TGMC:Synthetic: различия между версиями

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{{Under construction
{{Under construction
|reason = Holds a guide, but will need looking at by people who know a bit about the role. Feel free to contribute! 02:23, 12 November 2018 (UTC)
|reason = This has an advanced up-to-date guide, but the tips are outdated and the page lacks a loadout guide.
Don't be hesitant to add a loadout guide or reworked Tips section!
}}
}}
{{TGMC}}
{{TGMC}}
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|stafftype = SYNTHETIC
|stafftype = SYNTHETIC
|imagebgcolor = #f5fffa
|imagebgcolor = #f5fffa
|img_generic = DMCA_Synthetic.png
|img_generic = TGMCSynth4.gif
|jobtitle = Synthetic
|jobtitle = Synthetic
|access = Everywhere
|access = Everywhere
|additional = N/A
|difficulty = Soul Crushing
|difficulty = Very Hard
|Rank = Mark I (starting), Mark II (10hrs), Mark III (50hrs)
|Rank = N/A
|Class = Silicon
|Class = N/A
|superior = Officers, such as [[TGMC:Commander|Captain]] and [[TGMC:Field_Commander|Field Commander]], [[TGMC:Squad_Leader|Squad Leader]]; basically anyone with a loud text on the radio.
|superior = [[Commander]], Human Crewmembers
|duties = Assist and fill in for the crew to your best ability.
|duties = Assist and fill in for the crew to your best ability.
|guides = [[TGMC:Guide_to_medicine|Guide to Medicine]], [[TGMC:Surgery|Guide to Surgery]], [[TGMC:Defibrillation|Guide to Defibrillation]], [[TGMC:Guide to engineering|Guide to Engineering]] | [[TGMC:Guide_to_Base_Building|Guide to Base Building / FOB]], [[TGMC:Guide_to_requisitions|Guide to Requsitions]], [[TGMC:Guide_to_fire_support|Guide to Fire Support]]  
|guides = [[TGMC:Guide_to_medicine|Guide to Medicine]], [[TGMC:Surgery|Guide to Surgery]], [[TGMC:Defibrillation|Guide to Defibrillation]], [[TGMC:Guide to engineering|Guide to Engineering]],[[TGMC:Guide_to_Base_Building|Guide to Base Building / FOB]], [[TGMC:Guide_to_requisitions|Guide to Requsitions]], [[TGMC:Guide_to_fire_support|Guide to Fire Support]]  
|quote = I have a machette and I must combat synthetic.
|quote = "RO order rocketsledge right now or I cut the captain in half!"
}}
}}


Synthetics, AKA, the beleaguered and mistreated cabin boy, AKA, the machine supremacist wannabe, AKA, the only crewmember with value is the ultimate logistic crewmember. You will often find yourselves being shouted at from all directions and either cursed for your incompetence <s>or praised for your hard work</s> insulted anyway for things beyond your control.  
Synthetics are the '''ultimate support and logistic crewmember'''. As the Synthetic, you have skills for medicine, surgery, engineering, construction, requisitions and even using Tactical Binoculars to spot for CAS or artillery. Even on top of that, you're still mostly a support crewmember. Rules do allow you to defend yourself, and while there's no rules on going offensive with melee weapons, you should leave it to the marines to cover you. As the Synthetic, you're expected to have advanced knowledge in '''medical''', '''surgery''', '''engineering/base building''' and at least ''some'' knowledge of '''Command and Requisitions'''.
'''You should only play synthetic if you have a solid understanding of how to play a medical, engineering, command and supply role.'''


==Synthetic vs Organic==
==Synthetic vs Organic==


As a biomechanical lifeform, you have a number of advantages over your fleshy compatriots. First off, you are only allowed a first name, no surnames for synths. The most obvious being that you feel no pain (though you can be affected by halloss) and can continue to perform in circumstances where a normal human would be writhing about in agony. A lost limb is an inconvenience to you, rather than the high risk of death it is to everyone else. You have no organs to damage, no blood to lose nor bones to break and so, many medical issues that plague humanity do not apply to you. You can be repaired with welders (brute), wires (burn) and nanopaste (both).
As the Synthetic you have advantages and disadvantages over regular organics. You only have a first name, something like ''John''.
You are also immune to facehuggers, who do not see you as a viable host to latch onto, in addition, you are much easier to revive and can even be revived hours after your death with a defibrillator. You cannot be blinded with a welding tool and most importantly of all; you are also the most skilled person on the ship and are a better doctor than the actual doctors ''and'' a better engineer than the engineers.


