight&lt;br /&gt;
|A high-powered spotlight with a protective glass casing ensures you&#039;ll always have an illuminated landing zone, plus a bit extra.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Targeting_System.png|64px]]&amp;lt;br&amp;gt;Targeting System&lt;br /&gt;
|An advanced system that&#039;s much better at tracking laser-guided beacons than the standard equipment the drop-ships come with, essential for drop-ships planning on making accurate rocket strikes or a few GAU strafing runs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser_detector.png|64px]]&amp;lt;br&amp;gt;Laser Detector System&lt;br /&gt;
|Advance camera system that allows the operator to observe the target area of a painted laser target on the ground, can assist the operator to determine if a laser target is worth firing upon.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Landing_detector.png|64px]]&amp;lt;br&amp;gt;Landing Zone Detector System&lt;br /&gt;
|Camera system that lets a pilot observe all available landing zones via a long range camera. Can help the pilot assess the situation on the ground. Only works while in flight, not while docked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Engine Upgrades==&lt;br /&gt;
&lt;br /&gt;
Not getting enough thrust out of the standard engines? Tired of waiting so damn long for the suckers to cooldown before you can take-off again? Well here&#039;s a couple solutions to your problems. Using two of the &#039;&#039;&#039;same&#039;&#039;&#039; engine upgrades will &#039;&#039;&#039;not&#039;&#039;&#039; enhance your dropship. Two different engine upgrades &#039;&#039;&#039;will&#039;&#039;&#039; work however. (Double cooling systems or double fuel enhancers won&#039;t be more efficient, only one is counted for this purpose)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cooling_System.png|64px]]&amp;lt;br&amp;gt;Cooling System&lt;br /&gt;
|A more efficient cooling system then the default one. Attach this in your engines and you&#039;ll see a huge decrease in engine cooldown times, ensuring you&#039;ll be ready to take-off at the drop of a hat, even if you just landed. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Fuel_Enhancer.png|64px]]&amp;lt;br&amp;gt;Fuel Enhancer&lt;br /&gt;
|Improves thrust produced by fuel combustion, decreasing the time it takes to get from Point A to Point B and provides that extra bit of maneuverability when avoiding hostile fire. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dropship Part Fabricator==&lt;br /&gt;
[[File:Dropship_part_fabricator.png|thumb]]The dropship part fabricator is the primary way for you to get better equipment than what you start with, or to replace ammunition that you&#039;ve completely run out of. It works by a point system, with &#039;&#039;&#039;one point being earned every two seconds&#039;&#039;&#039;. Points can be spent on the below items if you have enough of them, and the part will usually print after a dozen seconds or more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|Sentry deployment system&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Machinegun deployment system&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Fuel enhancer&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Cooling system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Spotlight&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Targeting system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LZ detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GAU-21 30mm cannon&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Rocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Minirocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser beam gun&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ammo&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|High-Velocity 30mm ammo crate&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|30mm ammo crate&lt;br /&gt;
|200&lt;br /&gt;
|7 minutes&lt;br /&gt;
|-&lt;br /&gt;
|High-Capacity laser battery&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AIM-224 &#039;Widowmaker&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-227 &#039;Banshee&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GBU-67 &#039;Keeper II&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|SM-17 &#039;Fatty&#039;&lt;br /&gt;
|450&lt;br /&gt;
|15 minutes&lt;br /&gt;
|-&lt;br /&gt;
|XN-99 &#039;Napalm&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary mini rocket stack&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Mini rocket stack&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Communication=&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good to know how your dropship works, but at the end of the day you&#039;re also an officer with a duty to plan, coordinate, and share information regarding your flights. The key to being a successful Pilot Officer is to use your downtime wisely to communicate with others on the various channels to ensure everything goes as smooth as possible. You can also listen to marine squads&#039; channel by activating the headset then click &amp;quot;engage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
As the PO, you&#039;ll want to reach out over the command channel to inform them of the status of your dropship, flights, and the LZ, as well as communicate with Squad Leaders lasing targets on the ground. The most effective fire missions are the ones that communicate clearly to determine the purpose of the mission, and use the appropriate payload.&lt;br /&gt;
&lt;br /&gt;
== Medical channel (&#039;&#039;&#039;:m&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
If you have injured on your dropship, it&#039;s a good idea to inform doctors on the Almayer that injured are coming up. In the case your dropship gets invaded, you might have patients in critical condition who need to be attended to, in this case using the channel is a good idea to have medics come by and heal them.&lt;br /&gt;
&lt;br /&gt;
== Requisitions channel (&#039;&#039;&#039;:u&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
Requisitions will often load crates onto the transport dropship, with you responsible for announcing that you have supplies to distribute once you&#039;ve landed. For that reason, cooperating with the requisitions staff beforehand is a good idea.&lt;br /&gt;
&lt;br /&gt;
==Engineering channel (&#039;&#039;&#039;:e&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
Should savages batter and beat your dropship, the engineering department will need to be informed so that they can make repairs. As well, it&#039;s a good idea to have them load your dropship with attachments in the first place, owing to their superior skill in the use of a powerloader.&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
[[File:PO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
&lt;br /&gt;
* Try to wait a bit for the marines to load up the wounded and late comers to load up in the shuttle before making a trip. Announce on the Squad&#039;s frequency when you&#039;ve just arrived and are about to depart. You want to be efficient with your trips as much as possible. &lt;br /&gt;
* A special benefit to being a Pilot Officer is that you&#039;re allowed to boss around marines while they&#039;re on your shuttle. Don&#039;t tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM&#039;s ship and thus the Commander&#039;s ship).&lt;br /&gt;
* Leaving the dropship is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in deep shit. You have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.&lt;br /&gt;
* If there is damage to your craft, be sure to request for a Maint Tech or the Chief Engineer to come repair it, the next time you&#039;re on the Almayer.&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15560 CAS Weaponry, Loadouts, and You] by Tisx on 22 Nov 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15341 Guide to being &amp;quot;Death From Above&amp;quot; -A PO CAS Guide] by mizolo on 02 Nov 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=13902 How to have great CAS] by Roland410 on 11 Jul 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=11874 What makes a good PO?] by liltiptop on 22 Mar 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16939 Smashing that motherfucking lockdown button] by Bronimin on 19 Apr 2018&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=10459</id>
		<title>Xeno Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=10459"/>
		<updated>2018-11-28T05:21:10Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &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, just A-help (F1 -&amp;gt; gameplay issue) 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;
&lt;br /&gt;
&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. 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 buried lavra. 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 take up.&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]], [[Carrier]], [[Crusher]], [[Praetorian]] and [[Ravager]]. These are comparable to Marine officers. Look to them for leadership. The second tiers (T2) are the [[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;:a&#039;&#039;&#039; or &#039;&#039;&#039;.a&#039;&#039;&#039; before your message to talk to the whole Hive, e.g. &#039;&#039;:a 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. 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;
&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 deal with aggressive marine assaults. Unless the Queen says so, you should remain inside or around the Hive at all times. If live hosts are nested, you should remain close by to stop them from escaping. At the beginning of the round, you should be guarding the Hive and shepherding any hosts. &#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;
&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;
&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 (you can bind a hotkey for it with [[Macros]]). It&#039;s good for scouting, ambush, flanking and transporting hosts. When the map is Prison Station, [http://cm-ss13.com/viewtopic.php?f=133&amp;amp;t=16732 don&#039;t use the red pipe to transport hosts, use blue ones]. On other maps, all pipes are a vacuum, and the devoured host will suffer severe damage and die in a minute.&lt;br /&gt;
&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;
&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. Otherwise, they&#039;ll run or shoot up the Hive. At least one [[Sentinel]] or [[Spitter]] should guard these hosts until their usefulness ends. Their &#039;&#039;&#039;neurotoxin&#039;&#039;&#039; [[File:Toggle_Spit_Type.png|32px]] is very good at calming a 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;
&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=57&amp;amp;t=5093 Roleplaying Guidelines]&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>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Defender&amp;diff=10458</id>
		<title>Defender</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Defender&amp;diff=10458"/>
		<updated>2018-11-28T05:17:29Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &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;
&lt;br /&gt;
==Defender Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Marines using knives, throwing knives and machetes will be able to pierce your armor.&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;
==Defender Evolution and Upgrades==&lt;br /&gt;
Defender &#039;&#039;&#039;Upgrades&#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>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=10457</id>
		<title>Praetorian</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=10457"/>
		<updated>2018-11-28T05:14:40Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &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 = Act as a surrogate Queen. Use your powerful pheromones to lead and support major assaults. Enjoy even stronger neurotoxin and acid spits. Use a special resin spit to cover a small area in mobility-inhibiting sticky resin. Use your strong acid to quickly melt into places.&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;
Praetorian combat gameplay is, appropriately, similar to that of a combat Queen though without her screech (your Acid Spray is a paltry substitute) and with much reduced range on your acid spit. However as compensation you are much faster than your glorious leader -- a young praetorian matches the speed of a mature runner. Bully the marines with your physical bulk and use your potent neurotoxin to very effectively crowd control the enemy. Your claws are not the sharpest, but they&#039;ll get the job done if you are going for the kill and, if instead you are capturing, neurotoxin and warding pheromone makes it easy to retreat with your unfortunate victim. A skilled praetorian can easily fight a squad of six and emerge the victor.&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.&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;
![[File:Corrosive acid.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrosive Acid&#039;&#039;&#039;&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 praetorian has stronger corrosive acid. &lt;br /&gt;
&lt;br /&gt;
Costs 100 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 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;
&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&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, spitting acid which costs 100 plasma to fire or spitting sticky resin in a small radius for 40 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xeno Spit&#039;&#039;&#039;&lt;br /&gt;
|Use middle mouse button to spit globs of neurotoxin, acid or resin. Note that Praetorian acid spit only has a range of 3 tiles, and resin spit will pass through xenos.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spray_Acid.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Acid&#039;&#039;&#039;&lt;br /&gt;
|Sprays a cone of acid in a cardinal direction away from the Praetorian. The cone widens by one tile per tile it sprays forward, to a maximum of three tiles in length and five tiles in width. It is blocked by solid objects like walls, window frames, and barricades in the same fashion as a Boiler&#039;s acid spray. The Praetorian is slowed slightly while this ability recharges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 150 plasma. &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 a tier 2 xenomorph emitting pheromones will have a stronger pheromone effect then a tier 1 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;
&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 armor and damage reduction, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health regen boost to critically wounded xenomorphs.&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, tackle chance and damage from slashes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Praetorian Evolution and Upgrades=&lt;br /&gt;
Praetorian &#039;&#039;&#039;upgrades&#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>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=10456</id>
		<title>Praetorian</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=10456"/>
		<updated>2018-11-28T05:13:53Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: redid playing as praetorian since it looks like it was written back when a praetorian was a big slow brick that hid in the shadows and spat acid at people&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 = Act as a surrogate Queen. Use your powerful pheromones to lead and support major assaults. Enjoy even stronger neurotoxin and acid spits. Use a special resin spit to cover a small area in mobility-inhibiting sticky resin. Use your strong acid to quickly melt into places.&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;
Praetorian combat gameplay is, appropriately, similar to that of a combat Queen though without her screech (your Acid Spray is a paltry substitute) and with much reduced range on your acid spit. However as compensation you are much faster than your glorious leader -- a young praetorian matches the speed of a mature runner. Bully the marines with your physical bulk and use your potent neurotoxin to very effectively crowd control the enemy. Your claws are not the sharpest, but they&#039;ll get the job done if you are going for the kill and, if instead you are capturing, neurotoxin and warding pheromone makes it easy to retreat with your unfortunate victim. A skilled praetorian can easily fight a squad of six and emerge the victor.&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 and protect her with your life.&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;
![[File:Corrosive acid.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrosive Acid&#039;&#039;&#039;&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 praetorian has stronger corrosive acid. &lt;br /&gt;
&lt;br /&gt;
Costs 100 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 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;
&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&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, spitting acid which costs 100 plasma to fire or spitting sticky resin in a small radius for 40 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xeno Spit&#039;&#039;&#039;&lt;br /&gt;
|Use middle mouse button to spit globs of neurotoxin, acid or resin. Note that Praetorian acid spit only has a range of 3 tiles, and resin spit will pass through xenos.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spray_Acid.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Acid&#039;&#039;&#039;&lt;br /&gt;
|Sprays a cone of acid in a cardinal direction away from the Praetorian. The cone widens by one tile per tile it sprays forward, to a maximum of three tiles in length and five tiles in width. It is blocked by solid objects like walls, window frames, and barricades in the same fashion as a Boiler&#039;s acid spray. The Praetorian is slowed slightly while this ability recharges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 150 plasma. &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 a tier 2 xenomorph emitting pheromones will have a stronger pheromone effect then a tier 1 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;
&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 armor and damage reduction, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health regen boost to critically wounded xenomorphs.&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, tackle chance and damage from slashes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Praetorian Evolution and Upgrades=&lt;br /&gt;
Praetorian &#039;&#039;&#039;upgrades&#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>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Burrower&amp;diff=10455</id>
		<title>Burrower</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Burrower&amp;diff=10455"/>
		<updated>2018-11-28T04:37:48Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &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-Burrower.png&lt;br /&gt;
|castetitle = Burrower&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = [[Carrier]]&lt;br /&gt;
|role = Plant weeds to support the hive and it&#039;s members. Use your resin hole ability and work together with other castes ([[Boiler]] and the [[Praetorian]]) to ambush the marines or to defend the hive from an aggressive marine assault.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
The Burrower is a direct evolution from the [[Drone]]. It&#039;s one of two evolution paths they can take. The Burrower is a defense caste that primarily constructs tunnels to get from one place to another and creating resin holes. Though they aren&#039;t the toughest caste, they will be able to take a small bit of punishment. Their slow speed is a detriment to them if they become the spotlight of attention in addition to a mediocre plasma regeneration that slowly improves with each upgrade.They will be able to create a resin hole slowly due to their low plasma storage coupled with the slow plasma regeneration.&lt;br /&gt;
