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USS Endeavor

    Colonel Olivia Shipp 
Voiced by: Emma Roya

The protagonist of the novel Aliens: Echo, here and decades later. Olivia is in a supporting role and has become a colonel in the Colonial Marines. Olivia acts as a source of information when the player collects intel and will also speak up during the last mission, but otherwise only plays a minor role in the main events of the game.


  • Action Girl: Initially she is just a teen girl, but eventually she manages to become more braver and eventually became a colonial marine.
  • Action Survivor: Along with her girlfriend Kora Burton and her twin sister Viola.
  • Butch Lesbian: As an adult.
  • Earned Stripes: Joins the Colonial Marines and has become a Colonel by the time of Aliens Fireteam Elite.
  • Took a Level in Badass: Goes from a reluctant survival guide to a capable warrior who defeats a Queen.

    First Lieutenant João Santos 
Voiced by: Leilani Barrett

Commander of Echo Company aboard the Endeavor and the Old Soldier to the PC's New Meat.


  • A Father to His Men: As to be expected from a commanding officer in the Corps. When he was a squad leader he pooled his Marines' rations on Sunday mornings to make family dinners for them and encourages the practice on the Endeavour.
  • Dark and Troubled Past: He started out as teen living in the slums of Brazil, joined a gang to survive and Never Learned to Read until he was in boot camp in his late teens.
  • Justified Criminal: Due to his background growing up in Brazil's slums he had to join a gang for protection and support. Being given the option of joining the Colonial Marines instead of going to a labor camp in the Amazon was arguably the best thing that could have happened to him.
  • Mr. Exposition: His dialogue mostly covers the Frontier War, the Colonial Protection Act and Colonel Shipp's past (though they've served together long enough he doesn't share everything about her life he knows). In-Universe, as Echo Company's commander this is technically part of his job in getting "boots" like the Player Character up to speed on dealing with Xenomorphs and understanding what the Colonial Protection Act entails.
  • Odd Friendship: He gets along well with Savane when most of the crew pointedly don't and even shares a good-natured rivalry with the C.M.I.S.R. over their competing futbol teams.
  • Old Soldier: Relatively speaking, he's only thirty-six but was inducted into the Corp when he was seventeen and has spent over half his life as a Marine. He's also had a lot of experience fighting Xenomorphs and (as seen below) literally has the scars to prove it.
  • Scars Are Forever: Suffered acid damage on his face and torso from fighting Xenomorphs.
  • Sergeant Rock: Definitely has the experience and attitude, if higher in rank than most examples.
  • Straight Gay: He has a husband he writes to every night to "stay in practice," according to Esther's observations of him.
  • Trading Bars for Stripes: Santos was brought into the Corps through the same program that Park was in exchange for clearing his criminal record. When he could have been discharged due to injury suffered in the line of duty, Santos decided to stay enlisted because he felt he was doing something important for once in his life.

    Staff Sergeant Alejandra Herrera 
Voiced by: Melissa Medina

The CO of the fireteam, she guides the marines and provides colorful commentary, as well as snarking at things the player encounters. She also helpfully calls out incoming swarms and large xenos.


