I’m not a Monster

I’m not a Monster

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This is a Guide
By Terreliv
Campaign & multiplayer information.
   
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These are not a Monster
Characters
In order of appearance.
Slot-locked.
Major James "Captain Laser" "Jamie" Gordon, age 42, 11 implants
    Weapons
  • Void Laser – Laser, 100 dmg, ∞ rng > Prop Laser – Laser, 0 dmg, ∞ rng, 1 action
  • Albatross Cocktail – Drink, 10 proof, 1 max, 1 action
  • Borgle Scales – Drink, +35 morale, 1 max, 1 action
  • Purple Jack – Drink, 20 proof, 1 max, 1 action
  • Roh Crystals – Drink, +40 morale, 1 max, 1 action
  • Fists/Claws – 50 dmg, 10 rng walk, 2 actions.
    Tools
  • Glass – 2 max, 50 dmg, 10 range, 3 rng AOE, 1 action
  • Emerald Caviar – 1 max, ∞ proof
    Trait(s)
  • Yellow Keycard
  • Drunkenness > Borgle Scales > Roh Crystals > ???
  • Captain Laser – +20 to Laser weapons
  • Keycard – General's cabin.
  • Monster Control – 4 rng, passive control of closest monster.
  • Yellow Keycard (again)
  • Orange Keycard
Corporal Gloria "Cindy" "Singer" Stryker, age 41, 1 implant
    Weapons
  • EM Shocker – Ray, 5°, 10≈ dmg, 10 rng, 1 action, EM-proof, piercing.
    Tools
  • Neuromod – Psych, Allows switching between Traits.
    Trait(s)
  • Stockholm Syndrome – Taking damage increases Morale.
  • Damsel in Distress – +5 Morale * Male teammates/turn
  • The General’s Charms – Heroism converts 1 Civilian AI to Guard AI (standing & not running, shooting).
  • Medic – +15 healing boost.
  • Mercenary – x2 dmg & ½ range, rounded up (ex: 15 - 8); applies to Railgun.
  • Vengefulness – +20 dmg to enemies who’ve targeted her.
Felicia Hicks, age 96, 128 implants
    Weapons
  • Hummingbird – Bullet/Pistol, 20 dmg, 10 rng, 1 action.
    Tools
  • Cosmetic Bag – Life, 20 HP self-heal, 1 action
    Trait(s)
  • Hidden Quality > Android
General Thul
    Weapons
  • Needle Gun – Bullet/Pistol, 10 dmg, 10 rng, 1 action.
    Tools
    Trait(s)
  • Officer – x2 dmg w/Pistols.
  • Fearless – Cannot feel fear.
Prince Sencat
    Weapons
  • Cutlass – Melee, 90°, 30 dmg, 1 action.
    Tools
  • Fear Inductor – Disables enemy movement including Claws but leaves shooting intact, Psi, 1 action, 1 turn cooldown.
    Trait(s)
  • Psionic – -1/2 moral cost to psi abilities, immune to Control & Neuro-Swap.
  • Psi Instinct – Lifeform sensor, 15 rng; note: pairs well with Smart weapons.
Ginny
    Weapons
  • Scalpel – Melee, 40 dmg.
    Tools
    Trait(s)
  • Medic (identical to Gloria's but permanent).
John Hunt
    Weapons
    Tools
  • Micro Teleporter – Motion, 2 range, 2 actions, 2 turn cooldown.
    Trait(s)
  • Die Hard – Remains at 10 hp once/turn in the face of death.
  • Hidden Quality > Psycho – No Morale penalty to hurting humans.
Chad Parsons
    Weapons
    Tools
    Trait(s)
  • Specialist – -1 cooldown to all devices.
  • Monitor – POV share with friendly Turrets/Robospiders.
Roger Fox
    Weapons
  • Grenade Launcher – Bomb, 40 dmg, 15 rng, 3 rad, 2 actions.
    Tools
    Trait(s)
  • Mercenary (same as Gloria's but permanent).
David Lee
    Weapons
  • Nanosmoke – Smoked chars are invisible for the turn & take 1/2 dmg, Bomb, 3x3 AOE, 10 rng, 1 action, 1 turn cooldown.
    Tools
  • Psi Projector – Creates a fake David to distract the enemy AI, ∞ rng, 1 action, 2 turn cooldown.
    Trait(s)
  • Magician – 4-turn invis. if Bomb goes off in 10 rng.
  • Mind Protection – Immune to Control & Neuro-Swap.
  • Illuminato – +10 morale/Monster in line of sight.
  • Psionic (same as Prince Sencat).
Jack Tim
    Weapons
  • Assault Rifle – Cone, Bullet, 10°, 40 dmg, 15 rng, 1 action.
  • Devastator – Ray, 80 dmg, ∞ rng, 1 turn cooldown, EM-intolerant.
    Tools
  • First Aid Kit
  • Defense Matrix
    Trait(s)
  • Medic
  • Subspace Shield – 75% block to Laser & EM dmg, 100% block to everything else (Bullets, Melee, Bombs).
  • Level 1 Access
  • Biolab Access