In addition to resin holes, Burrowers will be able to Burrow underground and resurface at a desired location of their choosing. They&#039;re quite useless on their own when creating resin holes without the help of a [[Boiler]] or [[Praetorian]] by their side. Once they do have one of them helping, they&#039;ll be able to help stall an enemy advance when defending.&lt;br /&gt;
&lt;br /&gt;
Burrowers have meson vision in addition to the xeno thermal vision. This means that they can see floor tiles through walls.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Burrower ==&lt;br /&gt;
* Your main goal as the Burrower is to help create tunnels to aid your fellow aliens in reaching flanks or the front lines. Additionally you can make resin holes/landmines with the help of the other xenomorphs to delay the marines. It&#039;s best to stay behind friendly territory and make resin holes to delay any flanks the enemy might venture for. Remember to have a [[Boiler]] or [[Praetorian]] helping you do this, if one is available. In a pinch drones can fill your resin holes with facehuggers if there is no other option.&lt;br /&gt;
&lt;br /&gt;
* A good idea would be to create these landmines near the front if an enemy counter-attack were to occur. This could be caused by a tall host being dragged back into the hive or the [[Queen]] is retreating from a failed screech with the enemy in pursuit. Even if they were activated early, these traps (depending on their type) will hinder the enemy none the less.&lt;br /&gt;
&lt;br /&gt;
* The burrow ability can be used to sneak your way in the behind enemies&#039; front lines to setup a tunnel. This tunnel could allow your fellow xenomorphs to flank the enemy and encircling them.&lt;br /&gt;
&lt;br /&gt;
* Be warned though, you won&#039;t be able to take a lot of damage, so it&#039;s best to stay out of the fighting.&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:Plant purple sac.png]]&lt;br /&gt;
&#039;&#039;&#039;Plant Purple Sac&#039;&#039;&#039;&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:Toggle_Agility.png]]&lt;br /&gt;
&#039;&#039;&#039;Burrow&#039;&#039;&#039;&lt;br /&gt;
|Burrow underground and wait there for a short amount of time, either to emerge and ambush prey or to use the tunnel ability. Use the middle mouse button to start burrowing, after a short amount of time you will be underground. After a short time, you will automatically resurface unless you tunnel elsewhere.&lt;br /&gt;
&lt;br /&gt;
Once underground if you press your middle mouse button on a distant tile you will start tunnelling to it. Click again to stop tunnelling. Tunnelling allows you to move underground regardless of any above ground barriers but the further you want to tunnel the longer it takes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dig_Tunnel.png]]&amp;lt;br&amp;gt;Dig Tunnel&lt;br /&gt;
|Digs a tunnel which can then act as a quick travel point to get across the map quicker with multiple tunnels.&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Place Resin Hole.png]]&lt;br /&gt;
&#039;&#039;&#039;Place Resin Hole&#039;&#039;&#039;&lt;br /&gt;
|Places a resin hole on weeds. Can place a resin hole every other tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggered by:&#039;&#039;&#039; Being stepped on, shot or melee&#039;d or 1 tile proximity.&lt;br /&gt;
&lt;br /&gt;
*When a [[Praetorian]] clicks on a burrowers resin hole with help intent they will fill it with acid. When triggered it will explode into a 3x3 acid spray.&lt;br /&gt;
*When a [[Boiler]] clicks on a burrowers resin hole with help intent they will fill it with an acidic or neurotic glob depending on what adic type they currently have selected. When triggered it will explode in a cloud of that gas type.&lt;br /&gt;
*When a [[Drone]], [[Hivelord]] or [[Carrier]] clicks on a burrowers resin hole with a facehugger in their hand they will fill it with the facehugger. When triggered, the facehugger will emerge and leap at the triggering marine. Stepping onto this trap causes marines to trip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Both Praetorian and Boiler must not have any activated abilities selected in order to fill resin holes!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrower Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Drones can feed you plasma for more holes, and fill resin holes for you with facehuggers, they are your best friend.&lt;br /&gt;
&lt;br /&gt;
* Typically tunnels cover long distances for quick transport. However, on some maps there might be areas where it is advantageous to create short tunnels instead under cave walls and the like. If the xeno crawling through the tunnel can see to the other side of it, then they know that they will not pop up into an ambush.&lt;br /&gt;
&lt;br /&gt;
* Tunnel hubs are great, but instead of building them in or around the hive consider putting them in obscure corners of the map instead. That way, if the hive is pushed and you lose it, the xenomorph team does not at the same time lose access to your tunnel network.&lt;br /&gt;
&lt;br /&gt;
* Be careful not to accidentally double click when you use your Burrow ability as that will cancel your movement and force you to wait to emerge and burrow again.&lt;br /&gt;
&lt;br /&gt;
* Certain floor types block the Burrowers Burrow and Dig Tunnel ability on certain maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrower Upgrades ==&lt;br /&gt;
&lt;br /&gt;
The Burrower when it upgrades receives marginal increases to stats across the board but not many of these significantly impact its ability to perform its role. Most significant is probably the Ancient Burrower&#039;s ability to plant two whole resin traps or dig the entrance and exit of the same tunnel without having to rest to regenerate plasma.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Burrower&amp;diff=10454</id>
		<title>Burrower</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Burrower&amp;diff=10454"/>
		<updated>2018-11-28T04:30:07Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: added placeholder for burrower upgrades just to have something there until someone with code access can do a proper analysis&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-Burrower.png&lt;br /&gt;
|castetitle = Burrower&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = [[Carrier]]&lt;br /&gt;
|role = Plant weeds to support the hive and it&#039;s members. Use your resin hole ability and work together with other castes ([[Boiler]] and the [[Praetorian]]) to ambush the marines or to defend the hive from an aggressive marine assault.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
The Burrower is a direct evolution from the [[Drone]]. It&#039;s one of two evolution paths they can take. The Burrower is a defense caste that primarily constructs tunnels to get from one place to another and creating resin holes. Though they aren&#039;t the toughest caste, they will be able to take a small bit of punishment. Their slow speed is a detriment to them if they become the spotlight of attention in addition to a mediocre plasma regeneration that slowly improves with each upgrade.They will be able to create a resin hole slowly due to their low plasma storage coupled with the slow plasma regeneration.&lt;br /&gt;
In addition to resin holes, Burrowers will be able to Burrow underground and resurface at a desired location of their choosing. They&#039;re quite useless on their own when creating resin holes without the help of a [[Boiler]] or [[Praetorian]] by their side. Once they do have one of them helping, they&#039;ll be able to help stall an enemy advance when defending.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Burrower ==&lt;br /&gt;
* Your main goal as the Burrower is to help create tunnels to aid your fellow aliens in reaching flanks or the front lines. Additionally you can make resin holes/landmines with the help of the other xenomorphs to delay the marines. It&#039;s best to stay behind friendly territory and make resin holes to delay any flanks the enemy might venture for. Remember to have a [[Boiler]] or [[Praetorian]] helping you do this, if one is available. In a pinch drones can fill your resin holes with facehuggers if there is no other option.&lt;br /&gt;
&lt;br /&gt;
* A good idea would be to create these landmines near the front if an enemy counter-attack were to occur. This could be caused by a tall host being dragged back into the hive or the [[Queen]] is retreating from a failed screech with the enemy in pursuit. Even if they were activated early, these traps (depending on their type) will hinder the enemy none the less.&lt;br /&gt;
&lt;br /&gt;
* The burrow ability can be used to sneak your way in the behind enemies&#039; front lines to setup a tunnel. This tunnel could allow your fellow xenomorphs to flank the enemy and encircling them.&lt;br /&gt;
&lt;br /&gt;
* Be warned though, you won&#039;t be able to take a lot of damage, so it&#039;s best to stay out of the fighting.&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:Plant purple sac.png]]&lt;br /&gt;
&#039;&#039;&#039;Plant Purple Sac&#039;&#039;&#039;&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:Toggle_Agility.png]]&lt;br /&gt;
&#039;&#039;&#039;Burrow&#039;&#039;&#039;&lt;br /&gt;
|Burrow underground and wait there for a short amount of time, either to emerge and ambush prey or to use the tunnel ability. Use the middle mouse button to start burrowing, after a short amount of time you will be underground. After a short time, you will automatically resurface unless you tunnel elsewhere.&lt;br /&gt;
&lt;br /&gt;
Once underground if you press your middle mouse button on a distant tile you will start tunnelling to it. Click again to stop tunnelling. Tunnelling allows you to move underground regardless of any above ground barriers but the further you want to tunnel the longer it takes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dig_Tunnel.png]]&amp;lt;br&amp;gt;Dig Tunnel&lt;br /&gt;
|Digs a tunnel which can then act as a quick travel point to get across the map quicker with multiple tunnels.&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Place Resin Hole.png]]&lt;br /&gt;
&#039;&#039;&#039;Place Resin Hole&#039;&#039;&#039;&lt;br /&gt;
|Places a resin hole on weeds. Can place a resin hole every other tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggered by:&#039;&#039;&#039; Being stepped on, shot or melee&#039;d or 1 tile proximity.&lt;br /&gt;
&lt;br /&gt;
*When a [[Praetorian]] clicks on a burrowers resin hole with help intent they will fill it with acid. When triggered it will explode into a 3x3 acid spray.&lt;br /&gt;
*When a [[Boiler]] clicks on a burrowers resin hole with help intent they will fill it with an acidic or neurotic glob depending on what adic type they currently have selected. When triggered it will explode in a cloud of that gas type.&lt;br /&gt;
*When a [[Drone]], [[Hivelord]] or [[Carrier]] clicks on a burrowers resin hole with a facehugger in their hand they will fill it with the facehugger. When triggered, the facehugger will emerge and leap at the triggering marine. Stepping onto this trap causes marines to trip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Both Praetorian and Boiler must not have any activated abilities selected in order to fill resin holes!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrower Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Drones can feed you plasma for more holes, and fill resin holes for you with facehuggers, they are your best friend.&lt;br /&gt;
&lt;br /&gt;
* Typically tunnels cover long distances for quick transport. However, on some maps there might be areas where it is advantageous to create short tunnels instead under cave walls and the like. If the xeno crawling through the tunnel can see to the other side of it, then they know that they will not pop up into an ambush.&lt;br /&gt;
&lt;br /&gt;
* Tunnel hubs are great, but instead of building them in or around the hive consider putting them in obscure corners of the map instead. That way, if the hive is pushed and you lose it, the xenomorph team does not at the same time lose access to your tunnel network.&lt;br /&gt;
&lt;br /&gt;
* Be careful not to accidentally double click when you use your Burrow ability as that will cancel your movement and force you to wait to emerge and burrow again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrower Upgrades ==&lt;br /&gt;
&lt;br /&gt;
The Burrower when it upgrades receives marginal increases to stats across the board but not many of these significantly impact its ability to perform its role. Most significant is probably the Ancient Burrower&#039;s ability to plant two whole resin traps or dig the entrance and exit of the same tunnel without having to rest to regenerate plasma.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Burrower&amp;diff=10453</id>
		<title>Burrower</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Burrower&amp;diff=10453"/>
		<updated>2018-11-28T04:25:14Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: added tactics, moved some stuff from the abilities area there to make it easier to skim those for info.&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-Burrower.png&lt;br /&gt;
|castetitle = Burrower&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = [[Carrier]]&lt;br /&gt;
|role = Plant weeds to support the hive and it&#039;s members. Use your resin hole ability and work together with other castes ([[Boiler]] and the [[Praetorian]]) to ambush the marines or to defend the hive from an aggressive marine assault.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
The Burrower is a direct evolution from the [[Drone]]. It&#039;s one of two evolution paths they can take. The Burrower is a defense caste that primarily constructs tunnels to get from one place to another and creating resin holes. Though they aren&#039;t the toughest caste, they will be able to take a small bit of punishment. Their slow speed is a detriment to them if they become the spotlight of attention in addition to a mediocre plasma regeneration that slowly improves with each upgrade.They will be able to create a resin hole slowly due to their low plasma storage coupled with the slow plasma regeneration.&lt;br /&gt;
In addition to resin holes, Burrowers will be able to Burrow underground and resurface at a desired location of their choosing. They&#039;re quite useless on their own when creating resin holes without the help of a [[Boiler]] or [[Praetorian]] by their side. Once they do have one of them helping, they&#039;ll be able to help stall an enemy advance when defending.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Burrower ==&lt;br /&gt;
* Your main goal as the Burrower is to help create tunnels to aid your fellow aliens in reaching flanks or the front lines. Additionally you can make resin holes/landmines with the help of the other xenomorphs to delay the marines. It&#039;s best to stay behind friendly territory and make resin holes to delay any flanks the enemy might venture for. Remember to have a [[Boiler]] or [[Praetorian]] helping you do this, if one is available. In a pinch drones can fill your resin holes with facehuggers if there is no other option.&lt;br /&gt;
&lt;br /&gt;
* A good idea would be to create these landmines near the front if an enemy counter-attack were to occur. This could be caused by a tall host being dragged back into the hive or the [[Queen]] is retreating from a failed screech with the enemy in pursuit. Even if they were activated early, these traps (depending on their type) will hinder the enemy none the less.&lt;br /&gt;
&lt;br /&gt;
* The burrow ability can be used to sneak your way in the behind enemies&#039; front lines to setup a tunnel. This tunnel could allow your fellow xenomorphs to flank the enemy and encircling them.&lt;br /&gt;
&lt;br /&gt;
* Be warned though, you won&#039;t be able to take a lot of damage, so it&#039;s best to stay out of the fighting.&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:Plant purple sac.png]]&lt;br /&gt;
&#039;&#039;&#039;Plant Purple Sac&#039;&#039;&#039;&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:Toggle_Agility.png]]&lt;br /&gt;
&#039;&#039;&#039;Burrow&#039;&#039;&#039;&lt;br /&gt;
|Burrow underground and wait there for a short amount of time, either to emerge and ambush prey or to use the tunnel ability. Use the middle mouse button to start burrowing, after a short amount of time you will be underground. After a short time, you will automatically resurface unless you tunnel elsewhere.&lt;br /&gt;
&lt;br /&gt;
Once underground if you press your middle mouse button on a distant tile you will start tunnelling to it. Click again to stop tunnelling. Tunnelling allows you to move underground regardless of any above ground barriers but the further you want to tunnel the longer it takes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dig_Tunnel.png]]&amp;lt;br&amp;gt;Dig Tunnel&lt;br /&gt;
|Digs a tunnel which can then act as a quick travel point to get across the map quicker with multiple tunnels.&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Place Resin Hole.png]]&lt;br /&gt;
&#039;&#039;&#039;Place Resin Hole&#039;&#039;&#039;&lt;br /&gt;
|Places a resin hole on weeds. Can place a resin hole every other tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggered by:&#039;&#039;&#039; Being stepped on, shot or melee&#039;d or 1 tile proximity.&lt;br /&gt;
&lt;br /&gt;
*When a [[Praetorian]] clicks on a burrowers resin hole with help intent they will fill it with acid. When triggered it will explode into a 3x3 acid spray.&lt;br /&gt;
*When a [[Boiler]] clicks on a burrowers resin hole with help intent they will fill it with an acidic or neurotic glob depending on what adic type they currently have selected. When triggered it will explode in a cloud of that gas type.&lt;br /&gt;
*When a [[Drone]], [[Hivelord]] or [[Carrier]] clicks on a burrowers resin hole with a facehugger in their hand they will fill it with the facehugger. When triggered, the facehugger will emerge and leap at the triggering marine. Stepping onto this trap causes marines to trip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Both Praetorian and Boiler must not have any activated abilities selected in order to fill resin holes!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrower Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Drones can feed you plasma for more holes, and fill resin holes for you with facehuggers, they are your best friend.&lt;br /&gt;
&lt;br /&gt;
* Typically tunnels cover long distances for quick transport. However, on some maps there might be areas where it is advantageous to create short tunnels instead under cave walls and the like. If the xeno crawling through the tunnel can see to the other side of it, then they know that they will not pop up into an ambush.&lt;br /&gt;
&lt;br /&gt;
* Tunnel hubs are great, but instead of building them in or around the hive consider putting them in obscure corners of the map instead. That way, if the hive is pushed and you lose it, the xenomorph team does not at the same time lose access to your tunnel network.&lt;br /&gt;
&lt;br /&gt;
* Be careful not to accidentally double click when you use your Burrow ability as that will cancel your movement and force you to wait to emerge and burrow again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrower Upgrades ==&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Runner&amp;diff=10452</id>
		<title>Runner</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Runner&amp;diff=10452"/>
		<updated>2018-11-28T04:04:54Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &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;