  • Action Girl: Comes with being a marine. Though she never leaves the Endeavor during the events of the game.
  • Buffy Speak: Herrera isn't always sure what to make of the things you encounter, especially once you reach the Engineer ruins.
    Herrera: Area secured. Rendezvous at the, uh... the spooky door.
  • Deadpan Snarker: Throws these out at various points in the game.
  • Former Teen Rebel: She was part of the troublemakers in boot camp before a drill instructor made her Platoon Guide to make sure no one washed out (and thanks to Herrera, none did.)
  • Gratuitous Spanish: Liberally peppers her dialogue with Spanish. . . usually of the colorful variety.
  • Lady Swearsalot: Herrera's language is usually fairly colourful but she can use it more tactically as well, such as in this possible mission completion line from Pathogen Mission 2;
    Herrera: Hey, Santos says the Colonel is monitoring our comms now. So don't fucking swear.
  • Lampshade Hanging: Many of her random bits of dialogue.
    Herrera: Check it out. Someone actually paid for handrails.
  • The Leader: Herrera was noted as being average in all her scores in training, but had exceptional leadership ability.
  • Mission Control: She remains on board USS Endeavor and provides information for the fireteam.
  • Spicy Latina: She even throws her language in when shocked or angry. Probably justified in that she was born in Cuba so English is likely her second language.
  • This Is Gonna Suck: Several times her dialogue to the Fireteam conveys this sentiment, as she realizes the next objective they have to trigger will result in an assault by entirely too many pissed-off Bugs. In the final mission of the Pathogen expansion, she says the trope verbatim right before you trigger the device that will start the action culminating in the fight with the Pathogen Queen.
    This is gonna suck, big-time.
  • Walking Techbane: It's apparently a Running Gag in Echo Company that she's this (shorting out lights and freezing any computers she's near) despite her mechanical aptitude.

    Lieutenant Feiyan Ko 
Voiced by: Haylie Wu Chow

The sarcastic pilot who warns people not to throw up in her ship or else they have to clean it.


  • Ace Pilot: Ko's reputation seems to be this judging by her dialogue to Herrera.
  • An Arm and a Leg: Lost her leg at some point, likely to Xenomorphs since they are now common knowledge and the marines have fought them a few times before.
  • Artificial Limbs: Ko is missing her right leg, but she has a prosthetic.
  • Asian Rudeness: Complains about a lot of things and dismisses the Player Character when they speak to her if she's not complaining about something else. Still, it's obvious the Corps keeps her around for her piloting ability and not her people skills.
    Ko: You know how to recalibrate an AN/SEG-4 fire control ladar? No? Then go away.
    Ko: Busy. Shoo.
  • Badass Boast: When Herrera asks her to deliver some fire support;
    Ko: I could fly a missile up your left nostril, Herrera.
  • Comedic Sociopathy: Some of her lines show a hilarious disregard for the safety of the marines under her care, such as complaining that she wasn't allowed to fire rockets over the fireteam's heads.
  • Good Is Not Nice: Ko is... not a nice person. Most of her dialogue is her being unnecessarily rude to the player character. But she still does her job and saves the fireteam more than once.
  • Stuff Blowing Up: Really likes flying a dropship armed with entirely too many rockets.
    Ko: I can't believe Herrera wouldn't let me use the rockets. You would have ducked.

    Staff Sergeant Han-Jae Park 
Voiced by: Alan Lee

The USS Endeavor requisitions officer.


    Esther 1089-12/AV 
Voiced by: Nadia Zahrah

The android assigned to the USS Endeavor.


  • Artificial Humans: Is an android. A much more human one than the Seegson "Working Joes", but it's still obvious.
  • The Cracker: Performs this role several times during the game, particularly when trying to discover what Security Chief Rodriguez is hiding at Pala Station, though Ester herself notes the encryption used is extremely difficult to crack even for her. Justified when "Cynthia" is revealed to be a Weyland-Yutani super computer comparable to the Endeavour's own Mother sytem.
  • Distaff Counterpart: To Bishop from Aliens. She lampshades it during Intel Log 5 for Priority One stating that the Colonial Marines use both Bishop and Esther Model Synths as support operators, scientific analysts and medics.
  • Eerie Pale-Skinned Brunette: Has the look, but is very friendly and helpful to the Endeavor's crew and is concerned about their well-being outside of missions, even critiquing the high salt content of Park's food stores despite not needing the food herself.
  • Mission Control: Shares this role with Herrera.
  • Robotic Reveal: Completely averted. The first time she is required to interact with the fireteam, Herrera nonchalantly introduces her as a synthetic.
  • There Are No Therapists: Averted. Herrera bluntly states that one of Esther's functions is to listen if the Marines have issues they need to talk out as a result of their often-horrifying duty, and Esther herself sometimes offers help after certain missions.