Weapons
Laser > Bullet as regards Life tools.
Damage x2 in Stealth.
Lasers pierce through their entire range.
Cannot carry two of non-stacking weapons.
  • Cutter – Laser, 60 dmg, 2 rng
  • Doomsday Generator – Bomb, 1 max, 30 dmg, 5+ AOE, 1 rng deployment, EM-intolerant.
  • EM Blaster – Ray, 45°, 40≈ dmg, 15 rng, 1 action, EM-proof.
  • EM Gun – Ray, 30°, 20 dmg, 10 rng, 1 action, EM-proof.
  • EM Shocker – Ray, 5°, 10≈ dmg, 10 rng, 1 action, EM-proof, piercing.
  • Fists – Melee, 10 dmg, 1 action.
  • Grenade – Bomb, 3 max, 40 dmg, 10 rng, 1 action.
  • Infection – 10 rng, 4 turn cooldown
  • Laser Assault Rifle – Bullet, Laser, 15°, 40 dmg, 20 rng, 1 action, EM-intolerant.
  • Laser Pistol – Laser, Pistol, 20 dmg, 20 rng, 1 action, EM-intolerant.
  • Laser Rifle – Laser, 40 dmg, 40 rng, 1 action, EM-intolerant.
  • Laser Whip – Laser, Melee, 60 dmg, 3 rng, piercing.
  • Machine Gun – Cone, Bullet, 25°, 60 dmg, 20 rng, 2 actions.
  • Nanoblade – Melee, 90°, 100 dmg, 1 rng, 1 action.
  • Pistol – Bullet, Pistol
  • Plasma Cannon – Laser, 80 dmg, 20 rng, 2 actions, EM-intolerant.
  • Plasma Grenade – Bomb, 3 max, 60 dmg, 10 rng, 5 rad, 1 action.
  • Plasma Rifle – Laser, 60 dmg, 15 rng, 1 action, EM-intolerant.
  • Revolver – Bullet, Pistol, 60 dmg, 10 rng, 1 action, 1 turn cooldown
  • Rocket – Bomb, 1 max, 80 dmg, 20 rng, 7 rad, 2 actions.
  • Rifle – Bullet, 40 dmg, 15 rng, 1 action.
  • SMG – Cone, 45°, 20 dmg, 10 rng, 1 action.
  • Smart Pistol – Bullet, Pistol, 20 dmg, 10 rng, 1 action.
  • Smart Rifle – Bullet, 30 dmg, 15 rng, 1 action.
  • Smart Rifle Mk. 2 – Bullet, 50 dmg, 15 rng, 1 action, 1 turn cooldown.
  • Sniper Rifle – Bullet, 100 dmg, 50 rng, 2 actions, 1 turn cooldown.
  • Sticky Bomb – Bomb, 3 max, 60 dmg, 5 rng, 3x3 AOE, 1 action, EM-intolerant.
  • Terminator Cannon – Bullet, 70 dmg, 20 rng, 2 actions, 1 turn cooldown.
  • Uranium Minigun – Cone, 25°, 80 dmg, 20 rng, 2 actions, 1 turn cooldown.
  • X-Blaster – Ray, 10°, 50 dmg, 20 rng, EM-intolerant.
  • X-Radiator – Ray, 10°, 30 dmg, 15 rng, piercing, EM-intolerant, 1 action

