Sid's super serious Base Runner Guide.

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]]

6 Likes

Good.

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I feel like a lot of new runners fail at this, people kind of grow complacent and start attacking the same group of people over and over, which makes them predictable (the talls know you’re going to pounce one of them, and have weapons ready). Any marine in a group could be carrying the no-fun-instant-crit shotgun. This part about disengaging instead of biting off more than you can chew can’t be stressed enough.

Yeah this combo is so fucking evil, if you stun stack with your backline buddy then any lone marines is basically free.

I kind of personally attacked, but I’m sure you’re making a comment on SGs in general, right?

Nevermind.

Fuck you, but nice guide. Hopefully this guide doesn’t cause any more @MaximusRex’s to grow…

4 Likes

Lub u samson. :face_blowing_a_kiss:

1 Like

people who main runner are noobs

3 Likes

Based and marine-pilled.

1 Like

You might want to add a section on how to turn on ‘Directional Slash’ ( and explain what it does, and how to use it, preferably with an image of some description.), as I know it helped me a lot with getting hits on target, otherwise, great guide!

2 Likes

Kill all Young Runners. They need to learn the hard way.,

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Awesome guide, although I’d recommend going for hands instead of feet! If you manage a frac, they’re going to be slowed from pain anyways, and a marine with a hand frac can’t wield a gun, which massively increases survivability. I always aim hand as a backliner (and even as a T3) as the marine being unable to aim their gun has saved my overextending ass more than once.

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I have to strongly disagree here, hand fracs stopping wielding is a nothingburger because it’s relatively infrequent and takes 0.5 seconds to re-wield your gun again. People only unwield every so often from a hand frac, whereas an unsplinted foot frac is a permanent, significant speed debuff.

Hand delimbs on the other hand are quite significant, though foot delimbs are basically a free cap.

I massively prefer a consistent debuff that can’t be removed, only mitigated over an inconsistent debuff that only comes into play once every few seconds and can be removed with minimal effort.

A marine who’s slow is a marine who can’t chase you down when you disengage.

3 Likes

is directional slash not on by default? what da hecc

2 Likes