Difference between revisions of "TGMC:Warrior"

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|duties = Punch humans to death, toss them into harm's way
 
|duties = Punch humans to death, toss them into harm's way
 
|guides = This page
 
|guides = This page
|quote = "ORA! ORAORAORAORAORAORAORAORAORAORAORAORA!"
+
|quote = "Young Warrior(312) has grabbed you by the neck! Young Warrior(312) has punched you in the groin!x9"
 
}}
 
}}
 
<br>
 
<br>
 +
 +
=Statistics and Evolution Path=
 +
The Warrior 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)
 +
 +
{| class="wikitable" || style="text-align: center; border:2px solid #cc6600;"
 +
|-
 +
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Health</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Plasma</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Slash [[File:Intent_Harm.png]] </b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Standard Speed</b> ||style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Max Agility Speed </b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Melee</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bullet</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Laser</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Energy</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bomb</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bio</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" |<b>Fire</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Acid</b>
 +
|- style="border:2px solid #cc6600;"
 +
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Base</b> || 350 || 100 || 20 || -1.5 || -2.1 || 40 || 55 || 55 || 40 || 20 || 50 || 55 || 50
 +
|}
 +
 
=The Warrior=
 
=The Warrior=
  
Line 26: Line 41:
  
 
Agility - E, Lunge - F, Punch - R, Fling - Z, Toss - C.
 
Agility - E, Lunge - F, Punch - R, Fling - Z, Toss - C.
</div>F
+
</div></div>You cannot deal with a single marine if they have their friends aiming their gun at you. To help you and your xenomorphs to destroy marines, you must remove each individual marines away from their group. And this is what you're good at!
</div>
+
 
 +
==== The primary responsibilities: ====
  
The primary responsbility of Warrior is to displace marines. What that means is:
+
* Displace marines.
*Separating a marine away from their group
+
* Starve them of their medications.
*Ensuring that marine squad have little to no chance to saving their separated marine friend
+
* Kill lonely ones.
*Preventing marines from having firing lane to shoot xenomorphs away from their friend
 
*Being the obstacle that stop a marine from getting back to their friends
 
  
The combo for warrior is simple:
+
==== Displacing marines ====
*Toggle '''Agility''' to run in four legs
+
*Toss a marine to you friendly xeno gang. '''Lunge -> Grapple Toss'''
*Untoggle '''Agility''' to prepare for lunge
+
*Fling running marines away from safety. '''Agility -> Run in front -> Agility -> Fling'''
*'''Lunge''' to grab marine
+
*Toss a marine from behind a barricade. '''Lunge -> Grapple Toss'''
*'''Grapple toss''' the grabbed marine AWAY from marine squad
+
*Toss a marine under KAS. '''Lunge -> Grapple Toss'''
*'''Punch''' to further separate the marine
+
*'''Punch''' a marine for additional displacement and damage.
  
You can also '''Punch''' the marine when you've grabbed them to inflict more brute damage. This is used when dueling.
+
==== Hurting and fatiguing marines ====
  
You cannot deal with a single marine if they have their friends aiming their gun at you. To help you and your xenomorphs to destroy marines, you must remove each individual marines away from their group.
+
* Break their ribs (arms/head/legs). Deals enough damage for a fracture. '''Lunge -> Attack -> Punch -> (optional attack-> ) Run away'''
 +
* Fling them into walls for bonus damage. '''Lunge -> Attack -> Punch -> Fling -> Run away'''
  
To practice your combo before marines arrive, you can use a dead cow or a dead human body.
+
==== Stalking single marines ====
 +
Aka "being robust"
 +
*Toggle '''Agility''' to run in four legs
 +
*Untoggle '''Agility''' to prepare for lunge. Range is about the screen you see.
 +
*'''Lunge''' to grab marine.
 +
*Slash. Aim for the arm or head.
 +
*'''Punch.''' Make sure to do it quickly, or the marine will break out and damage will be lower.
 +
*Slash x3 and run around.
 +
*'''Fling''' him away or in the wall. Do NOT fling towards his friendlies, run around to aim. The marine will drop his weapon.
 +
*Slash until ded.
  