Tools
Reusable healing is good for farming morale between battles.
Wo K Lan items are locked to Wo K Lanians.
Multiplayer Only
Life
  • Defense Matrix – Nullifies dmg, 1 action, 1 turn cooldown, halves dmg passively.
  • Energy Converter – Nullifies laser/plasma/x-weapon dmg & heals for ½ the value, 1 action, 1 turn cooldown.
  • First Aid Kit – 30 heal, 1 rng, 1 action.
  • First Aid Kit Mk. 2 – 60 heal, 1 rng, 1 action, 1 turn cooldown.
  • Medical Kit – 2 max
  • Wo K Lan Matrix –
Motion
  • Assault Teleporter – 15 rng, 2 actions, 3 turn cooldown, wall-piercing teleport.
  • Return Beacon – 2 max, 1 rng, 1 action, resurrect with 1/2 heal upon death and teleport to its place instead.
  • Teleporter – 10 rng, 2 actions, 2 turn cooldown, teleport.
  • Wo K Lan Teleporter – 15 rng, 2 actions, 3 turn cooldown,
Special
  • Psi-Station – Psi, 10 rng AOE
  • Psi-Transmitter – Psi, ∞ rng, non-piercing, shares FOV & infection status.
  • Radar – Peek, 10 rng
  • Recon Scanner – Peek, 5 max, 10 rng, 5 AOE remote FOV,
  • Xenophage Syringe – 5 max
These are the Minimum Preventable Casualties
The humanoid A.I. has no sense of avoiding friendly fire; thankfully the Robospiders & Turrets are Smart.

Last Dance (0)
The guards can handle the first Monster. Freeze the closest left Monster in the first batch of three and move Felicia Hicks around to flank the other left Monster. If the fifth Monster doesn't go left and isn't frozen, the left Guard is screwed. Prince Sencat is most efficiently placed directly betwixt the two pillar guards on the carpet. The right Guard is in serious danger of friendly fire.

Welcome! (0)
Glen Farrell is dead meat. Don't kill the first Monster by Ginny; run or brunette!Joyce Holden will die. Use the assault rifle on the four Monsters, then Railgun a fifth by the solo Guard. Heal Joyce and Railgun the two Monsters by Ginny. Scramble Ginny over to the solo Guard and move John Hunt out of the guard post to beside the Defense Turret.

You're Fired! (0)
Unlock the door for glasses!Tina.

Deadly Party (0)
Morale Boosts (stacking independently)
  • Prince Sencat – Every Wo K Lanian, Franz Rosembaum, and all the human women except Mary.
  • James Gordon – Every human except Franz Rosembaum (stacks w/Prince Sencat's uses).
  • General Thul – Every Wo K Lanian.
  • Felicia Hicks – Franz Rosembaum & the ladies in the dressing room except the nurse.
The Guard in the left restroom has a Smart Rifle which Arnold Shepherd will trade for a Laser Pistol (don't bother). Have Prince Sencat act as bait.

Diamond Tears (1?)
Monster Elevator:
  • 4th Saved – 1 Monster
  • 10th – 2 Monsters
  • 20 – 3 Monsters.
Go up to save Peggy, then splitting: James up and right & Felicia down and right. You want to trigger the Stealth round so she can open the bottom door. Ideally, you want her to heal the guy coming out of the room at the same time James seals off the right door so "reinforcements" don't bust out. Tharu & Henry King should come out nearly dead but relatively unscathed. Have Felicia send a Robospider to the elevators, then save Harvey Faylen because he has guard AI, then quickly spam everyone else on the way towards Zod to boost Morale before you have to snipe the Monster with your Smart Rifle from the last level. Have James move to the right so you can draw aggro off anyone who ran the up and right hallway to safety.
Next, go for the upper left stripe in the hallway and kill those guys while healing civvies, then unlock Gloria. Finally, park Felicia & James in the elevator while having Gloria save civvies to farm Morale. You can alternate Vita Radiation & Robospider to keep Felicia topped up while also churning out defense.

