<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=%D0%92%D0%B0%D1%81%D1%8F-%D0%A8%D1%82%D0%BE%D0%BF%D0%BE%D1%80</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=%D0%92%D0%B0%D1%81%D1%8F-%D0%A8%D1%82%D0%BE%D0%BF%D0%BE%D1%80"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/%D0%92%D0%B0%D1%81%D1%8F-%D0%A8%D1%82%D0%BE%D0%BF%D0%BE%D1%80"/>
	<updated>2026-05-04T09:53:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=100557</id>
		<title>Terminal (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=100557"/>
		<updated>2021-05-08T09:35:18Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Tactical Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Terminal&lt;br /&gt;
|image      = [[File:Agent_1_terminal.png|Agent Terminal|200px]]&lt;br /&gt;
|Terminal lost her family in the invasion and was ultimately adopted by a doctor who’d lost her only daughter. She developed an interest in medicine and apprenticed under the doctor for years. Sadly, Terminal was orphaned again when an ADVENT attack wiped out their town. She was pulled from the rubble by a resistance group; once she recovered, she eagerly pledged her skills to their cause.&lt;br /&gt;
&lt;br /&gt;
Terminal proved to be as fearless as an Android in battle, saving hundreds of lives during the war. As Chimera Squad’s sole combat medic, she does what it takes to keep her squadmates breathing: she’s as handy with a gun as she is with a MediKit.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = MEDIC&lt;br /&gt;
|traits     = HEALING, SUPPORT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you die, everything in your locker is mine. Especially the embarrassing stuff.&amp;quot;&#039;&#039; -Terminal&lt;br /&gt;
&lt;br /&gt;
Terminal is a human former Resistance combat medic and a playable agent in [[XCOM: Chimera Squad]]. &lt;br /&gt;
&lt;br /&gt;
Terminal&#039;s parents died in the initial invasion, forcing her to flee with her uncle to a relocation camp. After he died of disease, she was adopted by a doctor who had lost her only daughter in the invasion. She developed an interest in medicine herself and apprenticed in her adoptive mother&#039;s medical clinic for years, but ultimately was orphaned again after their town was destroyed by one of ADVENT&#039;s punitive assaults. When resistance forces pulled her out of the rubble, she offered her services as a combat medic, saving hundreds of lives during the war. She was initially rejected by Reclamation due to concerns about her psychological stability, but following regular psionic probing that confirmed that she was fit to serve she was assigned to Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
Terminal is the squad&#039;s medic, giving her a critical role in keeping her allies in fighting shape- while her inital healing ability is roughly equivalent to a Medikit&#039;s, it can be deployed at long range and also grants bonus defense to its recipient. Though somewhat fragile herself, Terminal also has surprisingly good Aim in case she needs to take a more active role in a firefight. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Safeguard&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal sends the Gremlin to an ally to restore 4 HP, cleanse burning, acid and poison, and grant 20 defense. Does not end turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Gremlin Stabilize&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Stops an agent from bleeding out. Can be used from long range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Hack Door&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal can use her Gremlin to open secure doors for breaches.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Refresh&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin heals all allies at this breach point for 2 HP. One use per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Sustain&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If Terminal takes enough damage to begin bleeding out, she is instead reduced to 1 HP and immediately enters Stasis for 1 turn. One use per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Pin Down&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal shoots non-damaging suppressive fire at a target to push their turn down the timeline. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Cooperation&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal coordinates with a nearby unimpaired ally to grent them an immediate bonus action. 3 turn cooldown..&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Armor System&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Safeguard provides +1 Armor to the protected unit.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal heals to full at the end of every encounter.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Second Wind&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;The Gremlin heals the whole squad, curing negative status effects and stabilizing downed allies. One use per mission. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 utility item slot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Guardian&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Overwatch triggers for multiple targets, as long as ammo is available.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
*Terminal in terms of abilities is closer to the [[Enemy Unknown]] Support soldier than [[XCOM 2]] Medic Specialist. Aside from healing, she also can offer some combat support — Pin Down delays enemy for a few turns and Cooperation can help your Agent to take a daysaving move. This is further cemented by her final Training ability, Guardian, which can damage or kill multiple enemies with her reaction fire, so remember to use Expanded Mag for this case.&lt;br /&gt;
*Consider using Safeguard as the protecting ability in case you feel that one of your Agents is about to be flanked. Armor System ability helps a lot too, since it reduces all incoming damage by 1.&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=100556</id>
		<title>Terminal (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=100556"/>
		<updated>2021-05-08T09:34:40Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Tactical Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Terminal&lt;br /&gt;
|image      = [[File:Agent_1_terminal.png|Agent Terminal|200px]]&lt;br /&gt;
|Terminal lost her family in the invasion and was ultimately adopted by a doctor who’d lost her only daughter. She developed an interest in medicine and apprenticed under the doctor for years. Sadly, Terminal was orphaned again when an ADVENT attack wiped out their town. She was pulled from the rubble by a resistance group; once she recovered, she eagerly pledged her skills to their cause.&lt;br /&gt;
&lt;br /&gt;
Terminal proved to be as fearless as an Android in battle, saving hundreds of lives during the war. As Chimera Squad’s sole combat medic, she does what it takes to keep her squadmates breathing: she’s as handy with a gun as she is with a MediKit.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = MEDIC&lt;br /&gt;
|traits     = HEALING, SUPPORT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you die, everything in your locker is mine. Especially the embarrassing stuff.&amp;quot;&#039;&#039; -Terminal&lt;br /&gt;
&lt;br /&gt;
Terminal is a human former Resistance combat medic and a playable agent in [[XCOM: Chimera Squad]]. &lt;br /&gt;
&lt;br /&gt;
Terminal&#039;s parents died in the initial invasion, forcing her to flee with her uncle to a relocation camp. After he died of disease, she was adopted by a doctor who had lost her only daughter in the invasion. She developed an interest in medicine herself and apprenticed in her adoptive mother&#039;s medical clinic for years, but ultimately was orphaned again after their town was destroyed by one of ADVENT&#039;s punitive assaults. When resistance forces pulled her out of the rubble, she offered her services as a combat medic, saving hundreds of lives during the war. She was initially rejected by Reclamation due to concerns about her psychological stability, but following regular psionic probing that confirmed that she was fit to serve she was assigned to Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
Terminal is the squad&#039;s medic, giving her a critical role in keeping her allies in fighting shape- while her inital healing ability is roughly equivalent to a Medikit&#039;s, it can be deployed at long range and also grants bonus defense to its recipient. Though somewhat fragile herself, Terminal also has surprisingly good Aim in case she needs to take a more active role in a firefight. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Safeguard&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal sends the Gremlin to an ally to restore 4 HP, cleanse burning, acid and poison, and grant 20 defense. Does not end turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Gremlin Stabilize&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Stops an agent from bleeding out. Can be used from long range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Hack Door&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal can use her Gremlin to open secure doors for breaches.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Refresh&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin heals all allies at this breach point for 2 HP. One use per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Sustain&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If Terminal takes enough damage to begin bleeding out, she is instead reduced to 1 HP and immediately enters Stasis for 1 turn. One use per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Pin Down&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal shoots non-damaging suppressive fire at a target to push their turn down the timeline. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Cooperation&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal coordinates with a nearby unimpaired ally to grent them an immediate bonus action. 3 turn cooldown..&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Armor System&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Safeguard provides +1 Armor to the protected unit.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal heals to full at the end of every encounter.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Second Wind&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;The Gremlin heals the whole squad, curing negative status effects and stabilizing downed allies. One use per mission. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 utility item slot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Guardian&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Overwatch triggers for multiple targets, as long as ammo is available.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
*Terminal in terms of abilities is closer to the [[Enemy Unknown]] [[Support (Enemy Unknown)]] soldier than [[XCOM 2]] Medic [[Specialist (XCOM 2)]]. Aside from healing, she also can offer some combat support — Pin Down delays enemy for a few turns and Cooperation can help your Agent to take a daysaving move. This is further cemented by her final Training ability, Guardian, which can damage or kill multiple enemies with her reaction fire, so remember to use Expanded Mag for this case.&lt;br /&gt;
*Consider using Safeguard as the protecting ability in case you feel that one of your Agents is about to be flanked. Armor System ability helps a lot too, since it reduces all incoming damage by 1.&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=100555</id>
		<title>Terminal (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=100555"/>
		<updated>2021-05-08T09:34:08Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Terminal&lt;br /&gt;
|image      = [[File:Agent_1_terminal.png|Agent Terminal|200px]]&lt;br /&gt;
|Terminal lost her family in the invasion and was ultimately adopted by a doctor who’d lost her only daughter. She developed an interest in medicine and apprenticed under the doctor for years. Sadly, Terminal was orphaned again when an ADVENT attack wiped out their town. She was pulled from the rubble by a resistance group; once she recovered, she eagerly pledged her skills to their cause.&lt;br /&gt;
