Note: Currently you are only able to purchase Strains.
Strains are variations of the xenomorph you play as, changing up their play style to something either slightly or completely different to the normal xenomorph. This allows you to change your play style to experiment with.
With each Maturation (Young | Mature | Elder | Ancient) you will gain 6 points to spend on a strain of your choice. When you evolve you will lose the strain you previously picked. Each Xeno can purchase one Strain available to their caste.
Under the Alien tab you can buy strains for yourself with the Purchase Mutators verb.
Strains
Each Strain costs 6 points and will alter how you'll play the caste. All Strains are also Keystone Mutations.
Trade the ability to tail sweep for the ability to use headbutt while your crest is lowered. Additionally, your headbutt does more damage and gains 1 tile extra range.
Trade the ability to fling and lunge 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.
Trade the ability to bombard with gas clouds in exchange for a single acidic projectile that deals more damage against structures with perfect accuracy. The firing process of the railgun strain will be much quicker. Railgun projectiles can pass through barricades as well as cover, but it is possible to hit them if a boiler targets the cover manually.