== 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 pulling them into you and &#039;&#039;&#039;Regurgitate&#039;&#039;&#039; them later. Just make sure not to take too long. 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 Upgrades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runner &#039;&#039;&#039;Upgrades&#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>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=10451</id>
		<title>Hivelord</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=10451"/>
		<updated>2018-11-28T03:51:06Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: cleared some outdated shit and added some more info todo: check if resin walker still slows your ass down off of weeds.&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-Hivelord.png&lt;br /&gt;
|castetitle = Hivelord&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Shape the Hive to your will with a massive plasma reserve. Become one with weeds and sprint around weeded terrain like a Runner. Use pheromones to assist fellow Xenomorphs.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4560 Hivelord Guide], [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7675 My Badass Hive Guide], [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, as its name implies, is the workhorse of the Hive. Where [[Drone]]s would be the humble workers, the Hivelord is capable of moving mountains, more or less literally. Enjoying an increased plasma reserve and a greatly increased plasma regeneration, it can build far more, far more often, far more efficiently, capable of easily creating a whole new Hive chamber where a Drone might have to take multiple breaks to recharge its plasma. The Hivelord&#039;s resin walls are also a lot stronger than the resin walls of his sisters, making him a high priority caste for building large nests and defensive works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, however, trades this ability to shape the Hive with probably one of the weakest combat abilities in the entire Hive. It has a small health pool, a very weak attack, and a sluggish speed when caught off weeds. This all compounds into making the Hivelord a big, obvious target, meaning that any badly planned adventure out of the Hive, much less near Marine positions, will end very poorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily, the Hivelord is not just a better Drone, and enjoys new, powerful abilities. Like the Drone, it has access to its trusty [[Pheromones]], but it can also &#039;&#039;&#039;Dig Tunnels&#039;&#039;&#039;, allowing it to transport castes from one end of the colony to another seamlessly. For its own uses, he also has access to the &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability, allowing it to become one with the weeds and get a speed boost that would almost rival a [[Lurker]] as long as it walks the weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing as a Hivelord ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Hivelord, the vast majority of your time will be spent away from the frontlines, building up the Hives that your sisters will soon use as defensive positions or forward nests. It is highly recommended to not step up into direct combat with tallhosts, even if assisted by stronger sisters, as you will probably take a major thrashing without much use and might even get killed on the spot. The Hivelord can however afford to stay in combat on terrain it controls, fully weeded and built up with resin to allow it to easily get out of dangerous encounters and use its &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability to rapidly change positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tunnels are perhaps your strongest ability, being unique to you to start with. Tunnels are an upgrade to potential existing vent networks, allowing all Xenomorphs to move from one point of the colony to another stealthily and near instantly, as long as neither entrance was found. It is highly recommended you conceal your tunnel as much as possible to prevent an ambush, preferably using natural cover and trying to plant them in rarely visited and remote parts of the colony. All that matters for the efficiency of a tunnel is that the Xenomorphs using it appear behind enemy lines, they don&#039;t have to be ten steps away from the main enemy position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To dig a tunnel, you simply need to dig out both entrances in a row and they will connect. Tunnels must be dug on natural terrain, artificial flooring and water will prevent you from digging new entrances. As such, you will probably dig them either at the foot of rarely visited structures, or far away into the wilderness. You would do well to remind your Xenomorphs of when tunnels are ready to use and where they lead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resin Walker&#039;&#039;&#039; should always be enabled when possible. While it will draw into your plasma regeneration, it is already massive enough to not be an issue. In exchange, you will gain a massive speed boost, allowing you to get around quickly as long as you stick to weeds. Of course, if the path you need to take does not have said weeds, you might want to expand your garden a little bit.&lt;br /&gt;
&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: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.&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. Hivelord Resin Structures are significantly more durable than [[Drone]] or [[Queen]] structures. As a Hivelord, you secrete resin faster than the [[Drone]] you evolved from. You can also secrete resin into adjacent tiles by hovering your mouse over them while activating this ability and upgrade normal Resun Structure the same way. However, due to these advantages Hivelord Structure costs 33% more plasma to secrete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfers 200 Plasma to &#039;&#039;any target you can see&#039;&#039;. You have to stand still when transferring, but not for as long as when you were a [[Drone]].&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 hivelord has stronger corrosive acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 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 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;
Costs 30 plasma to emit and then drains plasma while active.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resin_Walker.png]]&amp;lt;br&amp;gt;Resin Walker&lt;br /&gt;
|When activated increases the movement speed of the hivelord when on weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma and then drains plasma while active.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hivelord Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Young Hivelords can plant all of 8 resin structured before they need to wait for their plasma to regenerate due to the increased cost. To more effectively set up hive defenses quickly at the beginning of the round, find a Drone to feed you plasma -- they will be Elder long before you grow Mature and between you you should be able to continue building nearly uninterrupted.&lt;br /&gt;
&lt;br /&gt;
* Make sure to study your [[Hives|Hive Building theory]]. Knowing all the resin structures you can build and their uses in and out is a must, not a plus, as a Hivelord. A Hivelord that cannot build proper Hives is a waste of a Tier 2 slot and a major burden on the Hive as there will rarely be more than two, and probably just one.&lt;br /&gt;
&lt;br /&gt;
* In combat, you should always be in the back line, fortifying and repairing damage while your sisters bring the fight to the tallhosts. In a siege, you can afford to be the frontline as you build and rebuild your main line of resin walls, but if you get shot you should fall back quickly. Despite your size, you are no tank and bullets will rapidly tear through your delicate chitin.&lt;br /&gt;
&lt;br /&gt;
* If ever you are caught in direct combat, emit Frenzy pheromones, stick to weeds, and use your resin structures as cover. Running should always stay a solid option, a single mistake can cost you your life.&lt;br /&gt;
&lt;br /&gt;
== Hivelord Evolution and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hivelords &#039;&#039;&#039;Upgrades&#039;&#039;&#039;, much like the Drone&#039;s upgrades, focus on making him better in general, along with making his plasma reserve and regeneration even better. An upgraded Hivelord is worth multiple Drones and will be of great help to a growing Hive. Quality is highly preferred over Quantity, since multiple Hivelords are usually a very risky strategy for a Hive, and likewise Drones do not scale too well in number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hivelords can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Queen&amp;diff=10450</id>
		<title>Queen</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Queen&amp;diff=10450"/>
		<updated>2018-11-28T03:34:24Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: added stuff&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 must 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). 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). The Xenomorphs evolution progress stops when the Queen is not in egg-laying mode.&lt;br /&gt;
&lt;br /&gt;
Combat wise, the Queen has the highest health of all aliens 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 strong corrosive acid that allows her to open new pathways or dissolve enemy weapons quickly.&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;:a&#039;&#039;&#039; or &#039;&#039;&#039;.a&#039;&#039;&#039;) where is a good location. 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. &#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; announces 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 risker 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, unlikely 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;
&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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 250 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 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 other castes 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 have a grab on the target, and for both you and the grabbed target to remain still for a considerable wind-up period.&lt;br /&gt;
&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.&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 psychicly whisper to.&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 one, then an additional one for every evolution 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;
![[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.&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.&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;
&lt;br /&gt;
=Tactics=&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. The screech is an fantastic crowd control tool, and she should not be overly afraid to engage in combat with the rest of the Hive. 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.&lt;br /&gt;
&lt;br /&gt;
=Pheromones=&lt;br /&gt;
[[Pheromones]] scale based on what caste and upgrade tier is emitting them, aka a tier 2 xenomorph emitting pheromones will have a stronger pheromone effect than a tier 1 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;
&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]]&amp;lt;br&amp;gt;Recovery&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]]&amp;lt;br&amp;gt;Warding&lt;br /&gt;
|Grants armor and damage reduction, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health regen boost to critically wounded xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&amp;lt;br&amp;gt;Frenzy&lt;br /&gt;
|Increases movement speed, tackle chance and damage from slashes. &lt;br /&gt;
|}&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.&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>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Burrower&amp;diff=10367</id>
		<title>Burrower</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Burrower&amp;diff=10367"/>
		<updated>2018-11-14T03:35:02Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: added info&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-Burrower.png&lt;br /&gt;
|castetitle = Burrower&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = [[Carrier]]&lt;br /&gt;
|role = Plant weeds to support the hive and it&#039;s members. Use your resin hole ability and work together with other castes ([[Boiler]] and the [[Praetorian]]) to ambush the marines or to defend the hive from an aggressive marine assault.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
The Burrower is a direct evolution from the [[Drone]]. It&#039;s one of two evolution paths they can take. The Burrower is a defense caste that primarily constructs tunnels to get from one place to another and creating resin holes. Though they aren&#039;t the toughest caste, they will be able to take a small bit of punishment. Their slow speed is a detriment to them if they become the spotlight of attention in addition to a mediocre plasma regeneration that slowly improves with each upgrade.They will be able to create a resin hole slowly due to their low plasma storage coupled with the slow plasma regeneration.&lt;br /&gt;
In addition to resin holes, Burrowers will be able to Burrow underground and resurface at a desired location of their choosing. They&#039;re quite useless on their own when creating resin holes without the help of a [[Boiler]] or [[Praetorian]] by their side. Once they do have one of them helping, they&#039;ll be able to help stall an enemy advance when defending.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Burrower ==&lt;br /&gt;
* Your main goal as the Burrower is to help create tunnels to aid your fellow aliens in reaching flanks or the front lines. Additionally you can make resin holes/landmines with the help of the other xenomorphs to delay the marines. It&#039;s best to stay behind friendly territory and make resin holes to delay any flanks the enemy might venture for. Remember to have a [[Boiler]] or [[Praetorian]] helping you do this, if one is available. In a pinch drones can fill your resin holes with facehuggers if there is no other option.&lt;br /&gt;
&lt;br /&gt;
* A good idea would be to create these landmines near the front if an enemy counter-attack were to occur. This could be caused by a tall host being dragged back into the hive or the [[Queen]] is retreating from a failed screech with the enemy in pursuit. Even if they were activated early, these traps (depending on their type) will hinder the enemy none the less.&lt;br /&gt;
&lt;br /&gt;
* The burrow ability can be used to sneak your way in the behind enemies&#039; front lines to setup a tunnel. This tunnel could allow your fellow xenomorphs to flank the enemy and encircling them.&lt;br /&gt;
&lt;br /&gt;
* Be warned though, you won&#039;t be able to take a lot of damage, so it&#039;s best to stay out of the fighting.&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:Plant purple sac.png]]&lt;br /&gt;
&#039;&#039;&#039;Plant Purple Sac&#039;&#039;&#039;&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:Toggle_Agility.png]]&lt;br /&gt;
&#039;&#039;&#039;Burrow&#039;&#039;&#039;&lt;br /&gt;
|Burrow underground and wait there for a short amount of time, either to emerge and ambush prey or to use the tunnel ability. Use the middle mouse button to start burrowing, after a short amount of time you will be underground. After a short time, you will automatically resurface unless you tunnel elsewhere.&lt;br /&gt;
&lt;br /&gt;
Once underground if you press your middle mouse button on a distant tile you will start tunnelling to it. Click again to stop tunnelling. Tunnelling allows you to move underground regardless of any above ground barriers but the further you want to tunnel the longer it takes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dig_Tunnel.png]]&amp;lt;br&amp;gt;Dig Tunnel&lt;br /&gt;
|Digs a tunnel which can then act as a quick travel point to get across the map quicker with multiple tunnels. Typically covering long distances, however, on some maps there might be areas where it is advantageous to create short tunnels instead under cave walls or through areas of thick reinforced metal. If the xeno crawling through the tunnel can see to the other side of it, then they know that they will not pop up into an ambush. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Place Resin Hole.png]]&lt;br /&gt;
&#039;&#039;&#039;Place Resin Hole&#039;&#039;&#039;&lt;br /&gt;
|Places a resin hole on weeds. Can place a resin hole every other tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggered by:&#039;&#039;&#039; Being stepped on, shot or melee&#039;d or 1 tile proximity.&lt;br /&gt;
&lt;br /&gt;
*When a [[Praetorian]] clicks on a burrowers resin hole with help intent they will fill it with acid. When triggered it will explode into a 3x3 acid spray.&lt;br /&gt;
*When a [[Boiler]] clicks on a burrowers resin hole with help intent they will fill it with an acidic or neurotic glob. When triggered it will explode into an acidic gas glob. [[Drone]], [[Hivelord]] and [[Carrier]] caste can all click on your resin holes with a face hugger in their hand to load a hugger trap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Both aliens must not have any activated abilities selected in order to fill them!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Burrower Upgrades ==&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Drone&amp;diff=10366</id>
		<title>Drone</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Drone&amp;diff=10366"/>
		<updated>2018-11-14T03:27:17Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &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-Drone.png&lt;br /&gt;
|castetitle = Drone&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Burrower]], [[Hivelord]], [[Queen]]&lt;br /&gt;
|role = Build the Hive and expand it with new weed nodes. Support fellow Xenomorphs with your pheromones. Occasionally plant weeds aggressively to support pushes. Use your acid to help the Hive break into places.&lt;br /&gt;
|guides = [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
== General Information ==&lt;br /&gt;
The Drone is the humble worker of the Hive. While most other castes make themselves useful in their combat prowess, the Drone finds its vocation in building and maintaining the Hive. Relatively fast, the Drone can also build on the move. It is equipped with corrosive acid capable of melting through anything that gets in the way of their constructions. Its attacks are fairly weak, and it is not intended to engage hostile targets unless another caste has them suppressed. Its health can hold itself together, however.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone can help out with building the main Hive, spread weeds around aggressively using its mobility, or even attempt to build forward hives. In all cases, their skills will be needed to make nests to secure new captures, and to make the colony more habitable to Xenomorphs, one weeded tile at a time. To help with this, the Drones have a massive plasma reserve and a respectable plasma regeneration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pheromones]] play a big role in the Drone&#039;s arsenal. A Drone can be an incredible supplement to an ambush group, making it faster, better, stronger, and providing them with weeds to rest on as they advance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing as a Drone ==&lt;br /&gt;