Transformation (0)
Morale Boosts:
  • James – Everyone except the couple by the piano.
  • Gloria – Everyone except the couple by the piano.
  • Felicia – Everyone except the couple by the piano.
The Nurse in the dressing room has the Medic Neuromod for Gloria & Cesar has the Mercenary. The Wo K Lanians are only good for one of your Heroes to gain +5 Morale, but the humans stack.
Infected:
  • Thul
  • Smiley Burnette
  • Nago

Betrayal (0)
Sneak past the two humans without alerting them or giving the Monsters access.

Luxury Cabins B (4)
The first two unlockable cabins are filled with Infected; get any others who run in out and then lock them in.
Infected
  • Glen Farrell
  • Peggy
  • Humphrey Alland
  • Lorna
Healing will be limited; switch Gloria to Medic and use a Vita Radiation on the first five saved and James. Use Control to move the blue female Monster into the corner with the other two by the grenadier Monster. Unlock the middle hallway door for the Civilians to sneak by unscathed. Frank O'Donnell and Anne have locked themselves into the first room on the left past the arcade room. Switch to The General's Charms and spam Heroism by the Civilians (you should have enough Morale for 5≈) then switch to Mercenary before walking onto the tile.

We're Family (10?)
Have Felicia repeatedly open and close the door while Chad shoots the first Monster. She should hopefully tank the shots which will build her Morale between combat-turns. Finally, you'll be in Stealth to take out the second Monster. Railgun the central monster and the rear one in blue and have Chad finish off the central monster. Railgun the nurse. Have Chad pickup the First Aid Kit and heal the guards and himself. Eliminate the Infected (literally everyone except Margie and the second group of Guards) by repeatedly opening and closing combat by nearing the Monsters; use only one Hero to minimize Grief. Drop Chad's gear before opening the door.

Whose Shuttle Is This? (0)
Keep an eye on Roger's crew's HP.

Plan B (0)
The front Guard is dead meat because you don't have enough Morale to heal at range.
Post-Action Morale Boosts:
  • James – Arnold and the Wo K Lanians.
  • Gloria – Everyone except the guards.
  • Felicia – Everyone except the guards & the piano couple.
Pick up a Laser Assault Rifle off the Monsters for James.

New Hope (1?)
Don't speak to anyone–knowing people hate James is disheartening. Don't open the first door to the right until all infected Civilians are cured; combat turns accelerate the pathogen and there are only Monsters inside.
The far hall has many Civilians. Pick up a Ray weapon for Vita Radiation before entering and deploy the two Rescue Beacons behind closed doors to exit Combat for free.
  • Swap with Grenadier.
  • Swap with Cannoneer.
  • Heal the Civvies and tell Melee Monster to Disguise to lock its Claws away for a few turns.
  • Swap with the Whipper.
  • Teleport near the Cannoneer & have him shoot the Grenadier & Sub-Gunner.
  • EM the Whipper and have the Cannoneer shoot him & the Sub-Gunner.
  • Heal the Civvies & tell the Cannoneer to shoot the Sub-Gunner.
  • Shoot the Melee Monster & tell the Cannoneer to shoot the Riflewoman.
  • Finish off the Cannoneer.
  • Heal the Civvies/guy in the corner and have the Cannoneer shoot the Grenadier.
  • EM the Whipper in tandem with the Cannoneer.
  • Die, come back, and Swap with the Sub-Gunner.
  • Swap with the Monster by the Cannoneer.
  • Heal Leslie Wilcox and order the Cannoneer to shoot the Riflewoman.

Phoenix (N/A)
Give Ginny and Roger the Teleporters before you reunite on the bridge.

Mr. X (1?)
Keep everyone alive through a mix of David Controlling the Humans to blow their Xenophage cure early & James leading the Monsters around by the snout into Infectable targets. When the infected/Monster threshold is reached, a cutscene teleports James, David, Mr. X, the Humans, and a few Monsters into the main room.

