TGMC:Hivelord

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TGMC is a project based on the CM-SS13 codebase.


UNDEFINED XENO
HivelordTGMC.png
Hivelord

Difficulty: Easy
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Weed the colony, build the hive, construct tunnels, and assemble resin hell maze.
Guides: no separate guides
Quote: "I spent 500 points of quickbuild drawing a bunch of sticky resin amogi on the map... what do you mean why? Isn't it obvious?"


Statistics and Evolution Path

The Hivelord is a Tier 2 and can evolve to other Tier 3 xenomorphs provided there are Tier 2 slots.

  • Slash is the melee damage when the xenomorph is in harm intent and slashing marine. In the code, it's melee_damage.
  • Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values, not hard armor, which means that they reduce damage by a percentage rather than a flat value.
  • Speed is calculated inversely, meaning the lower speed value you have, the faster you are. Xenomorphs are always running, meaning they have a -1.0 boost added to their base speed. (Chart displays running speed)
  • Pheromone Strength determines how powerful some activities will be, such as pheromones themselves, as well as using abilities that heal.
Health Plasma Slash Intent Harm.png Speed Resin Walker Speed Melee Bullet Laser Energy Bomb Bio Fire Acid Pheromone Strength
Base 350 2400 20 -0.9 -2.4 30 30 30 30 0 20 30 20 3.0x

The Hivelord

You are the Supreme Builder of the hive. Compare to the virgin combat drone, you are a chad, master of the robust resin. You construct in your infinite autism (or stupidity) to ensure that xenomorphs have map control over the marines.

Playing the Hivelord

As the Hivelord, your duties remain similar to those of a Drone:

  • Weeding areas like no tomorrow
  • Planting weed behind xenomorphs' push so that they can retreat faster
  • Healing wounded xenomorphs
  • Annoying marines by stinging them with larval accelerator
  • Cocooning marines for psychic points
  • Making resin walls far FOB to make marines cry when they can't gun-ho
  • Building resin walls near FOB to let xenomorphs rest
  • Emitting Pheromones for your sisters
  • Farting out sticky resin to slow marines down

However, compared to a drone, your new profounded abilites to wrap the map to your design bring new expectations from you:

  • Using your healing beam to heal both health and sunder of hurt xenomorphs
  • Avoiding being a bigger and faster combat drone
  • Placing jelly pods to soft-counter flamers
  • Extinguishing fire with acid wells
  • Digging tunnels to flank marines and increasing QoL for xenomorphs
  • Decreasing firing lanes with resin walls that you can build IN FRONT OF YOU
  • Spitting weaker sticky resin to slow and anger marines that are chasing you
  • Protecting the silos
  • Specifically making resin patterns that counter flamers (it's resin wall, resin door, resin wall)

You are the weed master. You and the hive rely on weed. If you're somewhere without weeds, you should plant them as efficiently as possible since due to your extreme movement speed slowdown off of weeds. Weeds spread from a resin sac to form a 7x7 square minus the 4 corner tiles. If you see any hint of a marine, and you aren't already on a substantial amount of weeds, run away while spitting sticky resin if you have to. You're too slow to do anything other than die when you're off them.

Resin walls are your friends. Use singular pillars of resin to provide the faster CQC caste,(Runner, Hunter, Ravager, Warrior, Defender) a place to not only protect themselves from Marine fire but also provide them with a place to draw them into melee. Remember to place jelly pods when able, they are a major asset to the hive in the form of fire protection, allowing runners and other melee classes to take it to the flame-thrower wielding specialist. Just keep in mind, if you do a "Killer Pillar" type of defense, your lowering the effectiveness of the Boiler, Crusher, And Bull, so keep that in mind while your building.

You are THE hive's healer. The Shrike and Hivemind have very fast heals on a very long cooldown, the Drone and Queen have weak heals with short cooldowns, and the Gorger can burn their blood resource to occasionally heal, but your psychic healing beam is the only ability that can heal sunder off of other xenos, and the increase to regeneration it gives is like having a Drone follow someone around to repeatedly use their acid salve. You can keep it active on two xenos at once.

Your thick resin walls are much stronger than the walls the queen or drone can build, and you are able to build in a 1 tile radius around you unlike the drone. Your Resin Walker ability lets you move quickly on weeds, allowing you to quickly move in and out of fire lines to build walls, pushing up on marine firing lines, or to slow down marine pushes.

