recursal/Fanatic-Fandom huggingface dataset:
Ships

There are a total of 40 ships available - from interceptors to massive cargo vessels. As you travel the universe, you will find various ways to earn credits which are used to purchase these ships. Eventually, you could own them all!

## Upgrades

All ships can be upgraded with various purchased or **crafted** components with five tiers of quality from basic through epic. This includes:

* Shields
* Hull armor
* Warp drives
* FTL drives
* Targeting packages
* Electronics packages
* Cargo expansions
* Hardware mount points
* Beam weapon turrets
* Projectile weapon turrets
* Missile turrets

Details on these can be found on the **Ship Equipment** page.

## Crew stations

Crew members can be recruited throughout the galaxy. You can discover new crew members on space stations orbiting planets or planetary bases. At any one time, you can have a total of 10 crew members - yourself and 9 hired mercenaries. Crew can be assigned to your ground exploration team and/or ship stations. Crew members learn skills over time and enhance your piloting, weaponry, electronics and targeting efficiency. Over time, they will earn skill perks that further enhance your ship's performance. Crew members can be swapped between stations and new crew members that you find with higher level skills can be added to your team and assigned to stations using the crew manager (press J). Crew members can also be swapped between stations in the "Ship" UI.

**Weaponry station**: The weaponry station affects weapon tracking speed, reload speed and efficiency.

* Turret bonus damage
* Target reload speed
* Turret energy efficiency

**Piloting station**: This team member affects overall speed, maneuverability and evasion.

* Adjusts ship speed
* Adjusts ship turn rate
* Adjusts ship evasion

**Targeting station**: This station manages the targeting computer, affecting lock speed, chance to hit and weapon strike through.

* Turret lock speed
* Turret chance to hit
* Attack shield bypass

**Electronics station**: The electronics station manages all hardware and software systems.

* Scan range
* Ship security (for the boarding system)
* Shield bonus efficiency

## Ships

Ships serve a variety of purposes in Stellar Tactics. From small interceptors to massive cargo carriers.

### Heavy Merchant Vessels

* Heavy
* Heavy
* Heavy

Missiles: 2
* Light
* Light
Special Attacks

Special attacks are strong abilities, which have a cooldown and depend on the equipped **weapon** type. Strictly speaking, not all of these abilities are attacks. Each weapon type has an offensive ability (hotkey: 1) and a defensive/support ability (hotkey: 2). The special attacks can be seen in the UI and a mouse over gives detailed information about it. They do not cost **AP**.

Special attacks have levels, which depend on the **skill** level the character has in the respective combat skill. The levels of the special attacks are increased at level 20, 40, 60, 80 and 100.
Doll Factory

Doll Factory is a Map in Midnight Ghost Hunt.

## Ghost Strategy

1. Take Shatterproof.
2. Find the Murder Doll.
3. Roll your face on the keyboard.
4. Congratz, you are MVP.

## Hunter Strategy

The map is difficult for Ghost Hunters because it combines strong verticality with small prop while being both rather spacious and still having a lot of places to hide in. There are no surefire strategies, hunter just need to have a superior skill and teamplay to win. It is worth to consider winning the map via the well planned post-Midnight fight rather than hope for the pre-Midnight resolution, although due to Murder Doll post-Midnight fights on this map are difficult as well.
Essential Sudoku DS

* JP
 Publisher
 Platform(s)
 Release date

**Essential Sudoku DS** (titled **Simple DS シリーズ Vol. 7: THE イラストパズル & 数字パズル** "Simple DS Series Vol. 7: The Illustration Puzzle & Numeral Puzzle") is a puzzle game developed by Essential Games and published by D3 Publisher for Nintendo DS. It is the seventh game in *Simple DS* video game series for Nintendo DS in Japan.
The game has been ported to Japanese feature phones (particularly the ones supporting i-mode, EZweb and Yahoo! Keitai services), as part of *Simple DX Series*.
Status Effects

There are several status effects, which can be inflicted during **ground combat**. Which status effects can be inflicted depends on the body part, which is hit, the equipped **weapon**, the **Special Attack** and/or the **enemy type**. After a combat, all status effects are automatically cleansed. During combat, status effects can be healed using medkits and having selected the right **first aid perks**. Status effects cannot stack and they have a maximum duration to prevent stun locks.

## Stunned

Stunned means, that the character is stunned and cannot take any actions for 1-2 turns. It can be inflicted by fists, two hand melee, stun grenades, shotguns and hits to the head. Some enemies cannot be affected by this status effect.

## Poisoned

This effect inflicts damage over time. It can be inflicted by Gas Grenades and one hand melee weapons. Some enemy types inflict this status effect.

## Bleeding

This effect inflicts damage over time. It can be inflicted by some Special Attacks and some weapon types (frag grenades, pistols, rifles).

## Crippled

All AP costs for crippled characters are doubled, except for movement. This effect can be inflicted by hits to the arms and some weapon types (big guns, frag grenades, shotguns).

## Hobbled

All movement AP costs are doubled for hobbled characters. This effect can be inflicted by hits to the legs and some weapon types (frag grenades, SMGs, rifles).
Psionic Amplifier

The Psionic Amplifier is an item, which gives access to psionic powers, if equipped as a side arm. It is rewarded by **Maala**, Grand Psion of **The Coven** during the storyline. This item can only be obtained via the storyline and cannot be traded or destroyed. Only the player is able to use this item, because it requires high intelligence, mental acuity, and higher than average nano processing capacity. It is made of a master Aznari crystal. In years of searching **Aznari Ruins**, The Coven have only found one of these crystals. Unlike the other crystals found in the ruins, this was found in a cache along with instructions for building the device.

