|Power of symbiosis|
|Has twice as many ships|
You may retrieve a ship from the warp during every regroup phase, not just your own.
Discard this flare at the start of any regroup phase to rescue all of your ships you choose, even ones in the warp, captured, or removed from the game. Place up to eight rescued ships on each of your home planets, even if you no longer have a colony on one or more of your home planets. Your ships coexist with any ships already there, regardless of any other game effects. This flare may not be canceled through any means.
In the original version of the Symbiote, his "extra" ship color did not count for establishing bases, so the player had to remember to use at least one of his "main" ships in each offensive challenge.
|Has more ships in the late game||Still limited to normal ship recovery|
The Symbiote grows stronger over time, compared with other aliens. As the game progresses, all aliens tend to lose ships at similar rates, making the Symbiote's ship advantage grow. For instance, if every alien has lost 10 ships to the Warp, then the Symbiote now has 30 ships remaining, as opposed to every other alien possessing only 10 ships. His competitors have to be careful about how many ships they send into a challenge at this point. He does not.
The Symbiote is still limited to 4 ships offensively, although later on Symbiote will be able to push a numerical advantage it is possible to wear them down. Terroist will still reduce Symbiote's numbers; Human is able to match a ship strength of 4 regardless of how many ships they actually send; and Warrior will easily be able to outmatch the ship advantage in the late game.