Difference between revisions of "User:LordisMangis/Xenomorph"
(bunch of grammar corrections and reformatting on paragraphs. got rid of the sulfonal advice as that's ODDLY specific and not good to anyone else who may get hit by the syringes too. flamethrower is already a risk.) |
LordisMangis (talk | contribs) (→Alien VS Predator: Added information about giving back weapons and wrote more tips.) |
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* Construct cardborg helmets. They provide protection against facehuggers latching onto you and are cheaper than all the other alternatives. Hydroponics is able to mass-produce cardboard for this, or you can simply just flatten your starting resource box. | * Construct cardborg helmets. They provide protection against facehuggers latching onto you and are cheaper than all the other alternatives. Hydroponics is able to mass-produce cardboard for this, or you can simply just flatten your starting resource box. | ||
* If you have been eaten alive, you can easily break out by hitting an alien from the inside with the strongest weapon you have on hand. When it dies, you can simply move around till you burst out of it. | * If you have been eaten alive, you can easily break out by hitting an alien from the inside with the strongest weapon you have on hand. When it dies, you can simply move around till you burst out of it. | ||
* Weld ventilation shafts and scrubbers. They are the quickest way for a Xenomorph to transport around the station without exposing themselves. Force them to get out of hiding! | * Weld ventilation shafts and scrubbers. They are the quickest way for a Xenomorph to transport around the station without exposing themselves. Force them to get out of hiding! | ||
* Only fight at a range. Going up close and personal to a Xenomorph will always lead to you getting disarmed and dragged off unless you have stamina regenerating stimulants. | * Only fight at a range. Going up close and personal to a Xenomorph will always lead to you getting disarmed and dragged off unless you have stamina regenerating stimulants. | ||
* [[ERT]]s are your friends! Calling one when the situation gets rough is always a good idea. | |||
* Call out locations of spotted Xenomorphs to help in tracking down their nest. | |||
* As a [[Warden]] or [[Head of Security]], opening the armoury and arming the crew with its weapons will give you a manpower on par with, or potentially bigger than the Xenomorphs. | |||
* As a [[Scientist]], you can construct and distribute [[Flamethrower|flamethrowers]] to the crew. Make sure to aim while using them though, since it's a pain both for you, your fellow crew and the Xenomorphs to be on fire. | |||
* As a [[Roboticist]], constructing combat mechs should be your first and upmost priority. The ZFI Immolation Beam Gun and CH-LC "Solaris" Laser Cannon are your best bets against the alien menace. | |||
* As a [[Cargo Technician]] or [[Quartermaster]], you can order bulk amounts of laser weaponry, EVA gear, and Incendiary Weapons crates. Lasers cause additional damage to Xenos while being easily rechargeable for repeated use, while space suits and helmets will allow you to even the battlefield if aliens start spacing parts of the station. Incendiary Weapons crates contain flamethrowers and firebombs in case Science did not prepare them. | |||
* As a member of the [[Medical]] team, you should prioritize removing embryos out of patients and preparing spare cybernetic organs or [[Cloning]] for the eventual chestbursted crew. | |||
After every Xeno alien has been wiped from the face of your station, you should be ready to deposit your weapons back to [[Security]], as roleplaying rules are still in full effect! | |||
{{JobsTable}} | {{JobsTable}} | ||
[[Category:Game Modes]][[Category:Guides]][[Category:Jobs]] | [[Category:Game Modes]][[Category:Guides]][[Category:Jobs]] |
Revision as of 08:30, 17 February 2024
Superiors: The Queen
Difficulty: Medium
Guides: Guide to Combat
Access: Any non-welded vent and anything you can pry open or melt with acid.
Duties: Protect the queen, build the nest, multiply.
