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Kharaa

These are the most difficult for new players as the aliens (kharaa) have a different approach to the marines. Only one alien (the gorge) can build chambers and other hives with give the kharaa new abilities and species to evolve into. They function with a hive sight

kharaa hive sight

allowing them to see when any other kharaa has been hurt or is under attack and this is perhaps why they are so threatening. Being able to see each other no matter the distance gives them increase tactical advantages.

Hives

These are large organic structures and can only be built in special areas, up to 3 hives per map.

hive

The hives function as the spawn locations of all players as skulks and act as a healing station for them. With more hives the skulks gain the ability to gestate into stronger and bolder aliens.

Species

The kharaa are able to evole into new species depending on the amount of resources (res) they have.

Skulk

Skulk is the most common form of the alien, existing whenever a new player spawns. Skulks are the fastest alien capable of easily traversing the map either on the floor, walls or the ceiling and using a number of vents can easily get to areas that would take minutes for a marine too.
Skulk
The skulk is able to bite its targets to inflict 75 points of damage or to parasite them, thus adding a marine permanently (until he dies) to the kharaa hive sight.
Once a second hive is grown the skulk can use a tremendous leap making it capable of easily avoiding bullets and inflicting damage at the same time.
When the third hive is up though the skulk develops the xenocide ability, simply rushing into a group of marines the skulk is able to suicide and explode taking them all with him.

Lerk

The second evolution available to the aliens, the Lerk is a fast paced airborne alien, with little armour and health. The lerk has like the skulk the ability to bite its targets or use its spore-cloud allowing it to fire a green mist which damages marines but not structures for as long as they remain within the cloud.
Lerk
Once a second hive has evolved the lerk is granted the umbra ability. This is best used as a support to any other alien or structure for the umbra effects limits the amount of bullets that can pass through it although knives and grenades are not affected.
After the third hive the lerk recieves the primal scream which bolsters its and any nearby aliens adrenaline allowing them to attack faster and survive for longer.

Fade

The fade is the main stream fighter of the kharaa. It sports a vicious slash that can annihilate any target at close range Its second 'weapon' is a blink which speeds up its movement enormously. Once the second hive is up the fade gains another 'weapon' - metabolize. This allows the wounded fade to quickly regain its health and adrenaline.
Fade
After the completion of the third hive it gains the ability to use a low powered acid rocket for long range attacks.

Onos

The marines have a saying, ‘When you see an onos you know your dead’ The onos is a massive kharaa capable of charging down any marine it see’s. The onos has a great amount of health and armour making it virtually unstoppable.
The Primary ability of the Onos is the gore which is a short range attack that does a great deal of damage. Its secondary ability is another short range attack yet extremely deadly. For devour allows the onos to eat a marine for up to 30 seconds gaining health as it does so as well as temporary removing the player during this time.
Onos
After, that comes the powerful stomp. Allowing the onos to stun groups of marines at a time from moving or shooting. Its last ability is Charge which accelerates its bulk shockingly fast, slamming through anything in its path. The effect is devastating – a human doesn't even slow it down, and it hits metal or machinery like a detonation. It cannot maintain this speed for long.

Gorge

Although the gorge is available from the onset it is a totally different breed of alien. The gorge’s primary function is to create new alien structures rather than to attack. The gorge has a low powered spit though in case it comes across the marines. Yet its heal effect is more devastating allowing it to heal aliens and structures and to ‘heal’ marines to their death.
Gorge
Once two hives have been created by the gorge though it can fire a devasting bile bomb, while this does no damage to the marine menace it goes a great deal of damage against their pesky buildings.
Once the third hive is up it can then use the webbing ability. This allows it to web an area and any marine that touches the web is unable to fire and moves more slowly while it is under its effect.

Chambers

The gorge can build a number of chambers, each with its own ability and most provide a new evolution for an alien.

