Sid’s super serious Base Runner Guide
Part One: Learn to die.
Hello, and welcome to the Runner Guide. This guide is about how to play as a Runner xenomorph in the hit new steam video game, CM13.
I am Acetylene, also known as SID, or “That runner with crackhead energy” and with that title, I feel I have the experience neccessary to advise new players on playing one of the xenomorph roles with the highest skill ceiling barring vampire lurker.
The Runner is a Tier One xenomorph that is unlocked at the ten minute mark of the round. It has 230hp and zero armour, and boasts the fastest general movement of any xenomorph, it can also run over window frames and tables.
The runner has a weak slash and has a slightly lower hit delay than other xenos, allowing it to attack and disarm faster.
It is meant to be a hit and run harassment machine, which is used to punish marines for not guarding their flanks and weak targets. I.E medics.
It is easily killable, and works best when paired with other backliners. It can also swap strains to the acid runner, which boasts acid based abilities, and a suicide bomb attack. But I digress, as I don’t play acid runner. :3
When learning to run, you will die.
A lot.
Part Two: Running, How do?
Being a runner is basically harnessing your pure annoying gremlin energy to be the angriest mosquito you can ever be.
As a runner, you want to always be where the marines don’t want you, this is usually in the backlines attacking lone marines, or, attacking unguarded comms units, or hunting down a hive diving scout.
As far as abilities go you have three main ones, and they aren’t too complicated.
Your main ability is a pounce, which allows you to stun a marine for a few seconds and get some slashes in.
If you master the slashing, you can get two slashes in before it’s advised you retreat. A runner can be instantly killed by a point blank shotgun blast, so the less time you spend near a marine, the better.
Chain pounces can be devastating. If you pounce a marine, and slash them, then pounce them when they get up again (especially if they don’t have a shotgun) they’ll likely be unable to do anything but accept their fate. Which is an absolutely hilarious thing to see happen.
A pounce can also jump you over unwired barricades, and can be used to dodge diagonally through fire. Nifty tricks which for sure will be able to get you out of situations, and leave marines stunned and gobsmacked.
Do be careful when pouncing marines who are tackled, as it will reset their tackle timer and they’ll get up faster. If you want to capture a marine, you’ll have to disarm them the regular way.
(This does not count disarms that you’ve applied right after a pounce when they’re on the ground)
Your second ability is firing a bone spur, which can be used to slow down marines. It deals no damage, and simply acts as a slowdown to open them up to a pounce. It’s very situational, but can be used to great effect. You can also use it to blow up fuel tanks.
Your third ability is an ability to extend your vision, this will increase your vision range by about three tiles. This is useful to kite around marines and stalk them, as well as helping with situational awareness. I.E. a scout prepping to attack you from offscreen.
Technically you have a fourth ability that allows you to “Hide” you can use this ability to hide your sprite underneath tables and other such things to help you with ambushing. It’s also super situational, like the bone spur, but can still be useful.
Using all of these, you can bring out your inner crackhead.
Part Three: InSIDious tips.
The other two parts generally cover being a runner well, this section will be about some tips and tricks.
Tip 0: Aim for the feet.
Not only are feet unarmoured, but if you fracture them, they apply a slowdown that allows you to chain pounces much easier. Not to mention it keeps them from retreating quickly, which means more fun time for you.
Tip 1: The Lurker Runner cap combo.
If a lurker pounces a marine with a runner ready to disarm nearby, that marine is captured. There is no chance they’ll get out of it. It’s an evil combo.
Tip 2: Claymores
Claymores will wind up killing you sooner or later. If you survive one, assume more are in play. You can disarm claymores safely from the sides. Whichever end the claymore is on is the opposite of where it’s explosion will be. If it’s north, it’ll explode south.
OT claymores will send you to hell with no parole, so avoid them.
Tip 3: Flames
Flamers are extraordinarily deadly to the aspiring runner, as a single burst will most likely end with you dead. If you get flamed, disengage and run to a safe distance. If you can find weeds, resist on them, water is better. Resisting on the ground will work, but it’ll take longer, and you run a higher chance of dying. If you get hit by a scout’s incend, run to friendly xenos.
Plasma and flame turrets are dangerous as well, and it’s advised that you avoid them if they’re caded, and bust them as soon as possible.
Tip 4: Using your movement.
As a runner, you boast a super high movement speed. You can use this to push marines in certain directions. Detaching a weakened marine from a patrol, pushing a marine into an egg morpher, or even, their own flames.
Tip 5: Attack omni-directionally.
A good runner acts like a goddamn freak of nature.
Act erratic. Be strange, go in for a fake out and make it real, pounce and then grab just to psych a marine out. Attack from the north, then the south, then the east, then the north.
Tip 6: Queen Screech Capping
When the queen screeches and you’re on the frontlines with her, grab a marine and swap to disarm and just drag them to hell. It’s one of the easiest ways to get captures as a runner.
Tip 7: Smart Gunners
If you see a lone smart gunner, and they aren’t swapping to a pistol. Go in for the capture. A lone smartgunner can’t do anything to you if you successfully chain your pounces.
Tip 8: The Midst Of Chaos
Honestly, just run through marines sometimes. It’s absolutely hilarious and can get so many marines friendly firing themselves. Not to mention it’s a huge morale breaker.
Tip 9: Teamwork
A good runner can solo-cap. A great runner brings along a few others to destroy entire backline squads. Working with a fellow “Wing-Runner” will increase your efficacy ten-fold.
Tip 10: The GL Armour.
If you see a marine with heavy looking armour, and they’re purposefully trying to face your direction, chances are you’ve come across GL armour. If you pounce a marine with this armour from the front, you will get stunned, and likely die. You can still pounce them from the sides and the back however, so don’t be too afraid of them.
That’s all the tips I’m willing to share currently. I hope you’ve learned something from this evil nasty no good guide.
Remember, Run Fast. Die Faster.
Xoohrah.
P.S, if you see Samson Jack. Frac his legs.
[Direct any and all complaints about this guide to Capt. Bill Carson at [email protected]]
