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Support XENO
Difficulty: Hard
Superior: The Queen
Duties: Be the psychic support of the hive, become queen when the previous one runs headfirst into a missile.
Guides: N/A
Quote: "Oh boy, here I go flinging nades back to marines again."

The Shrike

The shrike is one of the few xenomorphs that have harnessed telekinesis to defeat the marines, but with this great power comes with great responsibility. With such psychic abilties, you are also tasked to lead the hive with and without a queen. Since you are not queen, you are not as heavy as the queen, so you cannot withstand much damage from marines; in fact, you can get stunned by shotguns and mateba. You are a support caste and should not be spearheading the xeno charge. However, your fling does provide a good stun against one marine, making you an excellent duelist.

If the Queen and Shrike die, then the hive will be orphaned and collapse within 2 minutes. If there is no Queen or Shrike in that time period, there will be a marine major.

Using the Force for Offense

So, seems that you have become the shrike, but what do you do now?

First steps:

  • Turn on your pheromones to either recovery, a typically non-combat pheromone, or the warding and frenzy pheromones which increase combat performance of you and your fellow xenos
  • Use your Call Burrowed ability regularily, as it allows dead players to respawn at your feet as burrowed larva. Use only while you are safe as larva can easily die

Now that thats done, what should I be doing? Go help support your fellow xenos at the front line with healing and through the use of your abilities "Fling" and "Devastating Force". As you are more of a support caste marines will be especially eager to kill you. Do note you should not try to take on marines on your own, as you do not do much damage and your abilities are perfect for opening opportunities for your allies.

Maturity Statistics and Evolution Paths

The Shrike is a Tier 3 and can evolve into a queen if there are more than 8 xenos in the hive.

Maturity increases stats as follows.

  • 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.
Age Health Plasma Slash Melee Bullet Laser Energy Bomb Bio Rad Fire Acid
Young 325 750 20 30 30 30 30 60 10 10 30 10
Mature 350 850 20 35 35 35 35 60 15 15 35 15
Elder 375 900 23 40 40 40 40 60 18 18 40 18
Ancient 400 925 23 45 45 45 45 60 23 23 45 23

Shrike Abilities

Ability Description Plasma Cost Cooldown
Toggle Bump Attacks
This ability allows you to toggle bump attacks on and off. If for some reason you want to avoid them, toggle this off. The red arrow means it's on; the green arrow means it's off. N/A N/A
This ability is used to rest and get up. You will heal only when resting on weeds and will also regenerate plasma faster. Easy N/A
TGMC Headbite.png
Psychic Drain
This ability is executed on dead marines. Every dead marines psyhic drained will give 60 psychic points and 1/8 of a larva. 100 Easy
Corrosive acid.png
Corrosive Acid
Lets you expel acid from your body onto any structure/object you are able to. Shrike acid is medium strength, stronger than a Sentinel's but still weaker than a Boiler's or Queen's acid. Easy 75
Resin trap.png
Place acid well
Place an acid well that can put out fires when a xenomorph steps on the acid well. Easy 75
Plant weeds.png
Plant Weeds
Can only be placed on a tile that does not already have a resin sac, and cannot be placed on rock, grass, or catwalks. Easy 75
Lay egg.png
Lay Egg
Makes you lay a hugger egg. Easy 400
Call Of the Burrowed.png
Call of the Burrowed
Sends a ping to all ghosts allowing them to join the xeno team as burrowed larva that will spawn on you. Do not use near combat or the new larva can easily die Easy N/A
Resin wall.png
Choose Resin Structure
Click to choose which resin structure you wish to build with Secrete Resin. It will always default to Resin Wall upon evolution. Easy N/A
Secrete resin.png
Secrete Resin
Builds whatever resin structure you have chosen in Choose Resin Structure on your hotbar, on your current tile. Easy 75
Heal xeno.png
Psychic cure
Allows you to heal xenomorphs from up to three tiles away on a one minute recharge. Easy 200
Psychic whisper.png
Psychic Whisper
Allows you to bully captured hosts telepathically Easy N/A
Drone sting.png
Larval Growth sting
Begins a 3-part channel that injects larval serum into a target, speeding up a larvas growth. (Overdosing causes oxygen damage) Easy N/A
Psychic Fling
Use on a human or item on the floor to use psychic powers to launch it 5 tiles away from you Hard 100
Unrelenting Force
Launches all humans and items in a 3x3 square in front of you away from you (Works only in the cardinal directions, not diagonally). Hard 0
Emit pheromones.png
Emit Pheromones
Emit one of the three Pheromones. The Shrike has some of the most powerful Pheromones available to the hive. Your pheromones will grow stronger as you mature. Easy 30*
Rally hive.png
Rally Hive
allies the hive to a congregate at a target location, along with an arrow pointer. Gives the Hive your current health status. 60 second cooldown. Easy N/A

Tips & Tricks

  • Don't tank shots, you are meant as a support caste.
  • Open up duels with a fling instead of screech. If you fling first, you can further stun them with a screech, and when screech is used, your fling is ready to go to further stunlock the marine.
  • Aim for arms in duels. You can easily decrease the marine's capability to duel you when they have a fractured arm. Marines can't use shotgun if not wielded. If they have a pistol or submachine gun, then you will have to break both arms to prevent them from using the weapons.
  • Use your screech to fling marines' nades back at them; you are the only xenomorph that can do this.
  • Use help intent to help shuffle behind marines, turn around to face marines' back, and screech. Watch as they get pushed to a group of xenomorphs.
  • Sometimes it's better to save psychic cure to save sisters that get into trouble than waste it for a quick heal

Job Positions

TGMC Command Captain, Field Commander, Staff Officer, Pilot Officer
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Officer
Marines Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison, Researcher
Special Synthetic, AI
Xenomorphs Tier 0 Larva
Tier 1 Drone, Defender, Runner, Sentinel
Tier 2 Carrier, Hivelord, Warrior, Hunter, Wraith, Bull, Spitter
Tier 3 Praetorian, Crusher, Ravager, Boiler, Defiler
Tier 4 Queen, King, Shrike, Hivemind
Others Emergency Response Team, Survivor