[[File:Weed_tiles_full_size.png|thumb|&#039;&#039;A weed node can cover a 7x7 area so spread out when planting them&#039;&#039;]]As a Drone, your job is to assist the [[Queen]] by building, growing and reinforcing the hive, and eventually extending it using the mobility other building castes lack. To this end, the Drone has the ability to shape structures out of resin it can secrete with Plasma. The Drone is otherwise patently average in all regards, with a relatively underwhelming attack but a decent speed and health. All and all, building above fighting unless desperate.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It will usually be critical for you to build the main core of the Hive as soon as the Queen has picked a spot to nest in, at least until a [[Hivelord]] shows up to take up the torch. Then, you can move on to forward hives, defensive locations, or just weeding everything in sight. As long as you&#039;re using up your Plasma, it&#039;s hard to do any harm. Your sisters should suppress the [[Survivor]]s with incredible ease, so you should have clearance to roam the colony before the Marines land to plant weeds and melt dangerous gear.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since you will be spending a lot of time behind the lines, you might take up the [[Sentinel]]&#039;s job of guarding hosts. You&#039;re not ill-suited for it, but you might not have as easy a time, especially if the hosts managed to sneak in their weapons. At least you can make nests on the fly if they are lacking, unlike said Sentinels.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t overestimate how much work a single building caste can do. Trying to excuse yourself of the responsibility of building the Hive on other Drones is a high way to total and utter failure. Three Drones should be the absolute minimum in all but the most skeletal Hives. Only at five and above should the brakes be hit.&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;
|-&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;
&amp;lt;br&amp;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;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfer 50 Plasma to any target within 2 tiles. You have to stand still when transferring, and the target must not be out of range when the transfer is made.&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;
&amp;lt;br&amp;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 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;
&lt;br /&gt;
== Building Tactics ==&lt;br /&gt;
* Build [[Hives]] with narrow corridors and fairly small chambers. The Marines are fast and have powerful ranged weapons, so force them to fight in tight, cramped spaces and on your terms. Covering floors with sticky resin adds to your advantage by making it virtually impossible to maneuver tactically. In large open areas, build resin walls to block lines of sight and for your sisters to hide behind.&lt;br /&gt;
&lt;br /&gt;
* Always build multiple layers. A single layer can easily be shot through, and once your back line is exposed, your Drones are prone to getting wounded, which will slow down repairs.&lt;br /&gt;
&lt;br /&gt;
* Avoid using multiple layers of resin doors or making the Hive too tight and confusing. The goal is for the humans to suffer should they enter your Hive, not for Xenomorphs to suffer from living in the same Hive as you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Secure nests&#039;&#039;&#039;: Build nests for dangerous hosts (Humans) in small cell patterns of a few nests with multiple entrances. This allows [[Sentinel]] castes to guard a lot of hosts at once safely, and gives any caste a much better chance to neutralise an armed host that just got out of their nest without damage. Dangerous hosts should be away from the center of the Hive, and away from any young chestbursters. &lt;br /&gt;
&lt;br /&gt;
* The area surrounding these nests should be constructed to provide maximum safety. A checkerboard pattern is regularly used. See [http://cm-ss13.com/wiki/Drone Drone Tactics]. Place a single door, and put four nests adjacent to it. (Above, Below, Left, &amp;amp; Right). Then surround those nests with doors. This allows Sentinel castes to guard all four nests by standing in that initial door.  There are other effective methods, including building nests next to solid walls or walling off small rooms full of nests with only one exit.&lt;br /&gt;
&lt;br /&gt;
* Spread the eggs out around the hive to allow easier infecting, and bring them to the frontline (through Hivelord&#039;s tunnel).&lt;br /&gt;
&lt;br /&gt;
== Combat Tactics ==&lt;br /&gt;
* When the assault begins, tag along at a distance unless you are needed to guard hosts. You are not a front line combatant, but you may be needed to plant weeds and build defenses. Don&#039;t be that Drone hiding in the command trench while your sisters scream for nests to be set up and for weeds to be planted in newly contested areas.&lt;br /&gt;
&lt;br /&gt;
* When the Hive is defending/attacking, Drones should be in the back line, placing weeds and nests as the main forces advance or hold their ground. Listen carefully to the Hivemind so you can fulfill requests from other castes.&lt;br /&gt;
&lt;br /&gt;
* The Drone is one of the most mobile castes which has access to facehuggers, making it highly desirable to work together with most offensive castes to net the Hive one or two more infected Marines.&lt;br /&gt;
&lt;br /&gt;
* If the Queen dies, you are first in line to replace her. Make sure to stay safe, even excessively so. The last thing the Hive needs after losing its Queen is Drones throwing themselves to the Marines and dying.&lt;br /&gt;
&lt;br /&gt;
=== Facehuggers ===&lt;br /&gt;
You can pick up Facehuggers by clicking a mature egg with an empty hand, then click the facehugger. With &#039;&#039;&#039;any&#039;&#039;&#039; intent active, click on a host when you&#039;re next to it. The hugger should attach. You have two hands and can use two facehuggers if you click quickly. If you need to return a facehugger back inside of the egg, drop it on top of the egg and after 30 seconds it should crawl back inside or click on the empty egg with the hugger in hand.&lt;br /&gt;
&lt;br /&gt;
== Drone Evolution and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drone &#039;&#039;&#039;Upgrades&#039;&#039;&#039; focus on making his all around decent statistics even more decent, along with boosting his plasma reserve and plasma regeneration. Don&#039;t forget your pheromones will also get better along the way. Drones are unique in that they are the only caste in the game that can &#039;&#039;&#039;Evolve&#039;&#039;&#039; without a full Evolve timer, into a Queen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drones can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into three possible castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Queen]]. If the old Queen died, you will have to wait until the Hivemind restores from the frenzy. You may then rise up as the new Queen of the Hive. A sister will have to, however, as a Hive cannot survive long without a Queen. You can check if other Drones want dibs, but if you hear nothing, take one for the team. It&#039;s not needed to have full Evolve progress to evolve to a Queen.&lt;br /&gt;
&lt;br /&gt;
* The [[Burrower]] trades in the Drones monstrous plasma pool, pheromones and hive building ability for the ability to make resin &#039;landmines&#039; and build tunnels to help their sisters get around the map more quickly.&lt;br /&gt;
&lt;br /&gt;
* The [[Hivelord]] is an even more effective Hive builder, with sturdier resin structures and an insane plasma reserve and regeneration. It also gains a strong ability allowing it to virtually phase when on weeds, and the ability to dig tunnels linking any two places together in a few seconds.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Drone&amp;diff=10365</id>
		<title>Drone</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Drone&amp;diff=10365"/>
		<updated>2018-11-14T03:27:02Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: corrected evolutions&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-Drone.png&lt;br /&gt;
|castetitle = Drone&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Carrier]], [[Hivelord]], [[Queen]]&lt;br /&gt;
|role = Build the Hive and expand it with new weed nodes. Support fellow Xenomorphs with your pheromones. Occasionally plant weeds aggressively to support pushes. Use your acid to help the Hive break into places.&lt;br /&gt;
|guides = [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
== General Information ==&lt;br /&gt;
The Drone is the humble worker of the Hive. While most other castes make themselves useful in their combat prowess, the Drone finds its vocation in building and maintaining the Hive. Relatively fast, the Drone can also build on the move. It is equipped with corrosive acid capable of melting through anything that gets in the way of their constructions. Its attacks are fairly weak, and it is not intended to engage hostile targets unless another caste has them suppressed. Its health can hold itself together, however.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone can help out with building the main Hive, spread weeds around aggressively using its mobility, or even attempt to build forward hives. In all cases, their skills will be needed to make nests to secure new captures, and to make the colony more habitable to Xenomorphs, one weeded tile at a time. To help with this, the Drones have a massive plasma reserve and a respectable plasma regeneration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pheromones]] play a big role in the Drone&#039;s arsenal. A Drone can be an incredible supplement to an ambush group, making it faster, better, stronger, and providing them with weeds to rest on as they advance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing as a Drone ==&lt;br /&gt;
[[File:Weed_tiles_full_size.png|thumb|&#039;&#039;A weed node can cover a 7x7 area so spread out when planting them&#039;&#039;]]As a Drone, your job is to assist the [[Queen]] by building, growing and reinforcing the hive, and eventually extending it using the mobility other building castes lack. To this end, the Drone has the ability to shape structures out of resin it can secrete with Plasma. The Drone is otherwise patently average in all regards, with a relatively underwhelming attack but a decent speed and health. All and all, building above fighting unless desperate.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It will usually be critical for you to build the main core of the Hive as soon as the Queen has picked a spot to nest in, at least until a [[Hivelord]] shows up to take up the torch. Then, you can move on to forward hives, defensive locations, or just weeding everything in sight. As long as you&#039;re using up your Plasma, it&#039;s hard to do any harm. Your sisters should suppress the [[Survivor]]s with incredible ease, so you should have clearance to roam the colony before the Marines land to plant weeds and melt dangerous gear.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since you will be spending a lot of time behind the lines, you might take up the [[Sentinel]]&#039;s job of guarding hosts. You&#039;re not ill-suited for it, but you might not have as easy a time, especially if the hosts managed to sneak in their weapons. At least you can make nests on the fly if they are lacking, unlike said Sentinels.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t overestimate how much work a single building caste can do. Trying to excuse yourself of the responsibility of building the Hive on other Drones is a high way to total and utter failure. Three Drones should be the absolute minimum in all but the most skeletal Hives. Only at five and above should the brakes be hit.&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;
|-&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;
&amp;lt;br&amp;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;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfer 50 Plasma to any target within 2 tiles. You have to stand still when transferring, and the target must not be out of range when the transfer is made.&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;
&amp;lt;br&amp;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 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;
&lt;br /&gt;
== Building Tactics ==&lt;br /&gt;
* Build [[Hives]] with narrow corridors and fairly small chambers. The Marines are fast and have powerful ranged weapons, so force them to fight in tight, cramped spaces and on your terms. Covering floors with sticky resin adds to your advantage by making it virtually impossible to maneuver tactically. In large open areas, build resin walls to block lines of sight and for your sisters to hide behind.&lt;br /&gt;
&lt;br /&gt;
* Always build multiple layers. A single layer can easily be shot through, and once your back line is exposed, your Drones are prone to getting wounded, which will slow down repairs.&lt;br /&gt;
&lt;br /&gt;
* Avoid using multiple layers of resin doors or making the Hive too tight and confusing. The goal is for the humans to suffer should they enter your Hive, not for Xenomorphs to suffer from living in the same Hive as you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Secure nests&#039;&#039;&#039;: Build nests for dangerous hosts (Humans) in small cell patterns of a few nests with multiple entrances. This allows [[Sentinel]] castes to guard a lot of hosts at once safely, and gives any caste a much better chance to neutralise an armed host that just got out of their nest without damage. Dangerous hosts should be away from the center of the Hive, and away from any young chestbursters. &lt;br /&gt;
&lt;br /&gt;
* The area surrounding these nests should be constructed to provide maximum safety. A checkerboard pattern is regularly used. See [http://cm-ss13.com/wiki/Drone Drone Tactics]. Place a single door, and put four nests adjacent to it. (Above, Below, Left, &amp;amp; Right). Then surround those nests with doors. This allows Sentinel castes to guard all four nests by standing in that initial door.  There are other effective methods, including building nests next to solid walls or walling off small rooms full of nests with only one exit.&lt;br /&gt;
&lt;br /&gt;
* Spread the eggs out around the hive to allow easier infecting, and bring them to the frontline (through Hivelord&#039;s tunnel).&lt;br /&gt;
&lt;br /&gt;
== Combat Tactics ==&lt;br /&gt;
* When the assault begins, tag along at a distance unless you are needed to guard hosts. You are not a front line combatant, but you may be needed to plant weeds and build defenses. Don&#039;t be that Drone hiding in the command trench while your sisters scream for nests to be set up and for weeds to be planted in newly contested areas.&lt;br /&gt;
&lt;br /&gt;
* When the Hive is defending/attacking, Drones should be in the back line, placing weeds and nests as the main forces advance or hold their ground. Listen carefully to the Hivemind so you can fulfill requests from other castes.&lt;br /&gt;
&lt;br /&gt;
* The Drone is one of the most mobile castes which has access to facehuggers, making it highly desirable to work together with most offensive castes to net the Hive one or two more infected Marines.&lt;br /&gt;
&lt;br /&gt;
* If the Queen dies, you are first in line to replace her. Make sure to stay safe, even excessively so. The last thing the Hive needs after losing its Queen is Drones throwing themselves to the Marines and dying.&lt;br /&gt;
&lt;br /&gt;
=== Facehuggers ===&lt;br /&gt;
You can pick up Facehuggers by clicking a mature egg with an empty hand, then click the facehugger. With &#039;&#039;&#039;any&#039;&#039;&#039; intent active, click on a host when you&#039;re next to it. The hugger should attach. You have two hands and can use two facehuggers if you click quickly. If you need to return a facehugger back inside of the egg, drop it on top of the egg and after 30 seconds it should crawl back inside or click on the empty egg with the hugger in hand.&lt;br /&gt;
&lt;br /&gt;
== Drone Evolution and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drone &#039;&#039;&#039;Upgrades&#039;&#039;&#039; focus on making his all around decent statistics even more decent, along with boosting his plasma reserve and plasma regeneration. Don&#039;t forget your pheromones will also get better along the way. Drones are unique in that they are the only caste in the game that can &#039;&#039;&#039;Evolve&#039;&#039;&#039; without a full Evolve timer, into a Queen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drones can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into three possible castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Queen]]. If the old Queen died, you will have to wait until the Hivemind restores from the frenzy. You may then rise up as the new Queen of the Hive. A sister will have to, however, as a Hive cannot survive long without a Queen. You can check if other Drones want dibs, but if you hear nothing, take one for the team. It&#039;s not needed to have full Evolve progress to evolve to a Queen.&lt;br /&gt;
&lt;br /&gt;
* The [[Burrower]] trades in the Drones monstrous plasma pool, pheromones and hive building ability for the ability to make resin &#039;landmines&#039; and build tunnels to help their sisters get around the map more quickly.&lt;br /&gt;
&lt;br /&gt;
* The [[Hivelord]] is an even more effective Hive builder, with sturdier resin structures and an insane plasma reserve and regeneration. It also gains a strong ability allowing it to virtually phase when on weeds, and the ability to dig tunnels linking any two places together in a few seconds.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=10362</id>
		<title>Pheromones</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=10362"/>
		<updated>2018-11-13T17:26:54Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pheromones are an aura-based buff available to the [[Drone]], [[Hivelord]], [[Carrier]], [[Praetorian]] and [[Queen]]. There are three types of pheromones, Recovery, Warding and Frenzy, with effects and range scaling on the tier and upgrade level of the caste emitting them. If two castes in range are emitting the same pheromone, the stronger pheromone will override the weaker one. If they are emitting different pheromones, or that pheromone is Frenzy, both will apply.&lt;br /&gt;
&lt;br /&gt;
Pheromones require a steady amount of plasma to sustain, although all castes that have access to them usually have comfortable plasma reserves. It should be noted however that they will seriously dent plasma regeneration if used frivolously and should be turned off if not needed. It also costs a bit of plasma to start emitting pheromones. If you run out of plasma, you will immediately stop emitting pheromones.&lt;br /&gt;
&lt;br /&gt;
Your pheromones will keep emitting if you end up falling into critical health with them emitting, but you will not be conscious enough to change them or turn them on or off.&lt;br /&gt;
&lt;br /&gt;
==== List of Pheromones ====&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; |Effect&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&amp;lt;br&amp;gt;Frenzy&lt;br /&gt;
|Increases movement speed, tackle chance and damage from slashes. Additional sources of Frenzy will increase damage further. With enough xenomorphs emitting frenzy, theoretically, even the lowly Runner would hit as hard as the Ravager.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|64px]]&amp;lt;br&amp;gt;Warding&lt;br /&gt;
|Grants more armor and a flat reduction on all incoming damage, can also slow and even prevent bleedout of affected Xenomorphs. Additionally reduces bleed out of critically injured xenomorphs. Potent enough warding pheromones will completely negate bleed out.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|64px]]&amp;lt;br&amp;gt;Recovery&lt;br /&gt;
|Increases health regeneration, increases plasma regeneration on weeds, reduces stun times of affected Xenomorphs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pheromones Tactics ====&lt;br /&gt;