&lt;br /&gt;
Terminal proved to be as fearless as an Android in battle, saving hundreds of lives during the war. As Chimera Squad’s sole combat medic, she does what it takes to keep her squadmates breathing: she’s as handy with a gun as she is with a MediKit.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = MEDIC&lt;br /&gt;
|traits     = HEALING, SUPPORT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you die, everything in your locker is mine. Especially the embarrassing stuff.&amp;quot;&#039;&#039; -Terminal&lt;br /&gt;
&lt;br /&gt;
Terminal is a human former Resistance combat medic and a playable agent in [[XCOM: Chimera Squad]]. &lt;br /&gt;
&lt;br /&gt;
Terminal&#039;s parents died in the initial invasion, forcing her to flee with her uncle to a relocation camp. After he died of disease, she was adopted by a doctor who had lost her only daughter in the invasion. She developed an interest in medicine herself and apprenticed in her adoptive mother&#039;s medical clinic for years, but ultimately was orphaned again after their town was destroyed by one of ADVENT&#039;s punitive assaults. When resistance forces pulled her out of the rubble, she offered her services as a combat medic, saving hundreds of lives during the war. She was initially rejected by Reclamation due to concerns about her psychological stability, but following regular psionic probing that confirmed that she was fit to serve she was assigned to Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
Terminal is the squad&#039;s medic, giving her a critical role in keeping her allies in fighting shape- while her inital healing ability is roughly equivalent to a Medikit&#039;s, it can be deployed at long range and also grants bonus defense to its recipient. Though somewhat fragile herself, Terminal also has surprisingly good Aim in case she needs to take a more active role in a firefight. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Safeguard&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal sends the Gremlin to an ally to restore 4 HP, cleanse burning, acid and poison, and grant 20 defense. Does not end turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Gremlin Stabilize&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Stops an agent from bleeding out. Can be used from long range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Hack Door&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal can use her Gremlin to open secure doors for breaches.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Refresh&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin heals all allies at this breach point for 2 HP. One use per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Sustain&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If Terminal takes enough damage to begin bleeding out, she is instead reduced to 1 HP and immediately enters Stasis for 1 turn. One use per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Pin Down&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal shoots non-damaging suppressive fire at a target to push their turn down the timeline. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Cooperation&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal coordinates with a nearby unimpaired ally to grent them an immediate bonus action. 3 turn cooldown..&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Armor System&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Safeguard provides +1 Armor to the protected unit.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal heals to full at the end of every encounter.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Second Wind&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;The Gremlin heals the whole squad, curing negative status effects and stabilizing downed allies. One use per mission. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 utility item slot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Guardian&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Overwatch triggers for multiple targets, as long as ammo is available.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
*Terminal in terms of abilities is closer to the [[Enemy Unknown]] [[Support]] soldier than [[XCOM 2]] Medic [[Specialist]]. Aside from healing, she also can offer some combat support — Pin Down delays enemy for a few turns and Cooperation can help your Agent to take a daysaving move. This is further cemented by her final Training ability, Guardian, which can damage or kill multiple enemies with her reaction fire, so remember to use Expanded Mag for this case.&lt;br /&gt;
*Consider using Safeguard as the protecting ability in case you feel that one of your Agents is about to be flanked. Armor System ability helps a lot too, since it reduces all incoming damage by 1.&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Claymore_(Chimera)&amp;diff=100554</id>
		<title>Claymore (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Claymore_(Chimera)&amp;diff=100554"/>
		<updated>2021-05-08T09:08:41Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Tactical Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Claymore&lt;br /&gt;
|image      = [[File:Agent_1_claymore.png|Agent Claymore|200px]]&lt;br /&gt;
|Claymore was a young boy when the invasion occurred. His childhood became a journey between refugee camps and city outskirts as his family sought safety wherever they could. Thanks to his engineering-professor parents and his own penchant for tinkering, Claymore taught himself the ins and outs of explosive devices and began manufacturing grenades for the resistance.&lt;br /&gt;
&lt;br /&gt;
On Chimera Squad, Claymore outputs heavy damage through special-made explosives. His devices remove obstacles, allow the squad to breach dangerous facilities, and give his enemies something pretty to look at during their final moments on this planet.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = DEMO EXPERT&lt;br /&gt;
|traits     = EXPLOSIVES, AOE, BREACHING&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;There is never a red wire. I am lucky if there are even wires.&amp;quot;&#039;&#039; - Claymore&lt;br /&gt;
&lt;br /&gt;
Claymore is a human and a playable agent in [[XCOM: Chimera Squad]]. &lt;br /&gt;
&lt;br /&gt;
The third child of two engineering professors, Claymore lost his mother and brother in the invasion and spent much of his early life in refugee camps, city outskirts, and eventually resistance camps. He inherited his parents&#039; technical skills and combined it with his own penchant for tinkering to teach himself how to assemble explosives, building grenades for resistance forces. After disarming an ADVENT bomb that would have wiped out his resistance camp, he attracted XCOM&#039;s attention. During the War for Liberation, Claymore spent time on the Avenger to disassemble alien explosives. He stayed with XCOM as a demolitions specialist and was transferred to Chimera Squad at his request. &lt;br /&gt;
&lt;br /&gt;
Claymore&#039;s primary role is to contribute AoE damage with both standard grenades and his own hand-crafted explosives. Several of his upgrade choices give him the ability to rupture opponents, and he also aids in breaching certain areas that would otherwise require Breaching Charges. While not his intended purpose, his grenade-related upgrades also affect support grenades such as the valuable Motile Inducer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Shrapnel Bomb&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore tosses an explosive that detonates after several turns. It does not destroy cover, and can be targeted to detonate it early. Does not end the turn if used as the first action.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Concussive Charge&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore detonates a powerful charge that ruptures all enemies near a wall breach point. Usable once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Fortitude&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore becomes immune to all grenades and environmental hazards, allowing him to use grenades in situations that would normally cause self-inflicted damage.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Improvised Explosives&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Equipped grenades regenerate one charge after each encounter.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Sticky Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore throws a grenade that adheres to an enemy, forcing them to move to a new location; the grenade explodes when the enemy stops moving. Ends the turn when used. 4 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Heavy Shrapnel&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shrapnel Bomb now deals damage through cover.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Impending Doom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shrapnel Bomb ruptures enemies in its blast radius immediately upon landing.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Barrage&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Sticky Bomb and Shrapnel Bomb deal +1 damage and no longer automatically end the turn when used. Shrapnel Bomb can also be used more than once per turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 armor.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Heavy Ordnance&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;All grenade items gain an extra use when equipped.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
* Shrapnel bombs detonate a few turns later in the timeline, so using one on an enemy that is much later in the timeline than Claymore can guarantee they can&#039;t move away.&lt;br /&gt;
* Shrapnel bombs can be detonated by tossing a damaging grenade on them, making a shrapnel bomb followed by a frag grenade a staggeringly damaging combo that also gets around shrapnel bomb&#039;s usual delayed damage drawback. Improvised Explosives allows this trick multiple times per mission.&lt;br /&gt;
*With Impending Doom ability learned, the Shrapnel Bomb can be treated as some kind of marking device, making all enemies in the AoE (even the ones in cover) Ruptured, so consider to throw one before engaging the enemy with the rest of the squad.&lt;br /&gt;
*Using Sticky Grenade while there are your Agents on the Overwatch is the two-edged sword. If enemy was hit by SG and was hit by reaction shot, SG will explode right after they were hit. On the one hand, enemy will definitely be killed since Sticky Grenade is guaranteed to hit and moving enemy will be downed by reaction fire. From the other hand, that enemy might run to the one and hit him with the explosion, if he wasn&#039;t shot in Overwatch. &lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Claymore_(Chimera)&amp;diff=100552</id>
		<title>Claymore (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Claymore_(Chimera)&amp;diff=100552"/>
		<updated>2021-05-07T06:43:54Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Tactical Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Claymore&lt;br /&gt;
|image      = [[File:Agent_1_claymore.png|Agent Claymore|200px]]&lt;br /&gt;
|Claymore was a young boy when the invasion occurred. His childhood became a journey between refugee camps and city outskirts as his family sought safety wherever they could. Thanks to his engineering-professor parents and his own penchant for tinkering, Claymore taught himself the ins and outs of explosive devices and began manufacturing grenades for the resistance.&lt;br /&gt;
&lt;br /&gt;
On Chimera Squad, Claymore outputs heavy damage through special-made explosives. His devices remove obstacles, allow the squad to breach dangerous facilities, and give his enemies something pretty to look at during their final moments on this planet.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = DEMO EXPERT&lt;br /&gt;
|traits     = EXPLOSIVES, AOE, BREACHING&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;There is never a red wire. I am lucky if there are even wires.&amp;quot;&#039;&#039; - Claymore&lt;br /&gt;
&lt;br /&gt;
Claymore is a human and a playable agent in [[XCOM: Chimera Squad]]. &lt;br /&gt;
&lt;br /&gt;