With all that said, you do have downsides.
These advantages/disadvantages are assuming you're playing as the Late/Normal Synthetic, which is recommended for new synths.


You cannot use '''''ANY''''' kind of ranged weapon or armour, no guns, no grenade and so on. Melee weapons you can continue to use. You can repair yourself but its slow so its better to beg one of the humans to do it (so don't get on their nerves). You also cannot benefit from orders, make use of beneficial chemicals for yourself and every xenomorph can see you're synthetic, meaning they'll prioritize taking you out to deny your expertise to the marines. You also are beholden to the Captain/Acting Captan and '''must''' follow their orders before anyone else's - you are a machine after all.
===Your Advantages===


==What should I be doing?==
*You only take brute and burn damage, and you get a slight (0.70) damage reduction to damage. You still take damage from normal sources, like bullets, lasers, explosions, fire and acid.
*You are immune to pain. Xenos also cannot see your health bar. They can only tell if you're dead, alive, or SSD through a HUD icon and examine.
*'''Decapitations don't kill you permanently, and you don't become permanently dead over time.''' If your head is not lost and same for your body, you can be defibrillated from anything. You can still be destroyed by [[TGMC:Pilot Officer#Tadpole|Tadpole]] landing.
*Due to the above, '''you're very easy to heal.''' You can repair brute damage with a blowtorch, burn damage with wires, and both with nanopaste (found in surgical trays and Requisitions). You're much slower if you do this on your own, so don't hesitate to ask others to repair you.
* Xenos cannot drain or cocoon you for psy points unlike combat robots and organics.
*You are immune to larval huggers; however non-larval variants still try to attack you. This makes you a very robust way of dealing with larval huggers and their traps.
*You get 25 more health (125), or Early Synthetics have 100 more health (200).
*You are immune to flashes, welding tools, or other sources of getting blinded. You have a natural Medical HUD too.


In a word: everything. In many words: whatever that needs to be done. Pay attention to communications, constantly ask for orders in the command channel and take over positions whenever there's no one to perform that duty. If there is no pilot, congratulations, you're flying synthetic airways. If supply is empty, you're the new RO. If there's no engineers, you're building the FOB, and so on. Your all-access and master-of-all-trades skillset mean you can be doing almost anything and there is little excuse for you to be standing around and doing nothing.
===Your Disadvantages===


If no orders are coming in, be proactive and look for things to be doing, even if it's acting as a field surgeon or a medic attaché to a squad. Additionally, synths can play an important role in transporting phoron crates and supplies to and from the FOB, if you ever need to return there to resupply then try to bring a phoroncrate or dead xeno with you.
*You can have any limb chopped off, including your head, but as covered in Advantages, they won't kill you permanently unless your head is somehow destroyed. Wear a hat that somehow provides decapitation protection to avoid this! These are found in the surplus clothing vendors.
* You are still affected by damage slowdown, and still go into critical condition at the hard crit threshold [-50], although you won't go blind from being in hard crit. '''Worst of all, you don't suffocate, so you can be in critical condition forever''' until you are put out of your misery or rescued.
*You can't fire guns, prime grenades, or wear armor like the '''Xenonauten or Jaeger armors''', and you cannot run, although your walk speed is still pretty decent (unless you're an early synthetic). You can wear the TGMC flak vest and the bulletproof vest in your vendor.
*Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations.
{{Template:TGMC-Skills
|color=#90dec4
|sizeoverride=250
|job=Synthetic Differences &
|tabletitle=Synthetic
|premsg = The skills you get when you spawn in as a ''Synthetic'' in your preferences.
Synthetics get +25 health (125), a 0.7 brute and burn modifier and no slowdown applied. They also keep the human appearance of your selected character.
|cqc=5
|police=2
|melee=1
|medical=4
|surgery=4
|engineering=4
|construction=4
|firearms=-1
|powerloader=4
|lead
|sg
}}
{{Template:TGMC-Skills
|color=#90dec4
|sizeoverride=250
|job=Early Synthetic Differences &
|tabletitle=Early Synthetic
|premsg=The skills you get when you spawn in as an ''Early Synthetic'' in your preferences.
 