&lt;br /&gt;
* The more powerful the caste emitting is, the stronger the effect. There is an obvious difference between the pheromones of a Young Drone and the pheromones of an Ancient Empress. A well placed high level pheromone can allow Xenomorphs to unlock their full potential in a specific area.&lt;br /&gt;
* Pheromones emitted by a stationary Queen are additionally applied through all Xeno Leaders in existence. These can be located by the star on their XenoHUD Status. They will emit identically to a Queen overwatch, and stack with any other pheromones emitted by the leader.&lt;br /&gt;
* A common pheromone duo is the Queen with a Praetorian emitting Warding and Recovery, with Frenzy left to the next best caste. This allows the Xenos to soak up large amounts of damage and recover their wounded very fast, making for better odds in large, messy stand-offs.&lt;br /&gt;
* Reducing or negating critical bleedout might sound like a lame effect, but it can actually be critical in big battles. A Xeno shot into critical has a life expectancy numbered in seconds, but a strong enough Warding pheromone can make it infinite as long as they don&#039;t take further damage, making it trivial to drag them to weeds to let them recover.&lt;br /&gt;
* Recovery pheromones will usually not grant more plasma than they take away to maintain. Of course, this is offset by the fact that all castes around you get said plasma for free, and that everyone gets extra health regeneration if damaged.&lt;br /&gt;
* It is actually perfectly debatable what pheromone is best if you are alone, but they are all useful. Frenzy makes you move faster and gives you a good desperation attack if ambushed. Recovery allows you to recover faster from stun sources like explosions or electrified gear, allows you to heal if tracked down and pays for itself partly. Warding allows you to soak up sudden gunfire while you scramble for an exit. Probably the worst choice is simply no pheromones.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=10361</id>
		<title>Pheromones</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=10361"/>
		<updated>2018-11-13T17:24:03Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: removed incorrect info: queen does not share pheros through overwatch any more, only through leaders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pheromones are an aura-based buff available to the [[Drone]], [[Hivelord]], [[Carrier]], [[Praetorian]] and [[Queen]]. There are three types of pheromones, Recovery, Warding and Frenzy, with effects and range scaling on the tier and upgrade level of the caste emitting them. If two castes in range are emitting the same pheromone, the stronger pheromone will override the weaker one. If they are emitting different pheromones, or that pheromone is Frenzy, both will apply.&lt;br /&gt;
&lt;br /&gt;
Pheromones require a steady amount of plasma to sustain, although all castes that have access to them usually have comfortable plasma reserves. It should be noted however that they will seriously dent plasma regeneration if used frivolously and should be turned off if not needed. It also costs a bit of plasma to start emitting pheromones. If you run out of plasma, you will immediately stop emitting pheromones.&lt;br /&gt;
&lt;br /&gt;
Your pheromones will keep emitting if you end up falling into critical health with them emitting, but you will not be conscious enough to change them or turn them on or off.&lt;br /&gt;
&lt;br /&gt;
==== List of Pheromones ====&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; |Effect&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&amp;lt;br&amp;gt;Frenzy&lt;br /&gt;
|Increases movement speed, tackle chance and damage from slashes. Additional sources of Frenzy will increase damage further. With enough xenomorphs emitting frenzy, theoretically, even the lowly Runner would hit as hard as the Ravager.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|64px]]&amp;lt;br&amp;gt;Warding&lt;br /&gt;
|Grants more armor and a flat reduction on all incoming damage, can also slow and even prevent bleedout of affected Xenomorphs. Additionally provides a small health regen boost to critically wounded xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|64px]]&amp;lt;br&amp;gt;Recovery&lt;br /&gt;
|Increases health regeneration, increases plasma regeneration on weeds, reduces stun times of affected Xenomorphs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pheromones Tactics ====&lt;br /&gt;
&lt;br /&gt;
* The more powerful the caste emitting is, the stronger the effect. There is an obvious difference between the pheromones of a Young Drone and the pheromones of an Ancient Empress. A well placed high level pheromone can allow Xenomorphs to unlock their full potential in a specific area.&lt;br /&gt;
* Pheromones emitted by a stationary Queen are additionally applied through all Xeno Leaders in existence. These can be located by the star on their XenoHUD Status. They will emit identically to a Queen overwatch, and stack with any other pheromones emitted by the leader.&lt;br /&gt;
* A common pheromone duo is the Queen with a Praetorian emitting Warding and Recovery, with Frenzy left to the next best caste. This allows the Xenos to soak up large amounts of damage and recover their wounded very fast, making for better odds in large, messy stand-offs.&lt;br /&gt;
* Reducing or negating critical bleedout might sound like a lame effect, but it can actually be critical in big battles. A Xeno shot into critical has a life expectancy numbered in seconds, but a strong enough Warding pheromone can make it infinite as long as they don&#039;t take further damage, making it trivial to drag them to weeds to let them recover.&lt;br /&gt;
* Recovery pheromones will usually not grant more plasma than they take away to maintain. Of course, this is offset by the fact that all castes around you get said plasma for free, and that everyone gets extra health regeneration if damaged.&lt;br /&gt;
* It is actually perfectly debatable what pheromone is best if you are alone, but they are all useful. Frenzy makes you move faster and gives you a good desperation attack if ambushed. Recovery allows you to recover faster from stun sources like explosions or electrified gear, allows you to heal if tracked down and pays for itself partly. Warding allows you to soak up sudden gunfire while you scramble for an exit. Probably the worst choice is simply no pheromones.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=10360</id>
		<title>Pheromones</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=10360"/>
		<updated>2018-11-13T17:22:46Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pheromones are an aura-based buff available to the [[Drone]], [[Hivelord]], [[Carrier]], [[Praetorian]] and [[Queen]]. There are three types of pheromones, Recovery, Warding and Frenzy, with effects and range scaling on the tier and upgrade level of the caste emitting them. If two castes in range are emitting the same pheromone, the stronger pheromone will override the weaker one. If they are emitting different pheromones, or that pheromone is Frenzy, both will apply.&lt;br /&gt;
&lt;br /&gt;
Pheromones require a steady amount of plasma to sustain, although all castes that have access to them usually have comfortable plasma reserves. It should be noted however that they will seriously dent plasma regeneration if used frivolously and should be turned off if not needed. It also costs a bit of plasma to start emitting pheromones. If you run out of plasma, you will immediately stop emitting pheromones.&lt;br /&gt;
&lt;br /&gt;
Your pheromones will keep emitting if you end up falling into critical health with them emitting, but you will not be conscious enough to change them or turn them on or off.&lt;br /&gt;
&lt;br /&gt;
==== List of Pheromones ====&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; |Effect&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&amp;lt;br&amp;gt;Frenzy&lt;br /&gt;
|Increases movement speed, tackle chance and damage from slashes. Additional sources of Frenzy will increase damage further. With enough xenomorphs emitting frenzy, theoretically, even the lowly Runner would hit as hard as the Ravager.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|64px]]&amp;lt;br&amp;gt;Warding&lt;br /&gt;
|Grants more armor and a flat reduction on all incoming damage, can also slow and even prevent bleedout of affected Xenomorphs. Additionally provides a small health regen boost to critically wounded xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|64px]]&amp;lt;br&amp;gt;Recovery&lt;br /&gt;
|Increases health regeneration, increases plasma regeneration on weeds, reduces stun times of affected Xenomorphs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pheromones Tactics ====&lt;br /&gt;
&lt;br /&gt;
* The more powerful the caste emitting is, the stronger the effect. There is an obvious difference between the pheromones of a Young Drone and the pheromones of an Ancient Empress. A well placed high level pheromone can allow Xenomorphs to unlock their full potential in a specific area.&lt;br /&gt;
* Pheromones emitted by a stationary Queen apply to all Xenomorphs in her view, including any Xenomorphs she is viewing remotely if stationary. Use this to your advantage to put the right pheromone on at the right time to buff your Hive accordingly for the situation.&lt;br /&gt;
* Pheromones emitted by a stationary Queen are additionally applied through all Xeno Leaders in existence. These can be located by the star on their XenoHUD Status. They will emit identically to a Queen overwatch, and stack with any other pheromones emitted by the leader.&lt;br /&gt;
* A common pheromone duo is the Queen with a Praetorian emitting Warding and Recovery, with Frenzy left to the next best caste. This allows the Xenos to soak up large amounts of damage and recover their wounded very fast, making for better odds in large, messy stand-offs.&lt;br /&gt;
* Do not underestimate Frenzy. A powerful Frenzy pheromone can turn even a Runner into a mini Ravager. The added speed also acts as this defensive tool that some people think doesn&#039;t exist in the &#039;&#039;&amp;quot;offensive pheromone&amp;quot;&#039;&#039;.&lt;br /&gt;
* Reducing or negating critical bleedout might sound like a lame effect, but it can actually be critical in big battles. A Xeno shot into critical has a life expectancy numbered in seconds, but a strong enough Warding pheromone can make it infinite as long as they don&#039;t take further damage, making it trivial to drag them to weeds to let them recover.&lt;br /&gt;
* Recovery pheromones will usually not grant more plasma than they take away to maintain. Of course, this is offset by the fact that all castes around you get said plasma for free, and that everyone gets extra health regeneration if damaged.&lt;br /&gt;
* It is actually perfectly debatable what pheromone is best if you are alone, but they are all useful. Frenzy makes you move faster and gives you a good desperation attack if ambushed. Recovery allows you to recover faster from stun sources like explosions or electrified gear, allows you to heal if tracked down and pays for itself partly. Warding allows you to soak up sudden gunfire while you scramble for an exit. Probably the worst choice is simply no pheromones.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Queen&amp;diff=10359</id>
		<title>Queen</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Queen&amp;diff=10359"/>
		<updated>2018-11-13T17:19:04Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &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]] [[Commander]], her primary function is &#039;&#039;&#039;to lead the Hive&#039;&#039;&#039;. Communication is key, and the Hive must 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). 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). The Xenomorphs evolution progress stops when the Queen is not in egg-laying mode.&lt;br /&gt;
&lt;br /&gt;
Combat wise, the Queen has the highest health of all aliens 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 strong corrosive acid that allows her to open new pathways or dissolve enemy weapons quickly.&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;:a&#039;&#039;&#039; or &#039;&#039;&#039;.a&#039;&#039;&#039;) where is a good location. 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. &#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; announces 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 risker if the hosts are armed.&lt;br /&gt;
&lt;br /&gt;
= Overwatching =&lt;br /&gt;
Always keep the hive status open and jump between xenos to see how they are doing and 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, unlikely 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 reduce 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;
&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 250 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 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.&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 other castes 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.&lt;br /&gt;
&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 psychicly whisper to.&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 psychicly whisper to.&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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xeno leaders are limited numerically based on the Queen&#039;s upgrade tier. 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;
![[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.&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.&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;
&lt;br /&gt;
=Tactics=&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 disarm timer is rather long. The screech is an fantastic crowd control tool, and she should not be overly afraid to engage in combat with the rest of the Hive. 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.&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 a tier 2 xenomorph emitting pheromones will have a stronger pheromone effect than a tier 1 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;
&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]]&amp;lt;br&amp;gt;Recovery&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]]&amp;lt;br&amp;gt;Warding&lt;br /&gt;
|Grants armor and damage reduction, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health regen boost to critically wounded xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&amp;lt;br&amp;gt;Frenzy&lt;br /&gt;
|Increases movement speed, tackle chance and damage from slashes. &lt;br /&gt;
|}&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.&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>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Carrier&amp;diff=10358</id>
		<title>Carrier</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Carrier&amp;diff=10358"/>
		<updated>2018-11-13T17:17:44Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &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-Carrier.png&lt;br /&gt;
|castetitle = Carrier&lt;br /&gt;
|evolves_from = [[Burrower]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Carry huggers around, allowing the Hive to impregnate new hosts on the move. Use pheromones to assist fellow Xenomorphs.&lt;br /&gt;
|guides = [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Carrier is one of the two evolved forms of the [[Drone]]. Whereas the [[Hivelord]] is focused even more on the Drone&#039;s original task of building and fortifying the Hive and sacrifices its mobility to do so, the Carrier takes a very niche role in the Hive. With its ability to store 8 facehuggers safely and carry them around, the Carrier becomes the Hive&#039;s main infection vector, able to carry facehuggers to the tallhosts instead of having to bring them to egg nests, and thus deploy them directly on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Carrier is one of the fastest big Xenomorphs in the game, besides a Hivelord under the effects of Resin Walker or a charging Crusher, allowing it to flank rather comfortably or perform hit and run tactics. While it loses the Drone&#039;s ability to build most resin structures, it is still capable of planting resin weeds. It also has access to [[Pheromones]], a critical tool in its arsenal, especially if flanking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The facehuggers you throw will behave like normal facehuggers, but after being flung a distance they will be stunned for a short bit, and they will not be able to land on humans on a throw. As such, it&#039;s recommended to aim ever so slightly off-target. The facehugger will have room to adjust with a pounce once its lights are back on. &#039;&#039;&#039;Remember that clicking a hugger in your active hand stores it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Playing as a Carrier ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Carrier, you will find yourself in a strong Support-oriented position, with your facehugger throw allowing you to add an extra threat to tallhosts facing you. While other castes deal damage or stuns, you are capable of using windows of opportunity to infect tallhosts with the facehuggers you throw. Once a tallhost is hugged, they will be impregnated and will only be able to remove the embryo with advanced surgical procedures. If they don&#039;t make it back in time, you can fully expect that they will eventually hatch a [[Larva]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your ability to plant weeds should never be underestimated. While you&#039;re not a sturdy Xenomorph by far, you can still take more hits than a [[Drone]], and tallhosts will certainly hesitate to engage you alone and head-on. In a pinch, you can simply fire facehuggers away to force them to deal with those while you make like the wind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carriers can place hugger traps, which are small resin holes hidden away on weeded surfaces. These holes can then store a facehugger, just like an egg, and lets the facehugger ambush passing humans. Hugger-filled resin holes additionally make the victim trip and fall, as well as notifying you when a trap is triggered and giving you the trap&#039;s location. These small traps allow you to easily get infections on any human foolish enough to rush straight into the Hive, and if you feel inclined, can even be put in forward or unorthodox positions to get pounces where the Marines expect to easily clear patches of weeds. In all cases, you can supply the weeds you need to plant those, making them a rather powerful, self-contained ability.&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: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: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 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;
![[File:Throw_Hugger.png]]&amp;lt;br&amp;gt;Throw Facehugger&lt;br /&gt;
|Puts a hugger in your hand if it is empty. If you do have a hugger in hand it throws that hugger. You can directly store a hugger by using this ability on a hugger on the ground next to you. Throw a facehugger by using the middle mouse button.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Retrieve_Egg.png]]&amp;lt;br&amp;gt;Retrieve Egg&lt;br /&gt;
| Allows you to retrieve eggs with your middle mouse button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note you can hold 3 eggs as max at young then another egg per each upgrade stopping at ancient with a maximum of 6 eggs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Place Resin Hole.png]]&amp;lt;br&amp;gt;Place Resin Hole&lt;br /&gt;