Departmental Head
Unknown
Abductor • | Ash Walker • | Blob • | Changeling • | Contractor • | Construct • | Cultist • | Guardian • | Lavaland Elite • | Malfunctioning AI • | Mindflayer • | Morph • | Nuclear Agent • | Pulse Demon • | Revenant • | Revolutionary • | Shadow Demon • | Slaughter Demon • | Syndicate Researcher • | Terror Spider • | Traitor • | Vampire • | Wizard • | Xenomorph • | Zombie |
Combat • | Death • | Hacking • | Traitor Items • | Agent Items • | Crafting • | High-Risk Items • | E-maggable objects • | C-maggable objects • | Martial Arts |
Xenomorphs are a hostile and extremely intelligent extraterrestrial species who follow the will of a singular Xeno Queen and are bound together by a hivemind. They may evolve into various castes, granting them various abilities and specialisations within the hive. Queens are responsible for their continual reproduction, as she can lay eggs hatching facehuggers who can latch onto and inject a parasitic larva into a living host, eventually growing big enough to burst out of their chest. Instances of singular larvae sneaking into a station's vents are rare, but due to Plasma being their main source of power, it's important to stay cautious.
They have shown to easily wipe out entire crews with their agility and wit, making them just another hive that will continue to spread the infection.
Beginning Your Infestation
Aliens can arrive onto the station in different ways. The most common way is to have them rolled for a major midround role. Two alien larvae will spawn, four if there are 80 players or more connected to the server. These larvae spawn near vent ducts, and are set to be 80% through their evolution cycle. Their presence will be announced to the crew about 13 to 15 minutes after their arrival.
Alien Reproduction
As with all other species, Xenomorphs require a way to reproduce in order to not remain a singular member species. It's an extremely unusual process for most, as it requires a member of a species different than the Xenomorph. Their reproduction involves implanting lethal parasites inside a host for them to then chestburst out of the body. Many face trauma from such an experience, even if the parasite is removed prematurely, so it's best that proper safety measures are applied during a Xenomorph invasion on the station.
Facehugger
The crucial aspect of Xenomorph reproduction is the facehugger, hatched from the alien eggs planted by the Queen. It is a parasitic appendage that attaches to the faces of living hosts, rendering them blind, causing them to mumble their words, and knocking them down to the floor for 14 seconds. After this, it implants an alien embryo inside the host before curling up into a ball and dying. Xenomorphs typically use facehuggers by either throwing them at potential hosts or pulling them into large piles of facehuggers.
They are sensitive to fire and temperature changes, and will die immediately in rooms above 300 kelvin. Their latching abilities may be easily countered by appropriate headgear, with them being:
Alien Embryo
The next steps of the Xenomorph reproduction process happen inside the chest of the host. An alien embryo that was injected with the help of a facehugger begins to slowly grow about every 70 seconds, with the time slightly varying between each growth stage. The host will begin to turn sickly, experiencing a whooping cough and frantically sneezing, weakening the body further as the parasite matures. The maturing embryo will grow regardless of whether the host is dead or alive. When the embryo matures fully, it will turn into a larva, flooding the host with massive amounts of toxins and then proceeding to burst out of their chest.
This kills the host instantly by ejecting all of their organs onto the ground, but can be prevented if their chest is already open through surgical means. The only way to rid the host of the parasite is by performing Internal Organ Manipulation surgery, which will kill it. Xenomorphs and medical HUDs are able to identify infected individuals, but only Xenomorphs and medical analyzers can tell the current stage of the infection.
Alien Evolution
With each passing generation, Xenomorphs strafe further from their facehugger ancestors. They begin to feel a strong connection to their hivemind and Plasma after being born as Larvae. Developing speech, heightened intelligence, night vision, and various other complex abilities. Their evolutionary cycles split into various castes, with some developing very situational skills and physical appearance.
Their main power on their path towards evolutionary greatness comes from Plasma, which they can then deplete either by evolving or using their abilities. Plasma's flammability makes them susceptible to damage from flames and heat sources, which they instinctively avoid like plague. Queens are the highest evolution and caste that is possible for the Xenomorphs to reach, making them matriarchs of their respected hives.
Larva
The most petite form of the predatory aliens that can be squished with a well-placed stomp makes all the horror stories about the Xenomorphs seem like deranged myths. Comparable to a snake in size and shape, all they are currently capable of is biting someone's shins. Despite their cute appearance, they should not be underestimated, for they are only a few generations away from turning into beasts out of nightmares.
After nearly 4 minutes of growing, they can evolve into a higher caste. They are able to speed up this process by biting into alive humanoids and animals to feast on their flesh for strength and by standing on alien weeds. The scales on their bodies change colour depending on how close they are to evolving, ranging from a salmon orange to a crimson red. Due to their small size, bodies, flags, potted plants, tables, and ventilation shafts become their natural covers. They are able to hold a reservoir of 100 Plasma on them.
