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Kharaa    FrontiersMen
  • Hive
  • Species
  • Chambers
  • Abilities

    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.

    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)

    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)

    In my opinion these are the second best chambers to have (not counting offence Chambers). Standing near a MC allows you to regain your stamina 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

    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.
    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.