|Places a resin hole on weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Carrier Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Carrier thrives as an ambush caste, with a powerful ability to hold a chokepoint by chugging facehuggers into it. While Marines can simply shoot the facehuggers as they come in, they will probably reconsider simply rushing in.&lt;br /&gt;
&lt;br /&gt;
* Facehuggers have a very short life expectancy once thrown, usually under thirty seconds. As a result, it is extremely hard to use them as traps unless placed in resin holes, and they will usually be used directly against tallhosts to be viable.&lt;br /&gt;
&lt;br /&gt;
* Facehuggers are capable of ripping off headgear on their own, and once viced to a Marine&#039;s face, nothing will pry them off. A facehugged Marine is as good as infected.&lt;br /&gt;
&lt;br /&gt;
* The Carrier will usually heavily benefit from support, especially from castes that can easily stun a tallhost and drag them into the facehuggers you throw. [[Sentinel]]s and [[Runner]]s are two obvious candidates, but [[Spitter]]s and [[Lurker]]s can do in a pinch.&lt;br /&gt;
&lt;br /&gt;
* You will need large amount of eggs to do your work, especially since you are bound to throw many more facehuggers than you get infections. Make sure the [[Drone]]s are up to date with the latest engagements so eggs are always close to the front.&lt;br /&gt;
&lt;br /&gt;
* Your facehuggers are useless against tallhosts that are already infected. As such, you should be careful when dealing with those hosts.&lt;br /&gt;
&lt;br /&gt;
* Resin holes can easily be used as the Xenomorph equivalent of a proximity mine. Any Marine foolish enough to walk near one unprepared will usually be pounced and infected on the spot. And since a dark hole is hard to see on equally darker weeds, this can make for a surprisingly efficient method of ambushing Marines even in clear corners, to say nothing of dimly lit areas further concealing them.&lt;br /&gt;
&lt;br /&gt;
* As noted before, facehuggers will be stunned for 10 seconds after landing, with that stun time reducing as you mature, even if it hits a Marine directly. Only when this initial stun is over will the facehugger be ready to pounce. While throwing facehuggers at Marines is a simple and obvious way to get infections, it is less efficient than throwing your facehuggers in cover and tricking tallhosts into running in their range once the stun is done.&lt;br /&gt;
&lt;br /&gt;
== Carrier Evolution and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carrier &#039;&#039;&#039;Upgrades&#039;&#039;&#039; focus, unsurprisingly enough, on improving their unique ability to throw facehuggers, by increasing the storage amount. Carriers can also expect general improvements of all its statistics, with no noteworthy increase. As they upgrade, Carriers will get better at what they do, and better overall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carriers can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=10357</id>
		<title>Praetorian</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=10357"/>
		<updated>2018-11-13T17:16:26Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &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 = Act as a surrogate Queen. Use your powerful pheromones to lead and support major assaults. Enjoy even stronger neurotoxin and acid spits. Use a special resin spit to cover a small area in mobility-inhibiting sticky resin. Use your strong acid to quickly melt into places.&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;
Playing as the &#039;&#039;&#039;Praetorian&#039;&#039;&#039; is similar to the [[Spitter]], but the arsenal is boosted, along with the ability to &amp;lt;code&amp;gt;secrete pheromones&amp;lt;/code&amp;gt; to assist your fellow aliens (as well as yourself). Praetorians have an excellent exoskeleton that acts as armor. The spit rate is increased, which allows for a rapid spit attack, like a machine gunner. The tradeoff is that you become a slower, juicier target.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Generally, you&#039;d want to be guarding the Hive unless ordered not to, as your abilities are made for defending and keeping watch of infected hosts. If you&#039;re fighting, remember that you&#039;re a slow target but durable and armored enough to sustain some damage. Also, the pheromones give a passive boost if activated. If you feel like you have nothing to do, just defend and support the Queen. This is your primary function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you are sent into combat on orders from the queen to protect the hive, remember that your acid spit is your most powerful asset and can fry marines in a couple of hits, you&#039;ll want to always be acid spitting at the marines where possible as it&#039;ll wear them down and keep them off the frontlines.&lt;br /&gt;
&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;
![[File:Corrosive acid.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrosive Acid&#039;&#039;&#039;&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 praetorian has stronger corrosive acid. &lt;br /&gt;
&lt;br /&gt;
Costs 100 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 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;
&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&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, spitting acid which costs 100 plasma to fire or spitting sticky resin in a small radius for 40 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xeno Spit&#039;&#039;&#039;&lt;br /&gt;
|Use middle mouse button to spit globs of neurotoxin or acid.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spray_Acid.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Acid&#039;&#039;&#039;&lt;br /&gt;
|Sprays a cone of acid in a cardinal direction away from the Praetorian. The cone widens by one tile per tile it sprays forward, to a maximum of three tiles in length and five tiles in width. It is blocked by solid objects like walls, window frames, and barricades in the same fashion as a Boiler&#039;s acid spray. The Praetorian is slowed slightly while this ability recharges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 150 plasma. &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 a tier 2 xenomorph emitting pheromones will have a stronger pheromone effect then a tier 1 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;
&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 armor and damage reduction, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health regen boost to critically wounded xenomorphs.&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, tackle chance and damage from slashes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Praetorian Evolution and Upgrades=&lt;br /&gt;
Praetorian &#039;&#039;&#039;upgrades&#039;&#039;&#039; are focused on improving combat efficiency and general versatility. Their health increases moderately, with their spit becoming more potent with improved damage for corrosive spit. This is improved upon with an increased plasma pool and regeneration. &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>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Queen&amp;diff=10356</id>
		<title>Queen</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Queen&amp;diff=10356"/>
		<updated>2018-11-13T17:15:43Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: dumbass reading the leaked code couldn&amp;#039;t tell the difference between queen_order and issue_order. also fixed pheromones&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]] [[Commander]], her primary function is &#039;&#039;&#039;to lead the Hive&#039;&#039;&#039;. Communication is key, and the Hive must 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). 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). The Xenomorphs evolution progress stops when the Queen is not in egg-laying mode.&lt;br /&gt;
&lt;br /&gt;
Combat wise, the Queen has the highest health of all aliens 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 strong corrosive acid that allows her to open new pathways or dissolve enemy weapons quickly.&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;:a&#039;&#039;&#039; or &#039;&#039;&#039;.a&#039;&#039;&#039;) where is a good location. 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. &#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; announces 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 risker if the hosts are armed.&lt;br /&gt;
&lt;br /&gt;
= Overwatching =&lt;br /&gt;
Always keep the hive status open and jump between xenos to see how they are doing and 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, unlikely 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 reduce 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;
&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 250 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 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.&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 other castes 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.&lt;br /&gt;
&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 psychicly whisper to.&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 psychicly whisper to.&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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xeno leaders are limited numerically based on the Queen&#039;s upgrade tier. 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;
![[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.&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.&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;
&lt;br /&gt;
Costs 100 plasma.&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;
&lt;br /&gt;
=Tactics=&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 disarm timer is rather long. The screech is an fantastic crowd control tool, and she should not be overly afraid to engage in combat with the rest of the Hive. 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.&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 a tier 2 xenomorph emitting pheromones will have a stronger pheromone effect than a tier 1 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;
&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]]&amp;lt;br&amp;gt;Recovery&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]]&amp;lt;br&amp;gt;Warding&lt;br /&gt;
|Grants armor and damage reduction, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health regen boost to critically wounded xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&amp;lt;br&amp;gt;Frenzy&lt;br /&gt;
|Increases movement speed, tackle chance and damage from slashes. &lt;br /&gt;
|}&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.&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>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=10355</id>
		<title>Hivelord</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=10355"/>
		<updated>2018-11-13T17:07:23Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: &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-Hivelord.png&lt;br /&gt;
|castetitle = Hivelord&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Shape the Hive to your will with a massive plasma reserve. Become one with weeds and sprint around weeded terrain like a Runner. Use pheromones to assist fellow Xenomorphs.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4560 Hivelord Guide], [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7675 My Badass Hive Guide], [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, as its name implies, is the workhorse of the Hive. Where [[Drone]]s would be the humble workers, the Hivelord is capable of moving mountains, more or less literally. Enjoying an increased plasma reserve and a greatly increased plasma regeneration, it can build far more, far more often, far more efficiently, capable of easily creating a whole new Hive chamber where a Drone might have to take multiple breaks to recharge its plasma. The Hivelord&#039;s resin walls are also a lot stronger than the resin walls of his sisters, making him a high priority caste for building large nests and defensive works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, however, trades this ability to shape the Hive with probably one of the weakest combat abilities in the entire Hive. It has a small health pool, a very weak attack, and a sluggish speed when caught off weeds. This all compounds into making the Hivelord a big, obvious target, meaning that any badly planned adventure out of the Hive, much less near Marine positions, will end very poorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily, the Hivelord is not just a better Drone, and enjoys new, powerful abilities. Like the Drone, it has access to its trusty [[Pheromones]], but it can also &#039;&#039;&#039;Dig Tunnels&#039;&#039;&#039;, allowing it to transport castes from one end of the colony to another seamlessly. For its own uses, he also has access to the &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability, allowing it to become one with the weeds and get a speed boost that would almost rival a [[Lurker]] as long as it walks the weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing as a Hivelord ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Hivelord, the vast majority of your time will be spent away from the frontlines, building up the Hives that your sisters will soon use as defensive positions or forward nests. It is highly recommended to not step up into direct combat with tallhosts, even if assisted by stronger sisters, as you will probably take a major thrashing without much use and might even get killed on the spot. The Hivelord can however afford to stay in combat on terrain it controls, fully weeded and built up with resin to allow it to easily get out of dangerous encounters and use its &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability to rapidly change positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tunnels are perhaps your strongest ability, being unique to you to start with. Tunnels are an upgrade to potential existing vent networks, allowing all Xenomorphs to move from one point of the colony to another stealthily and near instantly, as long as neither entrance was found. It is highly recommended you conceal your tunnel as much as possible to prevent an ambush, preferably using natural cover and trying to plant them in rarely visited and remote parts of the colony. All that matters for the efficiency of a tunnel is that the Xenomorphs using it appear behind enemy lines, they don&#039;t have to be ten steps away from the main enemy position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To dig a tunnel, you simply need to dig out both entrances in a row and they will connect. Tunnels must be dug on natural terrain, artificial flooring and water will prevent you from digging new entrances. As such, you will probably dig them either at the foot of rarely visited structures, or far away into the wilderness. You would do well to remind your Xenomorphs of when tunnels are ready to use and where they lead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resin Walker&#039;&#039;&#039; should always be enabled when possible. While it will draw into your plasma regeneration, it is already massive enough to not be an issue. In exchange, you will gain a massive speed boost, allowing you to get around quickly as long as you stick to weeds. Of course, if the path you need to take does not have said weeds, you might want to expand your garden a little bit.&lt;br /&gt;
&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: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;
|Secrete the chosen Resin Structure on your tile. The cost of plasma is increased compared to other castes due to how the hivelord can create stronger constructs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfer 200 Plasma to any target you can see. You have to stand still when transferring, but not as long as if you were a drone.&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 hivelord has stronger corrosive acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 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 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;
Costs 30 plasma to emit and then drains plasma while active.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resin_Walker.png]]&amp;lt;br&amp;gt;Resin Walker&lt;br /&gt;
|When activated increases the movement speed of the hivelord when on weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma and then drains plasma while active.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hivelord Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hivelords can use their massive plasma reserve and impressive plasma regeneration to build rapidly, far faster than any Regeneration-boosted [[Drone]] may ever hope to. Never stop planting until it&#039;s all weeded, and never stop building until the tallhosts are defeated.&lt;br /&gt;
&lt;br /&gt;
* Make sure to study your [[Hives|Hive Building theory]]. Knowing all the resin structures you can build and their uses in and out is a must, not a plus, as a Hivelord. A Hivelord that cannot build proper Hives is a waste of a Tier 2 slot and a major burden on the Hive as there will rarely be more than two, and probably just one.&lt;br /&gt;
&lt;br /&gt;
* Tunnel Entrances are best built in a central &#039;&#039;&amp;quot;Hub&amp;quot;&#039;&#039; room of the Hive, generally in a five by five square, with entrances planned relative to their position in the colony. For example, that tunnel you made in the deep south east edge of the colony would go on the bottom right square, and that forward Hive right in front of the main Hive would go on the top center square. This way, you can easily let your fellow sisters know where your tunnels lead.&lt;br /&gt;
&lt;br /&gt;
* Should your tunnels be discovered, they might be destroyed, but it is also likely that Marines will camp at the exit in the hopes of killing helpless sisters going through to do their business. If you are made aware of Marines camping at one of your tunnel exits, immediately inform the Hive and tell them what tunnel they should be looking for.&lt;br /&gt;
&lt;br /&gt;
* In combat, you should always be in the back line, fortifying and repairing damage while your sisters bring the fight to the tallhosts. In a siege, you can afford to be the frontline as you build and rebuild your main line of resin walls, but if you get shot you should fall back quickly. Despite your size, you are no tank and bullets will rapidly tear through your delicate chitin.&lt;br /&gt;
&lt;br /&gt;
* If ever you are caught in direct combat, emit Frenzy pheromones, stick to weeds, and use your resin structures as cover. Running should always stay a solid option, a single mistake can cost you your life.&lt;br /&gt;
&lt;br /&gt;
== Hivelord Evolution and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hivelords &#039;&#039;&#039;Upgrades&#039;&#039;&#039;, much like the Drone&#039;s upgrades, focus on making him better in general, along with making his plasma reserve and regeneration even better. An upgraded Hivelord is worth multiple Drones and will be of great help to a growing Hive. Quality is highly preferred over Quantity, since multiple Hivelords are usually a very risky strategy for a Hive, and likewise Drones do not scale too well in number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hivelords can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as there is no Tier 3 castes available in the Drone succession.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Drone&amp;diff=10354</id>
		<title>Drone</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Drone&amp;diff=10354"/>
		<updated>2018-11-13T17:06:57Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: elaboration&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-Drone.png&lt;br /&gt;
|castetitle = Drone&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Carrier]], [[Hivelord]], [[Queen]]&lt;br /&gt;