Offence Chamber (OC)

This is the only chamber that does not provide any new upgrades, yet without it the kharaa would be hard pressed to wipe out the marine scum. The offence chamber can be grouped together and will attack any marines or structures that would be foolish enough to enter its sight.
Offence Chamber
The following three chambers can only be built depending on the number of hives you possess. For example if a defence chamber is built you can not built a sensory or movement until you get another hive although you can build as many defence chambers as you like.

Defence Chambers (DC)

Defence Chamber These chambers will heal any nearby structures or aliens and they also provide a host of kharaa defensive upgrades. These are best grown near to OC as a support role and near to hives in case any sneaky marines get through.

Movement Chambers (MC)

Standing near a MC allows you to regain your stamina/adreniline faster, they also allow you to transport to the furthest hive, instantly a bit like the marines phase gate. When a hive is in trouble though the function of the movement chamber changes, instantly transporting you to the hive being attacked. They, also provide a host of movement upgrades: adreniline, celerity and silence.
Movement Chamber

Sensory Chamber (SC)

Any structures or non attacking players within the field of an SC are cloaked from all marines. Placed strategically they have turned many marine surprise assaults into costly ambushes.
Sensory Chamber
All chambers can provide upgrades (apart from the OC) but the move chambers you have the better the upgrades (up to 3 chambers)

Resource Chamber

This functions just like the marine resource tower as it is able to harvest the nano-sludge in a marine star ship for kharaa evolution and construction.

Alien Upgrades

With the construction of each chamber (defence, movement and sensory) a host of new evolutions become available. But, remember you can only ever have one of each of the three types of upgrades (until you die)

Defensive

Regeneration :

Regeneration Will heal you if you take damage. Regeneration heals you at the rate of 3% of your health per chamber every 2 seconds (Every 2 Seconds)
 

Carapace:

Carapace Alien carapace, much like marine armour, absorbs a certain percentage of damage. The rest is taken off the alien's health.


Skulk armor bonus: 20 hp/level
Gorge armor bonus: 50 hp/level
Lerk armor bonus: 30 hp/level
Fade armor bonus: 100 hp/level
Onos armor bonus: 350 hp/level

Redemption

Redemption Allows for a second, third, fourth.. chance etc as when you are about to die you will be redeemed and instantly transported back to base. The redemption ability does not appear to be one hundred percent certain. As an alien drops below 40% health, there is a 40% chance he will redeem every 2 seconds.
 

Movement

Adrenaline

Adrenaline With each movement chamber built by the gorge a' kharaa's energy recharges 33% faster
 

 

Celerity

Celerity Each level increases movement speed, though some lifeforms gain more of an advantage then others.

This is great for quick assaults and hasty get aways.
 
Increases the alien's movement speed by:
Level one: 25 units/second
Level two: 50 units/second
Level three: 75 units/second


Silence

Silence Perhaps the more mentally damaging upgrade possible, an alien that is impossible to hear can strike at will and assault marines easily driving the fear right into them.

 
Level one: 50% noise
Level two: 15% noise
Level three: 0% noise

Sensory Upgrades

Cloaking

Cloaking Coupled with the silence upgrade this is a totally feared evolution. Now aliens can hide in bright light in the middle of the corridor without being seen. Great for surprise attacks or just to hide when too many marines are passing by.

The time taken to cloak lessens with each chamber grown:
Level one: 3 seconds
Level two: 1.5 seconds
Level three: 1 seconds

Focus

Focus Focus allows you to focus in on the weak parts of a marine allowing you to do up to half as times more your normal damage. However, the ability to focus uses up a greater amount of strength slowing, your rate of fire by 33% times the normal amount. Only affects the slot 1 weapon (bite, spit, spore, swipe, gore).
 

Scent of Fear

Scent of Fear This allows the alien to see via the hive sight any marine. The kharaa can be constantly aware and avoid ambushes (range increases with level: 600 units at level one, 1200 units at level two, and 1800 units at level three).