NS/releases/performance-3.0.5/manual/alien_gorge_inherent.html
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<td valign="top" background="images/design/red/surround_title_s.gif"><span class="sectiontext"><font color="#FF6600"><a href="alien.html" class="sectionlink">Kharaa
Data</a> :: <a href="alien_species.html" class="sectionlink">Species</a>
:: <a href="alien_gorge.html" class="sectionlink">Gorge</a>: Inherent
Abilities</font></span></td>
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<p><b>Summary</b>: Belligerent and obese, Gorges
serve as a kind of mobile hive and support unit.
Their most important role is triggering <a href="alien_newhives.html">new
hives</a> and creating <a href="alien_chambers.html">chambers</a>
from lumps of raw matter<br>
they &#133; un-digest. Without them the aliens
cannot keep pace with <a href="front_commander.html">marine
research</a> and <a href="front_upgrades.html">upgrades</a>.
To this end, they receive resources much faster
than other species, and can tap a larger amount.
They can also spray <a href="alien_gorge_primary.html">healing</a>
bacteria from their mouths, restoring chambers
and other aliens to full effectiveness. Though
their role is not as aggressive as the other species,
they consistently find ways to cause mischief
and support attacks on enemy positions. And with
their <a href="alien_gorge_inherent.html">spit</a>,
<a href="alien_gorge_hive.html">web</a> and <a href="alien_gorge_hive.html">babbler</a>
abilities, underestimating them in combat is a
dangerous mistake.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[<a href="alien_gorge_name.html">Name</a>]</p>
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<p class="sectiontext"><a href="alien_skulk.html"><img src="images/tech_10/alien_back.gif" width="15" height="15" border="0"></a>
<a href="alien_gorge.html">Gorge</a></p>
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<p><b>Zero Hive (inherent) Abilities</b><br>
<span class="sectiontext">Spit, Building,
New Hive</span></p>
<p><b>Spit</b>: corrosive wads of pulpy matter,
hucked impressive distances by their powerful
stomach muscles. Not the most powerful alien
weapon, but powerful enough to kill. </p>
<p><b>Building</b>: the Gorge is the only
Kharaa that can create alien <a href="alien_chambers.html">chambers</a>.
This gives them a primary role in triggering
alien <a href="alien_evolutions.html">evolutions</a>.
These growths can also serve defensive,
offensive, and sensory purposes. See the
<a href="alien_chambers.html">chambers</a>
section for more detail. Gorges seem to
need to accrue resource &quot;points&quot;
much as a <a href="front_resources.html">commander</a>
does, to build new chambers. </p>
<p><b>New Hive</b>: As the <a href="alien_bacterium.html">bacterium</a>
spreads, it identifies potential <a href="alien_hive.html">hive</a>
locations &#150; these are usually the dampest
or warmest areas, though sometimes a location
is chosen for other instinctual reasons
not yet apparent to us. A visible bacterial
mat will spread throughout these areas,
in preparation for future growth. A Gorge
can trigger the growth of a second, then
third hive (we have never observed more
than three &#150; perhaps the ship or base
environments are not large or resource rich
enough to support them). Activating a new
hive is a significant expenditure of resources,
and the principle motivation of the Kharaa
to create and defend <a href="alien_chambers_r.html">resource
chambers</a>. </p>
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<a href="alien_skulk_observation.html"><br>
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