Dan Yeaworth is a useful puppet, as his Laser Assault Rifle has the highest Subspace-piercing damage on the other team. A few turns into phase 2, the Monsters kill a human off-screen.
These are the Abilities, Priority Order, & Generic Traits
Abilities
Sorted by category, then Sandbox appearance.
Deployed kills count towards Morale.
Cap on Robospiders unknown, current tally 14+.
Multiplayer only.
Damage
  • Railgun = Bullet + Motion, 80 dmg, ∞ rng.
  • Catapult = Bomb + Motion, 60 dmg/3x3 AOE at starting point, 10 rng.
  • Mine Trap = Bomb + Peek, delayed trigger, 60 dmg/3x3 AOE, 10 rng.
  • Hyperspace Dash = Melee + Motion, 40 dmg in a line, 10 rng.
  • Monster Ambush = Cone + Peek, 40 dmg to monsters/infected only, 30°, 20 rng, 2 actions, halves movement of target, protects user from repulsion for the turn.
  • Shockwave = Cone + Motion, 40 dmg + 20 for any target hitting an obstacle, 20°, 15 rng, 2 actions, protects user from repulsion for the turn.
  • Tracking = Pistol + Peek, 20 dmg to monsters/infected only, 20 rng, 2 actions protects user from repulsion for the turn.
Healing
  • Medbot Dart = Bullet + Life, 40 heal, 20 rng.
  • Vita Radiation = EM + Life, 40 heal, 30°, 15 rng.
  • Medcharge = Bomb + Life, 40 heal, 3x3 AOE, 10 rng
  • Surgery = Melee + Life, 100% heal to humans & clears debuffs, instakill monsters.
  • Mix = Drink + Emerald Caviar, 1 action.
Psi
  • Control = Bullet/Laser + Psych, control another char, 2 actions.
  • Heroism = EM + Psych, 10 AOE from self, 1 action, Movement & Morale boost to all other Heroes & Guards; counters Guilt.
  • Invisibility = Melee + Psych, 1 action, become invisible but not intangible.
  • Neuroswap = Laser + Psych, ∞ rng, swap char.
  • Psi-Cage = Bomb + Psych, ∞ rng, 3x3 grid which cannot be entered or exited.
  • Appeasement = Cone + Psych, ∞ rng, blocks attacks but not heals.
Tech
  • Espionage = Melee + Peek, 10 rng, 1 action.
  • Total Scan = Ray + Radar, 2 actions, reveal map.
  • Defense Turret = Cone + Life, 1 rng deployment, 30° & 20 rng once placed, 1 action, motion activated.
  • Robospider = Laser + Life, 40 hp/unit, 20 dmg
  • Swap Teleporter = Laser + Motion. 20 rng, 2 actions, swaps with other Character and cancels their turn.
  • Lightspeed = Ray + Motion , ∞ rng, 2 actions, pierces walls, teleport to any unoccupied point B.
Xeno
  • Xenoblaster = Laser/EM + Xenophage Syringe,
  • Xenocharge = Bomb + Xenophage Syringe, 20 dmg (monsters only), 10 rng, 3x3 AOE, 1 action, cures infection.
  • Xenophage Dart = Bullet + Xenophage Syringe, 20 dmg (monsters only), 20 rng, 1 action, cures infection.
  • Xenorepellant = Cone + Xenophage Syringe
  • Xenoimplant = Melee + Xenophage Syringe, detect Monsters & Infected at expense of looking like a Monster/Infected to other detectors.
  • Abandon Disguise = Monster
  • Impersonate Human = Monster
  • Mind Capture – 5 rng, 2 actions, 2 turn cooldown, swap char but induce hostility if seen.
Priority Order
Ranged/Melee applies to both damage and healing
  • Abandon Disguise/Impersonate Human
  • Wo K Lan/Defense Matrix
  • Wo K Lan/(Micro) Teleporter
  • Swap Teleporter
  • Psi
  • EM
  • Robospider
  • Ranged
  • Door controls
  • Bombing/Shockwave
  • Claw
  • Melee
  • Defense turrets
  • Heroes’ movement
  • Mind Capture
  • Radiation/Death
  • Claw

Traits
  • Bleeding – -20 hp/turn, blood trail.
  • Fear – Can't Move or use Claws.
  • Disoriented – Zeroed out Morale due to Fainting.
  • Oxygen Supply – #/25 turns to live, heroes are stuck in battle mode.