The third child of two engineering professors, Claymore lost his mother and brother in the invasion and spent much of his early life in refugee camps, city outskirts, and eventually resistance camps. He inherited his parents&#039; technical skills and combined it with his own penchant for tinkering to teach himself how to assemble explosives, building grenades for resistance forces. After disarming an ADVENT bomb that would have wiped out his resistance camp, he attracted XCOM&#039;s attention. During the War for Liberation, Claymore spent time on the Avenger to disassemble alien explosives. He stayed with XCOM as a demolitions specialist and was transferred to Chimera Squad at his request. &lt;br /&gt;
&lt;br /&gt;
Claymore&#039;s primary role is to contribute AoE damage with both standard grenades and his own hand-crafted explosives. Several of his upgrade choices give him the ability to rupture opponents, and he also aids in breaching certain areas that would otherwise require Breaching Charges. While not his intended purpose, his grenade-related upgrades also affect support grenades such as the valuable Motile Inducer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Shrapnel Bomb&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore tosses an explosive that detonates after several turns. It does not destroy cover, and can be targeted to detonate it early. Does not end the turn if used as the first action.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Concussive Charge&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore detonates a powerful charge that ruptures all enemies near a wall breach point. Usable once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Fortitude&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore becomes immune to all grenades and environmental hazards, allowing him to use grenades in situations that would normally cause self-inflicted damage.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Improvised Explosives&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Equipped grenades regenerate one charge after each encounter.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Sticky Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore throws a grenade that adheres to an enemy, forcing them to move to a new location; the grenade explodes when the enemy stops moving. Ends the turn when used. 4 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Heavy Shrapnel&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shrapnel Bomb now deals damage through cover.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Impending Doom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shrapnel Bomb ruptures enemies in its blast radius immediately upon landing.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Barrage&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Sticky Bomb and Shrapnel Bomb deal +1 damage and no longer automatically end the turn when used. Shrapnel Bomb can also be used more than once per turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 armor.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Heavy Ordnance&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;All grenade items gain an extra use when equipped.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
* Shrapnel bombs detonate a few turns later in the timeline, so using one on an enemy that is much later in the timeline than Claymore can guarantee they can&#039;t move away.&lt;br /&gt;
* Shrapnel bombs can be detonated by tossing a damaging grenade on them, making a shrapnel bomb followed by a frag grenade a staggeringly damaging combo that also gets around shrapnel bomb&#039;s usual delayed damage drawback. Improvised Explosives allows this trick multiple times per mission.&lt;br /&gt;
*With Impending Doom ability learned, the Shrapnel Bomb can be treated as some kind of marking device, making all enemies in the AoE (even the ones in cover) Ruptured, so consider to throw one before engaging the enemy with the rest of the squad.&lt;br /&gt;
*Using Sticky Grenade while there are your Agents on the Overwatch is the two-edged sword. If enemy was hit by SG and was hit by reaction shot, SG will explode right after they were hit. On the one hand, enemy will definitely be killed since Sticky Grenade is guaranteed to hit and moving enemy will be downed by reaction fire. From the other hand, that enemy might run to the one and hit him with the explosion.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Claymore_(Chimera)&amp;diff=100548</id>
		<title>Claymore (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Claymore_(Chimera)&amp;diff=100548"/>
		<updated>2021-05-06T13:10:35Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Claymore&lt;br /&gt;
|image      = [[File:Agent_1_claymore.png|Agent Claymore|200px]]&lt;br /&gt;
|Claymore was a young boy when the invasion occurred. His childhood became a journey between refugee camps and city outskirts as his family sought safety wherever they could. Thanks to his engineering-professor parents and his own penchant for tinkering, Claymore taught himself the ins and outs of explosive devices and began manufacturing grenades for the resistance.&lt;br /&gt;
&lt;br /&gt;
On Chimera Squad, Claymore outputs heavy damage through special-made explosives. His devices remove obstacles, allow the squad to breach dangerous facilities, and give his enemies something pretty to look at during their final moments on this planet.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = DEMO EXPERT&lt;br /&gt;
|traits     = EXPLOSIVES, AOE, BREACHING&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;There is never a red wire. I am lucky if there are even wires.&amp;quot;&#039;&#039; - Claymore&lt;br /&gt;
&lt;br /&gt;
Claymore is a human and a playable agent in [[XCOM: Chimera Squad]]. &lt;br /&gt;
&lt;br /&gt;
The third child of two engineering professors, Claymore lost his mother and brother in the invasion and spent much of his early life in refugee camps, city outskirts, and eventually resistance camps. He inherited his parents&#039; technical skills and combined it with his own penchant for tinkering to teach himself how to assemble explosives, building grenades for resistance forces. After disarming an ADVENT bomb that would have wiped out his resistance camp, he attracted XCOM&#039;s attention. During the War for Liberation, Claymore spent time on the Avenger to disassemble alien explosives. He stayed with XCOM as a demolitions specialist and was transferred to Chimera Squad at his request. &lt;br /&gt;
&lt;br /&gt;
Claymore&#039;s primary role is to contribute AoE damage with both standard grenades and his own hand-crafted explosives. Several of his upgrade choices give him the ability to rupture opponents, and he also aids in breaching certain areas that would otherwise require Breaching Charges. While not his intended purpose, his grenade-related upgrades also affect support grenades such as the valuable Motile Inducer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Shrapnel Bomb&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore tosses an explosive that detonates after several turns. It does not destroy cover, and can be targeted to detonate it early. Does not end the turn if used as the first action.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Concussive Charge&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore detonates a powerful charge that ruptures all enemies near a wall breach point. Usable once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Fortitude&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore becomes immune to all grenades and environmental hazards, allowing him to use grenades in situations that would normally cause self-inflicted damage.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Improvised Explosives&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Equipped grenades regenerate one charge after each encounter.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Sticky Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Claymore throws a grenade that adheres to an enemy, forcing them to move to a new location; the grenade explodes when the enemy stops moving. Ends the turn when used. 4 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Heavy Shrapnel&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shrapnel Bomb now deals damage through cover.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Impending Doom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shrapnel Bomb ruptures enemies in its blast radius immediately upon landing.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Barrage&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Sticky Bomb and Shrapnel Bomb deal +1 damage and no longer automatically end the turn when used. Shrapnel Bomb can also be used more than once per turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 armor.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Heavy Ordnance&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;All grenade items gain an extra use when equipped.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
* Shrapnel bombs detonate a few turns later in the timeline, so using one on an enemy that is much later in the timeline than Claymore can guarantee they can&#039;t move away.&lt;br /&gt;
* Shrapnel bombs can be detonated by tossing a damaging grenade on them, making a shrapnel bomb followed by a frag grenade a staggeringly damaging combo that also gets around shrapnel bomb&#039;s usual delayed damage drawback. Improvised Explosives allows this trick multiple times per mission.&lt;br /&gt;
*With Impending Doom ability learned, the Shrapnel Bomb can be treated as some kind of marking device, making all enemies in the AoE (even the ones in cover) Ruptured, so consider to throgh one before engaging the enemy with the rest of the squad.&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cherub_(Chimera)&amp;diff=100547</id>
		<title>Cherub (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cherub_(Chimera)&amp;diff=100547"/>
		<updated>2021-05-06T13:02:49Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Tactical Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Cherub&lt;br /&gt;
|image      = [[File:Agent 1 cherub2.png|Agent Cherub|200px]]&lt;br /&gt;
|Cherub was among a batch of clones that had received ADVENT training but not yet undergone ADVENT indoctrination by the end of the war. He was found alive in an ADVENT lab, then transferred to a detention center for extensive testing. When the tests confirmed he had no ADVENT sympathies, he was enlisted by XCOM on a trial basis.&lt;br /&gt;
&lt;br /&gt;
Cherub’s positive attitude and enthusiasm have been helping lift the morale of those around him ever since. His efforts to support his squadmates and improve their dispositions have proven his dedication on multiple occasions.&lt;br /&gt;
|race = HYBRID&lt;br /&gt;
|class = WARDEN&lt;br /&gt;
|traits     = SHIELDS, PROTECTING ALLIES, TANK&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I&#039;m just glad to be here.&amp;quot;&#039;&#039; -Cherub&lt;br /&gt;
&lt;br /&gt;
Cherub is a hybrid clone and a playable agent in [[XCOM: Chimera Squad]]. &lt;br /&gt;
&lt;br /&gt;
As part of the clone batch dubbed the &amp;quot;Empty Cohort&amp;quot;, Cherub had received ADVENT training but never received ADVENT indoctrination when he was &amp;quot;born&amp;quot; at the end of the war. After befriending the X-COM agents who discovered his clone creche and having been found to possess no ADVENT sympathies despite being part of a clone line derived from the infamous ADVENT general Bellus Mar, he was recommended as a test case for the use of the Empty Cohort&#039;s skill set. He was subsequently transferred to Reclamation and placed in Chimera Squad at his request.  &lt;br /&gt;
&lt;br /&gt;
