! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:TGMC_Psychic_link.png|64px]]<br>Psychic Link
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Channel and link to another xenomorph. When linked, you rest and take 50% of their damage. The link persists until you unrest, get too hurt or your partner moves too far away.
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Hold a marine in place and deal small damage over 2 seconds, gaining 80 blood and overheal over time, not instant! The marine can still shoot/do stuff during the duration and after the ability is broken it staggers them slightly. You also can't slash while performing this.
If cast on a non-revivable human, restores health at a faster rate than resting and sunder at normal rate, without granting blood. This uses the corpse's blood and you can only drain corpses which have sufficient blood.
|style="background:#312d43; color: white; border:3px solid #ff7e00"|You gain movement speed and heal on your next attack, scaling with missing blood. If your blood is below 50%, you also knockdown your victim and drain some blood, during which you can't move.|| style="background:#312d43; color: white; border:3px solid #ff7e00" | 0 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 15 seconds
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Drains blood each tick and restores 8% health, overheal at 50% efficiency when on full health, until no blood is left or cancelled early. Carnage also heals nearby xenos|| style="background:#312d43; color: white; border:3px solid #ff7e00" | 0 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 3 minutes
Difficulty: Medium Duties: Gather as much blood as possible from marines, use the blood to support wounded xenomorphs, and provide overheal for the hive INCLUDING YOURSELF! In the mean time, take as much bullets from marines Guides: This is the guide. Quote:"What is a marine? A miserable little pile of unga. But enough talk... Have at you!"
Humans are an abundant food supply that the xenomorphs use to no end. Their faces ripe for facehugging, their psychic energy ready to be drained, and their blood untapped for unlimited potential. New experimentation from the hivemind sought to utilize human blood in light of this biological philosophy and due to the fact that the TerraGov Marine Corps' weaponry can overwhelm xenomorphs. With the power of human blood, the xenomorphs create a living tank that runs on human blood.
Playing the Gorger
You are a tank, not a ravager, meaning you can take in damage but not deck out damage.
Your responsibilities are:
Directing marine's firepower to you instead of your squishy xenomorphs
Ensuring that you have overheal to truly tank marines' shots
Stealing marine's precious blood to advance your goals
Draining and rooting marine so that other xenomorphs can wombo combo
Healing wounded xenomorphs with marine's blood
Providing overheal to xenomorphs
What makes gorger completely different from other xenomorphs is that the caste can take a lot of damage from marines. That said, this is not to say you can reliably rambo alone against marines without your fellow xenomorphs helping you out. Marines are capable of killing you, so you must have a way to escape safely so that you can recover from being swiss cheese.
To enable you to withstand marines' punishment, Overheal protects you from marines before your health and sunder start to get hit. You gain overheal from Drain, which roots marines for 4 seconds. You can give xenomorphs overheal with Transfusion if they are in full health.
You gain blood from Drain, whether alive OR dead marines! If there are more than one gorger, they can wombo combo a marine to get their blood. Note that this does not take actual blood for marines, so marines can rest assure that they don't die from hypoxia, or oxygen damage due to low blood.
Maturity Statistics and Evolution Paths
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
Blood
Overheal
Slash
Melee
Bullet
Laser
Energy
Bomb
Bio
Rad
Fire
Acid
Young
400
200
200
15
5
5
5
5
5
5
5
5
5
Mature
450
250
225
15
17
10
10
10
10
10
10
10
10
Elder
500
300
250
20
15
15
15
15
15
15
15
15
15
Ancient
600
400
275
20
20
20
20
20
20
20
20
20
20
Gorger Abilities
Ability
Description
Plasma cost
Recharge
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, you attack; the green arrow means it's off, you push.
N/A
N/A
Rest
This ability is used to rest and get up, you will heal faster when resting on weeds.
N/A
N/A
Psy Drain
This ability is executed on dead marines. Every dead marines psyhic drained will give 60 psychic points (scaled from 30 to 90 on number of marines) and 1/8 of a larva.
100
N/A
Devour
Vore a marine for transportation, can't eat revivable corpses
0
N/A
Psychic Link
Channel and link to another xenomorph. When linked, you rest and take 50% of their damage. The link persists until you unrest, get too hurt or your partner moves too far away.
0
50 seconds
Drain
Hold a marine in place and deal small damage over 2 seconds, gaining 80 blood and overheal over time, not instant! The marine can still shoot/do stuff during the duration and after the ability is broken it staggers them slightly. You also can't slash while performing this.
If cast on a non-revivable human, restores health at a faster rate than resting and sunder at normal rate, without granting blood. This uses the corpse's blood and you can only drain corpses which have sufficient blood.
Details:
Deals 2x4 damage to head.
If target is corpse, heals HP at 2.2 normal rate. Also heals sunder by 2.5 per tick.
If target is alive, regens 2xP blood. P=20 if young/mature, 30 if elder and 40 if ancient.
0
15 seconds
Transfusion
Costs blood and restores 30% of max health or grants overheal for full health
20 blood
2 seconds
Carnage
You gain movement speed and heal on your next attack, scaling with missing blood. If your blood is below 60%, you also knockdown your victim for 1 sec, and drain (25/30/35/40) blood, during which you can't move.
0
15 seconds
Feast
Drains blood each tick (around 20) and restores 8% health, overheal at 50% efficiency when on full health, until no blood is left or cancelled early. Carnage also heals nearby xenos
200 blood
180 sec
Primordial Evolution
NOT CURRENTLY AVAILABLE INGAME.
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 Gorger, this primordial ability is Rejuvenate.
Ability
Description
Plasma Cost
Cooldown
Rejuvenate
Drains blood continuosly, slows you down and reduces damage taken, while restoring health over time.