 +
==== Doing it wrong ====
 +
 +
* Running around in agility, receiving more damage and forgetting to turn it off.
 +
* Resting in agility.
 +
* Coming to a marine in a agility mode.
 +
* Flinging a marine toward comrades.
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
'''Some text'''
 
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Begin
 
 
End
 
 
</div>
 
</div>
 
</div>
 
</div>
  
  
=Maturity Statistics and Evolution Paths=
+
=Warrior Abilities=
The Warrior evolves into a [[TGMC:Crusher|Crusher]] or [[TGMC:Gorger|Gorger]].
 
  
Maturity increases stats as follows.
+
{{XenomorphAbilityTable
* Slash is the melee damage when the xenomorph is in harm intent and slashing marine. In the code, it's melee_damage.
+
|List =
* 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.
+
{{ToggleBumpAttacks}}
 +
{{Rest}}
 +
{{PsyDrain}}
 +
{{Agility}}
 +
{{Lunge}}
 +
{{Grapple Toss}}
 +
{{Fling}}
 +
{{Punch}}
 +
}}
  
{| class="wikitable" || style="text-align: center; border:2px solid #cc6600;"
+
<br>
|-
 
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Age</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Health</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Plasma</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Slash </b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Melee</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bullet</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Laser</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Energy</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bomb</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bio</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Rad</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Fire</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Acid</b>
 
|- style="border:2px solid #cc6600;"
 
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Young</b>
 
| <!--HP--> 290 || <!--Plasma--> 80 || <!--Slash--> 20
 
| <!--Melee--> 30 || <!--Bullet--> 40 || <!--Laser--> 40 || <!--Energy--> 30
 
| <!--Bomb--> 60 || <!--Bio--> 36 || <!--Rad--> 36 || <!--Fire--> 40 || <!--Acid--> 36
 
|- style="border:2px solid #cc6600;"
 
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <div style="vertical-align:middle; text-align:left">[[File:Maturity1_scaled.png]]<b>Mature</b></div>
 
| <!--HP--> 310 || <!--Plasma--> 100 || <!--Slash--> 20
 
| <!--Melee--> 34 || <!--Bullet--> 45 || <!--Laser--> 45 || <!--Energy--> 34
 
| <!--Bomb--> 60 || <!--Bio--> 36 || <!--Rad--> 36 || <!--Fire--> 45 || <!--Acid--> 36
 
|- style="border:2px solid #cc6600;"
 
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <div style="vertical-align:middle; text-align:left">[[File:Maturity2_scaled.png]]<b>Elder</b></div>
 
| <!--HP--> 330 || <!--Plasma--> 115 || <!--Slash--> 23
 
| <!--Melee--> 38 || <!--Bullet--> 50 || <!--Laser--> 50 || <!--Energy--> 38
 
| <!--Bomb--> 60 || <!--Bio--> 40 || <!--Rad--> 40 || <!--Fire--> 50 || <!--Acid--> 40
 
|- style="border:2px solid #cc6600;"
 
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <div style="vertical-align:middle; text-align:left">[[File:Maturity3_scaled.png]]<b>Ancient</b></div>
 
| <!--HP--> 350 || <!--Plasma--> 120 || <!--Slash--> 23
 
| <!--Melee--> 42 || <!--Bullet--> 55 || <!--Laser--> 55 || <!--Energy--> 42
 
| <!--Bomb--> 60 || <!--Bio--> 50 || <!--Rad--> 50 || <!--Fire--> 55 || <!--Acid--> 50
 
|}
 
  
=Warrior Abilities=
+
=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.
 +
<br>
 +
For the Warrior, this primordial ability is '''Combo'''.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Ability !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Description !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Plasma Cost !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Cooldown
 
! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Ability !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Description !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Plasma Cost !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Cooldown
 
|-
 
! scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[File:bumpattacktoggle.gif|64px]]<br>Toggle Bump Attacks
 
|style="background:#312d43; color: white; border:3px solid #cc6600"|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. || style="background:#312d43; color: white; border:3px solid #cc6600"|N/A ||style="background:#312d43; color: white; border:3px solid #cc6600"| N/A
 
 
 
|-
 
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Resting.png|64px]]<br>Rest
+
! scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[File:TGMC_xeno_ability_jab.png|64px]]<br>Combo || style="background:#312d43; color: white; border:3px solid #cc6600" |Adds a new ability, Flurry, alongside access to the combo system. Flurry can be used up to 3 times in quick succession, each punch dealing 25% of your melee damage. Each charge takes 7 seconds to recover, uses 10 plasma and every use counts towards '''Empower''' <br> With the combo system, every third combat ability you cast will be an '''Empowered''' version, granting additional effects and damage.
|style="background:#312d43; color: white; border:3px solid #ff7e00"|This ability is used to rest and get up, you will heal faster when resting on weeds. ||style="background:#312d43; color: white; border:3px solid #ff7e00"| N/A || style="background:#312d43; color: white; border:3px solid #ff7e00" | N/A
 
  
 +
{| class="wikitable" style="background:#312d43; color: white; border:3px solid #cc6600"
 
|-
 
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:TGMC_Headbite.png|64px]]<br>Psychic Drain
+
|[[File:fling.png|64px]]<br>'''Fling:'''|| Briefly knocks down every marine down the path of the flung victim.
|style="background:#312d43; color: white; border:3px solid #ff7e00"|This ability is executed on dead marines. Every dead marines psyhic drained will give 60 psychic points and 1/8 of a larva. ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 100 ||style="background:#312d43; color: white; border:3px solid #ff7e00"| N/A
 
 
 
 
|-
 
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Savage off.png|64px]]<br>Agility
+
|[[File:Grapple_toss.png|64px]]<br>'''Grapple Toss:'''|| Allows you to throw twice as far.
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Drop to all fours to move faster, but lose the ability to use any other abilities until you toggle agility off.||style="background:#312d43; color: white; border:3px solid #ff7e00"| N/A || style="background:#312d43; color: white; border:3px solid #ff7e00" | N/A
 
 
 
 
|-
 
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Lunge.png|64px]]<br>Lunge
+
|[[File:TGMC_xeno_ability_jab.png|64px]]<br>'''Flurry:'''|| "Blinds" and confuses the victim for 3 seconds.
|style="background:#312d43; color: white; border:3px solid #ff7e00"|The Warrior lunges a long range to grab a target, knocking them down and putting them in their grasp. The target can resist to try and break out of your grip, but you can drag them, tackle, slash, throw, or grapple toss.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 25 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 25 seconds
 
 
 
 
|-
 
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Grapple_toss.png|64px]]<br>Grapple Toss
+
|[[File:punch.png|64px]]<br>'''Punch:'''|| Does 50% more damage.
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Throw a creature you're grappling up to 5 tiles away.||style="background:#312d43; color: white; border:3px solid #ff7e00"| Hard ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 20 seconds
 
Shared cooldown
 
 
 
with Grapple Toss
 
 
 
 
|-
 
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Fling.png|64px]]<br>Fling
+
|[[File:lunge.png|64px]]<br>'''Lunge:'''|| Does not count as an empowered cast, allowing it to be used at the beginning or end of combos.
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Knock an adjacent target flying up to 3 tiles away, leaving them disarmed and knocked down for a short period.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 18 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 20 seconds
 
Shared cooldown
 
 
 
with Fling
 
 
 
|-
 
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Punch.png|64px]]<br>Punch
 
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Strike a target up to 1 tile away, inflicting stamina damage, stagger and slowdown. Deals double damage, stagger and slowdown to grappled targets. Deals quadruple damage to structures and machinery.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 12 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 10 seconds
 
 
|}
 
|}
<br>
+
| style="background:#312d43; color: white; border:3px solid #cc6600" | 10 || style="background:#312d43; color: white; border:3px solid #cc6600"|7
 
 
=Primordial Evolution=
 
'''NOT CURRENTLY AVAILABLE INGAME.'''
 