* equippable: side arm slot
* range: 22
* requirement: **INT** 20

Up to 8 psionic powers can be actively used. The powers can be modified or created from scratch using the Psionic Editor.

* the amount of healed health for heal powers depends on the own health, i.e. END and STR
* the damage of damage powers depends on INT and PER, INT: about 0,66-0,77 damage per point and PER: about 0,62-0,73 per point

## Psionic Editor

The Psionic Editor can be accessed from the toolbar, where the second special attack normally is. The icon is a cog.

In the top of the editor screen (red rectangle in the image), a list of available powers is shown. Using the buttons to the bottom right, new amplifications can be created or existing ones can be edited after selecting them in the list of available powers. Available powers can be dragged to the active powers toolbar (yellow rectangle in the image) to be usable.

The options in the green rectangle in the image define the target type of the power: single (a single target), Group (a group of enemies, no matter if single members of the group are visible or not) or PBAoE (point blank area of effect, i.e. the affected region is centred on the same character who is casting the power).

The options in the purple rectangle in the image define the type of power (heal, cleanse and different damage types).

The options in the light blue rectangle in the image define secondary effects, which depend on the type of power.

The Overload slider can be used to overload the power, i.e. the effect of the power will get stronger, but the mind costs will increase. Depending on the overload and the chosen options of the power, health costs may arise as well. Both is indicated below the overload slider.

The name of the power (above the stats of the power), as well as the description (above the overload slider) can be edited. The icon of the power can be edited by clicking the icon below the overload slider.
Ornate Hunter Armor

*Research required: Yautja Advanced Tech*

The Ornate is more protective than the Elite Armor. It has a slight move and work speed penalty, but a larger social impact buff that effect negotiation ability and trade price improvement. It's the most expensive Yautja armor to make.

* Female Ornate Hunter Armor
* Male Ornate Hunter Armor

## Notes

* Yautja Equipment
* This is only usable by Yautja
Initiative

Initiative is a value which determines the turn order of the combatants in **ground combat**. The exact mechanics/formulas are unknown. But there seems to be a random roll value, which is modified by **Agility** and **Dexterity** (both contribute equally) and a bonus from **Intelligence**. According to the description of **Charisma**, it should affect initiative as well. However, there was no noticable effect of Charisma (current as of Version 0.628). Furthermore, it is known, that it's never a character's turn twice in a row, no matter how high the initiative is. This also applies to two subsequent encounters in an area, i.e. if a character kills the last enemy of a fight during his turn, he won't go first in the next fight in that area. This is resolved, if the game is saved and loaded between fights.

Stat bonuses from equipment do not affect initiative.
More Yuatja weapons

I love the mod But I feel that the Yuatja need more weapons here is a list that I think should be in
1: Berserker predator wristblade would be a wristblade that is slower attacking but does more damage
2: speargun would be like the plasma caster so it would go in the wristgauntlet but does way less damage but you can retreive the spears
3: netgun would be capable of shooting a net that traps entity's for a short period of time
Enemies

In this Article you can find some information on enemies, which are encountered in ground missions of Stellar Tactics.

## Humanoid Enemies

* Humans (melee and ranged), use **special attacks** according to equipped weapon and use grenades (mainly skull enemies)
* Phage Initiate
* Phage Replicant
* Mutant
* Coven Inquisitor/Coven Prelate/Coven Initiate, use psionic powers, have no bleed resistance

## Aznari Ruins

* Aquatic (uses **Demolish** and **Eviscerate** (seen on difficulty extreme))
* Bloater (uses **Tremor** (seen on difficulty easy) and **Demolish** (seen on difficulty extreme))
* Mandibus (uses **Eviscerate** (seen on difficulty extreme))
* Gormath
* Rage Daemon (uses **Tremor** (seen on difficulty easy))
* Pangolas (uses **Torment** (seen on difficulty extreme))
* Exoderm
* Rarn (uses **Tremor** (seen on difficulty extreme))
* Flesh Mass
* Horror (uses **Eviscerate** (seen on difficulty extreme))
* Mergron
* Rager
* Screbdoid
* Nightmare (uses **Torment** (seen on difficulty extreme))
* Horned Daemon
* Boremass (uses **Tremor** (seen on difficulty easy and extreme))
* Devourer
* Glemith (uses **Tremor** (seen on difficulty easy) and **Torment** (seen on difficulty extreme))
* Titan (regular attacks inflict **crippled** (seen on difficulty extreme))

## Robot Enemies

* Annihilator Mk.II
* Spider Bot RDX
Predaliens

Predaliens are the result of Face Hugger impregnation of Yautja.

## Behavior

They are stronger, and faster than Drones and Warriors. They posess the unique ability to impregnant female pawns with between 1-4 Chest Bursters. These impregnations are done without the use of a Face Hugger, as they latch onto the face of the host with their "mouths" and essentially force feed embryos down the hosts throat. These impregnations tend to mature faster than normal, however, the Xenomorphs from them tend to be smaller and weaker.

* Chest Burster (Predalien variant)
Trap

Trap is a gadget of Ghost Hunters.

## Usage

Trap is placed on the ground. Whenever a Ghost walks into it's range he will be booted out of a prop and bound into place until breaking free. To break free the Ghost must attack the trap several times.