    Corporal Ibrahim Savane 
Voiced by: Kane Jungbluth-Murray

The Colonial Marines Intelligence, Surveillance, and Reconnaissance Service (CMISRS) officer stationed aboard the Endeavor.


  • Hates Small Talk: As professional as Savane is, he sometimes fails when making small-talk with the PC and Cannot Tell a Joke, apparently. He also occasionally comes across as menacing when he doesn't mean to.
    Savane: People don't often talk to me. Outside of work, I mean. I'm not scary! I eat brains with a spoon, like any other intel operator. That-that's a joke.
  • Mister Exposition: Shares what information he can about Katanga Station's history with the Player Character and exactly what his job is.
  • Political Officer: Played with. As a CMISR (a play on the word "commissar") he's supposed to monitor and prevent corporate influence on the Corps so as to avoid another Frontier War, but in practice it's more along the lines of Internal Affairs than enforcing any political beliefs on the crew of the Endeavor, not to mention his easy-going attitude and friendly demeanor are the exact opposite of what you'd expect from the trope.
  • Real Men Love Jesus: He exclaims that "God is great" when expressing amazement at the wildlife of LV-895.
  • Reasonable Authority Figure: He's aware that the Marines being back "mementos" from their missions and tells the PC not worry as he'd let them know if it was something unacceptable or dangerous.
  • The Spook: He's a member of the intelligence arm of the Colonial Marines forces and admits that this makes some of the soldiers he works with nervous, something he regrets. He then mentions the Player Character's family is doing well without their asking (though his phrasing clearly indicates he was trying to comfort them instead of it being a veiled threat).


Weyland-Yutani

    Tim Hoenikker 
Voiced by: Mark Whitten

A scientist who was a protagonist in the Aliens: Infiltrator novel. He is extracted from Katanga station during the first campaign of Aliens: Fireteam Elite and remains with the marines to provide scientific expertise for the rest of the game.


  • Action Survivor: He managed to survive alone aboard a xenomorph-infested space station until the fireteam showed up, managing to rig traps and weld doors to stay safe. Then he grabs a gun and helps them fight their way back out, even insisting on not boarding the dropship until it's actually ready to take off. Not bad for an archaeologist with no combat training. Intel dialogue about the Stalkers also has him mention an encounter where he was forced to kill two of them, though he admits he's still understandably freaked out by the mutated monsters.
  • Buffy Speak: Being a civilian with little prior experience with the Xenos (and even less experiencing fighting them) Hoenikker occasionally lapses into this when talking about them, calling Prowlers "red jumpy ones" and such.
  • Covered in Gunge: When you first find him, he's spent the last two weeks or so holed up in the computer core after scrambling around Katanga trying to avoid xenos, and so quite understandably looks like he's been dragged backwards through a muddy field. Fortunately he gets cleaned up once he's back on the Endeavour.
  • Distracted by the Shiny: Is unable to finish his sentence upon seeing the Engineer ruins.
  • Escort Mission: The third mission of the first campaign involves escorting to a hangar to get him off Katanga, whilst the second mission of Pathogen sees him remote-controlling a PUPS-style minidrone as you explore more ruins. Thankfully in both cases the xenos ignore him almost entirely.
  • Good All Along: For those who have not read Aliens: Infiltration and are used to the typical portrayals or Weyland-Yutani, might be surprised by how normal and moral Tim is for a W-Y scientist.
  • It's Personal: Tim is absolutely terrified of the Xenomorph dubbed as "Monica", he believes that it has been stalking him for weeks. In the prequel novel, it is revealed that Monica's host was Hoeniker's ex-girlfriend.
  • Locked Out of the Loop: Hoenikker is an archaeologist, but was used by Weyland-Yutani as an assistant on researching the pathogen's effects on Xenomorphs. He is astonished at the Engineer ruins and ship on LV-895 that he had no knowledge of.
  • Sole Survivor: The last remaining survivor of the Weyland-Yutani expedition on LV-895. Human survivor, anyway.
  • The Worm Guy: Twice over. He's an archaeologist, but Weyland-Yutani had him studying the pathogen's effects on xenomorphs. Once he's rescued Herrera seems to consult him on just about everything remotely scientific the team comes across, yet to his credit he often manages to be somewhat-correct. He also infrequently chides the team for interpreting things from an 'overly human' mentality, especially when it comes to trying to translate the Engineer language.