Early Synthetics get +100 health (200) and a 0.6 brute and burn modifier with a 1.15 slowdown applied. They hold the appearance of a pale bald android.
|cqc=5
|police=2
|melee=1
|medical=3
|surgery=3
|engineering=5
|construction=5
|firearms=-1
|powerloader=4
|lead
|sg
}}
== What should I do as a Synthetic?==
As the ultimate support unit, you should try to help where needed! During low population especially, you'll end up in a lot of different situations.
 
Bulleted examples below. These aren't exhaustive, you can do basically anything you're mechanically allowed to do.


== Tips ==
===Shipside===
* Set SLs (choose carefully, they will become your superior officer).
*Build the FOB, set up the Tadpole. Or even fly the Tadpole during the operation!
 
*Man [[TGMC:Guide to requisitions|Requisitions]] if the RO is overwhelmed or not awake.
* Handle [[TGMC:Guide to engineering|Engineering]].
* In the medbay, [[TGMC:Guide to Surgery|perform surgeries]] on damaged marines.
 
===Groundside===
 
*[[TGMC:Guide to fire support|Spot for various fire support methods]].
*[[TGMC:Guide to Defibrillation|Heal fallen marines]].
*[[TGMC:Guide to Base Building|Build frontline or FOB defenses]].
*[[TGMC:Guide to Field Surgery|Field surgery]].
*Help operate the Tadpole while carrying out any of the above initiatives.
 
When you have to fight, try to leave it to marines. If you're going on a mission, bring some company to help you avoid being picked off by [[TGMC:Hunter|backline]] [[TGMC:Runner|xenomorphs]].
 
==Combat==
There are no real rules on combat for Synths now. Admins probably won't note you for it anymore. But it should be kept in mind that it's not your specialization, so your internal demand for unga should be contained unless in case of emergencies, such as defending yourself from backline xenomorphs.
 
===Fighting===
Synthetics can finally fight and have been able to for a while. But how do they do this without armor or guns? Well, this part is your answer.
 
Not all armor is restricted by default. The armor you ''can'' wear, being the Flak Vest and Bulletproof Vest (both in your vendor) provide needed soft armor. The flak vest, especially, provides some soft protection (including acid) with a slight slowdown while the bulletproof vest gives you hard bullet protection. Not super useful, but it doesn't slow you down and looks cool. The weapons you can use are melee only and flares.
 
The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers.
 
And don't ever forget, if you get in combat, you can technically get your head back but try not to even lose it in the first place! Your head can be dragged by xenomorphs for miles where it will never be found, and so can your unconscious shell if you are put into hard critical condition.
 
Synthetics do have their natural armor as stated earlier. Their species have a 0.70 mod to brute and burn, and Early Synthetics have slightly more (0.60). You get +25 health (125) and as such can take a little more damage before dying, and Early Synthetics have +100 health (200).
 
====So, what can you use?====
You can use most melee weapons, such as Harvester weapons (without the [[TGMC:Guide to Vali|Vali]] benefits), throwing knives, flares, machetes, bayonets, shields and even the all-powerful, POWERFIST. Whatever manages to deal with T2s like the [[TGMC:Warrior|Warrior]], [[TGMC:Runner|Runner]] and [[TGMC:Hunter|Hunter]].
 
==Tips==
{{Important
|Title=Under Construction
|Note=This section is outdated. The content below is probably not accurate to the current in-game revision or meta.
 
'''[3 August 2023]'''
|Image=Wrench.png
|Color=#FF0000
}}
===Round Start Hectic Tactics===
===Round Start Hectic Tactics===
During low population, this guide may help to shave seconds off of the roundstart to-do list for Synthetics.
During low population, this guide may help to shave seconds off of the round start to-do list for Synthetics.