Using your dig tunnel ability, you can create links to virtually any tile on the map that operate as fast travel points. Tunnels connect xenomorphs to endangered silos. All silos have tunnels, and when they are endangered, it is expected to reach the silos ASAP.


When marines are pushing into the hive, make sure to toggle your Hivelord Speed, and flank them to discourage rushing. You are integral in your ability to rebuild recently destroyed defenses, and sticky resin fields. The more you build, the more you destroy the marines morale.

Hivelord Abilities

Ability Description Plasma Cost Cooldown
Bumpattacktoggle.gif
Toggle Bump Attacks
Allows you to toggle bump attacks on and off. This allows you to slash any enemy creature by running into them. The red arrow means it's on, you attack when on HARM intent; the green arrow means it's off, you push when on HARM intent. N/A N/A
Resting.png
Rest
Used to rest and get up. You heal faster when resting on weeds. N/A 2 seconds
TGMC Headbite.png
Psy Drain
This ability is used on dead Marines. For every Marine's psyche drained, the Hive will gain between 30 and 90 psychic points, depending on the number of Marines spawned; and 1/8 of a larva. 50 N/A
Regurgitate.png
Cocoon
Devour your victim to cocoon it, then expel the contents of your stomach onto your tile after 3 seconds. Any Marine in a cocoon is still able to be revived, but the cocoon will give psychic points for 5 minutes. Yields between 1 and 5 psychic points per 5 seconds, depending on the number of spawned Marines. 100 N/A
Corrosive acid.png
Corrosive Acid
Expels acid onto an object or wall, destroying it after a while. If used on wall, a hole will appear after some time. Small xenos can climb through, large xenos can break the wall with the hole on it open. CTRL + click to interact with the acid hole.

During the prep phase, all xenomorphs with this ability get strong acid.

[Acid Strength by Caste]
Drone Drone and Sentinel Sentinel, and Scorpion Scorpion have the weakest acid. Takes 8 minutes to melt a hole in a regular wall. Cannot be used on reinforced walls.
Hivelord Hivelord, Shrike Shrike, Spitter Spitter, and Praetorian Praetorian have common acid. Takes 3 minutes to melt a hole in a regular wall. Cannot be used on reinforced walls.
Boiler Boiler, Primordial Hivelord Hivelord, Queen Queen, and King King have the strongest acid. Takes 1.5 minutes to melt a hole in any type of wall.
75 if caste has weak acid;

100 for medium and strong acid

N/A
Resin trap.png
Place acid well
Place an acid well that can put out fires when a xenomorph steps on the acid well. You can refill it by clicking on the well. Careful, because they emit light, and even more as it's filled. 500 20 seconds
Plant weeds.gif
Plant Weeds
Plants a resin weed node, which will start growing resin weeds in a 3-tile radius that allows xenomorphs to heal and restore plasma while on top of the tile.

Right-clicking the ability icon will allow you to select different types of weeds to plant. Placing a weed node on top of another will replace that weed node with the new type. During the prep phase, plasma cost to place a weed node is halved.

[Weed Types]
TGMC base weed.gif Default, does nothing extraordinary. Costs 75 plasma.
TGMC Resting weed.gif Boosts health and plasma regeneration by 20%, and doubles sunder recovery for any xenos resting on them. Costs 150 plasma.
TGMC Sticky weed.gif Slows humans and vehicles a small amount, can stack with sticky resin. Costs 225 plasma.
75-225 N/A
Secrete resin.gif
Secrete Resin
Builds structures, which can be chosen by clicking on the ability while it's active. More in Guide to resin construction
Resin Buildings:
Resin wall.png Resin Walls regenerate their own health. Starting at 150 HP, they restore 3 HP every 5 seconds, with a maximum of 300. Also reduces incoming bullet damage by 60%. 75 Plasma
Sticky resin.png Sticky Resin slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds. 50 Plasma
Resin door.png Resin Doors block movement for non-xenomorph mobs. Has 100 HP. 150 Plasma
50-150 N/A
Emit pheromones.png
Emit Pheromones
Toggles your pheromones, allowing you to select Recovery, Warding, or Frenzy. You only emit one at a time, and you can see which pheromones you are effected by in the Status tab. Emitting pheromones uses 5 plasma every regeneration tick. Strength of pheromones is tied to caste and increases the effects. More at Xenomorph Mechanics.
[Pheromone Types]

TGMC recovery phenomones.png Recovery: Accelerates healing and sunder regeneration for resting xenos, increases the amount healed from healing abilities, and increases plasma regeneration. Allows for healing after taking damage without having to wait 10 seconds.
TGMC warding phenomones.png Warding: Increases soft armor in all areas for each level.
TGMC frenzy phenomones.png Frenzy: Decreases movement slowdown by 0.6 for each level.