    Synthetic Personnel 
Naturally, Wey Yu makes extensive use of synthetic humanoids for their operations, especially since the synthetics aren't attacked or seen as a threat by the Xenomorphs unless they actively attack.


  • A.I. Is a Crapshoot: We're told they're in a 'contingency state' and that only a director could override them. This is, of course, SN/TH/YA just trying to misdirect and stall the Marines.]]
  • Crosshair Aware: Synth Snipers will helpfully project a nice red laser sight to tell you they're about to shoot you. This is kind of them, because they also do a lot of damage.
  • Luckily, My Shield Will Protect Me: One type of synthetic is a Seegson Working Joe wielding a large riot shield and a melee weapon. Whilst they're slow, they're very hard to damage unless you can flank them or shoot them through the vision slot of the shield (which almost always nets you headshots, at least), and can do a lot of damage if you let them in close.
  • Made of Plasticine: There's no human gore, but expect to see Synthetics get mauled by various attacks, especially if their power cores melt down.
  • Mighty Glacier: Synth Heavies, who are armed with either a minigun and microrockets, or a heavy flamer and incendiary grenades. Both varieties are a serious threat.
  • Smoke Out: Synth Snipers can use smoke grenades to interfere with line of sight, either by dropping them at their own feet, or throwing them at you.
  • Suicide Attack: Certain synthetic personnel are so badly damaged that they have no functional head and their systems are in no state for any other task, so they just charge towards you with their power cores set to overload.
  • Zerg Rush: For apparent lack of better options on SN/TH/YA's part, sometimes you'll just have to deal with mobs of Working Joes trying to club you to death with maintenance tools.

    Cynthia Rodriguez/SN/TH/YA 
Voiced by: Heather Gonzalez

The security chief of the Weyland-Yutani research station on LV-895. The final mission of the "Giants in the Earth" campaign reveals that she is actually the station AI.


  • A.I. Is a Crapshoot: Is actually the station AI. She is responsible for sending the army of synths to kill you, and deliberately infecting the staff under her care with pathogen, turning them into monsters. Esther, the Endeavor's synth, expresses a belief that SN/TH/YA's actions to prevent the marines from reaching the Engineer ship might have been due to conflicts between her directives: protect humans from danger while also ensure Weyland-Yutani obtains the ship.
  • Arc Villain: of the second campaign.
  • No Ontological Inertia: Zig-zagged. Defeating her will cause all remaining synths on the level to drop dead. However, Esther later states that Weyland-Yutani synths are still likely to be active and pursuing the objectives that Cynthia gave them. While none appear in Gift of Fire, you encounter some remaining synths aboard Katanga station in The Only Way to Be Sure.


Xenomorphs

    General 

    Facehugger 
Everyone's least-favourite creepy crawly critter, and about as well-known as the Alien itself, these gribbly little fellows will jump on your face and... well, you know the rest.
  • Face Full of Alien Wing-Wong: It's their whole thing, after all.
  • Made of Iron: Surprisingly durable and persistent, for their size, though they still die quite easily compared to something like a Prowler.
  • Mini Mook: The smallest form of xenomorph by a long shot. They use this to their advantage by scuttling towards you under the regular swarms of Runners so you might not see them until it's too late.
  • Press X to Not Die: Notably the most literal example of this trope in the game, even compared to grapplers like Prowlers or Warriors; if your health drops to zero when you've got a Facehugger on you, you skip bleedout and just die immediately.
  • Weaponized Offspring: They're uncommon threats starting in the fourth campaign, both scuttling around on the floor in holdout waves and laying dormant inside eggs (sorry, ovomorphs) that will 'hatch' if marines linger near them too long or deal damage to them without splattering them entirely.