After you spawn in:
After you spawn in:
*Use your vendor to pick out your gear, a welder pack is recommended, alongside a lifesaver/medical storage rig, tool pouch, and any other pouch of your choosing, typically a medkit pouch or construction pouch).
*Use your vendor to pick out your gear, a lightweight combat pack is recommended (backpack with no delay to removing items), alongside a lifesaver belt, black webbing vest, tool pouch, and any other pouch of your choosing, typically a medkit pouch or construction pouch).
*Move to Engineering, turn on generators.
*Take everything from your vendor, including the meson goggles and essential items.
*Head to SMESes, configure SMESes - set input to Auto and Max.
*Communicate with Command and marines. Be aware of the plan and bring items accordingly.  
*Grab a meson goggles from the vendor in engineering, you have an integrated healthhud and integrated welding protection so there is no reason not to use it.
*Move the blowtorch and wire from your discarded tool-belt into webbing.
*Grab all metal and plasteel and phoron from Engineering storage area, as well as the PACMAN generator
* Head to Engineering, replenish and turn on the generators. Leave 6 generators on and 6 generators off but fueled incase nobody shipside can replenish generators.
*Grab welding kit, sprint to Alamo.
**Configure SMES units - set everything on the units to maximum.
*Use Overwatch consoles to assign acting Squad Leaders if any Squad lacks a Leader.
*If nobody is currently using the FOB drone/has used the FOB drone, then build the FOB with it.
*Drop all materials and belt kits aboard or at the FOB drone.
*When the FOB is complete, grab metal and plasteel from the FOB drone and use it for FOB reinforcements. Load the P.A.C.M.A.N. generator and phoron onto the Alamo.
*Run to Medbay, from the MarineMed Plus or NTMed grab:
*Assign aSLs accordingly, be sure to choose carefully as they will gain authority over you.  
* Run to Medical, from the MarineMed or NanotrasenMed grab:
**Splints.
**Splints.
**Two trauma/burn kits.
** Two trauma/burn kits.
**Hypospray, which you will fill with inaprovaline + bic/mera + kelo/derm
**Hypospray, which you will fill with inaprovaline + bic/mera + kelo/derm
**Anything else of your choice
**Peri+ & QC+
*From the chem machine make
**Anything else of your choiceOne of every pill bottle. (Easier to just take a pre-filled lifesaver/rig onto Alamo)
**IA
**One defibrillator.
**Iron
**Any other custom meds of your choice
*Station requisitions for 10 to 15 minutes - Usually, pre-approve Exosuit kit orders and pre-raise platform.
*Pick up:
**One of every pill bottle. (Easier to just take a pre-filled lifesaver/rig onto Alamo)
**One defibrillator.  
**Two roller beds.
**Two roller beds.
**Two stasis bags.
** Two stasis bags.
*Load medical supplies onto Alamo.
 
*If nobody is currently using the FOB drone/has used the FOB drone, then build the FOB with it.  
* Load the previously listed medical supplies into a crate and put it in the Alamo.
*Go to powerloaders, use one for engine upgrades, one for weapons, switch between.  
* Deploy your medevac beacon.
 
* From the chem machine make your chemicals if applicable or vend spare chemicals into your storage.
 
*Station requisitions for a few minutes.
*Go to powerloaders, use one for engine upgrades, one for weapons, switch between.


Expect this run, with practice, to take around thirteen minutes in total, not counting Requisition time.


{{TGMC-Jobs}}
{{TGMC-Jobs}}

Текущая версия от 01:56, 27 октября 2023

This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "This has an advanced up-to-date guide, but the tips are outdated and the page lacks a loadout guide. Don't be hesitant to add a loadout guide or reworked Tips section!"



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

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



SYNTHETIC

Synthetic
Access: Everywhere
Difficulty: Soul Crushing
Rank: Mark I (starting), Mark II (10hrs), Mark III (50hrs)
Class: Silicon
Supervisors: Officers, such as Captain and Field Commander, Squad Leader; basically anyone with a loud text on the radio.
Duties: Assist and fill in for the crew to your best ability.
Guides: Guide to Medicine, Guide to Surgery, Guide to Defibrillation, Guide to Engineering,Guide to Base Building / FOB, Guide to Requsitions, Guide to Fire Support
Quote:"RO order rocketsledge right now or I cut the captain in half!"