<br>
 
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.
 
<br>
 
For the XENOMORPH, this primordial ability is '''XENO NEW ABILITY'''.
 
{| class="wikitable"
 
|-
 
! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Ability !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Description !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Plasma Cost !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Cooldown
 
|-
 
! scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[File:SOME_PRIMORDIAL_ICON|64px|link=Special:FilePath/SOME_PRIMORDIAL_ICON]]<br>XENO PRIMO ABILITY || style="background:#312d43; color: white; border:3px solid #cc6600" |DESCRPTION ||style="background:#312d43; color: white; border:3px solid #cc6600"| N/A || style="background:#312d43; color: white; border:3px solid #cc6600"|N/A
 
 
|}
 
|}
 
  
 
=Warrior tips & tricks=
 
=Warrior tips & tricks=
*Punching a sentry will tip it over and render them useless unless marines put the sentry back atop.
+
*COORDINATE!!! You're best as a team player, so at the very least stick with 1 other caste.  
 
*Agile Mode will cause you to get on all fours and run faster, allowing for a quick getaway or confrontation.
 
*Agile Mode will cause you to get on all fours and run faster, allowing for a quick getaway or confrontation.
 +
*Agility will also disable abilities and reduce your armor.
 +
*Punch one-shots APC and snaps wires.
 
*You cannot use your Punch, Lunge, or Fling abilities while using Agile Mode
 
*You cannot use your Punch, Lunge, or Fling abilities while using Agile Mode
 
*Fling retreating marines into harm's way, such as nearby xenos or into walls to slam them into the wall, to deal more damage and prevent escape.
 
*Fling retreating marines into harm's way, such as nearby xenos or into walls to slam them into the wall, to deal more damage and prevent escape.
 +
*Try being opportunistic, throw marines into lava, grenades, into gas, into acid. Get creative, throw them under the landing tad, throw them off the landing tad. There are a million possibilities and it's up to you to find them.
 +
*You know banelings? Those suicidal balls of hot gas ready to explode? Throw them into marines (Do tell them first though).
 +
*Don't throw the vali users at the squishier castes, as they can potentially take a LOT of damage and you should firstly consider throwing them into previously mentioned hazards.
 
<br>
 
<br>
  
 
{{TGMC-Jobs}}
 
{{TGMC-Jobs}}

Latest revision as of 15:23, 26 February 2024

DMCA Logo.png This page is a part of the TGMC wiki.

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


UNDEFINED XENO
WarriorTGMC.png
Warrior

Difficulty: Hard
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Punch humans to death, toss them into harm's way
Guides: This page
Quote: "Young Warrior(312) has grabbed you by the neck! Young Warrior(312) has punched you in the groin!x9"


Statistics and Evolution Path

The Warrior 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)
Health Plasma Slash Intent Harm.png Standard Speed Max Agility Speed Melee Bullet Laser Energy Bomb Bio Fire Acid
Base 350 100 20 -1.5 -2.1 40 55 55 40 20 50 55 50

The Warrior

The Warrior is a Tier 2 Xeno capable of punching, lunging at humans, and tossing humans around like a soccer ball. Good single-target burst and control, but lacks abilities against multiple targets.

How to CBT marines

Warrior's abilities must be keybinded to really use warrior.

Example:

Agility - E, Lunge - F, Punch - R, Fling - Z, Toss - C.

You cannot deal with a single marine if they have their friends aiming their gun at you. To help you and your xenomorphs to destroy marines, you must remove each individual marines away from their group. And this is what you're good at!

The primary responsibilities:

  • Displace marines.
  • Starve them of their medications.
  • Kill lonely ones.

Displacing marines

  • Toss a marine to you friendly xeno gang. Lunge -> Grapple Toss
  • Fling running marines away from safety. Agility -> Run in front -> Agility -> Fling
  • Toss a marine from behind a barricade. Lunge -> Grapple Toss
  • Toss a marine under KAS. Lunge -> Grapple Toss
  • Punch a marine for additional displacement and damage.