Unused traps can be recovered and placed elsewhere, making it possible for hunters to cut off a given room, search it, rinse and repeat with the next one. Trap is one of the most powerful tools in the Ghost Hunter's repertoire.

Using the generator will restock the trap ammo and remove all active traps placed by the hunter.

Extra Gear is a staple perk to use along with Trap, as it doubles the amount of traps one can carry and deploy at a time.

## Counter Play

Perception allows ghosts to see traps more easily, while Untrappable is exactly what it says on the tin.
Thrumbomorph

These are the results of a Face Hugger impregnation of a Thrumbo, a terrifying prospect. These creatures are a part of the Hive Mind, and are capable of ripping battle tanks apart. They are dangerously fast, extremely vicious, and are not to be trifled with. If you see one, it is recommended to run.
How to play guide for Stellar Tactics

*This article is a stub. You can help Stellar Tactics Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Stellar Tactics***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Controls

LEFT CLICK - Opens containers / Use item - weapon - skill on target

RIGHT CLICK (hold) - Change view angle

R - Reload weapon

F1-F2-F3.. - Switch between characters in group

SPACEBAR - Switches between group or individual movement / End Turn in combat

-SPACE-

G - Activate shields

F - Activate turrets

T - Launch chaff

R - Micro Warp

SPACEBAR - Afterburner

## Tips and tricks

-COMBAT-

-It is best to equip your soldiers with both long range and close range weapons

-Lure enemies into corridors , this will help you maximize damage with explosives due to them being bunched up. Allso , this will prevent melee enemies from surrounding you , usually limiting the number of attackers to 2

-Don't run into a new room when exploring , first check the door and if needed , retreat to the previous room and let the enemy come to you.

-Allthough the game says medkits should be equipped in your secondary weapon slot , they should not . You can use them by clicking the button to the top right of your skills ( costs 3 AP regardless of size of medkit )

-SPACE-

Notice the Micro-Warp button to the right-center of your HUD bar on the bottom of your screen . It's easy to miss but will increase your travelspeed by a big factort

You can target destinations in the top left corner of the HUD. Important destinations can be found among the planet list. Click one to target and a view of your target should pop up on the right side of the HUD. Beneath the picture is an arrow that will allow you to set course towards your target. Handy when you are not exactly sure wich direction your desired destination is.

## See also

* Release date
* System requirements
Runners

Runners are small, fast, quadrepedal Xenomorphs. They are more likely to spawn from non human-like hosts, and from Predalien impregnations.

## Behavior

Runners act as scouts, roaming far from the Hive at night to look for potential hosts. They also serve as sentries, keeping watch for any threats to the Hive.

## Notes

* Runners are the most common form of Xenomorph only due to animal hosts being more plentiful.
Aznari Ruins

Aznari Ruins are story mission landing locations on planet surfaces, which have to be visited to advance in the story. There are two types of Aznari Ruins: inactive and active ones (also called Aznari Hubs). Both types are inhabitated by **non-human enemy types** specific to the ruins. In the ruins Aznari loot can be found, which is worth quite a lot of Credits. Aznari ruins can only be found using the **Aznari Scanner**. Active ruins are really rare and can only be found after several inactive ruins have been cleared to gather data to triangulate the position of an active ruin (see article on the **Aznari Scanner**). The main story begins in an active Aznari Ruin on **Achmedius III** (see article "**Historical background**" for more information on the happenings before the game and in the prologue).

## Inactive Ruins

They are ground missions with 2-6 areas. They do not scale to the player level, but are tied to the system level they are located in (see **universe** for more information on system levels). In addition to the loot found, cleared ruins are treated like missions, i.e. Credits, loot and faction reputation of the faction owning the system the ruin is located in are rewarded.

## Active Ruins

Active ruins (besides the one found on **Achmedius III** at the **start of the story**) are not implemented, yet. Active ruins are connected to the **Jhemm** and give the possibility to speak to the Jhemm.
Xenomorph Infestation

This incident is similar to the vanilla *Infestation*, causing a Xenomorph Hive tunnel to spawn on the map.

When the tunnel spawns, it will also spawn Xenomorphs and overtime, Ovimorphs will begin to spawn. The Xenomorphs will proceed to try to expand the hive and gather hosts, by bringing the hosts back to the tunnel to cocoon and await impregnation.

Overtime, smaller hive tunnels will begin to spawn around the map, which will also spawn Xenomorphs.
Factions

## Yautjas

### Jungle Clan

The *Jungle Clan* are your standard Yautjas, and adhere to their traditions and ways faithfully. They were the first clan to have contact with humanity in recorded history. They are not necessarily hostile to human factions, but then they're not exactly friendly either.

### Badbloods

*Badbloods* are the outcasts and criminals of Yautja society. They place no value in the traditions of an honourable hunt, and instead hunt purely for sport.
They are almost always hostile other factions, even of their own kind.

## Xenomorph Hives

*Xenomorph Hives* are currently a hidden faction, similar to vanilla mechanoids. They can show up via raids, incidents or the stray impregnated pawn that may wander onto your map. Be warned that Queens will start their own hives.

## USCM

The USCM (United States Colonial Marine Corps.) are the armed forces of the United Americas. Founded in 2101 they are responsible for protecting the colonies of the United Americas from both human and extra-human threats. They typically use ballistic and explosive weaponry. They operate in in small squads of no more than 25 personnel. Anywhere you can find a Xenomorph you will eventually find a squad of marines ready to bring some pain.