|role = Build the Hive and expand it with new weed nodes. Support fellow Xenomorphs with your pheromones. Occasionally plant weeds aggressively to support pushes. Use your acid to help the Hive break into places.&lt;br /&gt;
|guides = [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
== General Information ==&lt;br /&gt;
The Drone is the humble worker of the Hive. While most other castes make themselves useful in their combat prowess, the Drone finds its vocation in building and maintaining the Hive. Relatively fast, the Drone can also build on the move. It is equipped with corrosive acid capable of melting through anything that gets in the way of their constructions. Its attacks are fairly weak, and it is not intended to engage hostile targets unless another caste has them suppressed. Its health can hold itself together, however.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone can help out with building the main Hive, spread weeds around aggressively using its mobility, or even attempt to build forward hives. In all cases, their skills will be needed to make nests to secure new captures, and to make the colony more habitable to Xenomorphs, one weeded tile at a time. To help with this, the Drones have a massive plasma reserve and a respectable plasma regeneration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pheromones]] play a big role in the Drone&#039;s arsenal. A Drone can be an incredible supplement to an ambush group, making it faster, better, stronger, and providing them with weeds to rest on as they advance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing as a Drone ==&lt;br /&gt;
[[File:Weed_tiles_full_size.png|thumb|&#039;&#039;A weed node can cover a 7x7 area so spread out when planting them&#039;&#039;]]As a Drone, your job is to assist the [[Queen]] by building, growing and reinforcing the hive, and eventually extending it using the mobility other building castes lack. To this end, the Drone has the ability to shape structures out of resin it can secrete with Plasma. The Drone is otherwise patently average in all regards, with a relatively underwhelming attack but a decent speed and health. All and all, building above fighting unless desperate.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It will usually be critical for you to build the main core of the Hive as soon as the Queen has picked a spot to nest in, at least until a [[Hivelord]] shows up to take up the torch. Then, you can move on to forward hives, defensive locations, or just weeding everything in sight. As long as you&#039;re using up your Plasma, it&#039;s hard to do any harm. Your sisters should suppress the [[Survivor]]s with incredible ease, so you should have clearance to roam the colony before the Marines land to plant weeds and melt dangerous gear.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since you will be spending a lot of time behind the lines, you might take up the [[Sentinel]]&#039;s job of guarding hosts. You&#039;re not ill-suited for it, but you might not have as easy a time, especially if the hosts managed to sneak in their weapons. At least you can make nests on the fly if they are lacking, unlike said Sentinels.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t overestimate how much work a single building caste can do. Trying to excuse yourself of the responsibility of building the Hive on other Drones is a high way to total and utter failure. Three Drones should be the absolute minimum in all but the most skeletal Hives. Only at five and above should the brakes be hit.&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;
|-&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;
&amp;lt;br&amp;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;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfer 50 Plasma to any target within 2 tiles. You have to stand still when transferring, and the target must not be out of range when the transfer is made.&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;
&amp;lt;br&amp;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 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;
&lt;br /&gt;
== Building Tactics ==&lt;br /&gt;
* Build [[Hives]] with narrow corridors and fairly small chambers. The Marines are fast and have powerful ranged weapons, so force them to fight in tight, cramped spaces and on your terms. Covering floors with sticky resin adds to your advantage by making it virtually impossible to maneuver tactically. In large open areas, build resin walls to block lines of sight and for your sisters to hide behind.&lt;br /&gt;
&lt;br /&gt;
* Always build multiple layers. A single layer can easily be shot through, and once your back line is exposed, your Drones are prone to getting wounded, which will slow down repairs.&lt;br /&gt;
&lt;br /&gt;
* Avoid using multiple layers of resin doors or making the Hive too tight and confusing. The goal is for the humans to suffer should they enter your Hive, not for Xenomorphs to suffer from living in the same Hive as you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Secure nests&#039;&#039;&#039;: Build nests for dangerous hosts (Humans) in small cell patterns of a few nests with multiple entrances. This allows [[Sentinel]] castes to guard a lot of hosts at once safely, and gives any caste a much better chance to neutralise an armed host that just got out of their nest without damage. Dangerous hosts should be away from the center of the Hive, and away from any young chestbursters. &lt;br /&gt;
&lt;br /&gt;
* The area surrounding these nests should be constructed to provide maximum safety. A checkerboard pattern is regularly used. See [http://cm-ss13.com/wiki/Drone Drone Tactics]. Place a single door, and put four nests adjacent to it. (Above, Below, Left, &amp;amp; Right). Then surround those nests with doors. This allows Sentinel castes to guard all four nests by standing in that initial door.  There are other effective methods, including building nests next to solid walls or walling off small rooms full of nests with only one exit.&lt;br /&gt;
&lt;br /&gt;
* Spread the eggs out around the hive to allow easier infecting, and bring them to the frontline (through Hivelord&#039;s tunnel).&lt;br /&gt;
&lt;br /&gt;
== Combat Tactics ==&lt;br /&gt;
* When the assault begins, tag along at a distance unless you are needed to guard hosts. You are not a front line combatant, but you may be needed to plant weeds and build defenses. Don&#039;t be that Drone hiding in the command trench while your sisters scream for nests to be set up and for weeds to be planted in newly contested areas.&lt;br /&gt;
&lt;br /&gt;
* When the Hive is defending/attacking, Drones should be in the back line, placing weeds and nests as the main forces advance or hold their ground. Listen carefully to the Hivemind so you can fulfill requests from other castes.&lt;br /&gt;
&lt;br /&gt;
* The Drone is one of the most mobile castes which has access to facehuggers, making it highly desirable to work together with most offensive castes to net the Hive one or two more infected Marines.&lt;br /&gt;
&lt;br /&gt;
* If the Queen dies, you are first in line to replace her. Make sure to stay safe, even excessively so. The last thing the Hive needs after losing its Queen is Drones throwing themselves to the Marines and dying.&lt;br /&gt;
&lt;br /&gt;
=== Facehuggers ===&lt;br /&gt;
You can pick up Facehuggers by clicking a mature egg with an empty hand, then click the facehugger. With &#039;&#039;&#039;any&#039;&#039;&#039; intent active, click on a host when you&#039;re next to it. The hugger should attach. You have two hands and can use two facehuggers if you click quickly. If you need to return a facehugger back inside of the egg, drop it on top of the egg and after 30 seconds it should crawl back inside or click on the empty egg with the hugger in hand.&lt;br /&gt;
&lt;br /&gt;
== Drone Evolution and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drone &#039;&#039;&#039;Upgrades&#039;&#039;&#039; focus on making his all around decent statistics even more decent, along with boosting his plasma reserve and plasma regeneration. Don&#039;t forget your pheromones will also get better along the way. Drones are unique in that they are the only caste in the game that can &#039;&#039;&#039;Evolve&#039;&#039;&#039; without a full Evolve timer, into a Queen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drones can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into three possible castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Queen]]. If the old Queen died, you will have to wait until the Hivemind restores from the frenzy. You may then rise up as the new Queen of the Hive. A sister will have to, however, as a Hive cannot survive long without a Queen. You can check if other Drones want dibs, but if you hear nothing, take one for the team. It&#039;s not needed to have full Evolve progress to evolve to a Queen.&lt;br /&gt;
&lt;br /&gt;
* The [[Carrier]] is a more combat oriented caste, gaining the ability to store and throw facehuggers at the Marines. In exchange, you lose your ability to build, although you keep weed planting as a free ability. Your pheromones are also preserved, and you will be relatively fast for a big Xenomorph.&lt;br /&gt;
&lt;br /&gt;
* The [[Hivelord]] is an even more effective Hive builder, with sturdier resin structures and an insane plasma reserve and regeneration. It also gains a strong ability allowing it to virtually phase when on weeds, and the ability to dig tunnels linking any two places together in a few seconds.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Drone&amp;diff=10353</id>
		<title>Drone</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Drone&amp;diff=10353"/>
		<updated>2018-11-13T17:05:07Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: elaboration&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-Drone.png&lt;br /&gt;
|castetitle = Drone&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Carrier]], [[Hivelord]], [[Queen]]&lt;br /&gt;
|role = Build the Hive and expand it with new weed nodes. Support fellow Xenomorphs with your pheromones. Occasionally plant weeds aggressively to support pushes. Use your acid to help the Hive break into places.&lt;br /&gt;
|guides = [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
== General Information ==&lt;br /&gt;
The Drone is the humble worker of the Hive. While most other castes make themselves useful in their combat prowess, the Drone finds its vocation in building and maintaining the Hive. Relatively fast, the Drone can also build on the move. It is equipped with corrosive acid capable of melting through anything that gets in the way of their constructions. Its attacks are fairly weak, and it is not intended to engage hostile targets unless another caste has them suppressed. Its health can hold itself together, however.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone can help out with building the main Hive, spread weeds around aggressively using its mobility, or even attempt to build forward hives. In all cases, their skills will be needed to make nests to secure new captures, and to make the colony more habitable to Xenomorphs, one weeded tile at a time. To help with this, the Drones have a massive plasma reserve and a respectable plasma regeneration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pheromones]] play a big role in the Drone&#039;s arsenal. A Drone can be an incredible supplement to an ambush group, making it faster, better, stronger, and providing them with weeds to rest on as they advance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing as a Drone ==&lt;br /&gt;
[[File:Weed_tiles_full_size.png|thumb|&#039;&#039;A weed node can cover a 7x7 area so spread out when planting them&#039;&#039;]]As a Drone, your job is to assist the [[Queen]] by building, growing and reinforcing the hive, and eventually extending it using the mobility other building castes lack. To this end, the Drone has the ability to shape structures out of resin it can secrete with Plasma. The Drone is otherwise patently average in all regards, with a relatively underwhelming attack but a decent speed and health. All and all, building above fighting unless desperate.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It will usually be critical for you to build the main core of the Hive as soon as the Queen has picked a spot to nest in, at least until a [[Hivelord]] shows up to take up the torch. Then, you can move on to forward hives, defensive locations, or just weeding everything in sight. As long as you&#039;re using up your Plasma, it&#039;s hard to do any harm. Your sisters should suppress the [[Survivor]]s with incredible ease, so you should have clearance to roam the colony before the Marines land to plant weeds and melt dangerous gear.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since you will be spending a lot of time behind the lines, you might take up the [[Sentinel]]&#039;s job of guarding hosts. You&#039;re not ill-suited for it, but you might not have as easy a time, especially if the hosts managed to sneak in their weapons. At least you can make nests on the fly if they are lacking, unlike said Sentinels.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t overestimate how much work a single building caste can do. Trying to excuse yourself of the responsibility of building the Hive on other Drones is a high way to total and utter failure. Three Drones should be the absolute minimum in all but the most skeletal Hives. Only at five and above should the brakes be hit.&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;
|-&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;
&amp;lt;br&amp;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;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfer 50 Plasma to any target within 2 tiles. You have to stand still when transferring, and the target must not be out of range when the transfer is made.&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;
&amp;lt;br&amp;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 are not already being emitted, as pheromones don&#039;t stack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Building Tactics ==&lt;br /&gt;
* Build [[Hives]] with narrow corridors and fairly small chambers. The Marines are fast and have powerful ranged weapons, so force them to fight in tight, cramped spaces and on your terms. Covering floors with sticky resin adds to your advantage by making it virtually impossible to maneuver tactically. In large open areas, build resin walls to block lines of sight and for your sisters to hide behind.&lt;br /&gt;
&lt;br /&gt;
* Always build multiple layers. A single layer can easily be shot through, and once your back line is exposed, your Drones are prone to getting wounded, which will slow down repairs.&lt;br /&gt;
&lt;br /&gt;
* Avoid using multiple layers of resin doors or making the Hive too tight and confusing. The goal is for the humans to suffer should they enter your Hive, not for Xenomorphs to suffer from living in the same Hive as you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Secure nests&#039;&#039;&#039;: Build nests for dangerous hosts (Humans) in small cell patterns of a few nests with multiple entrances. This allows [[Sentinel]] castes to guard a lot of hosts at once safely, and gives any caste a much better chance to neutralise an armed host that just got out of their nest without damage. Dangerous hosts should be away from the center of the Hive, and away from any young chestbursters. &lt;br /&gt;
&lt;br /&gt;
* The area surrounding these nests should be constructed to provide maximum safety. A checkerboard pattern is regularly used. See [http://cm-ss13.com/wiki/Drone Drone Tactics]. Place a single door, and put four nests adjacent to it. (Above, Below, Left, &amp;amp; Right). Then surround those nests with doors. This allows Sentinel castes to guard all four nests by standing in that initial door.  There are other effective methods, including building nests next to solid walls or walling off small rooms full of nests with only one exit.&lt;br /&gt;
&lt;br /&gt;
* Spread the eggs out around the hive to allow easier infecting, and bring them to the frontline (through Hivelord&#039;s tunnel).&lt;br /&gt;
&lt;br /&gt;
== Combat Tactics ==&lt;br /&gt;
* When the assault begins, tag along at a distance unless you are needed to guard hosts. You are not a front line combatant, but you may be needed to plant weeds and build defenses. Don&#039;t be that Drone hiding in the command trench while your sisters scream for nests to be set up and for weeds to be planted in newly contested areas.&lt;br /&gt;
&lt;br /&gt;
* When the Hive is defending/attacking, Drones should be in the back line, placing weeds and nests as the main forces advance or hold their ground. Listen carefully to the Hivemind so you can fulfill requests from other castes.&lt;br /&gt;
&lt;br /&gt;
* The Drone is one of the most mobile castes which has access to facehuggers, making it highly desirable to work together with most offensive castes to net the Hive one or two more infected Marines.&lt;br /&gt;
&lt;br /&gt;
* If the Queen dies, you are first in line to replace her. Make sure to stay safe, even excessively so. The last thing the Hive needs after losing its Queen is Drones throwing themselves to the Marines and dying.&lt;br /&gt;
&lt;br /&gt;
=== Facehuggers ===&lt;br /&gt;
You can pick up Facehuggers by clicking a mature egg with an empty hand, then click the facehugger. With &#039;&#039;&#039;any&#039;&#039;&#039; intent active, click on a host when you&#039;re next to it. The hugger should attach. You have two hands and can use two facehuggers if you click quickly. If you need to return a facehugger back inside of the egg, drop it on top of the egg and after 30 seconds it should crawl back inside or click on the empty egg with the hugger in hand.&lt;br /&gt;
&lt;br /&gt;
== Drone Evolution and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drone &#039;&#039;&#039;Upgrades&#039;&#039;&#039; focus on making his all around decent statistics even more decent, along with boosting his plasma reserve and plasma regeneration. Don&#039;t forget your pheromones will also get better along the way. Drones are unique in that they are the only caste in the game that can &#039;&#039;&#039;Evolve&#039;&#039;&#039; without a full Evolve timer, into a Queen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drones can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into three possible castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Queen]]. If the old Queen died, you will have to wait until the Hivemind restores from the frenzy. You may then rise up as the new Queen of the Hive. A sister will have to, however, as a Hive cannot survive long without a Queen. You can check if other Drones want dibs, but if you hear nothing, take one for the team. It&#039;s not needed to have full Evolve progress to evolve to a Queen.&lt;br /&gt;
&lt;br /&gt;
* The [[Carrier]] is a more combat oriented caste, gaining the ability to store and throw facehuggers at the Marines. In exchange, you lose your ability to build, although you keep weed planting as a free ability. Your pheromones are also preserved, and you will be relatively fast for a big Xenomorph.&lt;br /&gt;
&lt;br /&gt;
* The [[Hivelord]] is an even more effective Hive builder, with sturdier resin structures and an insane plasma reserve and regeneration. It also gains a strong ability allowing it to virtually phase when on weeds, and the ability to dig tunnels linking any two places together in a few seconds.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=10352</id>
		<title>Hivelord</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=10352"/>
		<updated>2018-11-13T17:03:30Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: Error correction&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-Hivelord.png&lt;br /&gt;
