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Evolves From: Drone
Evolves To: N/A
Role: Carry huggers around, allowing the Hive to impregnate new hosts on the move. Use pheromones to assist fellow Aliens.
Guides: Guide to Pheromones

General Information

The Carrier is an evolved form of the Drone. Its unique ability is to store 16 facehuggers and 7 eggs safely and carry them around, which allows the Carrier to become the Hive's main infection vector, able to carry facehuggers and eggs to the tallhosts instead of having to bring them to egg nests, and thus deploy them directly on the battlefield.

The Carrier is one of the fastest big Aliens 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'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.

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'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. Remember that clicking a hugger in your active hand stores it.

Playing as a Carrier

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 focus on dealing damage or stunning, a carriers focus is on the 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't make it back in time, you can fully expect that they will eventually hatch a Larva.

Your ability to plant weeds should never be underestimated. While you're not a sturdy Alien 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.

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'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.


Abilities: Description:
Xeno Rest.png
Used to rest and get up. Aliens heal faster when resting on weeds.
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. (Edit this template)
Watch Xeno.png
Watch Alien
Allows you to watch over aliens as if they were cameras. You can also use Hive Status in the Alien tab (which can be bound as a Macro for ease of use.) or Ctrl + middle mouse click on an alien (if you are already watching another alien) to choose who to watch.
Order Construction
Orders the construction of a hive structure to be built.

Costs 400 plasma.

Emit pheromones.png
Emit Pheromones
Emit one of the three Pheromones. It's advised that you emit a pheromone that isn't already being emitted, as pheromones don't stack.
Plant purple sac.png
Plant Resin Node
Can't be planted if there is already a sac on the tile.

Costs 75 plasma.

Place Resin Hole.png
Place Resin Hole
Places a resin hole on weeds.

Costs 200 plasma.

Throw Hugger.png
Throw Facehugger
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.
Retrieve Egg.png
Retrieve Egg
Allows you to retrieve eggs with your middle mouse button.

Note you can hold 7 eggs.

Tail Stab
It has a two tile range dealing 1.2 times the caste's maximum melee damage, making it more useful on the bigger xenos. It takes one second of being the selected ability before it can be used.

Cooldown: 10 seconds.

Attainable Strains




Shaman Strain

  • The Shaman Strain cannot be affected by their abilities nor can they be affected by other Shamans
  • Shaman Abilities are stronger with more non-shaman aliens in a certain range
  • Shaman Abilities have a cooldown of about 15-20 seconds.
  • Shaman's loses the ability to store facehuggers but do retain the ability to store eggs.
  • Shaman Abilities all require an egg to preform the ability, if there are no non-Shaman aliens in range, the ability will not function but the egg will still be consumed!
Abilities: Description:
Remember Pain
After channelling for 2.5 seconds, the Shaman will remember how many other aliens (that isn't a shaman) there are within a 3 tiles range of you. The next time you use a different ability, if the amount of aliens around you is less than amount you remembered, you will cast your next ability at remembered power and reset the remembered count.

Costs 300 plasma and one egg.

Heal Xeno.png
Adrenal Healing
After channelling for 2.5 seconds, Shaman affects in radius 3 all other aliens of their hive by giving them a shied that lasts until it's depleted by damage, additionally unstunning them. Effects are proportional to number of aliens after channelling.

Costs 100 plasma and one egg.

Frenzied Scream
After channelling for 3 seconds, Shaman affects all humans in range (Requires Direct Line of Sight) by applying a 4 second (endurance may lower this time) knockdown and forcing humans to roll (it may extinguish fire and acid). The radius starts at 3 tiles from Shaman if Shaman has 1 non-Shaman alien nearby, and increases by 0.5 tiles per nearby aliens, up to limit of 7. This ability cannot hit same target more than once in 20 seconds. It also won't affect recently screeched by queen targets.

Costs 300 plasma and one egg.

Emit pheromones.png
Adrenal Pheromones
After channelling for 2.5 seconds the Shaman will emit ALL pheromones with effects starting at 1 (lowest level) when 1 non-Shaman alien is nearby, and with a 0.5 increase per alien up to five 5. This pheromone emitting lasts for 30 seconds. This ability does not affect Shamans.

Costs 300 plasma and one egg.

Eggsac Strain

  • Health: 650
  • Plasma: 500
  • Lose your ability to store huggers and place resin holes, Instead generate an egg every 30 seconds and gain stronger pheromones equivalent to a praetorian in strength.
Abilities: Description:
Order Construction
Orders the construction of a hive structure to be built.

Costs 500 plasma.

Emit pheromones.png
Strong Pheromones
Emits strong level pheromones equivalent to the praetorian in strength.
Plant purple sac.png
Plant Resin Node
Can't be planted if there is already a node on the tile. Can be removed by one slash with harm intent for re-plant.

Costs 75 plasma.

Retrieve Egg.png
Retrieve Egg
Allows you to retrieve eggs with your middle mouse button.

Note you can hold 7 eggs.

Generate Egg.png
Generate Egg
Can generate an egg every 30 seconds at the cost of depleting most of it's plasma reserve.

Costs 400 plasma

Carrier Tactics

  • 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.
  • 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.
  • Facehuggers are capable of ripping off headgear on their own, and once viced to a Marine's face, nothing will pry them off. A facehugged Marine is as good as infected.
  • 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. Sentinels and Runners are two obvious candidates, but Spitters and Lurkers can do in a pinch.
  • You will need a 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 Drones are up to date with the latest engagements so eggs are always close to the front.
  • Your facehuggers are useless against tallhosts that are already infected. As such, you should be careful when dealing with those hosts.
  • Resin holes can easily be used as the Alien 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.
  • As noted before, facehuggers will be stunned for 10 seconds after landing, 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.
  • You can also hide resin holes or even eggs under debris such as metal. Due to the massive amount of stuff on the ground, a marine is extremely unlikely to notice it unless they are specifically looking for your devious trap.

Carrier Stats

Tier 16
Tier 15
Tier 14
Tier 13
Tier 12
Tier 11
Tier 10
Tier 9
Tier 8
Tier 7
Tier 6
Tier 5
Tier 4
Tier 3
Tier 2
Tier 1
Health Lower Melee Upper Melee Plasma Plasma Regeneration Armor Explosive Resistance Speed Evasion

You can learn more about alien stats here.