- Larva scale color midway through their growth.
- Larva scale color mere seconds from evolution.
Castes
Outgrowing the larval stage of their development, Xenomorphs now have multiple limbs, a strong armoured chitin with sharp, flesh-tearing claws that make them a terrifying threat, a large stomach that can temporarily hold any prey for easier transportation, and Herculean strength that allows them to pry open doors! The differences between each caste make them all vary in their role in the hive, some being protectors of their hive while others being quick and valiant hunters. Their new appendages provide them with more ways to manipulate objects, making them a big danger in sensitive areas of the station while also letting them show off more complex moves in combat.
Help - Nuzzles creatures, which helps your fellow Xenomorphs lose immobilizing effects faster!
Stun - Deals 30 stamina damage and knocks down for 10 seconds.
Harm - Slashes a target for 20 brute damage.
Hunter
Stealthy predators tasked with acquiring fresh new hosts to expand the hive. Their physical build sacrifices the weight and strength of their chitin for speed, making them the weakest and quickest caste of the three. Experts in stealth, they are almost invisible to the naked eye when stalking their prey, using dimly lit areas to their advantage. When they are ready to strike, they pounce on their targets, knocking them down and hastily taking them back to the hive. Their Plasma reservoir starts at 100, with a maximum capacity of 150.
Sentinel
The muscles of the hive meant to keep intruders out and act as the Queen's own bodyguards, with chitin that is close to being as dense as hers. They possess better combat knowledge and abilities, being able to secrete extremely corrosive acid and neurotoxins inside their stomachs to spit out at their attackers. Sharing Plasma is common among them, since each spit nearly depletes plenty of their Plasma reserve. Their Plasma reservoir starts at 100, with a maximum capacity of 250.
Drone
The hardworking builders of the hive, making sure there is plenty of protection in their sweet home. Evolving into this form, they are flooded with interior design and engineering information, allowing them to create a variety of structures using the resin that forms in their stomachs. Those range from walls and nest beds to even doors! They are important to keeping the hive afloat, as manoeuvring along countless defences significantly slows down attackers.
With enough Plasma in their supply, they may even evolve into a Queen if the hive doesn't already have one, making them the most important caste for starting hives. Their Plasma reservoir starts at 200, with a maximum capacity of 500.
Queen
The fabled singular matriarch of the hive. She's considered the ruler by all Xenomorphs below her, giving out commands to her loyal servants. Able to do virtually anything which the castes below her can, her only weakness is her heavy armor restricting her movement and ability to crawl inside ventilation shafts. She gives life to facehuggers by planting eggs that hatch them, letting her hunters use them to bring more Xenomorphs under her wing. Her Plasma reservoir starts at 200 with a maximum capacity of 500.
Being an Alien
Kickstarting Your Hive
You and your kin are inside an Unknown station's ventilation ducts, but you are just meek Larvae waiting to evolve and conquer it. You need to be fast to spread your numbers as much as possible, but also stealthy as to not get caught off-guard during a time of weakness. How do you do it all? It's rather simple:
- Do not go out during the Larva stage. You can be easily spotted, leaving the station on high alert in order to catch your remaining brethren. It's best for you to wait it out until you are able to evolve.
- Pick a quiet place for your hive. Maintenance areas with no cameras or ones you can easily destroy are favorable spots to choose. An incorrect hive placement will ensure getting found out early and wiped quickly.
- Get a Queen ASAP! Drones are the only caste that are able to evolve into a Queen, who is necessary for the creation of facehuggers. Without the Queen or facehuggers, it's impossible for your hive to grow in size.
- Place plenty of resin nests around the hive. Hosts who have been buckled into them will be unable to resist themselves out of for a lengthy time, which gives plenty of opportunity for the parasite inside them to grow.
- Hunt with the use of facehuggers. Facehuggers apply plenty of negative effects to their wearer, making it easier for you to take your prey back to the nest!
- Remove suit sensors from hosts to prevent anyone tracking down your hive.