## Weyland Yutani

(Arriving v2.0.0.0) Weyland-Yutani are a hyper-massive megacorporation that spans the human territories. They specialize in terraforming technology, faster-than-light (FTL) engines, bioweapons, synthetic persons, and deep space transportation. Although never officially confirmed it is widely understood that Weyland-Yutani plays a significant role in the spread of the Xenomorph infestation - presumably in ill-fated attempts to weaponize the creatures. Through significant political efforts the Weyland-Yutani corporation has substantial control over the movements and deployments of USCM personnel.
RimWorld: Alien vs Predator Mod Wiki/Section 1

Welcome to The Official RimWorld: Alien vs Predator Mod WikiWelcome to The Official RimWorld: Alien vs Predator Mod Wiki
An online resource for RimWorld: Alien vs Predator Mod written and maintained by the mod developers and players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About RimWorld: Alien vs Predator Mod

This is a Rimworld Mod that adds Yautjas (Predators) and Xenomorphs to the game, following the lore of the movies (and Alien:Isolation). Weyland-Yutani and USCM will be landing in the Rim in the near future.
Elite Hunter Armor

*Research required: Yautja Advanced Tech*

Elite Armor is slightly more protective than the standard set. It does not have any penalties, and has a small social impact buff. This is even more expensive to make.

* Female Elite Hunter Armor
* Male Elite Hunter Armor

## Notes

* Yautja Equipment
* This is only usable by Yautja
SNK Gals Island Doki Doki: Puzzle Shock!

Publisher
 Platform(s)
 Release date

**SNK Gals Island Doki Doki: Puzzle Shock!** (SNKギャルズアイランド　どきどき♥パズルショック！) is a series of two puzzle games developed by SNK Playmore, released on the Japanese feature phone services i-mode (through the *SNK World* storefront) and Yahoo! Keitai (through the *Mobile NEOGEO* storefront). The games include puzzles based on SNK IPs, and changing room scenes featuring SNK heroines.

## Gallery

* Logo of the first game.
* Logo of the second game.
Yautjas

*Yautjas* (also known as Predators) are one of the fiercest hunters in the known galaxy. Highly intelligent, dangerously cunning, incredibly strong and possessing extreme endurance, their thirst for the Glory of the hunt can never be sated.

## Behaviour

Yautja need a warm biome to survive. They will ignore any harm to any other humanoid species except their own. You can go hunt and eat all the humans you want without a second thought. They are stronger and more resilient than humans, and typically isolationists.

They can mark themself with the blood of their prey for mood bonus, and if you have a Yautja in your colony, you can mark other pawns in your colony as well.

During heatwaves, Yautja raids will become stronger and more terrifying, with El Diablo.

Yautja factions are not inherently hostile towards the player, and relations can be improved upon to become allies.

## Badbloods

*Badbloods* are a separate faction, and almost always hostile towards the player.

Badbloods hold no regard for Yautja traditions and will hunt and pillage for their own sport.
Congress of Humankind Headquarters

Not just a place, the Congress of Humankind Headquarters is also an idea – that the world’s peoples can work together for a better future.

## Placement prerequisites

Most built next to a District already connected to a Main Plaza or Administrative Center.

**Congress of Humankind Headquarters** is one of the Contemporary Era Cultural Wonders and can be built through Shared Projects with multiple Cities participating in it.

## Standard Wonder Effects

* +20Stability
* +100Fame on completion.

## Synergy Effects

* +5%International Sway if built next to an Embassy

## Narrator

Building the Wonder
“*Behind its striking architecture, the permanent Congress of Humankind Headquarters houses the thrilling business of international cooperation.*„
Discovering the Wonder built by other Empires
“*Establishing a diplomatic nerve center for the entire world brings the power players to you. Or would have, anyway, if you'd built it.*„
Crashed Ship Parts

*There is currently only one modified Crashed Ship Part*

## Xenomorph Infested Crashed Ship Part

This functions very similarly to the vanilla Poison Ship Incident. The modified version contains Xenomorphs, however, and instead of poisoning the ground around it, the ship will start to infect nearby plant life with Neomorph spores, resulting in the growth of Strange Fungus.

When the ship is destroyed, they can sometimes leave behind crypto tubes. These may or may not be occupied.

Both the spores and the purple ground effect are susceptible to and can be removed with fire.
RimWorld: Alien vs Predator Mod Wiki/Section 2

Races and Creatures

* **Races**
	+ Yautjas
	+ Xenomorphs
	+ Synths

* **Creatures**
	+ Neomorphs
	+ Blood Burster
	+ Rhynth
	+ Face Hugger
	+ Chest Burster

Mod Content

* **Factions**
	+ Yautjas
	+ Badbloods
	+ Xenomorphs
	+ Weyland-Yutani
	+ USCM
* **Equipment**
	+ Yautja Equipment

* **Incidents**
	+ Crashed Ship Parts
	+ Strange Fungus Sprouts
	+ Power Cut
	+ El Diablo
	+ They Mostly Come At Night
	+ Xenomorph Infestation
Hunter's Gauntlet

*These are intended only for **Yautja** use, but some alien races may be able to wear them.*

## Hunter's Guantlet

*Research required: Simple Melee Weapons*

The Hunter's Gauntlet is a standard for all Yautja when hunting. It contains the wrist blade, and self destruct device. Through research, it can be upgrade to contain the MediComp, the Shard Injector, and the Cloaking Device. The Gaunlet can not be removed via stripping, only by the wearer willingly taking it off or by surgical means.

