# Xeno Artilery "STRATEGIC LAUNCH DETECTED"
There are two types of xeno buildings that give them the ability of firing some form of artilery.
**Xeno Tactical Launcher**
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Costs 600 tactical points
Only works outside of caves
Xenos select the building spot, it takes 1 minute to finish.
Xenos can fire it by selecting positions on the minimap, leaders and t4s get this ability.
Has 3 payload types.
When you select a payload, it takes X minutes to generate.
Chemical Tactical Launch: A glob of xeno chemicals that spread in a area of impact
* Area of effect: 8x8
* Chemicals: selected on launch, has all xeno chem types
* Time to generate: 4 minutes
Hugger Tactical Launch: A explosion of resin, slows/staggers marines in a area and drops a random assortment of huggers.
* Area of effect: 6x6
* Huggers dropped: 30 huggers, type of hugger is RNG.
* Time to generate: 3 minutes
* The area of impact is instantly covered in sticky resin and slowing weeds.
Xeno Fire Tactical Launch: A explosion of xeno fire, drops long lasting xeno fire tiles.
* Area of effect: 8x8
* Damage: 70
* Time to generate: 5 minutes
**Xeno Strategic Launcher**
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"Game over man, its game over!"
The xeno endgame building. If xenos build this it is expected that the game is either gonna turn to their favour or marines will lose.
Costs 1600 Strategic Points
Is built inside caves.
Xenos select where to build it, marines get a warning, and it takes 10 minutes to build.
Xenos can fire it the same way they can fire the tactical launcher.
**IT DOES FF DAMAGE TO XENOS, LIKE REGULAR OB.**
Has 1 payload type.
The first payload is free, additional payloads cost points.
Strategic Acid Launch: A devastating blast of acid, devastates everything in a large area.
* Area of effect: 20x20
* Damage: Drops a cloud of stronger acid gas and deploys a great ammount of acid spits, like hefa, specifics are up to tivi.
* Cost: 500 Strategic points
* Time to generate: 10 minutes.