|castetitle = Hivelord&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Shape the Hive to your will with a massive plasma reserve. Become one with weeds and sprint around weeded terrain like a Runner. Use pheromones to assist fellow Xenomorphs.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4560 Hivelord Guide], [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7675 My Badass Hive Guide], [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, as its name implies, is the workhorse of the Hive. Where [[Drone]]s would be the humble workers, the Hivelord is capable of moving mountains, more or less literally. Enjoying an increased plasma reserve and a greatly increased plasma regeneration, it can build far more, far more often, far more efficiently, capable of easily creating a whole new Hive chamber where a Drone might have to take multiple breaks to recharge its plasma. The Hivelord&#039;s resin walls are also a lot stronger than the resin walls of his sisters, making him a high priority caste for building large nests and defensive works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, however, trades this ability to shape the Hive with probably one of the weakest combat abilities in the entire Hive. It has a small health pool, a very weak attack, and a sluggish speed when caught off weeds. This all compounds into making the Hivelord a big, obvious target, meaning that any badly planned adventure out of the Hive, much less near Marine positions, will end very poorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily, the Hivelord is not just a better Drone, and enjoys new, powerful abilities. Like the Drone, it has access to its trusty [[Pheromones]], but it can also &#039;&#039;&#039;Dig Tunnels&#039;&#039;&#039;, allowing it to transport castes from one end of the colony to another seamlessly. For its own uses, he also has access to the &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability, allowing it to become one with the weeds and get a speed boost that would almost rival a [[Lurker]] as long as it walks the weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing as a Hivelord ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Hivelord, the vast majority of your time will be spent away from the frontlines, building up the Hives that your sisters will soon use as defensive positions or forward nests. It is highly recommended to not step up into direct combat with tallhosts, even if assisted by stronger sisters, as you will probably take a major thrashing without much use and might even get killed on the spot. The Hivelord can however afford to stay in combat on terrain it controls, fully weeded and built up with resin to allow it to easily get out of dangerous encounters and use its &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability to rapidly change positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tunnels are perhaps your strongest ability, being unique to you to start with. Tunnels are an upgrade to potential existing vent networks, allowing all Xenomorphs to move from one point of the colony to another stealthily and near instantly, as long as neither entrance was found. It is highly recommended you conceal your tunnel as much as possible to prevent an ambush, preferably using natural cover and trying to plant them in rarely visited and remote parts of the colony. All that matters for the efficiency of a tunnel is that the Xenomorphs using it appear behind enemy lines, they don&#039;t have to be ten steps away from the main enemy position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To dig a tunnel, you simply need to dig out both entrances in a row and they will connect. Tunnels must be dug on natural terrain, artificial flooring and water will prevent you from digging new entrances. As such, you will probably dig them either at the foot of rarely visited structures, or far away into the wilderness. You would do well to remind your Xenomorphs of when tunnels are ready to use and where they lead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resin Walker&#039;&#039;&#039; should always be enabled when possible. While it will draw into your plasma regeneration, it is already massive enough to not be an issue. In exchange, you will gain a massive speed boost, allowing you to get around quickly as long as you stick to weeds. Of course, if the path you need to take does not have said weeds, you might want to expand your garden a little bit.&lt;br /&gt;
&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: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;
|Secrete the chosen Resin Structure on your tile. The cost of plasma is increased compared to other castes due to how the hivelord can create stronger constructs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfer 200 Plasma to any target you can see. You have to stand still when transferring, but not as long as if you were a drone.&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 hivelord has stronger corrosive acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 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 are not already being emitted, as pheromones don&#039;t stack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resin_Walker.png]]&amp;lt;br&amp;gt;Resin Walker&lt;br /&gt;
|When activated increases the movement speed of the hivelord when on weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma and then drains plasma while active.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hivelord Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hivelords can use their massive plasma reserve and impressive plasma regeneration to build rapidly, far faster than any Regeneration-boosted [[Drone]] may ever hope to. Never stop planting until it&#039;s all weeded, and never stop building until the tallhosts are defeated.&lt;br /&gt;
&lt;br /&gt;
* Make sure to study your [[Hives|Hive Building theory]]. Knowing all the resin structures you can build and their uses in and out is a must, not a plus, as a Hivelord. A Hivelord that cannot build proper Hives is a waste of a Tier 2 slot and a major burden on the Hive as there will rarely be more than two, and probably just one.&lt;br /&gt;
&lt;br /&gt;
* Tunnel Entrances are best built in a central &#039;&#039;&amp;quot;Hub&amp;quot;&#039;&#039; room of the Hive, generally in a five by five square, with entrances planned relative to their position in the colony. For example, that tunnel you made in the deep south east edge of the colony would go on the bottom right square, and that forward Hive right in front of the main Hive would go on the top center square. This way, you can easily let your fellow sisters know where your tunnels lead.&lt;br /&gt;
&lt;br /&gt;
* Should your tunnels be discovered, they might be destroyed, but it is also likely that Marines will camp at the exit in the hopes of killing helpless sisters going through to do their business. If you are made aware of Marines camping at one of your tunnel exits, immediately inform the Hive and tell them what tunnel they should be looking for.&lt;br /&gt;
&lt;br /&gt;
* In combat, you should always be in the back line, fortifying and repairing damage while your sisters bring the fight to the tallhosts. In a siege, you can afford to be the frontline as you build and rebuild your main line of resin walls, but if you get shot you should fall back quickly. Despite your size, you are no tank and bullets will rapidly tear through your delicate chitin.&lt;br /&gt;
&lt;br /&gt;
* If ever you are caught in direct combat, emit Frenzy pheromones, stick to weeds, and use your resin structures as cover. Running should always stay a solid option, a single mistake can cost you your life.&lt;br /&gt;
&lt;br /&gt;
== Hivelord Evolution and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hivelords &#039;&#039;&#039;Upgrades&#039;&#039;&#039;, much like the Drone&#039;s upgrades, focus on making him better in general, along with making his plasma reserve and regeneration even better. An upgraded Hivelord is worth multiple Drones and will be of great help to a growing Hive. Quality is highly preferred over Quantity, since multiple Hivelords are usually a very risky strategy for a Hive, and likewise Drones do not scale too well in number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hivelords can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as there is no Tier 3 castes available in the Drone succession.&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=10350</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=10350"/>
		<updated>2018-11-13T15:00:52Z</updated>

		<summary type="html">&lt;p&gt;Nimiety: removed notice since all the images are updated already&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You still don&#039;t understand what you&#039;re dealing with, do you? Perfect organism. Its structural perfection is matched only by its hostility. [...] I admire its purity. A survivor... unclouded by conscience, remorse, or delusions of morality. [...] Is there room enough in space for us and it?&amp;quot;&#039;&#039; - Ash, &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Alien&#039;&#039;&#039; (aka &#039;&#039;&#039;Xenomorph&#039;&#039;&#039; or &#039;&#039;&#039;Xeno&#039;&#039;&#039;) is one the main opposing forces of the [[Marines|USCM Marines]] during rounds on CM-SS13. The Xenomorphs are fearsome creatures, perfected for combat to the point of challenging the Marine force with fewer numbers.&lt;br /&gt;
&lt;br /&gt;
You are part of the Hive, under the [[Queen]]. You are, but a manifestation of her will, and your primary and only task is &#039;&#039;&#039;to expand and protect the Hive&#039;&#039;&#039;. You are reasonably intelligent and capable of quickly learning from the events during the infestation of the colony, yet you show no compassion or empathy. Your job will only be done when the Hive reigns over all that you can reach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution.png|link=http://cm-ss13.com/wiki/images/5/53/Evolution.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
If you are chosen as one of the first Xenomorphs, you will spawn as a [[Larva]] inside the colony that has just days previous been pillaged and demolished, allowing you to spread out of control and infect or slaughter the entire colonist population. While the colony is mostly safe aside from a handful of hardened [[Survivor]]s stubbornly clinging to life, this may not hold true long.&lt;br /&gt;
&lt;br /&gt;
The Hivemind has full knowledge of the colony on which you were born, and many of its facets, even the most complex. Its entire layout, how power and lighting functions, and where particular locations are. The little of resistance the Hivemind met also granted you some knowledge on the weapons you may expect to be used against you, like guns, knives, and grenades.&lt;br /&gt;
&lt;br /&gt;
One of the first tasks of the Hive is to find a nesting ground. Due to how vital this nest is and how disastrous it would be for Marines to find and destroy it, it is recommended to put it in the most secluded and secure location available. Nothing prevents you from making smaller nests closer to the action, but it could mean that the hosts manage to escape if the nesting area is pushed upon by the marines.&lt;br /&gt;
&lt;br /&gt;
If this is your first time as a Xenomorph, check the [http://cm-ss13.com/wiki/Xeno_Quickstart_Guide Xeno Quickstart Guide]. Here are additional tips:&lt;br /&gt;
* Speak in Hivemind by using &#039;&#039;&#039;:a&#039;&#039;&#039; before your message. Example: Say &#039;&#039;&amp;quot;:a My life for the Queen!&amp;quot;&#039;&#039;&lt;br /&gt;
* You are a manifestation of the Queen&#039;s will. Follow her orders or die trying. If the orders appear to break server rules, you should warn the admins.&lt;br /&gt;
* Grow the Hive. Gather together any hosts (living monkeys and humans) and bring them to the nest to incubate more Larvae.&lt;br /&gt;
* Weeds are paramount to you. While off weeds, your plasma will regenerate very slowly and you will not heal. If you do need to stray off weeds, remember this dearly, do not get caught exhausted and badly wounded far from weeds. Keep in mind that to heal at a fast, steady rate on weeds you need to be resting as if you stand while on weeds to heal you&#039;ll heal significantly slower.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Tier 1 Evolution ==&lt;br /&gt;
As soon as your Larva has matured, you will be able to choose between the four initial Xenomorph castes: Drone, Runner, Defender, and Sentinel. Depending on which you choose, you will then be able to progress in their respective castes. Do not underestimate them. What they lack in special abilities or raw power, they make up in being fast to upgrade into a powerful foe and always available.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Drone.png|64px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Build the Hive and expand it with new weed nodes. Support fellow Xenomorphs with your pheromones. Occasionally plant weeds aggressively to support pushes. Use your acid to help the Hive break into places.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Runner.png|64px|link=Runner]]&amp;lt;br&amp;gt;[[Runner]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Scout for the Hive. Harass and ambush Marines, especially lone wolvess. Flank positions during sieges and stand-offs. Gather hosts.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Sentinel.png|64px|link=Sentinel]]&amp;lt;br&amp;gt;[[Sentinel]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guard the nests until hosts mature. Provide ranged support in combat by stunning foes from afar. Use your acid to help the Hive break into places.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Defender.png|64px|link=Defender]]&amp;lt;br&amp;gt;[[Defender]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| A good engagement starter that additionally specifies in protecting other castes with it&#039;s unique tail sweep ability being key to keeping those marines at bay while injured sisters retreat back to heal.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 Evolution ==&lt;br /&gt;
After a while as a Tier 1 Xenomorph, you will build up evolution until you are finally able to advance. There, depending on the Hive&#039;s size and existing higher tier Xenomorphs, you may be able to Evolve on the spot, or have to wait for another spot to free up, continuing to Upgrade in your current caste in the meantime. Whatever the case, you will no doubt see yourself becoming one of these castes should you stay alive long enough.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Burrower.png|64px|link=Burrower]]&amp;lt;br&amp;gt;[[Burrower]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Lay the foundations for alien mines in strategic locations or the hive&#039;s flanks. Flank your way around the map with the tunnel ability and dig tunnels to allow for quick transportation of fellow xenomorphs from the hive to the frontlines.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Hivelord.png|64px|link=Hivelord]]&amp;lt;br&amp;gt;[[Hivelord]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Shape the Hive to your will with a massive plasma reserve. Become one with weeds and sprint around weeded terrain like a Runner. Create tunnels to bypass harsh terrain. Use pheromones to assist fellow Xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Warrior.png|64px|link=Lurker]]&amp;lt;br&amp;gt;[[Lurker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| A highly mobile xeno which packs a punch, good for ambushing and general harassment of the marines supply lines.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Warrior.png|64px|link=Warrior]]&amp;lt;br&amp;gt;[[Warrior]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Disable and capture lone prey. Act as one of the Hive&#039;s main line combatants.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Spitter.png|64px|link=Spitter]]&amp;lt;br&amp;gt;[[Spitter]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| 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;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 Evolution ==&lt;br /&gt;
While you can rapidly access Tier 3 by evolving again, it is certainly a serious responsibility. There will usually only be one or two of each of these castes in every Hive, and their loss can throw the Hive into disarray. If you do decide to Evolve, wield your new power carefully. Remember that even Tier 3 Xenomorphs need to upgrade to unlock their full potential, Young Tier 3 Xenomorphs can be weaker in some aspects than Ancient Tier 1 Xenomorphs.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Boiler.png|64px|link=Boiler]]&amp;lt;br&amp;gt;[[Boiler]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| 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;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Carrier.png|64px|link=Carrier]]&amp;lt;br&amp;gt;[[Carrier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Carry huggers around, allowing the Hive to impregnate new hosts on the move. Use pheromones to assist fellow Xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Crusher.png|64px|link=Crusher]]&amp;lt;br&amp;gt;[[Crusher]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| 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;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Praetorian.png|64px|link=Praetorian]]&amp;lt;br&amp;gt;[[Praetorian]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Act as a surrogate Queen. Use your powerful pheromones to lead and support major assaults. Enjoy even stronger neurotoxin and acid spits. Use a special resin spit to cover a small area in mobility-inhibiting sticky resin. Use your strong acid to quickly melt into places.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Ravager.png|64px|link=Ravager]]&amp;lt;br&amp;gt;[[Ravager]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Bring death to all that face you. Use a powerful, short range leap 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;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 4 Evolution ==&lt;br /&gt;
The Queen is in her own, informal category. Unlike all other Xenos, she will usually appear immediately at the start of a round, and her death will throw the Hive into disarray. If she can be replaced, she is also unique, and should she go missing all other Xenos will be unable to evolve any further. If this goes on for too long, the Hive might very well rot away.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Queen.png|64px|link=Queen]]&amp;lt;br&amp;gt;[[Queen]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| 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;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Event-Specific Xeno Hives ==&lt;br /&gt;
For special events, Admins may spawn in Xenomorphs of different hives that operate independently of the primary hive, with their own Queen and structure. This is like a Squad for Marines, but for Xenomorphs. They are distinguished by name and color, with the names having prefixes like &amp;quot;Corrupted&amp;quot; &amp;quot;Alpha&amp;quot;, &amp;quot;Beta&amp;quot;, &amp;quot;Zeta&amp;quot;, and so on. Depending on the event, they may be tasked with helping the original hive, attacking it, or be sided with the humans as enslaved Xenomorphs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These Xenomorph hives will never appear in the normal play, and must be spawned in by an Admin.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maybe there&#039;s more than just these Xenomorphs above... It&#039;d be best to find out their purpose and their evolutions to yourself. You&#039;ll know them, one day.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nimiety</name></author>
	</entry>
</feed>