### Wrist Blade

This is a retractable blade that is mounted within the Gauntlet. While worn, the wearer has a melee cut and stab attack.

### Self Destruct Device

Yautja are loathe to allow their technology to fall into the hands of "lesser" races, and will go to great lengths to prevent this from occurring. This includes activation of the Self Destruct Device contained within every Gaunlet. It has two modes of activation, an instant trigger, and a 10 second timer. There is NO safety on the instant trigger, while the 10 second timer may be disabled by pressing the button again.

Downed Yautja wearing one of these devices, may decide to activate it rather than be captured.

### MediComp

*Research required: MediComp*

This is basic first aid tools, designed for tending wounds in the field. These can only be applied to the wearer. It's potency is roughly equivilent to vanilla Herbal Medicine.

### Shard Injector

*Research required: Shard Injector*

The Shard Injector is used to administer **Health Shards**. Health Shards are weaker versions of the vanilla Mech Healer Serums, being unable to regrow lost limbs or organs.

### Cloaking Device

*Research required: Cloaking Device*

The Cloaking Device will hide you from enemies while active. However, it has a short battery life, and takes some time to recharge.
How to play guide for RimWorld: Alien vs Predator Mod

*This article is a stub. You can help RimWorld: Alien vs Predator Mod Wiki by expanding it.*

This page will serve as a basic **how to play guide for *RimWorld: Alien vs Predator Mod***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
RimWorld: Alien vs Predator Mod Wiki

Welcome to The Official RimWorld: Alien vs Predator Mod WikiWelcome to The Official RimWorld: Alien vs Predator Mod Wiki
An online resource for RimWorld: Alien vs Predator Mod written and maintained by the mod developers and players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About RimWorld: Alien vs Predator Mod

This is a Rimworld Mod that adds Yautjas (Predators) and Xenomorphs to the game, following the lore of the movies (and Alien:Isolation). Weyland-Yutani and USCM will be landing in the Rim in the near future.

Races and Creatures

* **Races**
	+ Yautjas
	+ Xenomorphs
	+ Synths

* **Creatures**
	+ Neomorphs
	+ Blood Burster
	+ Rhynth
	+ Face Hugger
	+ Chest Burster

Mod Content

* **Factions**
	+ Yautjas
	+ Badbloods
	+ Xenomorphs
	+ Weyland-Yutani
	+ USCM
* **Equipment**
	+ Yautja Equipment

* **Incidents**
	+ Crashed Ship Parts
	+ Strange Fungus Sprouts
	+ Power Cut
	+ El Diablo
	+ They Mostly Come At Night
	+ Xenomorph Infestation

Guides

* Change Log
* FAQ
* System requirements
* Release date
* Game support

Featured images

mw.loader.load('ext.slideboxlightshow');

*RimWorld: Alien vs Predator Mod* Links

Steam Page

Github

Ludeon Forums

Discord

Wiki Community

We are currently maintaining 383 pages (62 articles)!

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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Yautja Equipment

This is a full list of all apparel and weapons added with the Yautja race. Only Yautja are able to craft these items, and only the weapons are usable by other races.

## Apparel

*These are only usable by Yautja*

* Hunter Armor
* Light Hunter Armor
* Heavy Hunter Armor
* Elite Hunter Armor
* Ornate Hunter Armor
* Hunter Grieves
* Biomask
* Elite Biomask
* Ornate Biomask
* Yautja Vest
* Survival Mesh

## Weapons

* Bladed Maul
* Combistaff
* Smart Disk
* Plasma Pistol
* Needler
* Spear Rifle
* Yautja Hunting Bow
* Yautja Compound Bow

## Special Equipment

*These are only usable by Yautja*

* Hunter's Gauntlet
* Plasmacaster
Strange Fungus

There are currently two ways for the *Strange Fungus* to appear, Crashed Ship Parts and Strange Fungus Sprouts.

When *Strange Fungus* is above 95% growth, there is a small chance the fungus will release a spore cloud if living things are within 6 cells of it. The closer and larger the creature, the more likely it will trigger the release of a spore cloud. Anything that walks through a spore cloud has a 75% chance of becoming infected. Any creatures that consume the fungus will become infected immediately.

Infection results in Neomorph impregnantion.

The fungus is extremely flammable.
Picross S8

*This article is a stub. You can help Picross Wiki by expanding it.*

 Publisher
 Platform(s)
 Release date

**Picross S8** is a Picross game for the Nintendo Switch, and the eighth game in Picross S series.

The game features Normal, Mega, Clip, and Color Picross puzzles. It is notable for the debut of four-player multiplayer.
Ornate Biomask

*Research required: Yautja Advanced Tech*

The Ornate Biomask slightly more protective than the Elite Biomask, however, it has a lower accuracy bonus, as well as less protection from psychic and toxic sources than the Elite Biomask. The mask does give the wearer an increased social impact, negotiation ability and trade price improvement stat.

* Ornate Biomask

## Notes

* Yautja Equipment
* This is only usable by Yautja
USCM

## United States Colonial Marines

The USCM (United States Colonial Marine Corps) are the elite fighting force for the United Americas, and the direct successor to the United States Marine Corps. Their mandate is to project force across all colonies and territories of the United Americas. They follow traditional military protocols with a top-down command structure and a centralized leadership. They are the only means that the United Americas have for assaults on hostile forces in space.