[Pheromone Strength by Caste]
Drone
Carrier Defiler Hivelord Shrike Tgmc hivemind materialisation.gif Praetorian King Queen and Pheromone Towers
Drone - 2.0 Carrier - 2.5

Defiler - 2.6,

Hivelord - 3.0, Shrike - 3.0, Hivemind - 4.0, Praetorian - 4.5, King - 4.5 Queen and Pheromone Towers - 5.0

N/A N/A
Transfer Plasma.png
Transfer Plasma
Transfers your plasma to a fellow xenomorph, giving them up to 200 plasma. 0-200 N/A
Gut.png
Create Resin Jelly
Places Resin Jelly in your active hand, which can be used on yourself or other xeno castes for a 15-second protection from fire. 100 45 sec
Healbeam.png
Healing Infusion
Quickly regenerates health and reduces sunder on a single target, even off of weeds. No upfront healing, but casts instantly, applying the buff for a fixed duration. 200 12.5 seconds
Build tunnel.png
Dig Tunnel
This allows you to create a quick method of travel between two points on the map. This allows the hivelord to create a secondary hive escape point, or even quick routes to the front lines. 200 120 seconds
Xeno spit.png
Resin Spit
Allows you to spit a sticky resin at range that places a thin sticky resin at the target. Direct hits on living targets inflict stagger and slowdown, and drain 20 stamina from organic ones. 50 N/A
Jelly pod.png
Place Resin Jelly pod
Place down a dispenser that allows xenos to retrieve fireproof jelly. 500 1 minute
Hivelord Speed.png
Resin Walker
This allows you to move faster when on resin, allowing you to defend the hive more effectively. 50 per tile N/A
TGMC-recycle.png
Recycle
Deconstruct the body of a fellow fallen xenomorph to avoid marines from harvesting our sisters in arms. 750 N/A
TGMC Qm blessing.png
Open Blessings Menu
Opens the Queen Mothers Blessings menu, where hive buildings and upgrades are bought. N/A N/A

Primordial Evolution

Once the hive has enough psychic points, your queen has the option to unlock powerful primordial evolutions for each strain. Primordial evolutions grant additional abilities for the relevant class.
For the Hivelord, this primordial ability is being a botanist.

The Hivelord is also granted strong acid.

Ability Description Plasma Cost Cooldown
Resin trap.png
Sow
Upon reaching primordial, hivelords will be able to sow support plants for their team.
Fruits:
TGMC drone life fruit.png Life Fruit: Restores the xeno's health, scales with max health so it's much more efficient on bigger xenos
TGMC drone hard fruit.png Hard Fruit: Restores the xeno's armor, again better on bigger xenos due to armor being more efficient the more max HP you have
TGMC drone power fruit.png Plasma Fruit: Restores 100% of the xeno's plasma and increases their plasma regeneration for the next 1 minutes
TGMC drone Night shade.pngNight Shade : This is the only plant that isn't consumed upon interacting, when it reaches maturity it hides all nearby xeno-structure. On top of that xenos can interact with it to use its active effect Veil, which stealths all nearby xenos for 20 seconds,. Using veil puts it on a cooldown.
500 60 seconds

Hive Structures

Through the Queen Mother's Blessings menu TGMC Qm blessing.png, advanced construction castes have the ability to make powerful static structures which provide either defense, passive support, or offensive power to the hive. These require Psionic Points to construct, which can be gathered from dead marines, or from corrupting the generators on every ground map (these start corrupted by default but can be decorrupted by marines, only a Tier 4 caste such as the Queen, King or Shrike can corrupt generators, and you cannot corrupt the generators on the Marine's ship). There are two pools of Psy points, Strategic and Tactical, with different structures requiring a different pool of points. Any source of Psy points will give 1x as Strategic, and 0.25x as Tactical