    Runner 
A quadrupedal xenomorph, usually spawned from smaller animals. This alien is faster than its bipedal brethren but not as tough. They are the most common enemy type in Aliens: Fireteam Elite.

    Prowler 
Another quadrupedal xenomorph. They typically hide around corners and on ceilings, waiting for a chance to pounce on players, but sometimes attack as part of waves as well. They are the only Xenomorph strain that won't appear on the motion tracker.
  • Red and Black and Evil All Over: Prowlers sport a menacing color streak, being black with red markings.
  • Elite Mooks: They can be seen as an upgrade to the standard runner, being both quadrupedal and the most common of the more advanced xenos.
  • Jump Scare: Prowlers excel at this. While its presence is usually spoiled by the marines giving you an early warning, it may come too late.
  • Press X to Not Die: If they pounce on you, you must press a series of buttons to avoid their attacks and throw them off, unless teammates shoot them off first.
  • Suspiciously Similar Substitute: It functions similarly to the "Lurker" in Aliens: Colonial Marines, laying perfectly still to rush enemies and announcing itself with its breathing.
  • Hell Is That Noise: Prowlers can be detected by their breathing, which can usually be heard from several rooms away.
  • Weaksauce Weakness: The "PUPS" tactical ability, available to the Recon class, can completely negate the Prowler's element of surprise by revealing their position through walls.

    Burster 
A xenomorph whose head-crest and body is covered with acid-filled pustules. They will charge the player and explode when killed, dealing literal splash damage to anything unlucky enough to be nearby.
  • Suicide Attack: Their entire purpose is to get close and explode. They're actually fairly durable despite this, though, and much of the danger comes from a teammate "helpfully" shooting a Burster whilst it's on top of you.
  • Suspiciously Similar Substitute: despite significant changes to its design, this variant functions similarly to the "Boiler" in Aliens: Colonial Marines, namely rushing enemies and showering them with acid.

    Spitter 
A bipedal xenomorph that is able to spit acid from a distance. They can be quite dangerous on a hit, but their attack is relatively easy to dodge and in certain erenas they may have a very hard time hitting you.
  • Breath Weapon: They launche globs of acid from their mouths as their main attack.
  • Exactly What It Says on the Tin: The Spitter, well, spits acid at you.
  • Radiation-Induced Superpowers: Some Spitters have been exposed to radioactive material, which has made them more durable and allowed them to launch volleys of acid as opposed to just single shots. This also upgrades their threat level from Green to Orange.
  • Take Cover!: One of the more dangerous xenomorph strains, as they tend to hide behind cover and will only periodically pop up to launch gobs of acid at you. If there's little cover around, they'll cling to walls or the ceiling instead and try to hit you from unusual angles.

    Drone 
The classic Xenomorph, an 8ft tall bipedal monster that burst out of a human. One of the tougher and more dangerous alien types in the game.
  • Adaptational Badass: Similar to the Warrior, the Drone is now an Elite Mook with a sizeable health bar rather than the cannon fodder it typically serves as in most other games (other than Alien: Isolation).
  • Adaptational Wimp: Only compared to Alien: Isolation, where for gameplay reasons it was invincible. Here, it can be harmed or even be killed. Justified since the Colonial Marines use military grade firearms made specifically for stopping power, though even then, they will take a ton of firepower to bring one down and will run off when faced with sustained gunfire.
  • Elite Mooks: Drones can take noticeably more damage than Prowlers, and use hit-and-run tactics.
  • Hit-and-Run Tactics: If a Drone takes too much damage, it will retreat to the nearest vent/tunnel/other exit, only to attack again later.
  • Ominous Walk: Carrying over from Alien: Isolation, its footsteps will be highly audible in places.

