Supposedly responding to a distress signal, the Nostromo's crew landed on LV-426. What they found there became one of humanity's greatest horrors.
When The Xenomorph is in a trial, a series of tunnels become available to it. By accessing a Control Station, it can enter these tunnels to quickly move around the map, detect the presence of nearby Survivors, and speed up the cooldown time of its Crawler Mode. Exiting a Control Station momentarily deactivates deployed Turrets and tags nearby Survivors with Killer Instinct.
SPECIAL ABILITY: CRAWLER MODE
The Xenomorph enters Crawler Mode automatically when not on cooldown. In Crawler Mode, The Xenomorph walks on four legs and becomes stealthier, reducing its Terror Radius. While in Crawler Mode, The Xenomorph also has access to a brutal Tail Attack.
SPECIAL MAP FEATURE: CONTROL STATIONS
Seven Control Stations are scattered across the map. Survivors can interact with these stations to get a Remote Flame Turret, while The Xenomorph can enter and exit the tunnels underneath the Control Stations.
SPECIAL ITEM: REMOTE FLAME TURRET
Turrets can be placed in the map to counteract The Xenomorph. When The Xenomorph enters the radius and line of sight of a Turret, the Turret attacks; this attack staggers The Xenomorph and can cause Crawler Mode to end. If a Turret successfully knocks The Xenomorph out of Crawler Mode or fires for too long, it overheats, and must be repaired by a Survivor. The Xenomorph can attack Turrets to destroy them. Carrying a Turret makes you immune to detection while the killer is in the tunnel.
“Its structural perfection is matched only by its hostility.” – Ash, Science Officer
Teachable perks
The Xenomorph builds
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Cereal RationsCommon
Contains 100% of the recommended daily intake of Vitamin A. Tastes awful.
Turret auras are visible while in tunnels and when coming out of vents for 3 seconds.
Drinking BirdCommon
One of the many tchotchkes littering the Nostromo’s living quarters. A bit of whimsy in an otherwise sterile environment.
After exiting a tunnel, Killer Instinct duration is increased by 3 seconds.
Killer Instinct intermittently reveals the location of Survivors.
OvomorphCommon
It looks harmless, but the horrors held inside are immeasurable.
The cooldown of Crawler Mode is 25% faster while outside of tunnels.
Ripley's WatchCommon
On a ship as massive as the Nostromo, synchronizing watches was important to keep track of work shifts.
When a Turret removes Crawler Mode, it is destroyed automatically.
Ash’s InnardsUncommon
While hardier, mechanical beings break too when enough force is applied.
Turrets take 15 seconds longer to respawn after they are destroyed.
Brett’s CapUncommon
This Nostromo ballcap was fashionable, but severely limited his vertical field of vision.
Destroying a Turret causes all Survivors within 16 meters to suffer from Blindness for 25 seconds.
Blindness prevents Survivors from seeing auras.
Crew HeadsetUncommon
While they facilitated team communication, the constant chatter made the crew easier to track.
While in tunnels, footstep detection is increased by 6 meters.
Lambert’s Star MapUncommon
Vital for interstellar travel, but not as useful on a smaller scale.
Decreases the flame distance of Turrets by 2 meters.
Light WandUncommon
A portable light source used by Ash and Dallas while looking for the invasive creature. Mostly ineffective for lighting larger spaces.
Increases downtime of Turrets by 3 second after exiting a tunnel.
Emergency HelmetRare
An extra helmet on the bridge, for use in emergencies only.
Increases resistance to staggering from Turrets by 15%.
Kane’s HelmetRare
A thin layer of glass was the difference between a minor inconvenience and the tragic destruction of the Nostromo’s crew.
Survivors hit with a Tail Attack are Mangled for 70 seconds.
Mangled increases time required to heal by 25% and lasts for a set duration or until fully healed.
Molted SkinRare
The Xenomorph molted many times as it rapidly grew on the Nostromo. Its shed skin was a constant reminder of its presence.
After deploying a Turret, the deploying Survivor suffers from the Exhausted status effect for 30 seconds.
Exhausted prevents Survivors from activating certain perks.
Multipurpose HatchetRare
Equally useful for destruction and repair.
Survivors hit by a Tail Attack suffer from Hemorrhage.
Hemorrhage regresses healing progress when not healing, and increases blood trails left by injured Survivors. This lasts for a set duration or until fully healed.
Parker’s HeadbandRare
A bold fashion choice that doubled as a handy way to wick sweat from the eyes.
After exiting a tunnel, gain 5% Haste for 3 seconds.
Haste increases Killer movement speed.
Cat CarrierVery rare
Saving the cat is a noble goal. It’s also very distracting.
Exiting Crawler Mode due to a Turret attack makes you Undetectable for 30 seconds.
Undetectable hides the Killer's aura, Terror Radius, and Red Stain.
Harpoon GunVery rare
Barely a weapon, its use is only viable in a situation of last resort.
Exiting a tunnel and hitting a Survivor within 30 seconds causes all Survivors further than 16 meters from you to scream and reveal their locations.
Self-Destruct BoltVery rare
They needed to be removed to start, and replaced to end, the self-destruct sequence. Just seeing them evokes a sense of urgency.
While in Crawler Mode, you basic-vault Windows 30% faster.
Semiotic KeyboardVery rare
Its symbols are designed to be universally recognizable, but they take some getting used to.
Generators within 16 meters of a Turret have the intensity of their auras determined by their repair progression.
Acidic BloodVisceral
When damaged, the Xenomorph’s unique physiology made it deadlier than ever.
While exiting a tunnel in Crawler Mode, any Survivor who stuns you with a pallet in the next 20 seconds takes damage. If that Survivor is already injured, they suffer from Deep Wound.
Deep Wound will put a Survivor in the dying state unless it is mended before the timer runs out.
Improvised Cattle ProdVisceral
A brutal and noisy weapon, which might have been more effective against a cow.
Each time a generator is completed, a 15-second timer starts. Any Survivor who comes within 10 meters of a Control Station during that time has their aura revealed for the remainder of the timer.