The **USCM** traditionally took on anti-piracy roles in colonial space as well as escort missions for Weyland-Yutani research operations. Well armed and armored, they rarely encountered threats that they couldn't deal with despite their small unit size. In recent history the only significant defeat on record was on the Rimworld LV-426 - A simple "bug hunt" mission gone wrong. The Colonial Marines encountered the Xenomorph species and, despite staggering firepower and excellent training, were overwhelmed and slaughtered. The mission ended in disaster when the terraforming device went supercritical and exploded. There was only four survivors, and of those four only two were with the marines: A soldier named Corporal Hicks and a synthetic named Bishop. Bishop later perished due to the damage he sustained on LV-426. This event marked a turning point for the **USCM** as the new **Xenomorph** threat was above and beyond anything humanity had ever faced before.

### Trvia

* Tactically they are made up of small squads of no more than 25 men. These squads typically include: One M577-APC (Armored Personnel Carrier) and driver, one UD-4 Cheyenne Dropship with pilot and co-pilot, one commanding officer, one or two synthetics as scientific or technical support, with the remainder being infantry. Their armaments include the M41A Pulse Rifle, the M240 Incinerator, the M56 Smart Gun, and UA 571-C Automated Sentry Guns.
Awari

Hittites use special building techniques to erect Awari outposts, adapting to favorable terrain to give them the strategic upper hand.

## Placement prerequisites

Can be freely placed. Can be built once per Territory.

The **Awari** is the Emblematic District specific to the Hittites. It is a constructable District that functions as a Land Unit Spawn Point.

## Effects

* +3Money
* +10District Fortification
* Automatically upgrades regular Outposts.
* Can be used as a Land Unit Spawn Point for neighbor Cities
* +20 Health Regeneration on Unit in Territory

## Special Effects

* Is a Land Unit Spawn.
* Is fortified.
* As Hittites all existing Outposts convert to **Awari**. After switching to a different culture, the **Awari** will revert to regular Outposts.
Resources

There are many **resources** that can be acquired in *Stellar Tactics*.

Emergency rations

Gurnta Milk

Refined soyla

Spices

Flavored drinks

Water

Appliances

Clothing

Combat Armor

Fabrics

Fertilizer

Firearms

Flight suits

Luxury goods

Melee weapons

Personal care items

Pets

Plants

Survival equipment

Medical equipment

Medical supplies

Nano-augments

Programmable nannites

AI components

Energy cells

Lubricants

Mechanical parts

Fusion cores

Robotics

Ship components

Terraforming components

Tools

Toxic waste

Organic waste

## Ores and minerals

Ores and minerals can be acquired via **mining**.

### Metals

Metals can be **refined** using a **refinery**. The raw version of each is pictured on the left and the refined version is pictured on the right.

Copper

Gold

Iron

Lead

Manganese

Molybdenum

Nickel

Platinum

Pyrite

Silver

Titanium

Tungsten

Tantalum

Uranium

Vanadium

Zinc

### Minerals

Minerals can be **refined** using a **refinery**. The raw version of each is pictured on the left and the refined version is pictured on the right.

Antimony

Asbestos

Barium

Beryllium

Chromite

Cobalt

Feldspar

Fluorite

Gypsum

Halite

Mica

Perlite

Phosphate

Potash

Quartz

Silica

Sulfur

Zeolite

### Rare earth minerals

These items cannot be refined. They are used to negate negative or activate positive effects during **crafting**.

Cerium

Dysprosium

Erbium

Europium

Gadolinium

Holmium

Lanthanum

Lutetium

Neodymium

Praseodymium

Promethium

Samarium

Scandium

Terbium

Thulium

Yttrium

## Smuggling

Smuggling can be unlocked via a mission on the **Achmedius Trade Station**. Speak with Forley Coresh to start your career. Smuggling is fairly dangerous and you will be harassed by **Raiders and Scavvers** if you have active contraband contracts. This is a great career for those of you who want to make money from trading smuggled goods and of course from all that loot you are going to find by eliminating the enemy ships that attack you.

Smuggling requires a large Trade-Net to be effective - so place beacons in every system you find with orbiting stations. Contraband goods are traded all over the universe, but not as often as normal commodities.

Contraband items become visible on the Trade-Net after completing the mission and have a higher profit margin than other commodities.

### Contraband

Subversive materials

Illegal drugs

Alien relics

Forged documents

Bootleg alcohol

Kchor brandy

Banned explosives

Sealed container

Rebel Communications

Refined slice

Psychedelics

Neurotoxins

Ancient texts
Neomorphs

*Neomorphs*, while similar to Xenomorphs in their behaviour, they are less evolved and far more animalistic. They posess very little social structure and do not demonstrate the same hive mindedness as Xenomorphs. They seem to be driven by the most basic of needs and are incredibly hostile. Unlike Xenomorphs, they do not have acidic blood.

### Behaviour

They have a ravenous appetite, particularly while growing. This appetite will drive them to eat any and all things, even their own kind if there is nothing else available (coming soon). They will retreat from fire, the same way Xenomorphs do.

## Life Cycle

### Spores

A *Neomorph* starts it's life cycle as a spore. The spores come from either Crashed Ship Parts or Strange Fungus. Fire is the most effective way to get rid of the spores. Spores will infect suitable host that strays too close to the fungus.