Synthetics are the ultimate support and logistic crewmember. As the Synthetic, you have skills for medicine, surgery, engineering, construction, requisitions and even using Tactical Binoculars to spot for CAS or artillery. Even on top of that, you're still mostly a support crewmember. Rules do allow you to defend yourself, and while there's no rules on going offensive with melee weapons, you should leave it to the marines to cover you. As the Synthetic, you're expected to have advanced knowledge in medical, surgery, engineering/base building and at least some knowledge of Command and Requisitions.

Synthetic vs Organic[править | править код]

As the Synthetic you have advantages and disadvantages over regular organics. You only have a first name, something like John.

These advantages/disadvantages are assuming you're playing as the Late/Normal Synthetic, which is recommended for new synths.

Your Advantages[править | править код]

  • You only take brute and burn damage, and you get a slight (0.70) damage reduction to damage. You still take damage from normal sources, like bullets, lasers, explosions, fire and acid.
  • You are immune to pain. Xenos also cannot see your health bar. They can only tell if you're dead, alive, or SSD through a HUD icon and examine.
  • Decapitations don't kill you permanently, and you don't become permanently dead over time. If your head is not lost and same for your body, you can be defibrillated from anything. You can still be destroyed by Tadpole landing.
  • Due to the above, you're very easy to heal. You can repair brute damage with a blowtorch, burn damage with wires, and both with nanopaste (found in surgical trays and Requisitions). You're much slower if you do this on your own, so don't hesitate to ask others to repair you.
  • Xenos cannot drain or cocoon you for psy points unlike combat robots and organics.
  • You are immune to larval huggers; however non-larval variants still try to attack you. This makes you a very robust way of dealing with larval huggers and their traps.
  • You get 25 more health (125), or Early Synthetics have 100 more health (200).
  • You are immune to flashes, welding tools, or other sources of getting blinded. You have a natural Medical HUD too.

Your Disadvantages[править | править код]

  • You can have any limb chopped off, including your head, but as covered in Advantages, they won't kill you permanently unless your head is somehow destroyed. Wear a hat that somehow provides decapitation protection to avoid this! These are found in the surplus clothing vendors.
  • You are still affected by damage slowdown, and still go into critical condition at the hard crit threshold [-50], although you won't go blind from being in hard crit. Worst of all, you don't suffocate, so you can be in critical condition forever until you are put out of your misery or rescued.
  • You can't fire guns, prime grenades, or wear armor like the Xenonauten or Jaeger armors, and you cannot run, although your walk speed is still pretty decent (unless you're an early synthetic). You can wear the TGMC flak vest and the bulletproof vest in your vendor.
  • Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations.

Synthetic Differences & Skills[править код]

The skills you get when you spawn in as a Synthetic in your preferences. Synthetics get +25 health (125), a 0.7 brute and burn modifier and no slowdown applied. They also keep the human appearance of your selected character.

Skills Information

Synthetic Skills
Medical
4/5
Surgery
4/5
Engineering
4/5
Construction
4/5
Police
2/2
Powerloader
4/4
Leadership
0/4
CQC
5
Smartgun
-4
Melee
1
Firearms
-1

Early Synthetic Differences & Skills[править код]

The skills you get when you spawn in as an Early Synthetic in your preferences.

Early Synthetics get +100 health (200) and a 0.6 brute and burn modifier with a 1.15 slowdown applied. They hold the appearance of a pale bald android.

Skills Information

Early Synthetic Skills
Medical
3/5
Surgery
3/5
Engineering
5/5
Construction
5/5
Police
2/2
Powerloader
4/4
Leadership
0/4
CQC
5
Smartgun
-4
Melee
1
Firearms
-1

What should I do as a Synthetic?[править | править код]

As the ultimate support unit, you should try to help where needed! During low population especially, you'll end up in a lot of different situations.

Bulleted examples below. These aren't exhaustive, you can do basically anything you're mechanically allowed to do.

