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Burrower

From CM-SS13 - Wiki
XENOMORPH - TIER 2
Alien-Burrower.png
Burrower
Evolves From: Drone
Evolves To: N/A
Role: Plant weeds to support the hive and it'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.
Guides: No External Guides.


General Information

The Burrower is a direct evolution from the Drone. It's one of three 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'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. In addition to resin holes, Burrowers will be able to Burrow underground and resurface at a desired location of their choosing. They'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'll be able to help stall an enemy advance when defending.

Burrowers have meson vision in addition to the xeno thermal vision. This means that they can see floor tiles through walls.

Playing as a Burrower

  • 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'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.
  • 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.
  • The burrow ability can be used to sneak your way in the behind enemies' front lines to setup a tunnel. This tunnel could allow your fellow xenomorphs to flank the enemy and encircling them.
  • Be warned though, you won't be able to take a lot of damage, so it's best to stay out of the fighting.

Abilities

Abilities: Description:
Xeno Rest.png

Rest

Used to rest and get up. Xenos heal faster when resting on weeds.
Regurgitate.png

Regurgitate

To devour, grab a host with Ctrl + Click or

Grab intent (3 in hotkey mode) then click yourself, standstill. To stop the host from getting up and running away, you can switch to an empty hand (X in hotkey mode) and keep tackling them using Disarm intent (2 in hotkey mode) when you are devouring them. Xenos with devoured humans inside them can not vent crawl but Xenos with devoured monkeys can. Hosts with boot knives can injure the Xenomorph they are inside if they are conscious. Using this ability with a host devoured will regurgitate them back up, giving a moderate stun. (Edit this template)


Plant purple sac.png

Plant Purple Sac

Can't be planted if there is already a sac on the tile. Can be removed by one slash with harm intent for re-plant.


Costs 75 plasma.

Toggle Agility.png

Burrow

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.

Once underground if you press your middle mouse button on a distant tile you will start tunneling to it. Click again to stop tunneling. Tunneling allows you to move underground regardless of any above ground barriers but the further you want to tunnel the longer it takes.

Dig Tunnel.png
Dig Tunnel
Digs a tunnel which can then act as a quick travel point to get across the map quicker with multiple tunnels.

You can also rename tunnels.

Costs 200 plasma.

Place Resin Hole.png

Place Resin Hole

Places a resin hole on weeds. Can place a resin hole every other tile.


Triggered by: Being stepped on, shot or melee'd or 1 tile proximity.

  • 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.
  • 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.
  • 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.

Both Praetorian and Boiler must not have any activated abilities selected in order to fill resin holes!

Costs 200 plasma.

Attainable Strains

Strain:

Tremor

Burrower Tactics

  • Drones can feed you plasma for more holes, and fill resin holes for you with facehuggers, they are your best friend.
  • Tunnel hubs are great as all tunnels are connected. Use this to your advantage in creating multiple tunnels to expand the range of the hive.
  • 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.
  • Certain floor types block the Burrowers Burrow and Dig Tunnel ability on certain maps.

Burrower Upgrades

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'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.