Cherub wields a pistol and energy shield, and has several abilities to protect himself and others. Though his offensive ability is lacking, he can force enemies to focus their attacks on him to give his allies the opportunities they need to strike. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kinetic Shield&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Cherub places an energy shield on self or ally. Cherub gains a kinetic charge when the shield is destroyed. Does not end turn when used.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kinetic Charge&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Cherub can store up to 2 kinetic charges by shielding allies. These are consumed by various abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Charged Bash&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Cherub bashes an enemy with the energy shield, consuming all charge. If charge is consumed, deal damage in a cone behind the enemy. Damage increases with charge. Replaces Subdue.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Phalanx&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Enemies focus their fire on Cherub, ignoring other XCOM units at this breach point. Block all damage and gain 1 charge for each attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Generator&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Cherub gains one charge at the end of each encounter.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Guard&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;At the end of the turn gain +1 Armor, a half cover bonus even if flanked, and become half cover for friendlies. Guard breaks after being attacked.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Overload&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Cherub can now store 3 charges and gains bonus mobility when fully charged.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Recharge&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Using Charged Bash to render an enemy unconscious refills 1 charge.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Resonance Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allies with kinetic shield gain +15 aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Supercharge&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Expends all charges to increase the squad&#039;s weapon damage, and also applies Holo-Target effects to all enemies to improve aim. One use per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+2 mobility.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Return Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;When fired upon, Cherub will automatically shoot back at the enemy that attacked him.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
*Supercharge&#039;s duration is dependent on the number of charges expended for it to activate; when three charges are used, it will last three rounds after Cherub&#039;s turn. Additionally, it only affects attacks that use a primary weapon, so abilities like Zephyr&#039;s Crowd Control will not benefit from its use. &lt;br /&gt;
*Kinetic Shield only protects against direct damage; debuffs that only require the target to be hit (e.g. Disarmed or Rooted) will still be applied even if the attack that applies them does no damage. &lt;br /&gt;
*Return Fire only triggers once per enemy (even if they attack twice) and will not work if Cherub is out of ammo. An Expanded Magazine is advised to counteract the latter drawback.&lt;br /&gt;
*Consider to put as much Kinetic Sheilds as possible at the end of the Encounter, since their destruction after the end still counts towards Kinetic Generator charge up. &lt;br /&gt;
*&#039;&#039;&#039;Artful Fathom&#039;&#039;&#039; epic pistol is better option than &#039;&#039;&#039;Endless Brevity&#039;&#039;&#039;, since an extra free shot is crucial for Cherub, because this shot can cripple an enemy, whom Cherub is about to bash with his shield.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Blueblood_(Chimera)&amp;diff=100546</id>
		<title>Blueblood (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Blueblood_(Chimera)&amp;diff=100546"/>
		<updated>2021-05-06T12:41:05Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Blueblood&lt;br /&gt;
|image      = [[File:Agent_1_blue.png|Agent Blueblood|200px]]&lt;br /&gt;
|Blueblood spent his formative years in City 31, during the occupation, with his father, a third-generation police officer. When his father transitioned from police work to private investigation, Blueblood apprenticed with his father’s detective agency, helping the underserved. He joined 31PD in its inception.&lt;br /&gt;
&lt;br /&gt;
Blueblood’s strengths are his strategic mind and his precision targeting, particularly with his special sidearm, the Lancer Pistol, which can blast through line-of-sight penalties and enemy cover bonuses.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = GUNSLINGER&lt;br /&gt;
|traits     = PRECISION SHOOTING, MULTIPLE SHOTS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Do it the smart way. The hard way gets you killed.&amp;quot;&#039;&#039; -Blueblood&lt;br /&gt;
&lt;br /&gt;
Blueblood is a human and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
The son of a third generation police officer turned private investigator, he apprenticed with his father&#039;s detective agency and helped to smuggle accused dissidents out of City 31 during the war. After X-COM&#039;s victory, he served with 31PD before transferring to Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
Blueblood is able to put out very high damage with his pistol and Lancer Pistol, able to fire with both actions each round. Later abilities further improve his ability to attack multiple targets at once. His health is low, so he will need to be protected from counterattacks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deadeye&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Fires a shot that has a -15 Aim penalty, but deals 50% extra damage.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Desperado&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Neither Deadeye nor the standard shot will end Blueblood&#039;s turn if he has actions remaining.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan= &amp;quot;2&amp;quot; | &#039;&#039;&#039;Lancer Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;In Breach Mode, fire a special shot that ignores cover. Once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Warm Welcome&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The first shot in a clip disorients a target.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Automatically activates overwatch if the last action is used for movement, Subdue, or stabilizing a downed ally.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Phase Lance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fires a shot in a straight line, which ignores cover and can hit multiple targets. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Fond Farewell&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The last shot in a clip deals double damage.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Cascade Lance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Phase Lance&#039;s damage increases with each enemy it hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Faceoff&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Fire at every enemy in your line of sight, limited only by your ammo. Once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+15 crit chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Free Reload&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Reloading is now a free action.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*The Lancer Pistol has the same damage as the pistol &#039;&#039;with normal ammo&#039;&#039;. If you upgrade the pistol to Enhanced or Mastercraft, the Lancer Pistol scales accordingly. But if you equip Blueblood with ammo that give buffs (e.g., higher damage, or burning status), the Lancer Pistol will not pick up that buff.&lt;br /&gt;
*If you spec Blueblood with the &#039;&#039;&#039;Cascade Lance&#039;&#039;&#039; skill, you can shoot &#039;&#039;through&#039;&#039; a squadmate to amplify the Phase Lance&#039;s damage down the line. This will, of course, result in damage to your squadmate.&lt;br /&gt;
*Consider equipping Blueblood&#039;s pistol with Impact Frame and picking Ever Vigilant ability. This will turn him into a surprisingly strong melee &#039;&#039;hit&#039;n&#039;run&#039;&#039; brawler. Since Ever Viglant ability triggers after the LAST AP was spent on moving or Subdue, Blueblood can: make the shot as the first action, hit nearby enemy with the enpowered Subdue (which in this case deals 4-5 damage) and in the end go to the Overwatch — all in the single turn.&lt;br /&gt;
*&#039;&#039;&#039;Free Reload&#039;&#039;&#039; Training ability makes Auto-Reload weapon mod redundant to Blueblood, making a room for other useful mods beside from &amp;quot;mandatory&amp;quot; Expanded Magazine (Impact Frame or Laser Sight).&lt;br /&gt;
*&#039;&#039;&#039;Endless Brevity&#039;&#039;&#039; epic pistol is better choice for Blueblood than &#039;&#039;&#039;Artful Fathom&#039;&#039;&#039; since Fan Fire is affected by Desperado ability as well, so, theoritecally, fully upgraded Blueblood can make up to 10 shots (three from Fan Fire and seven from Faceoff after the free reload) in the single turn.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Blueblood_(Chimera)&amp;diff=100545</id>
		<title>Blueblood (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Blueblood_(Chimera)&amp;diff=100545"/>
		<updated>2021-05-06T12:29:32Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Blueblood&lt;br /&gt;
|image      = [[File:Agent_1_blue.png|Agent Blueblood|200px]]&lt;br /&gt;
|Blueblood spent his formative years in City 31, during the occupation, with his father, a third-generation police officer. When his father transitioned from police work to private investigation, Blueblood apprenticed with his father’s detective agency, helping the underserved. He joined 31PD in its inception.&lt;br /&gt;
&lt;br /&gt;
Blueblood’s strengths are his strategic mind and his precision targeting, particularly with his special sidearm, the Lancer Pistol, which can blast through line-of-sight penalties and enemy cover bonuses.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = GUNSLINGER&lt;br /&gt;
|traits     = PRECISION SHOOTING, MULTIPLE SHOTS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Do it the smart way. The hard way gets you killed.&amp;quot;&#039;&#039; -Blueblood&lt;br /&gt;
&lt;br /&gt;
Blueblood is a human and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
The son of a third generation police officer turned private investigator, he apprenticed with his father&#039;s detective agency and helped to smuggle accused dissidents out of City 31 during the war. After X-COM&#039;s victory, he served with 31PD before transferring to Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
Blueblood is able to put out very high damage with his pistol and Lancer Pistol, able to fire with both actions each round. Later abilities further improve his ability to attack multiple targets at once. His health is low, so he will need to be protected from counterattacks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deadeye&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Fires a shot that has a -15 Aim penalty, but deals 50% extra damage.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Desperado&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Neither Deadeye nor the standard shot will end Blueblood&#039;s turn if he has actions remaining.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan= &amp;quot;2&amp;quot; | &#039;&#039;&#039;Lancer Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;In Breach Mode, fire a special shot that ignores cover. Once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Warm Welcome&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The first shot in a clip disorients a target.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Automatically activates overwatch if the last action is used for movement, Subdue, or stabilizing a downed ally.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Phase Lance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fires a shot in a straight line, which ignores cover and can hit multiple targets. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Fond Farewell&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The last shot in a clip deals double damage.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Cascade Lance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Phase Lance&#039;s damage increases with each enemy it hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Faceoff&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Fire at every enemy in your line of sight, limited only by your ammo. Once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+15 crit chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Free Reload&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Reloading is now a free action.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*The Lancer Pistol has the same damage as the pistol &#039;&#039;with normal ammo&#039;&#039;. If you upgrade the pistol to Enhanced or Mastercraft, the Lancer Pistol scales accordingly. But if you equip Blueblood with ammo that give buffs (e.g., higher damage, or burning status), the Lancer Pistol will not pick up that buff.&lt;br /&gt;
