Upgrades Classes Structures  
 
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Alien Structures

All alien structures are built by the gorge and can be built in most areas of the map except hives and resource towers.

Name

Hive

Cost Combat: N/A
Classic: 40
Other Stats

Heals nearby friendly structures 15% hp at a radius of 500 units.

Classic:
Time to Finish: 180 sec
Each hive increases armor absorption of aliens by 10%

Hitpoints 7000
Prerequisites N/A
Use

Combat: Aliens lose if hive is destroyed within the timelimit. Only alien structure in Combat.

Classic: Aliens lose if all hives are destroyed and all aliens are killed.

Hives lock in and allow for only one type of upgrade chamber (DC, MC, SC) per hive.

Respawns the aliens. Each hive respawns an alien every 7 seconds. However, this respawn time is decreased for teams larger than 6. As the more hives are built, this time is increased, so at 3 hives the respawn rate is the same as a 6 player game.

Only one hive can be built at a time.
Hives can only be built in predefined hive rooms.

AKA base, spawn

Name

Resource Tower

Cost Combat: N/A
Classic: 15
Other Stats

Harvests 1 resource point every 4 seconds.

Hitpoints 2500
Prerequisites N/A
Use Classic: Collects 1 resource point every 4 seconds. Resources are split evenly among the aliens not maxed out (i.e. have 100 resource points). Can only be dropped on resource nodes.
AKA RT, resource chamber

Name

Resource Nozzle

Cost Combat: N/A
Classic: N/A
Other Stats

When capped, gives 1 resource point/4 seconds.

Hitpoints Indestructible
Prerequisites N/A
Use When capped with a resource tower, it gives the aliens resource points. Can be capped by either side.
AKA RN, resource node

Name

Defense Chamber

Cost Combat: N/A
Classic: 10
Other Stats

Healing Radius: 400 units
Maximum Number in Area: 8

Hitpoints 1200
Prerequisites 1 fully built hive not already locked to an upgrade chamber.
Use
Classic: Heals up to 3 structures or aliens 10 hp every 2 seconds within 400 unit radius. Regenerates itself 5 hp/sec.

Allows for Regeneration, Carapace, and Redemption.
AKA DC, DT

Name

Movement Chamber

Cost Combat: N/A
Classic: 10
Other Stats

Energy Radius: 500 units
Maximum Number in Area: 8

Hitpoints 1000
Prerequisites 1 fully built hive not already locked to an upgrade chamber.
Use
Classic: Regenerates up to 3 aliens 25% of their energy every 2 sec. Regenerates itself 5 hp/sec.
When used, it transports the alien to the furthest hive under attack. If no hive is under attack, takes the alien to the furthest hive.

Allows for Silence, Celerity, and Adrenaline.
AKA MC, MT

Name

Sensory Chamber

Cost Combat: N/A
Classic: 10
Other Stats

Cloaking Radius: 750
Maximum Number in Area: 8

Hitpoints 800
Prerequisites 1 fully built hive not already locked to an upgrade chamber.
Use


Classic: Cloaks (95% invisible) all aliens and structures within 750 units. While cloaked, Motion Tracking is blocked.

Will display any marines who are close to it on alien HUD as Scent of Fear.

Allows for Scent of Fear, Cloaking, and Focus.

AKA SC, ST

Name

Offense Chamber

Cost Combat: N/A
Classic: 10
Other Stats

Damage: 20
Maximum Number in Area: 8

Hitpoints 1000
Prerequisites 1 fully built hive
Use
Classic: Shoots at marines and marine structures within its range. Does 1/2 damage to Heavy Armor.

OC's prioritize players over structures.
AKA OC, OT