### Blood Burster

*Blood Bursters are currently just very small versions of the full grown Neomorph.*

Once a host is infected, the spores will begin to develope a *Blood Burster*. Once gestation is complete, they "burst" from the host, causing a painful death, and will try to find the nearest food source, which more often than not, is the host, unless they are chased away. *Blood bursters* are EXTREMELY fast, vicious, and will fight back if cornered.
Smart Disk

*Research required: Simple Ranged Weapon*

The Smart Disk an advanced Yautja ranged weapon that can also be used in melee combat. If the user is wearing a Biomask, the smart disk can bounce and hit an additional target. For every level of Yautja ranged weapon researched, an additional target may be hit. In melee combat, it is capable of inflicting cut and stab damage.
A Thousand Years Hence II

Back to the list of narrative events

This Narrative Event is depending on a previous one (A Thousand Years Hence), so its content changes accordingly.

## "Export" outcome

### Description

Rigorous standards ensured that nuclear waste left the empire safely and efficiently. Sadly, the same cannot be said of your external partners who assumed responsibility for the waste once beyond the borders. A terrorist group has seized a small load and now threaten an attack in their homeland. Environmental and human-rights groups protest in your capital.

### Options

LibertyProtest"In the capital. angry citizens leave their workplaces. declaring you responsible for the dirty bomb threat"
* Protesting on Capital for 10turn

## "Ignore" outcome

### Description

Rigorous standards ensured that nuclear waste left the empire safely and efficiently. Sadly, the same cannot be said of your external partners who assumed responsibility for the waste once beyond the borders. A terrorist group has seized a small load and now threaten an attack in their homeland. Environmental and human-rights groups protest in your capital.

### Options

LibertyProtest"In the capital. angry citizens leave their workplaces. declaring you responsible for the dirty bomb threat"
* Protesting on Capital for 20turn
Xenomorph Hive

The Hive Is nearly ın caves drones make hive blocks to close holes of the hive by vomiting to wall or ground to became dormant after people see the hive creatures (Xenomorphs) make small tunels to come out and attack not all hives have Queens first they start with 6 ovimorph and 2 drones there is a big tunel inside the hive
Spectrophone

Spectrophone is a tracking gadget of Ghost Hunters.

## Usage

Spectrophone is a directional Ghost detection gadget of unlimited range, but under condition that Ghost's Ectoplasm level is above the certain - quite high - threshold. If Ectoplasm level is below that threshold Spectrophone will detect nothing even at point blank.

This means that Spectrophone's unlimited range is, in fact, purely theoretical, as ghosts are able to safely manage their Ectoplasm level via spamming Taunt, provided no hunters are present nearby to contest them. For the same reason Spectrophone is not useful against ghosts who are constantly relocating, since moving reduces ectoplasm build-up.

Furthermore, similarly to Radar Spectrophone will receive a false reading from active Death Grip and Poltergeist, but suffers more from them due to it's long range nature.
Survival Mesh

*Research required: Yautja Common Tech*

A heated mesh, designed to help Yautja survive in colder climates. While it's physical protection is negligible, it's thermal protection is immense.

* Female Yautja Vest
* Male Yautja Vest

## Notes

* Yautja Equipment
* This is only usable by Yautja
* The Yautja Vest is currently using the same texture as the Survival Mesh.
FAQ

FAQ for Rimworld AvP mod.

# Playable Xenomorphs

Xenomorphs are NOT currently playable. while this is a planned feature, it won’t be available for quite some time, as it requires Major reworking of how the game plays for it to make sense and we want to do it right, so that its not just another alien race skin. This is no simple task and no ETA can be given.

# Combat Extended

CE Patch courtesy of Saebbi. Any bugs relating to it, please see the patch page.

# Will this features from that game be added?

Short answer is maybe. While we like the games like everyone else we do not consider any of them canon except Alien: Isolation (which was stated by Fox as canon). So we might find inspiration in their work, this mod is pretty much our own take at the AvP universe. We use the movies and the novelisation as source material, everything else is debatable.

# World not loading

The most common cause is not having the two required mods (Humanoid Alien Races and JecsTools). Make sure these are installed and loaded before AvP.

# Scenarios/Factions not showing

This is usually because mod options have been disabled. Please ensure that they are ticked. If you are adding the mod to an existing save, please make sure you have Orion’s Faction Discovery.

# Facehugger and embryo removal surgeries

There should be an operation to remove both facehuggers and embryo’s in the Pawn’s surgery tab. They are very risky, however, and may result in death of patient among other things. If the option for the surgeries are missing, there is likely a conflict with another mod.

# USCM and WY

USCM faction and equipment will be included in v1.5.
WY will be included in v2.0.

# Xeno AI

The AI is still a work in progress, and bound to be buggy. The Xeno nest building AI uses a modified version of the vanilla infestation cell finder, and can on occassion be derpy (more information coming to the GitHub wiki).
Trapping Xeno’s: Queen’s will not lay eggs in captivity currently. Baby Xeno’s are invisible and VERY good at escaping. Good luck keeping it contained.
Abilities

Reason: "*I've realized that both ghosts and ghost hunters have abilities and created separate pages. This page is now useless and should be deleted from Missing pages.*"

**This page is a candidate for deletion.**
Reason: "*I've realized that both ghosts and ghost hunters have abilities and created separate pages. This page is now useless and should be deleted from Missing pages.*"

Ghost Hunter Abilities

Ghost Abilities
Ghost

*This article is a stub. You can help Midnight Ghost Hunt Wiki by expanding it.*

In *Midnight Ghost Hunt*, **Ghosts** try to elude and hinder the Ghost Hunters by hiding within objects and launching themselves at the hunters, trying to keep at least one of them alive until midnight. At that time, the dead ghosts revive as vengeful spirits, turning the tables and attacking the hunters, trying to eliminate them before they can escape.
An Expedition for the State

Back to the list of narrative events

## Description

A well-connected, foreign sailor has approached your court, seeking funds to mount a naval expedition. He seems a driven, ambitious man, stung by the expedition's rejection by his own country. By sailing from the grand maritime city of `[city name]` he believes he can discover a new, more efficient route to distant lands by sea. What do you say?