    Warrior 
The next stage in the classic Xenomorph life-cycle. Warriors are Drones that have matured more, shedding their smooth, soft skin to developing hardened and ridged exoskeletons.
  • Adaptational Badass: In most media, including Aliens itself, Warriors tend to be reasonably readily downed by gunfire. Here they're incredibly sturdy, requiring concentrated firepower to take down. Luckily, they do not appear in nearly the numbers they normally do in games. You'll rarely see more than one or two per mission, aside from the finale of the first and last Priority One missions where a whole mass of them will come at you at once.
  • Conservation of Ninjutsu: In most games in the franchise with an action focus, human-born Warriors are (a) incredibly numerous and (b) highly liable to be mowed down in droves; essentially just as much a Mook as the runners are. Here, Warriors are a rarity, usually appearing only once or twice in a gunfight. For the first half of the game, they are undoubtedly the most ridiculously durable things you will be fighting.
  • Dual Boss: Warriors often come in pairs on higher difficulties.
  • Implacable Man: One of the biggest differences between the Drone and the Warrior is that the Warrior will not let up, even if heavily damaged.
  • Mighty Glacier: Not the fastest, but extremely durable and one of more threatening enemies you can encounter short of Praetorians.
  • The Dreaded: You are always warned by your mission control whenever one appears. The motion tracker marks them as orange, meaning a high threat level.
  • King Mook: One of the most challenging xenomorphs in the first half of the game.

    "Monica" 
Named for the human she came out of, Monica was an unusual grey-striped xenomorph drone encountered aboard Katanga station. It was one of several xenomorph specimens to be enhanced with the pathogen, causing it to become even more aggressive and deadly than normal. After the station was overrun, Monica began stalking Tim Hoenikker, the sole survivor of the outbreak, leading it to confront marines from the USS Endeavor when they attempted a rescue.
  • Dead Guy Junior: A twisted example. Monica is named after the human she spawned from.
  • Irony: The prequel novel reveals that Monica the human was Hoenikker's ex-girlfriend, who stated that she had no hard feelings towards him. However, Monica the xenomorph seems to have a personal vendetta against Hoenikker, following him back to Katanga and stalking him until the marines are able to deal with her.
    • Though built up to be dangerous and aggressive even for a xenomorph, during the actual fight, Monica will frequently retreat into a nearby vent after taking damage. Compare to xenomorph warriors and praetorians, who will pursue their targets until they are killed.
  • King Mook: Monica behaves like a regular drone, except with more health. She's also noticeably more aggressive, often attacking a second fireteam member after damaging a first one instead of immediately retreating into a vent like regular drones do.
  • Nominal Importance: A rare case of this being toyed with; when you first encounter Monica in a large hall area, she won't be named as such when aimed at; she'll just have the name "Elite Drone". The nametag then changes when Hoenikker positively identifies her.
  • Warm-Up Boss: Monica is fought not even a quarter of the way through the game. She resembles a warrior in size and durability but behaves like a drone, making her an easy introduction to the tougher variants that will be fought later on.

    Crusher 
A quadrupedal Xenomorph that seems to be a beefed-up version of a Runner or Prowler. They're less agile, but much more durable. This Alien was first seen in Aliens: Colonial Marines. Intel in the Pathogen Campaign suggests they derive from thick-skinned herd animals.
  • Adaptational Wimp: The Crusher here can be killed far more easily compared to its counterpart in ACM, though it's still highly durable.
  • Foe-Tossing Charge: Players struck by its charge attack will be knocked down, forcing them to take a moment to stand back up.
  • Immune to Bullets: Firing at its head will get you nowhere, with the bullets visibly bouncing off the carapace. Plasma and explosive weapons aren't bullets, though.
  • King Mook: The most formidable quadrupedal alien encountered, and second only to the Praetorian in terms of danger when it comes to ones you actually fight. They have the least health of all the elite-tier Xenomorphs, though this is offset by having few/no significant weak spots.

    Praetorian 
A very large Xenomorph usually only seen guarding the hive itself, or the Queen specifically. They may eventually become a Queen themselves if the current Queen dies.
  • Attack Its Weak Point: Like the Crusher, the Praetorian's head crest is bulletproof and the rest of it is well-armoured too. To damage it with regular gunfire, you must wait for it to rear up, exposing its vulnerable neck and torso. There's also a weak spot on the back of the head, but that's a bit harder to hit when one's trying to eat your face.
  • Bodyguarding a Badass: The xenomorph Queen is a force to be reckoned with on her own.
  • King Mook: Even stronger than a xenomorph Warrior. Fittingly, they are only encountered in the final three missions.
  • Press X to Not Die: Like Prowlers, they can lock you into a quick-time event, requiring you to press even more buttons to escape while your health is drained away. If you already have low health, it can be a death sentence.