Growing Your Hive
You and your fellow Xenos have prevailed for quite some time, but now the crew is well aware of your mischief and is fighting back! You are to stay strong and as witty as ever to defend against piles of mechs, lasers, and every man under the sun that will come crashing down your newfound home in this cold galaxy. There are many tricks you can use to aid you, like:
- Plant Alien Weeds everywhere! They let you regenerate health and Plasma if you stand on them, so the more the better. They can also be a distraction, as crew will take their time to destroy the nodes.
- Disarm as much as you can. It deals an insane amount of stamina damage, letting you easily take down attackers and place them inside your hive. If you can't do that, you may use it to steal their weapons instead.
- Raid vital areas of the station. Consider places like Medbay, and Science as targets to pick towards your expansion efforts.
- Surround mechs if they are in an open area, as it lets you easily overpower them with your sheer numbers.
- Replace regular doors with resin substitutes. It will prevent anyone but Xenomorphs from accessing that door, which saves you time in having to pry it open and closed.
- Break lights and light sources. You have an incredible advantage in the dark due to possessing night vision, allowing for surprise attacks.
- Create breaches into space. Due to being space proof and lacking the need to breathe, space is practically your home! Use it to force hostiles into getting space suits.
- Melt walls with acid to suit the environment to your needs. This is where Drones can shine their construction skills, as intricate labyrinths can make it so much harder to face you.
Alien VS Predator
NOTE: Do not, under any circumstances, mess with atmospherics to hinder Xenomorphs. YOU WILL GET BANNED.
As a crewmember, it's your duty to take down the alien infestation on your station without letting it spread further to Nanotrasen stations. The shuttle will not leave until the threat is dead. Dealing with Xenomorphs isn't just about running into maintenance with a welder and a helmet. They can easily tear apart or impregnate unprepared attackers, which only makes things worse for the station.
Just staying in your department and doing your job can be more of a help in wiping them out than picking up a weapon. Before you do anything, confirm their presence. Preparing for a threat that doesn't exist will cause massive chaos, so make sure to only trust Security's or Command's words. If you have valid information about their existence, here are some tips to avoid becoming a new host for these monsters:
- Always stay in a group. You don't want to know how many people have died a lonely-chest bursting death due to not getting anyone to watch their back if a Xenomorph does come around the corner.
- Construct cardborg helmets. They provide protection against facehuggers latching onto you and are cheaper than all the other alternatives. Hydroponics is able to mass-produce cardboard for this, or you can simply just flatten your starting resource box.
- If you have been eaten alive, you can easily break out by hitting an alien from the inside with the strongest weapon you have on hand. When it dies, you can simply move around till you burst out of it.
- Weld ventilation shafts and scrubbers. They are the quickest way for a Xenomorph to transport around the station without exposing themselves. Force them to get out of hiding!
- Only fight at a range. Going up close and personal to a Xenomorph will always lead to you getting disarmed and dragged off unless you have stamina regenerating stimulants.
- ERTs are your friends! Calling one when the situation gets rough is always a good idea.
- Call out locations of spotted Xenomorphs to help in tracking down their nest.
- As a Warden or Head of Security, opening the armoury and arming the crew with its weapons will give you a manpower on par with, or potentially bigger than the Xenomorphs.
- As a Scientist, you can construct and distribute flamethrowers to the crew. Make sure to aim while using them though, since it's a pain both for you, your fellow crew and the Xenomorphs to be on fire.
- As a Roboticist, constructing combat mechs should be your first and upmost priority. The ZFI Immolation Beam Gun and CH-LC "Solaris" Laser Cannon are your best bets against the alien menace.
- As a Cargo Technician or Quartermaster, you can order bulk amounts of laser weaponry, EVA gear, and Incendiary Weapons crates. Lasers cause additional damage to Xenos while being easily rechargeable for repeated use, while space suits and helmets will allow you to even the battlefield if aliens start spacing parts of the station. Incendiary Weapons crates contain flamethrowers and firebombs in case Science did not prepare them.
- As a member of the Medical team, you should prioritize removing embryos out of patients and preparing spare cybernetic organs or Cloning for the eventual chestbursted crew.
After every Xeno alien has been wiped from the face of your station, you should be ready to deposit your weapons back to Security, as roleplaying rules are still in full effect!