## Options

WorldFund"Will he really discover a sea route...or will this be wasted coin?"
* -500Money
* Chance of good consequences

HomelandOverseeThe new Army called "Reinforcement" will spawn next to the Harbor for the City."Taking a personal stake in this mission will be more favorable. His energy can still be harnessed."
* -150money
* Spawns a Unit in `[city name]`

IndividualismDecline"We are already well-versed in creating trade routes -- overland. Perhaps our sailors can do the same for the seas."
* Swift on all naval Units for 10turns

## Follow-up event

**Fund** option will trigger a follow-up event: An Expedition for the State II

## Trivia

* This event is likely based on the historical events that eventually leading up to the first expedition of Christopher Columbus.
Ectoplasm

Ectoplasm is a Ghost mechanic in Midnight Ghost Hunt.

## Description

Ectoplasm meter builds up when Ghost is possessing a prop. It affects the efficiency of detection tools such as Radar and Spectrophone while having no effect whatsoever on Pathfinder. In a sense it scales up the size of a Ghost as perceived by these detection tools.

Having high ectoplasm is undesireable if Ghost Hunter is using Spectrophone for detection, but is not necessarily a bad thing in case of Radar.
Mansion

Mansion is a Map in Midnight Ghost Hunt. As of now this is the only map that has variable layout - sometimes it has an attic, other times it has a basement instead. While being a relatively small map, it makes up for that with high prop density, especially when it comes to smaller props.

## Ghost Strategy

Mansion is notable for it's variety when it comes to Ghost playstyles.

## Hunter Strategy

Use weapons that are good against small props, such as Spectral Cannon and Salt Shotgun.

Get a habit of destroying teapots on sight. Teapots pretty much make up their own "very small prop" category - even higher movespeed, even smaller hitbox and even more inconspicious and low-key in the Mansion's rich interior. The only drawback is they have 25 health, which is low enough to be one shot with Spectral Cannon. Therefore do yourself and your team a favor and put them on your kill on sight list.

Another thing that makes a very big difference on this map is using Traps. Combine it with Extra Gear, bringing the total number of traps you can carry at a time to 2. This is about how many exits a lot of rooms on this map have. Follow your Radar guy, if it seems like he found something immediately put traps at the doorways, cutting off their escape. And even if nothing is found you can collect unused traps and move on. Ghosts hate this one trick!
Camcorder

Camcorder is a tracking gadget of Ghost Hunters.

## Usage

Unlike the rest of detection devices this one is placed on the ground. While active, Camcorder will detect and tag the ghost moving directly in front of it, at the range of up to about 10 meters. It does not, in fact, "see" anything happening at it's sides or above/below, making it more of a laser tripwire rather than a camera.

Camcorder will not detect ghost in a prop if it doesn't move, it also won't detect Doppelgangers or ghosts flying by in Spirit form.

Rather than a detection device, Camcorder is effectively an alternative to Trap. While traps are functionally better, they are fundamentally limited to narrow pathways, while Camcorder can control much wider area.

## Counter Play

No notable hard counter is known. While a Ghost can use Doppelganger or Spirit ability, and possibly Phantom as well to pass though it unnoticed, or can possess it to turn it's line of sight into some wall, it could hardly be considered as counter because one has to be aware of it in advance.
Midnight Ghost Hunt

Mode(s) | Multiplayer

***Midnight Ghost Hunt*** is a multiplayer hide-and-seek game for Windows in development by Vaulted Sky Games and to be published by Coffee Stain Publishing. It is based on Prop Hunt, a Garry's Mod product.

The game's press kit indicates it may be released for additional platforms, but which ones have not yet be announced.

***Midnight Ghost Hunt*** is a ghostly hide-and-seek multiplayer game!
Play as either Ghosts or Ghost Hunters against other players.
The Ghosts hide inside inconspicuous furniture and hurl themselves at invading Hunters.
The Hunters must find and destroy all of the Ghosts before the clock strikes **midnight**.
At **midnight**, all dead Ghosts return as vengeful spirits!
The tables turn, the Hunters become the Hunted!
They must try to survive the Ghost onslaught until they can escape.

## System requirements

**Minimum requirements**
* **OS**: Windows 7 or newer
* **Processor**: i5-2500 (or better)
* **Memory**: 4 GB RAM
* **Graphics**: NVIDIA GeForce GTX 1050 or equivalent (or better)
* **DirectX**: Version 11
* **Network**: Broadband Internet connection
* **Storage**: 10 GB available space

## Game support

Midnight Ghost Hunt Wiki is focused on creating the definitive guide to *Midnight Ghost Hunt*. But while we make an effort to be complete, which may include game bugs and fixes for them, we are not an official game support channel. Please direct support requests to Vaulted Sky Games.

## See also

* How to play guide for Midnight Ghost Hunt

## External links

* Official site
* Steam
* Discord
* Facebook
* Twitter
* Reddit
* Youtube
* Vaulted Sky Games
* Coffee Stain Publishing