*If you spec Blueblood with the &#039;&#039;&#039;Cascade Lance&#039;&#039;&#039; skill, you can shoot &#039;&#039;through&#039;&#039; a squadmate to amplify the Phase Lance&#039;s damage down the line. This will, of course, result in damage to your squadmate.&lt;br /&gt;
*Consider equipping Blueblood&#039;s pistol with Impact Frame and picking Ever Vigilant ability. This will turn him into a surprisingly strong melee &#039;&#039;hit&#039;n&#039;run&#039;&#039; brawler. Since Ever Viglant ability triggers after the LAST AP was spent on moving, Blueblood can: make the shot as the first action, hit nearby enemy with the enpowered Subdue (which in this case deals 4-5 damage) and in the end go to the Overwatch — all in the single turn.&lt;br /&gt;
*&#039;&#039;&#039;Free Reload&#039;&#039;&#039; Training ability makes Auto-Reload weapon mod redundant to Blueblood, making a room for other useful mods beside from &amp;quot;mandatory&amp;quot; Expanded Magazine (Impact Frame or Laser Sight).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Blueblood_(Chimera)&amp;diff=100544</id>
		<title>Blueblood (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Blueblood_(Chimera)&amp;diff=100544"/>
		<updated>2021-05-06T12:24:30Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Blueblood&lt;br /&gt;
|image      = [[File:Agent_1_blue.png|Agent Blueblood|200px]]&lt;br /&gt;
|Blueblood spent his formative years in City 31, during the occupation, with his father, a third-generation police officer. When his father transitioned from police work to private investigation, Blueblood apprenticed with his father’s detective agency, helping the underserved. He joined 31PD in its inception.&lt;br /&gt;
&lt;br /&gt;
Blueblood’s strengths are his strategic mind and his precision targeting, particularly with his special sidearm, the Lancer Pistol, which can blast through line-of-sight penalties and enemy cover bonuses.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = GUNSLINGER&lt;br /&gt;
|traits     = PRECISION SHOOTING, MULTIPLE SHOTS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Do it the smart way. The hard way gets you killed.&amp;quot;&#039;&#039; -Blueblood&lt;br /&gt;
&lt;br /&gt;
Blueblood is a human and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
The son of a third generation police officer turned private investigator, he apprenticed with his father&#039;s detective agency and helped to smuggle accused dissidents out of City 31 during the war. After X-COM&#039;s victory, he served with 31PD before transferring to Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
Blueblood is able to put out very high damage with his pistol and Lancer Pistol, able to fire with both actions each round. Later abilities further improve his ability to attack multiple targets at once. His health is low, so he will need to be protected from counterattacks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deadeye&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Fires a shot that has a -15 Aim penalty, but deals 50% extra damage.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Desperado&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Neither Deadeye nor the standard shot will end Blueblood&#039;s turn if he has actions remaining.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan= &amp;quot;2&amp;quot; | &#039;&#039;&#039;Lancer Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;In Breach Mode, fire a special shot that ignores cover. Once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Warm Welcome&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The first shot in a clip disorients a target.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Automatically activates overwatch if the last action is used for movement, Subdue, or stabilizing a downed ally.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Phase Lance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fires a shot in a straight line, which ignores cover and can hit multiple targets. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Fond Farewell&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The last shot in a clip deals double damage.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Cascade Lance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Phase Lance&#039;s damage increases with each enemy it hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Faceoff&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Fire at every enemy in your line of sight, limited only by your ammo. Once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+15 crit chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Free Reload&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Reloading is now a free action.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*The Lancer Pistol has the same damage as the pistol &#039;&#039;with normal ammo&#039;&#039;. If you upgrade the pistol to Enhanced or Mastercraft, the Lancer Pistol scales accordingly. But if you equip Blueblood with ammo that give buffs (e.g., higher damage, or burning status), the Lancer Pistol will not pick up that buff.&lt;br /&gt;
*If you spec Blueblood with the &#039;&#039;&#039;Cascade Lance&#039;&#039;&#039; skill, you can shoot &#039;&#039;through&#039;&#039; a squadmate to amplify the Phase Lance&#039;s damage down the line. This will, of course, result in damage to your squadmate.&lt;br /&gt;
*Consider equipping Blueblood&#039;s pistol with Impact Frame and picking Ever Vigilant ability. This will turn him into a surprisingly strong melee &#039;&#039;hit&#039;n&#039;run&#039;&#039; brawler. Since Ever Viglant ability triggers after the LAST AP was spent on moving, Blueblood can: make the shot as the first action, hit nearby enemy with the enpowered Subdue (which in this case deals 4-5 damage) and in the end go to the Overwatch — all in the single turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Chimera)&amp;diff=100530</id>
		<title>Weapons (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Chimera)&amp;diff=100530"/>
		<updated>2021-05-05T09:28:20Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Epic Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Types==&lt;br /&gt;
Reclamation&#039;s weapons are mostly X-COM surplus left over from the War for Liberation. Each type is used by a specific  set of agents and can be improved to Enhanced and Mastercrafted versions to increase their damage. They can also benefit from weapon mods or ammo types. &lt;br /&gt;
&lt;br /&gt;
===Pangolin Gauntlets===&lt;br /&gt;
Cannot be improved with weapon mods or upgraded, and lacks epic variants. Exclusive to [[Zephyr (Chimera)|Zephyr]].&lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
Used by [[Blueblood (Chimera)|Blueblood]] and [[Cherub (Chimera)|Cherub]]. &lt;br /&gt;
&lt;br /&gt;
===SMG===&lt;br /&gt;
Used by [[Terminal (Chimera)|Terminal]], [[Torque (Chimera)|Torque]], and [[Shelter (Chimera)|Shelter]].&lt;br /&gt;
&lt;br /&gt;
===Assault Rifle===&lt;br /&gt;
Used by [[Verge (Chimera)|Verge]] and [[Patchwork (Chimera)|Patchwork]].&lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
Used by [[Godmother (Chimera)|Godmother]], [[Axiom (Chimera)|Axiom]], and [[Claymore (Chimera)|Claymore]].&lt;br /&gt;
&lt;br /&gt;
==Epic Weapons==&lt;br /&gt;
The [[Scavenger&#039;s Market]] will sometimes sell special weapons that grant an extra ability to their users. Each weapon type save for the Pangolin Gauntlets has two corresponding Epic Weapons, which grant different abilities. &lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
*&#039;&#039;&#039;Artful Fathom&#039;&#039;&#039;: Grants Lightning Hands, an attack that does not cost an action to use. 3-turn cooldown. &lt;br /&gt;
*&#039;&#039;&#039;Endless Brevity&#039;&#039;&#039;: Grants Fan Fire, firing three times at a chosen target. Usable once per mission. &lt;br /&gt;
&lt;br /&gt;
===SMG===&lt;br /&gt;
*&#039;&#039;&#039;Crucial Symmetry&#039;&#039;&#039;: Grants Chain Shot, an attack with a -15 Aim penalty that performs a second attack if it hits. 3-turn cooldown. &lt;br /&gt;
*&#039;&#039;&#039;Surly Constant&#039;&#039;&#039;: Grants Hail of Bullets, an attack that always hits but has a high ammo cost. 3-turn cooldown. &lt;br /&gt;
&lt;br /&gt;
===Assault Rifle===&lt;br /&gt;
*&#039;&#039;&#039;Fortunate Blossom&#039;&#039;&#039;: Grants Serial, a powerful ability that refunds actions upon a successful kill. Usable once per mission.&lt;br /&gt;
*&#039;&#039;&#039;Impetous Spire&#039;&#039;&#039;: Grants Banish, which repeatedly fires at a target until it dies or the user runs out of ammo. Usable once per mission. (note — whether it is the bug or developers intention, but this rifle features 7-shot magazine, like if it has pre-installed Elite Expanded Mag, but the said mod can be applied to this weapon anyway, so it&#039;s ammo capacity can be further increased to tremendous 10 shots)&lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
*&#039;&#039;&#039;Callow Ember&#039;&#039;&#039;: Grants Rapid Fire, which shoots twice in a row at an enemy with a -15 aim penalty for each shot. Usable once per mission. &lt;br /&gt;
*&#039;&#039;&#039;Lonely Herald&#039;&#039;&#039;: Grants Run and Gun, allowing the user to act after dashing. 3-turn cooldown.&lt;br /&gt;
&lt;br /&gt;
==Weapons Mods==&lt;br /&gt;
Just like in XCOM 2, you can modify the weapons of your team, although there are some changes. First of all, there are two mods slots, no matter of their level. Also these mods can be freely swapped and uninstalled at any time without destroying them.&lt;br /&gt;
* Scope — increases Agent&#039;s Aim by 5/10/15%. Unlike XCOM 2, it can be installed alongside Laser Sight;&lt;br /&gt;
* Laser Sight — increases the Crit Chance by 5/10/15%, increasing further by up to 10% if close to the target. Unlike XCOM 2,can be installed alongside with Scope;&lt;br /&gt;
* Expanded Magazine — increases the weapon&#039;s ammo by 1/2/3;&lt;br /&gt;
* Autoreload — first reload/first 2/3 reloads are free actions;&lt;br /&gt;
* Hair Trigger — Agent can recover their APs after the shot with 5/10/15% chance;&lt;br /&gt;
* Stock — if Agent&#039;s shot missed, still deals 1/2/3 damage to the target;&lt;br /&gt;
* Impact Frame — increases the Subdue damage by 2. Cannot be installed on Cherub&#039;s pistol;&lt;br /&gt;
* Reflex Grip — shooting as the first action does not ends the turn. Cannot be installed on Blueblood&#039;s pistol.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Chimera)&amp;diff=100529</id>
		<title>Weapons (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Chimera)&amp;diff=100529"/>
		<updated>2021-05-05T09:27:53Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Types==&lt;br /&gt;
Reclamation&#039;s weapons are mostly X-COM surplus left over from the War for Liberation. Each type is used by a specific  set of agents and can be improved to Enhanced and Mastercrafted versions to increase their damage. They can also benefit from weapon mods or ammo types. &lt;br /&gt;
&lt;br /&gt;
===Pangolin Gauntlets===&lt;br /&gt;
Cannot be improved with weapon mods or upgraded, and lacks epic variants. Exclusive to [[Zephyr (Chimera)|Zephyr]].&lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
Used by [[Blueblood (Chimera)|Blueblood]] and [[Cherub (Chimera)|Cherub]]. &lt;br /&gt;
&lt;br /&gt;
===SMG===&lt;br /&gt;
Used by [[Terminal (Chimera)|Terminal]], [[Torque (Chimera)|Torque]], and [[Shelter (Chimera)|Shelter]].&lt;br /&gt;