    Queen 
The matriarch of the Xenomorph hive aboard the Katanga, and the source of Weyland Yutani's alien experiments in the game.
  • Advancing Boss of Doom: The game doesn't pretend she is beatable, and the resulting corridor chase is as much to get away from her as it is to avoid being caught in the Katanga's self-destruct.
  • Large and in Charge: The largest single enemy encountered ingame.
  • The Unfought: She only makes an appearance after the player triggers the self-destruct sequence, forcing you to run away as fast as you can. There's even a marker on her to encourage you to get a move on.


Pathogen

    General 
Mutated creatures created by exposure to the Engineer pathogen.
  • Festering Fungus: Xenomorphs exposed to the Pathogen begin producing a strange fungal strain alongside their normal resin and chitin.
  • No Zombie Cannibals: In the Pathogen DLC the Pathogen Xenomorphs fight alongside other Pathogen-mutated wildlife, and it's noted that Pathogen creatures operate cooperatively regardless of their former affiliation.

    Husk 
Former Weyland-Yutani employees that had been herded aboard the engineer ship and exposed to the Pathogen by SN/TH/YA.
  • Adaptational Wimp: They take design influence from the Fifield Mutant from Prometheus, but do not display nearly as much durability. Similar to how quickly the Working Joes and Drones are dispatched compared to Alien Isolation, it's likely this is because the Colonial Marines are equipped with military-grade weaponry that's 100 years more advanced than what the Prometheus crew had.
  • Night of the Living Mooks: Function like fast-running zombies.
  • Suspiciously Similar Substitute: They're essentially the answer to Capcom's Infectoids (minus a Chest Burster popping out).

    Popper 
A small, crawling organism that appears in swarms and attempts to swamp enemies with sheer numbers. They burst apart on contact with player characters.

    Stalker 
A large, white, formerly-felinoid life form, mutated from the indigenous life on the planet. They can turn invisible and have a fierce pounce attack.
  • Foreshadowing: Early on, it's mentioned that there are "color-changing cats" planetside, with SSGT Park asking you if you could smuggle one aboard. Expose one to the pathogen, and you get this monstrosity.
  • King Mook: The most durable and heavily-damaging version of the pathogen mutants encountered in the standard campaign.
  • Press X to Not Die: Similar to the Prowler, Stalker pounces initiate a quick-time event to break free.

    Runner 
A pathogen-corrupted Xenomorph Runner. They're essentially identical to regular Runners in most respects, albeit with somewhat more health.

    Blight 
A pathogen-corrupted creature, most likely a Xenomorph Spitter. Somehow even uglier than Spitters, and also even nastier thanks to their increased area of effect.

    Brute 
An unknown lifeform corrupted by the pathogen, possibly an offshoot or evolution of the Warrior, Praetorian, or Crusher.
  • Ground Pound: Whilst they lack the grapple attacks of Warriors and Praetorians, they can instead leap into the air and slam into the ground to knock down anyone too close.
  • Lightning Bruiser: They rush into melee and smash, much like the 'elite' type xenomorphs, but aren't quite as durable.

    Queen 
Exactly what it sounds like; a Xenomorph Queen infected/corrupted by the Pathogen.
  • Broken Armor Boss Battle: Her weak points are hidden until you deal enough damage to armour segments, which blows the plating off and reveals the softer tissue underneath. Doing so is essential to beating her, as you also have to deal with...
  • Flunky Boss: ...being swarmed by dozens of Pathogen Runners throughout the fight, and trying to beat her the slow way is a fool's errand even on Normal.
  • Large and in Charge: On account of being a (former/corrupted) Xenomorph Queen and all.

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