Hurting and fatiguing marines

  • Break their ribs (arms/head/legs). Deals enough damage for a fracture. Lunge -> Attack -> Punch -> (optional attack-> ) Run away
  • Fling them into walls for bonus damage. Lunge -> Attack -> Punch -> Fling -> Run away

Stalking single marines

Aka "being robust"

  • Toggle Agility to run in four legs
  • Untoggle Agility to prepare for lunge. Range is about the screen you see.
  • Lunge to grab marine.
  • Slash. Aim for the arm or head.
  • Punch. Make sure to do it quickly, or the marine will break out and damage will be lower.
  • Slash x3 and run around.
  • Fling him away or in the wall. Do NOT fling towards his friendlies, run around to aim. The marine will drop his weapon.
  • Slash until ded.

Doing it wrong

  • Running around in agility, receiving more damage and forgetting to turn it off.
  • Resting in agility.
  • Coming to a marine in a agility mode.
  • Flinging a marine toward comrades.


Warrior 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
Savage off.png
Agility
Drop to all fours to move faster. Using any ability will take you out of agility. Also reduces your armor by 30% in all categories. N/A 0.4 seconds
Lunge.png
Lunge
Reach up to four tiles away to grab someone, knocking them down and grabbing them. The target can resist to try and break out of your grip and you'll be slower while moving them. This can combo with Punch to deal an extra 1.5x MELEE damage. Lunge can also be used to grab friendly xenos and grapple toss them away from harm. 30 20 seconds
Grapple toss.png
Grapple Toss
Throw a creature you're grappling on selected tile, up to 5 tiles away. Big targets (i.e. T3's) have their range reduced by 1. 20 20 sec, shared with Fling
Fling.png
Fling
Knock an adjacent target flying up to 3 tiles away, leaving them disarmed and knocked down for a short period. 20 20 sec, shared with Grapple Toss
Punch.png
Punch
Strike a target next to you, inflicting stamina damage, stagger and slowdown. Deals 1.5x damage, stagger and slowdown to grappled targets. Deals quadruple damage to structures and machinery. 15 10 sec


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 Warrior, this primordial ability is Combo.

Ability Description Plasma Cost Cooldown
TGMC xeno ability jab.png
Combo
Adds a new ability, Flurry, alongside access to the combo system. Flurry can be used up to 3 times in quick succession, each punch dealing 25% of your melee damage. Each charge takes 7 seconds to recover, uses 10 plasma and every use counts towards Empower
With the combo system, every third combat ability you cast will be an Empowered version, granting additional effects and damage.
Fling.png
Fling:
Briefly knocks down every marine down the path of the flung victim.
Grapple toss.png
Grapple Toss:
Allows you to throw twice as far.
TGMC xeno ability jab.png
Flurry:
"Blinds" and confuses the victim for 3 seconds.
Punch.png
Punch:
Does 50% more damage.
Lunge.png
Lunge:
Does not count as an empowered cast, allowing it to be used at the beginning or end of combos.
10 7

Warrior tips & tricks

  • COORDINATE!!! You're best as a team player, so at the very least stick with 1 other caste.
  • Agile Mode will cause you to get on all fours and run faster, allowing for a quick getaway or confrontation.
  • Agility will also disable abilities and reduce your armor.
  • Punch one-shots APC and snaps wires.
  • You cannot use your Punch, Lunge, or Fling abilities while using Agile Mode
  • Fling retreating marines into harm's way, such as nearby xenos or into walls to slam them into the wall, to deal more damage and prevent escape.
  • Try being opportunistic, throw marines into lava, grenades, into gas, into acid. Get creative, throw them under the landing tad, throw them off the landing tad. There are a million possibilities and it's up to you to find them.
  • You know banelings? Those suicidal balls of hot gas ready to explode? Throw them into marines (Do tell them first though).
  • Don't throw the vali users at the squishier castes, as they can potentially take a LOT of damage and you should firstly consider throwing them into previously mentioned hazards.


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