&lt;br /&gt;
===Assault Rifle===&lt;br /&gt;
Used by [[Verge (Chimera)|Verge]] and [[Patchwork (Chimera)|Patchwork]].&lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
Used by [[Godmother (Chimera)|Godmother]], [[Axiom (Chimera)|Axiom]], and [[Claymore (Chimera)|Claymore]].&lt;br /&gt;
&lt;br /&gt;
==Epic Weapons==&lt;br /&gt;
The [[Scavenger&#039;s Market]] will sometimes sell special weapons that grant an extra ability to their users. Each weapon type save for the Pangolin Gauntlets has two corresponding Epic Weapons, which grant different abilities. &lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
*&#039;&#039;&#039;Artful Fathom&#039;&#039;&#039;: Grants Lightning Hands, an attack that does not cost an action to use. 3-turn cooldown. &lt;br /&gt;
*&#039;&#039;&#039;Endless Brevity&#039;&#039;&#039;: Grants Fan Fire, firing three times at a chosen target. Usable once per mission. &lt;br /&gt;
&lt;br /&gt;
===SMG===&lt;br /&gt;
*&#039;&#039;&#039;Crucial Symmetry&#039;&#039;&#039;: Grants Chain Shot, an attack with a -15 Aim penalty that performs a second attack if it hits. 3-turn cooldown. &lt;br /&gt;
*&#039;&#039;&#039;Surly Constant&#039;&#039;&#039;: Grants Hail of Bullets, an attack that always hits but has a high ammo cost. 3-turn cooldown. &lt;br /&gt;
&lt;br /&gt;
===Assault Rifle===&lt;br /&gt;
*&#039;&#039;&#039;Fortunate Blossom&#039;&#039;&#039;: Grants Serial, a powerful ability that refunds actions upon a successful kill. Usable once per mission.&lt;br /&gt;
*&#039;&#039;&#039;Impetous Spire&#039;&#039;&#039;: Grants Banish, which repeatedly fires at a target until it dies or the user runs out of ammo. Usable once per mission. &amp;quot;(note — whether it is the bug or developers intention, but this rifle features 7-shot magazine, like if it has pre-installed Elite Expanded Mag, but the said mod can be applied to this weapon anyway, so it&#039;s ammo capacity can be further increased to tremendous 10 shots)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
*&#039;&#039;&#039;Callow Ember&#039;&#039;&#039;: Grants Rapid Fire, which shoots twice in a row at an enemy with a -15 aim penalty for each shot. Usable once per mission. &lt;br /&gt;
*&#039;&#039;&#039;Lonely Herald&#039;&#039;&#039;: Grants Run and Gun, allowing the user to act after dashing. 3-turn cooldown. &lt;br /&gt;
&lt;br /&gt;
==Weapons Mods==&lt;br /&gt;
Just like in XCOM 2, you can modify the weapons of your team, although there are some changes. First of all, there are two mods slots, no matter of their level. Also these mods can be freely swapped and uninstalled at any time without destroying them.&lt;br /&gt;
* Scope — increases Agent&#039;s Aim by 5/10/15%. Unlike XCOM 2, it can be installed alongside Laser Sight;&lt;br /&gt;
* Laser Sight — increases the Crit Chance by 5/10/15%, increasing further by up to 10% if close to the target. Unlike XCOM 2,can be installed alongside with Scope;&lt;br /&gt;
* Expanded Magazine — increases the weapon&#039;s ammo by 1/2/3;&lt;br /&gt;
* Autoreload — first reload/first 2/3 reloads are free actions;&lt;br /&gt;
* Hair Trigger — Agent can recover their APs after the shot with 5/10/15% chance;&lt;br /&gt;
* Stock — if Agent&#039;s shot missed, still deals 1/2/3 damage to the target;&lt;br /&gt;
* Impact Frame — increases the Subdue damage by 2. Cannot be installed on Cherub&#039;s pistol;&lt;br /&gt;
* Reflex Grip — shooting as the first action does not ends the turn. Cannot be installed on Blueblood&#039;s pistol.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Chimera)&amp;diff=100528</id>
		<title>Weapons (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Chimera)&amp;diff=100528"/>
		<updated>2021-05-05T09:17:45Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Types==&lt;br /&gt;
Reclamation&#039;s weapons are mostly X-COM surplus left over from the War for Liberation. Each type is used by a specific  set of agents and can be improved to Enhanced and Mastercrafted versions to increase their damage. They can also benefit from weapon mods or ammo types. &lt;br /&gt;
&lt;br /&gt;
===Pangolin Gauntlets===&lt;br /&gt;
Cannot be improved with weapon mods or upgraded, and lacks epic variants. Exclusive to [[Zephyr (Chimera)|Zephyr]].&lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
Used by [[Blueblood (Chimera)|Blueblood]] and [[Cherub (Chimera)|Cherub]]. &lt;br /&gt;
&lt;br /&gt;
===SMG===&lt;br /&gt;
Used by [[Terminal (Chimera)|Terminal]], [[Torque (Chimera)|Torque]], and [[Shelter (Chimera)|Shelter]].&lt;br /&gt;
&lt;br /&gt;
===Assault Rifle===&lt;br /&gt;
Used by [[Verge (Chimera)|Verge]] and [[Patchwork (Chimera)|Patchwork]].&lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
Used by [[Godmother (Chimera)|Godmother]], [[Axiom (Chimera)|Axiom]], and [[Claymore (Chimera)|Claymore]].&lt;br /&gt;
&lt;br /&gt;
==Epic Weapons==&lt;br /&gt;
The [[Scavenger&#039;s Market]] will sometimes sell special weapons that grant an extra ability to their users. Each weapon type save for the Pangolin Gauntlets has two corresponding Epic Weapons, which grant different abilities. &lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
*&#039;&#039;&#039;Artful Fathom&#039;&#039;&#039;: Grants Lightning Hands, an attack that does not cost an action to use. 3-turn cooldown. &lt;br /&gt;
*&#039;&#039;&#039;Endless Brevity&#039;&#039;&#039;: Grants Fan Fire, firing three times at a chosen target. Usable once per mission. &lt;br /&gt;
&lt;br /&gt;
===SMG===&lt;br /&gt;
*&#039;&#039;&#039;Crucial Symmetry&#039;&#039;&#039;: Grants Chain Shot, an attack with a -15 Aim penalty that performs a second attack if it hits. 3-turn cooldown. &lt;br /&gt;
*&#039;&#039;&#039;Surly Constant&#039;&#039;&#039;: Grants Hail of Bullets, an attack that always hits but has a high ammo cost. 3-turn cooldown. &lt;br /&gt;
&lt;br /&gt;
===Assault Rifle===&lt;br /&gt;
*&#039;&#039;&#039;Fortunate Blossom&#039;&#039;&#039;: Grants Serial, a powerful ability that refunds actions upon a successful kill. Usable once per mission.&lt;br /&gt;
*&#039;&#039;&#039;Impetous Spire&#039;&#039;&#039;: Grants Banish, which repeatedly fires at a target until it dies or the user runs out of ammo. Usable once per mission. &lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
*&#039;&#039;&#039;Callow Ember&#039;&#039;&#039;: Grants Rapid Fire, which shoots twice in a row at an enemy with a -15 aim penalty for each shot. Usable once per mission. &lt;br /&gt;
*&#039;&#039;&#039;Lonely Herald&#039;&#039;&#039;: Grants Run and Gun, allowing the user to act after dashing. 3-turn cooldown. &lt;br /&gt;
&lt;br /&gt;
==Weapons Mods==&lt;br /&gt;
Just like in XCOM 2, you can modify the weapons of your team, although there are some changes. First of all, there are two mods slots, no matter of their level. Also these mods can be freely swapped and uninstalled at any time without destroying them.&lt;br /&gt;
* Scope — increases Agent&#039;s Aim by 5/10/15%. Unlike XCOM 2, it can be installed alongside Laser Sight;&lt;br /&gt;
* Laser Sight — increases the Crit Chance by 5/10/15%, increasing further by up to 10% if close to the target. Unlike XCOM 2,can be installed alongside with Scope;&lt;br /&gt;
* Expanded Magazine — increases the weapon&#039;s ammo by 1/2/3;&lt;br /&gt;
* Autoreload — first reload/first 2/3 reloads are free actions;&lt;br /&gt;
* Hair Trigger — Agent can recover their APs after the shot with 5/10/15% chance;&lt;br /&gt;
* Stock — if Agent&#039;s shot missed, still deals 1/2/3 damage to the target;&lt;br /&gt;
* Impact Frame — increases the Subdue damage by 2. Cannot be installed on Cherub&#039;s pistol;&lt;br /&gt;
* Reflex Grip — shooting as the first action does not ends the turn. Cannot be installed on Blueblood&#039;s pistol.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=100527</id>
		<title>Strategy (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=100527"/>
		<updated>2021-05-05T09:03:46Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* =Field Teams Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategic layer in Chimera squad has something new in the series. In fact, it is kind of a mix between [[Apocalypse]] [[Cityscape]] and [[Enemy Unknown (2012)]] Geoscape.&lt;br /&gt;
&lt;br /&gt;
==City Map and Anarchy==&lt;br /&gt;
&lt;br /&gt;
Main point of interest (and most important one) here is City Map. Here you manage all your business in City 31 — choosing the Missions, resolving the Situations, building and upgrading Field Teams and so on. Like EU2012, you have to protect nine different city Districts, which have a five-scale &amp;quot;panic&amp;quot; meter (it&#039;s called &amp;quot;Unrest&amp;quot; now). District Unrest means nothing until it reaches maximal, fifth level. If it does, it starts to generate Anarchy on the next day this district has gone rogue. Anarchy meter acts the same way as the &amp;quot;Avatar project&amp;quot; meter from [[XCOM 2]] — if it&#039;s 13 sections are filled, then City 31 will fall into full Anarchy, which means the Game Over. The more districts are at max Unrest, the faster Anarchy will accumulate (1 Anarchy point per max Unrest district, totally 9 Anarchy points per day if all districts are at max Unrest). Also, max Unrest Districts do generate special missions, which are usually involve Chimera Squad into dealing with high Unrest. To remove Unrest you can:&lt;br /&gt;
* Complete the mission in the district;&lt;br /&gt;
* Use Vigilance Map ability (removes 1 plus N Unrest from the chosen district (N is a level of the Field Team in this district, if present));&lt;br /&gt;
* Complete Humanitarian Aid Spec Op (removes 1 Unrest at all districts);&lt;br /&gt;
* Build level 3 Security Field Team in the district (automatically removes 1 Unrest in the district every Friday)&lt;br /&gt;
Unrest is increased by:&lt;br /&gt;
* Ignoring the Missions (as well as Situations at Act 2-3);&lt;br /&gt;
* Letting civilians to die in any way during Missions;&lt;br /&gt;
* Districts with investigation mission will generate 1 Unrest every day until this Mission is completed.&lt;br /&gt;
&lt;br /&gt;
==Field Teams==&lt;br /&gt;
&lt;br /&gt;
Field Teams are the core of your organization in City 31. It is up to them to collect resources for Chimera Squad. There are 3 types of Field teams:&lt;br /&gt;
Security — focuses on keeping the peace in the region. Generates Intel;&lt;br /&gt;
Technology — focuses on gathering the high-tech trophies. Generates Elerium;&lt;br /&gt;
Financial — focuses on gathering the finances. Generates Credits.&lt;br /&gt;
Building and upgrading Field Teams is crucial since they are the only source of resources apart from missions rewards. It also grants quite powerful bonuses once upgraded to Rank 3 — it unlocks Assembly Projects to build additional slot in Assembly (Technology), Spec Ops (Security) and Training (Financial) facilities. &lt;br /&gt;
&lt;br /&gt;
==Field Teams Abilities==&lt;br /&gt;
&lt;br /&gt;
Over the course of your playthrough you will get an access to some strategic options called &amp;quot;Field Teams Abilities&amp;quot;. In right hands these abilities can save the day and prevent City 31 from going full Anarchy. &lt;br /&gt;
* Vigilance — decreases the Unrest in the targeted District by 1+N, where N is the level of the Field Team in the said District. Available from the start;&lt;br /&gt;
* Quarantine — prevents the targeted District from gaining Unrest for 3 days. Available once you have three Field Teams in the City 31;&lt;br /&gt;
* Dragnet — allows to resolve selected Situation without advancing the day, gaining 66% of its rewards. Available once you have at least one level 3 Field Team;&lt;br /&gt;
* Major Crimes Task Force — decreases the Anarchy by 3+N, where N is the number of level 3 Field Teams in City 31. Available once you have Field Teams in all Districts.&lt;br /&gt;
&lt;br /&gt;
==Assembly==&lt;br /&gt;
&lt;br /&gt;
Assembly is the heart of researching in Chimera Squad. Here you can research any projects you want — provided you have enough Elerium to do so. You can place the Agent (or two, if Imrpoved Assembly is researched) to accelerate the research. If you feel that you are researching wrong project, you can cancel this research. You will get full Elerium refund, but any progress will be lost.&lt;br /&gt;