Structure Description Psy Point Cost


TGMC xeno silo.png
Silo
A writhing spawning pod that slowly generates larva over time. Silos serve as anchor points for the xenomorph hivemind; without them, the network begins to collapse under strain. The hive will require a silo 15 minutes after the shutters drop, and will suffer an orphan hivemind failure if there is no silo for 5 minutes after this point. 800
TGMC xeno evotower.png
Evolution Tower
A complex nerve tower that preemptively simulates evolution paths, preparing xenomorphs for their next evolution stage at an accelerated rate. Each tower increases the rate of evolution point gain by 1.25 times per tower, and can be repeated with multiple towers. 300
TGMC xeno maturitytower.png
Psychic Relay
A complex biological tower that strengthens the psychic capacity of the hivemind, increasing the amount of Tier 2 and Tier 3 slots by 2 and 1 respectively. Multiple towers can be constructed. 300
TGMC-Xeno Icon.png
Primo Tier X
Buy primordial abilities for a tier. Any xeno of selected tier now or in the future now can grow past ancient to primordial, gaining access to powerful abilities. Available for each tier 1-4. 600
Structure Description Psy Point Cost
TGMC xeno acidturret.png
Acid Turret
An independently targeting turret that fires highly caustic acid globs. Cannot be placed within 6 tiles of another turret, near shutters or fog. 100
TGMC xeno resinturret.png
Resin Turret
An independently targeting turret that fires sticky resin globs. Deals stamina damage to targets, as well as leaving sticky resin beneath their feet. Cannot be placed within 6 tiles of another turret, near shutters or fog. 50
TGMC xeno spawner.png
Spawner
A spawning pod for the weak but numerous minion strains. The spawners will generate minions up to a point of half the total number of detected minds in local space. Each produces one minion every between 45 seconds and 3 minutes until this capacity is met. 400
TGMC Pheromonetower.gif
Pheromone Tower
An odious tower that emits valuable xenomorph pheromones over a 32 tile radius. Only can emit one type of pheromone at a time, and emits at strength 5. (Queen level). Click on the tower to change the type of pheromone that is emitted.
Pheromones:
TGMC recovery phenomones.png Accelerates healing for health and sunder.
TGMC warding phenomones.png Increases armor and accelerates sunder recovery.
TGMC frenzy phenomones.png Increases movement speed.
More about pheromones in Xenomorph Mechanics.
150
TGMC Resin Gargoyle.gif
Gargoyle
A vigilant monument that alerts the hive to any tresspassers over a 10 tile radius. Has a 30 second cooldown inbetween alerts 25
TGMC Acidpool.gif
Acid Pool
A pool of weak yet viscous acid that helps xenomorphs repair broken chitin. Any xenomorph which rests in the pool will reduce their sunder by -1 per tick. Does not speed up normal healing, and xenomorphs that do not rest will not reduce their sunder. 200

Hivelord tips & tricks

  • You are the supreme hive builder. Ensure that you build appropriate defenses for the queen, then create tunnels to the front line, and a backup base.
  • Xenos operate best in narrow, enclosed spaces. Consequently, marines operate worst in narrow, enclosed spaces. Build accordingly.
    • Here's an example of a Xeno Hive on LV-624
      Xeno Hive
  • You may be able to 1v1 a marine in a pinch, but it's best to leave the combat to the combat castes, you can help by flanking marines and distracting them before a charge from the ravagers, crushers, and other combat xenos.
  • A controversial tactic as hivelord/drone is to wall off certain areas of the map, or lanes of retreat with extremely thick resin wall fields, to force marines to give up on their attempts to break through. This maneuver is countered easily by plasma cutters and flamethrowers, but most often marines would rather find another way around..
  • If you hit a marine directly with your sticky spit. You will slow them down immediately. Use this to help you escape pursuit.
  • Multiple non fully-charged acid wells can help both slow down marine pushes, and provide fire suppression for your sisters.
  • Jelly pods can make or break sieges and pushes, make sure your fellow xenos know that jelly pods are available and where they are built.
  • Give plasma to castes that often run low, like Spitters and Carriers. Similarly, make sure you're always healing someone with your beam. The less combat castes have to fall back, the better.


TGMC
Roles

TGMC PFC Jim.png
TerraGov Marines

Ranks

Command Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot
Vehicle Crew Assault Crewman, Transport Crewman
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Doctor, Researcher
Marines Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon Combat robots, Synthetic, AI
Xenomorphs

Playtime

Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Sentinel
Tier 2 Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter
Tier 3 Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler
Tier 4 Shrike, Queen, King, Hivemind
Others Zombie, Emergency Response Teams, Sons of Mars, Survivor