The Xeno Invaders
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As we're making our way to unlocking the Doctor Whutt Stretch Goal, let's take a moment to take a closer look at the Xenos from the Zombicide: Invader box.
Workers represent the vast majority of the Xeno invasion. They're not particularly lethal, resistant, or fast (deal 1 Damage, take 1 Damage to kill, 1 Action per activation). But that's not to say that they're not a very real threat. The danger is in their numbers, and the fact that they can quickly flood the board if left unchecked.
You must be particularly wary of allowing too many Mold Zones to remain Active on the board. There are Mold Spawn cards in both the Xeno deck and the Equipment deck, and when these are drawn, the indicated Xenos are placed in EACH Active Mold. There are twice as many Mold Spawn cards for Workers as there are for Hunters or Tanks, and while those cards normally only spawn 1 Xeno per Mold, there are also cards that spawn 2 Workers per Mold.
So, as you see, Workers can quickly swarm the board, and that's dangerous not only because they may surround you and tear you apart, but also because you may run out of Worker figures. This will cause any Abominations on the board to activate, and a new Abomination to spawn!
Fast Xenos, of course that spells trouble. Hunters share mostly the same characteristics as Workers, except for the fact that they are rabid predators. Whenever they activate they get 2 actions, which means they can quickly close the gap between you and them, or if they're already on you, they'll attack multiple times. A lone Hunter can kill a Survivor in a single activation, unless they some heavy armor to give them some extra protection.
While Hunters are more rare than Workers, they can also spawn from Active Mold, and that means they might be spawning quite close to a Survivor, putting them in dire straits!
Tanks are as tough as they are ugly. And they are VERY ugly. These corpulent Xenos are not only tough to take down, requiring 2 damage to do so, but they also deal 2 damage in a single attack of their powerful tentacles! That means, unless you have extra armor, a single strike from a Tank will kill you where you stand.
Killing a Tank is not easy. Ideally you should use a weapon with Damage 2 to take him out. However, you also have the option of Concentrating your attack, focusing it entirely on a single Tank in the hope that this will be enough to bring it down. Of course, the fact that you're ignoring other Xenos in the Zone may be your undoing. When using a Ranged attack you'll have no choice, though, seeing as Tanks come first in the Targeting Priority Order, which means any Workers or Hunters in the Zone will be hiding behind this wall of flesh.
Finally we have the nightmare of anyone with trypophobia (or anyone who doesn't want to die, really). The Spoiler Abomination is huge, tough, lethal, and overall revolting. With an attack that deals 3 Damage, it will insta-kill even a heavily-armored soldier who allows it to get close to them. Destroying this beast is a real challenge. It requires a Damage 3 attack, which normally can only be obtained by using a Flamethrower to empty a Canister of Hellfire on its Zone. You can also try to Concentrate your attack, if you have a strong enough weapon, and also some luck.
The Spoiler Abomination may be normally slow, but there are several things that can give it extra activations, which means it's always a very real threat. Run out of miniatures of a specific type during the Spawn Phase, or when performing a Mold Spawn, any Abominations (of any type) on the board get an extra activation. Draw an Abomination Spawn card while any Abominations are already on the board, they get an extra activation. This thing will never leave you alone.
And that's not to mention the Mold the Spoiler Abomination spreads! Whenever it enters a Building Zone, a Mold token is placed on it. This destroys any objectives that were in the Zone (which could mean game over), makes the Zone useless (no searching or other special abilities it may have had), and basically destroys all walls and doors towards other Building Zones. It changes the board dramatically. And of course, the Active Mold is a hotspot for Xeno spawning, so you'll want to apply some Hellfire to it quickly to make it Inactive (the Zone won't be any less useless, but at least it won't spawn more Xenos). And finally, never forget that if there's ever a string of Active Mold tokens connecting a Spawn Zone to another Spawn Zone, the base (and the game) is lost forever.
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