 &lt;br /&gt;
==Spec Ops==&lt;br /&gt;
&lt;br /&gt;
Spec Ops facility will allow you to assign one Agent (or two, if Improved Spec Ops is researched) to take part in different special operations. At the start you will have access only to the basic operations, but you can unlock new ones by promoting your Agents. You can assign Agent to specific operation if they have required Rank. Assigning Agent doesn&#039;t mean their temporary unavailability — you can recall them at any moment, but the operation will be canceled and you will need to restart it again. &lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Training facility allows you to assign one Agent (or two, if Improved Training is researched) to develop their stats. From the start you can either upgrade their health or remove Scars, if they are present. As your Agents gain new ranks, new possibilities at Training are appearing. At Special Agent rank Agents can choose &amp;quot;Unlock Potential&amp;quot; option which will increase some stats, depending on the Agent, and at Principal Agent rank they can &amp;quot;Unlock Ability&amp;quot;, which will give them unique passive ability apart from general skill tree. Whenever Agent gets the scar, it can be healed through corresponding option. Remember — you can only remove the Scars one by one, not all at once, so don&#039;t &amp;quot;collect them&amp;quot;, even if they are &amp;quot;not critical&amp;quot;. Just like Spec Ops, Agents can be removed from Training programs, but they will lost any progress and must begin training from the beginning. &lt;br /&gt;
&lt;br /&gt;
==Armory==&lt;br /&gt;
&lt;br /&gt;
Armory is the place where your Agents can be accessed for equipment change, promotions and minor customizations.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
&lt;br /&gt;
Supply is where you can buy basic item as well as the researched ones and upgrades for your weapons.&lt;br /&gt;
&lt;br /&gt;
==Scavenger&#039;s Market==&lt;br /&gt;
&lt;br /&gt;
Once you unlock the Scavenger&#039;s Market, it will appear every 4-5 days. It will contain three random items to buy — advanced and elite weapon upgrades, basic combat grenades and consumables, some elite vests and epic weapons.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=100526</id>
		<title>Strategy (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=100526"/>
		<updated>2021-05-05T09:03:23Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategic layer in Chimera squad has something new in the series. In fact, it is kind of a mix between [[Apocalypse]] [[Cityscape]] and [[Enemy Unknown (2012)]] Geoscape.&lt;br /&gt;
&lt;br /&gt;
==City Map and Anarchy==&lt;br /&gt;
&lt;br /&gt;
Main point of interest (and most important one) here is City Map. Here you manage all your business in City 31 — choosing the Missions, resolving the Situations, building and upgrading Field Teams and so on. Like EU2012, you have to protect nine different city Districts, which have a five-scale &amp;quot;panic&amp;quot; meter (it&#039;s called &amp;quot;Unrest&amp;quot; now). District Unrest means nothing until it reaches maximal, fifth level. If it does, it starts to generate Anarchy on the next day this district has gone rogue. Anarchy meter acts the same way as the &amp;quot;Avatar project&amp;quot; meter from [[XCOM 2]] — if it&#039;s 13 sections are filled, then City 31 will fall into full Anarchy, which means the Game Over. The more districts are at max Unrest, the faster Anarchy will accumulate (1 Anarchy point per max Unrest district, totally 9 Anarchy points per day if all districts are at max Unrest). Also, max Unrest Districts do generate special missions, which are usually involve Chimera Squad into dealing with high Unrest. To remove Unrest you can:&lt;br /&gt;
* Complete the mission in the district;&lt;br /&gt;
* Use Vigilance Map ability (removes 1 plus N Unrest from the chosen district (N is a level of the Field Team in this district, if present));&lt;br /&gt;
* Complete Humanitarian Aid Spec Op (removes 1 Unrest at all districts);&lt;br /&gt;
* Build level 3 Security Field Team in the district (automatically removes 1 Unrest in the district every Friday)&lt;br /&gt;
Unrest is increased by:&lt;br /&gt;
* Ignoring the Missions (as well as Situations at Act 2-3);&lt;br /&gt;
* Letting civilians to die in any way during Missions;&lt;br /&gt;
* Districts with investigation mission will generate 1 Unrest every day until this Mission is completed.&lt;br /&gt;
&lt;br /&gt;
==Field Teams==&lt;br /&gt;
&lt;br /&gt;
Field Teams are the core of your organization in City 31. It is up to them to collect resources for Chimera Squad. There are 3 types of Field teams:&lt;br /&gt;
Security — focuses on keeping the peace in the region. Generates Intel;&lt;br /&gt;
Technology — focuses on gathering the high-tech trophies. Generates Elerium;&lt;br /&gt;
Financial — focuses on gathering the finances. Generates Credits.&lt;br /&gt;
Building and upgrading Field Teams is crucial since they are the only source of resources apart from missions rewards. It also grants quite powerful bonuses once upgraded to Rank 3 — it unlocks Assembly Projects to build additional slot in Assembly (Technology), Spec Ops (Security) and Training (Financial) facilities. &lt;br /&gt;
&lt;br /&gt;
==Field Teams Abilities=&lt;br /&gt;
&lt;br /&gt;
Over the course of your playthrough you will get an access to some strategic options called &amp;quot;Field Teams Abilities&amp;quot;. In right hands these abilities can save the day and prevent City 31 from going full Anarchy. &lt;br /&gt;
* Vigilance — decreases the Unrest in the targeted District by 1+N, where N is the level of the Field Team in the said District. Available from the start;&lt;br /&gt;
* Quarantine — prevents the targeted District from gaining Unrest for 3 days. Available once you have three Field Teams in the City 31;&lt;br /&gt;
* Dragnet — allows to resolve selected Situation without advancing the day, gaining 66% of its rewards. Available once you have at least one level 3 Field Team;&lt;br /&gt;
* Major Crimes Task Force — decreases the Anarchy by 3+N, where N is the number of level 3 Field Teams in City 31. Available once you have Field Teams in all Districts.&lt;br /&gt;
&lt;br /&gt;
==Assembly==&lt;br /&gt;
&lt;br /&gt;
Assembly is the heart of researching in Chimera Squad. Here you can research any projects you want — provided you have enough Elerium to do so. You can place the Agent (or two, if Imrpoved Assembly is researched) to accelerate the research. If you feel that you are researching wrong project, you can cancel this research. You will get full Elerium refund, but any progress will be lost.&lt;br /&gt;
 &lt;br /&gt;
==Spec Ops==&lt;br /&gt;
&lt;br /&gt;
Spec Ops facility will allow you to assign one Agent (or two, if Improved Spec Ops is researched) to take part in different special operations. At the start you will have access only to the basic operations, but you can unlock new ones by promoting your Agents. You can assign Agent to specific operation if they have required Rank. Assigning Agent doesn&#039;t mean their temporary unavailability — you can recall them at any moment, but the operation will be canceled and you will need to restart it again. &lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Training facility allows you to assign one Agent (or two, if Improved Training is researched) to develop their stats. From the start you can either upgrade their health or remove Scars, if they are present. As your Agents gain new ranks, new possibilities at Training are appearing. At Special Agent rank Agents can choose &amp;quot;Unlock Potential&amp;quot; option which will increase some stats, depending on the Agent, and at Principal Agent rank they can &amp;quot;Unlock Ability&amp;quot;, which will give them unique passive ability apart from general skill tree. Whenever Agent gets the scar, it can be healed through corresponding option. Remember — you can only remove the Scars one by one, not all at once, so don&#039;t &amp;quot;collect them&amp;quot;, even if they are &amp;quot;not critical&amp;quot;. Just like Spec Ops, Agents can be removed from Training programs, but they will lost any progress and must begin training from the beginning. &lt;br /&gt;
&lt;br /&gt;
==Armory==&lt;br /&gt;
&lt;br /&gt;
Armory is the place where your Agents can be accessed for equipment change, promotions and minor customizations.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
&lt;br /&gt;
Supply is where you can buy basic item as well as the researched ones and upgrades for your weapons.&lt;br /&gt;
&lt;br /&gt;
==Scavenger&#039;s Market==&lt;br /&gt;
&lt;br /&gt;
Once you unlock the Scavenger&#039;s Market, it will appear every 4-5 days. It will contain three random items to buy — advanced and elite weapon upgrades, basic combat grenades and consumables, some elite vests and epic weapons.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Investigation_(Chimera)&amp;diff=100521</id>
		<title>Investigation (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Investigation_(Chimera)&amp;diff=100521"/>
		<updated>2021-05-04T08:28:27Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Investigation is the specialized section where Factions are... well, investigated. This process is done automatically, only requiring to wait and complete the corresponding mi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Investigation is the specialized section where Factions are... well, investigated. This process is done automatically, only requiring to wait and complete the corresponding missions. This process can be speeded up by completing special Missions which has the decreasing of Investigation time as the reward. Until these Investigation missions are complete, they will generate 1 Unrest at the District they are located in per day.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Chimera)&amp;diff=100520</id>
		<title>Armor (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Chimera)&amp;diff=100520"/>
		<updated>2021-05-04T07:57:14Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no specialized armor in Chimera Squad. If you want to see Vests, go to [[Utility Items (Chimera)]] page.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Chimera)&amp;diff=100519</id>
		<title>Armor (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Chimera)&amp;diff=100519"/>
		<updated>2021-05-04T07:55:51Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no specialized armor in Chimera Squad. If you want to see Vests, go to [[Utility Items]] page.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Chimera)&amp;diff=100518</id>
		<title>Armor (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Chimera)&amp;diff=100518"/>
		<updated>2021-05-04T07:54:48Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;There is no specialized armor in Chimera Squad. If you want to see Vests, go to Utility Items page.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no specialized armor in Chimera Squad. If you want to see Vests, go to Utility Items page.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=100517</id>
		<title>Strategy (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=100517"/>
		<updated>2021-05-04T07:52:11Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* City Map and Anarchy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategic layer in Chimera squad has something new in the series. In fact, it is kind of a mix between [[Apocalypse]] [[Cityscape]] and [[Enemy Unknown (2012)]] Geoscape.&lt;br /&gt;
&lt;br /&gt;
==City Map and Anarchy==&lt;br /&gt;
&lt;br /&gt;
Main point of interest (and most important one) here is City Map. Here you manage all your business in City 31 — choosing the Missions, resolving the Situations, building and upgrading Field Teams and so on. Like EU2012, you have to protect nine different city Districts, which have a five-scale &amp;quot;panic&amp;quot; meter (it&#039;s called &amp;quot;Unrest&amp;quot; now). District Unrest means nothing until it reaches maximal, fifth level. If it does, it starts to generate Anarchy on the next day this district has gone rogue. Anarchy meter acts the same way as the &amp;quot;Avatar project&amp;quot; meter from [[XCOM 2]] — if it&#039;s 13 sections are filled, then City 31 will fall into full Anarchy, which means the Game Over. The more districts are at max Unrest, the faster Anarchy will accumulate (1 Anarchy point per max Unrest district, totally 9 Anarchy points per day if all districts are at max Unrest). Also, max Unrest Districts do generate special missions, which are usually involve Chimera Squad into dealing with high Unrest. To remove Unrest you can:&lt;br /&gt;