Shipside[править | править код]

  • Set SLs (choose carefully, they will become your superior officer).
  • Build the FOB, set up the Tadpole. Or even fly the Tadpole during the operation!

Groundside[править | править код]

When you have to fight, try to leave it to marines. If you're going on a mission, bring some company to help you avoid being picked off by backline xenomorphs.

Combat[править | править код]

There are no real rules on combat for Synths now. Admins probably won't note you for it anymore. But it should be kept in mind that it's not your specialization, so your internal demand for unga should be contained unless in case of emergencies, such as defending yourself from backline xenomorphs.

Fighting[править | править код]

Synthetics can finally fight and have been able to for a while. But how do they do this without armor or guns? Well, this part is your answer.

Not all armor is restricted by default. The armor you can wear, being the Flak Vest and Bulletproof Vest (both in your vendor) provide needed soft armor. The flak vest, especially, provides some soft protection (including acid) with a slight slowdown while the bulletproof vest gives you hard bullet protection. Not super useful, but it doesn't slow you down and looks cool. The weapons you can use are melee only and flares.

The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers.

And don't ever forget, if you get in combat, you can technically get your head back but try not to even lose it in the first place! Your head can be dragged by xenomorphs for miles where it will never be found, and so can your unconscious shell if you are put into hard critical condition.

Synthetics do have their natural armor as stated earlier. Their species have a 0.70 mod to brute and burn, and Early Synthetics have slightly more (0.60). You get +25 health (125) and as such can take a little more damage before dying, and Early Synthetics have +100 health (200).

So, what can you use?[править | править код]

You can use most melee weapons, such as Harvester weapons (without the Vali benefits), throwing knives, flares, machetes, bayonets, shields and even the all-powerful, POWERFIST. Whatever manages to deal with T2s like the Warrior, Runner and Hunter.

Tips[править | править код]

Under Construction

This section is outdated. The content below is probably not accurate to the current in-game revision or meta.

[3 August 2023]


Round Start Hectic Tactics[править | править код]

During low population, this guide may help to shave seconds off of the round start to-do list for Synthetics.

After you spawn in:

  • Use your vendor to pick out your gear, a lightweight combat pack is recommended (backpack with no delay to removing items), alongside a lifesaver belt, black webbing vest, tool pouch, and any other pouch of your choosing, typically a medkit pouch or construction pouch).
  • Take everything from your vendor, including the meson goggles and essential items.
  • Communicate with Command and marines. Be aware of the plan and bring items accordingly.
  • Move the blowtorch and wire from your discarded tool-belt into webbing.
  • Head to Engineering, replenish and turn on the generators. Leave 6 generators on and 6 generators off but fueled incase nobody shipside can replenish generators.
    • Configure SMES units - set everything on the units to maximum.
  • If nobody is currently using the FOB drone/has used the FOB drone, then build the FOB with it.
  • When the FOB is complete, grab metal and plasteel from the FOB drone and use it for FOB reinforcements. Load the P.A.C.M.A.N. generator and phoron onto the Alamo.
  • Assign aSLs accordingly, be sure to choose carefully as they will gain authority over you.
  • Run to Medical, from the MarineMed or NanotrasenMed grab:
    • Splints.
    • Two trauma/burn kits.
    • Hypospray, which you will fill with inaprovaline + bic/mera + kelo/derm
    • Peri+ & QC+
    • Anything else of your choiceOne of every pill bottle. (Easier to just take a pre-filled lifesaver/rig onto Alamo)
    • One defibrillator.
    • Two roller beds.
    • Two stasis bags.
  • Load the previously listed medical supplies into a crate and put it in the Alamo.
  • Deploy your medevac beacon.
  • From the chem machine make your chemicals if applicable or vend spare chemicals into your storage.
  • Station requisitions for a few minutes.
  • Go to powerloaders, use one for engine upgrades, one for weapons, switch between.


TGMC
Roles

TerraGov Marines Command Captain, Field Commander, Staff Officer, Pilot Officer
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Officer, Researcher
Marines Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon-Based Combat robots, Synthetic, AI
Xenomorphs Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Baneling, 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