* Complete the mission in the district;&lt;br /&gt;
* Use Vigilance Map ability (removes 1 plus N Unrest from the chosen district (N is a level of the Field Team in this district, if present));&lt;br /&gt;
* Complete Humanitarian Aid Spec Op (removes 1 Unrest at all districts);&lt;br /&gt;
* Build level 3 Security Field Team in the district (automatically removes 1 Unrest in the district every Friday)&lt;br /&gt;
Unrest is increased by:&lt;br /&gt;
* Ignoring the Missions (as well as Situations at Act 2-3);&lt;br /&gt;
* Letting civilians to die in any way during Missions;&lt;br /&gt;
* Districts with investigation mission will generate 1 Unrest every day until this Mission is completed.&lt;br /&gt;
&lt;br /&gt;
==Field Teams==&lt;br /&gt;
&lt;br /&gt;
Field Teams are the core of your organization in City 31. It is up to them to collect resources for Chimera Squad. There are 3 types of Field teams:&lt;br /&gt;
Security — focuses on keeping the peace in the region. Generates Intel;&lt;br /&gt;
Technology — focuses on gathering the high-tech trophies. Generates Elerium;&lt;br /&gt;
Financial — focuses on gathering the finances. Generates Credits.&lt;br /&gt;
Building and upgrading Field Teams is crucial since they are the only source of resources apart from missions rewards. It also grants quite powerful bonuses once upgraded to Rank 3 — it unlocks Assembly Projects to build additional slot in Assembly (Technology), Spec Ops (Security) and Training (Financial) facilities. &lt;br /&gt;
&lt;br /&gt;
==Assembly==&lt;br /&gt;
&lt;br /&gt;
Assembly is the heart of researching in Chimera Squad. Here you can research any projects you want — provided you have enough Elerium to do so. You can place the Agent (or two, if Imrpoved Assembly is researched) to accelerate the research. If you feel that you are researching wrong project, you can cancel this research. You will get full Elerium refund, but any progress will be lost.&lt;br /&gt;
 &lt;br /&gt;
==Spec Ops==&lt;br /&gt;
&lt;br /&gt;
Spec Ops facility will allow you to assign one Agent (or two, if Improved Spec Ops is researched) to take part in different special operations. At the start you will have access only to the basic operations, but you can unlock new ones by promoting your Agents. You can assign Agent to specific operation if they have required Rank. Assigning Agent doesn&#039;t mean their temporary unavailability — you can recall them at any moment, but the operation will be canceled and you will need to restart it again. &lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Training facility allows you to assign one Agent (or two, if Improved Training is researched) to develop their stats. From the start you can either upgrade their health or remove Scars, if they are present. As your Agents gain new ranks, new possibilities at Training are appearing. At Special Agent rank Agents can choose &amp;quot;Unlock Potential&amp;quot; option which will increase some stats, depending on the Agent, and at Principal Agent rank they can &amp;quot;Unlock Ability&amp;quot;, which will give them unique passive ability apart from general skill tree. Whenever Agent gets the scar, it can be healed through corresponding option. Remember — you can only remove the Scars one by one, not all at once, so don&#039;t &amp;quot;collect them&amp;quot;, even if they are &amp;quot;not critical&amp;quot;. Just like Spec Ops, Agents can be removed from Training programs, but they will lost any progress and must begin training from the beginning. &lt;br /&gt;
&lt;br /&gt;
==Armory==&lt;br /&gt;
&lt;br /&gt;
Armory is the place where your Agents can be accessed for equipment change, promotions and minor customizations.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
&lt;br /&gt;
Supply is where you can buy basic item as well as the researched ones and upgrades for your weapons.&lt;br /&gt;
&lt;br /&gt;
==Scavenger&#039;s Market==&lt;br /&gt;
&lt;br /&gt;
Once you unlock the Scavenger&#039;s Market, it will appear every 4-5 days. It will contain three random items to buy — advanced and elite weapon upgrades, basic combat grenades and consumables, some elite vests and epic weapons.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Utility_Items_(Chimera)&amp;diff=96887</id>
		<title>Utility Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Utility_Items_(Chimera)&amp;diff=96887"/>
		<updated>2020-09-14T12:32:35Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Vests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Utility Items are the Items that can be used by Agent at any (or almost any) moment during the battle. Just like the Breaching Items, Utility items can be either bought at Supply or given as the reward after completing the missions.&lt;br /&gt;
&lt;br /&gt;
==Non-lethal Grenades==&lt;br /&gt;
&lt;br /&gt;
===Flashbang===&lt;br /&gt;
Disorients all hostiles in the blast radius. Warning — despite the description says otherwise, this grenade DOES affect allies as well.&lt;br /&gt;
&lt;br /&gt;
===Cease Fire===&lt;br /&gt;
Disables all weapons in the blast area. Yep, your weapons will go offline as well if they are hit by this grenade.&lt;br /&gt;
&lt;br /&gt;
===Smoke===&lt;br /&gt;
Creates cloud of dense smoke, giving all units Shrouded bonus, increasing their Defense by +40. &lt;br /&gt;
&lt;br /&gt;
===Adhesive===&lt;br /&gt;
Immobilizes all affected units for 1 round.&lt;br /&gt;
&lt;br /&gt;
===Lift===&lt;br /&gt;
Lifts all affected units, removing all their cover bonuses. &lt;br /&gt;
&lt;br /&gt;
===Turncoat===&lt;br /&gt;
Turns all affected units into Berserker state, making them to shoot random target (usually their allies). &lt;br /&gt;
&lt;br /&gt;
===Bubble===&lt;br /&gt;
Puts all affected units into Stasis for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lethal Grenades==&lt;br /&gt;
&lt;br /&gt;
===Frag===&lt;br /&gt;
Deals small damage, shreds the armor and destroys most covers.&lt;br /&gt;
&lt;br /&gt;
===Plasma===&lt;br /&gt;
Effectively an upgraded Frag grenade – deals medium damage and shreds more armor, as well as destroying almost any cover.&lt;br /&gt;
&lt;br /&gt;
===Incendiary===&lt;br /&gt;
Deals medium damage and sets aflame any organic enemy. &lt;br /&gt;
&lt;br /&gt;
===Acid===&lt;br /&gt;
Deals small damage and impairs all affected units with Acid Burn.&lt;br /&gt;
&lt;br /&gt;
===Gas===&lt;br /&gt;
Deals small damage and Poisons all affected units. &lt;br /&gt;
&lt;br /&gt;
===Shock===&lt;br /&gt;
Stuns all affected units for 1-2 &amp;quot;turns&amp;quot;, also deals small damage to robotic units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
===Dragon Rounds===&lt;br /&gt;
Increases damage by +1 and sets any organic target aflame.&lt;br /&gt;
&lt;br /&gt;
===Caustic Rounds===&lt;br /&gt;
Increases damage by +1 and impairs the target with Acid Burn.&lt;br /&gt;
&lt;br /&gt;
===Venom Rounds===&lt;br /&gt;
Increases damage by +1 and Poisons the target.&lt;br /&gt;
&lt;br /&gt;
===Bluescreen Rounds===&lt;br /&gt;
Increases damage by +5 against any robotic unit.&lt;br /&gt;
&lt;br /&gt;
===AP Rounds===&lt;br /&gt;
Allows to shoot through any Armor.&lt;br /&gt;
&lt;br /&gt;
===Tracer Rounds===&lt;br /&gt;
Increases the Aim by +5.&lt;br /&gt;
&lt;br /&gt;
===Tranq Rounds===&lt;br /&gt;
Renders the target Unconscious instead of killing if the last blow was dealt with these rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vests==&lt;br /&gt;
&lt;br /&gt;
===Nanofiber Vest===&lt;br /&gt;
Increases the wearer&#039;s Health by +1.&lt;br /&gt;
&lt;br /&gt;
===Plated Vest===&lt;br /&gt;
Increases the wearer&#039;s Armor by +1.&lt;br /&gt;
&lt;br /&gt;
===Mach Weave===&lt;br /&gt;
Increases the wearer&#039;s Dodge by +50.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline Weave===&lt;br /&gt;
Gives the wearer the Lighting Reactions ability, allowing them to ignore the first reaction fire upon them.&lt;br /&gt;
&lt;br /&gt;
===Mindshield Vest===&lt;br /&gt;
Makes the wearer immune to Stunned and Disoriented debuffs.&lt;br /&gt;
&lt;br /&gt;
===Infiltrator Weave===&lt;br /&gt;
Allows the wearer to use Vent breach points.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Medikit===&lt;br /&gt;
Heals wounded Agent by 4HP (6HP if Nanomedikit was researched).&lt;br /&gt;
&lt;br /&gt;
===Mimic Beacon===&lt;br /&gt;
Creates the holographic copy of its owner, which will drag enemy attention to it. &lt;br /&gt;
&lt;br /&gt;
===Relocation Disk===&lt;br /&gt;
Allows to change position on the range of 1 AP moving. &lt;br /&gt;
&lt;br /&gt;
===Motile Inducer===&lt;br /&gt;
Gives two action points to affected ally to be used immediately.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Utility_Items_(Chimera)&amp;diff=96886</id>
		<title>Utility Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Utility_Items_(Chimera)&amp;diff=96886"/>
		<updated>2020-09-14T12:31:21Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Utility Items are the Items that can be used by Agent at any (or almost any) moment during the battle. Just like the Breaching Items, Utility items can be either bought at Supply or given as the reward after completing the missions.&lt;br /&gt;
&lt;br /&gt;
==Non-lethal Grenades==&lt;br /&gt;
&lt;br /&gt;
===Flashbang===&lt;br /&gt;
Disorients all hostiles in the blast radius. Warning — despite the description says otherwise, this grenade DOES affect allies as well.&lt;br /&gt;
&lt;br /&gt;
===Cease Fire===&lt;br /&gt;
Disables all weapons in the blast area. Yep, your weapons will go offline as well if they are hit by this grenade.&lt;br /&gt;
&lt;br /&gt;
===Smoke===&lt;br /&gt;
Creates cloud of dense smoke, giving all units Shrouded bonus, increasing their Defense by +40. &lt;br /&gt;
&lt;br /&gt;
===Adhesive===&lt;br /&gt;
Immobilizes all affected units for 1 round.&lt;br /&gt;
&lt;br /&gt;
===Lift===&lt;br /&gt;
Lifts all affected units, removing all their cover bonuses. &lt;br /&gt;
&lt;br /&gt;
===Turncoat===&lt;br /&gt;
Turns all affected units into Berserker state, making them to shoot random target (usually their allies). &lt;br /&gt;
&lt;br /&gt;
===Bubble===&lt;br /&gt;
Puts all affected units into Stasis for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lethal Grenades==&lt;br /&gt;
&lt;br /&gt;
===Frag===&lt;br /&gt;
Deals small damage, shreds the armor and destroys most covers.&lt;br /&gt;
&lt;br /&gt;
===Plasma===&lt;br /&gt;
Effectively an upgraded Frag grenade – deals medium damage and shreds more armor, as well as destroying almost any cover.&lt;br /&gt;
&lt;br /&gt;
===Incendiary===&lt;br /&gt;
Deals medium damage and sets aflame any organic enemy. &lt;br /&gt;
&lt;br /&gt;
===Acid===&lt;br /&gt;
Deals small damage and impairs all affected units with Acid Burn.&lt;br /&gt;
&lt;br /&gt;
===Gas===&lt;br /&gt;
Deals small damage and Poisons all affected units. &lt;br /&gt;
&lt;br /&gt;
===Shock===&lt;br /&gt;
Stuns all affected units for 1-2 &amp;quot;turns&amp;quot;, also deals small damage to robotic units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
===Dragon Rounds===&lt;br /&gt;
Increases damage by +1 and sets any organic target aflame.&lt;br /&gt;
&lt;br /&gt;
===Caustic Rounds===&lt;br /&gt;
Increases damage by +1 and impairs the target with Acid Burn.&lt;br /&gt;
&lt;br /&gt;
===Venom Rounds===&lt;br /&gt;
Increases damage by +1 and Poisons the target.&lt;br /&gt;
&lt;br /&gt;
===Bluescreen Rounds===&lt;br /&gt;
Increases damage by +5 against any robotic unit.&lt;br /&gt;
&lt;br /&gt;
===AP Rounds===&lt;br /&gt;
Allows to shoot through any Armor.&lt;br /&gt;
&lt;br /&gt;
===Tracer Rounds===&lt;br /&gt;
Increases the Aim by +5.&lt;br /&gt;
&lt;br /&gt;
===Tranq Rounds===&lt;br /&gt;
Renders the target Unconscious instead of killing if the last blow was dealt with these rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vests==&lt;br /&gt;
&lt;br /&gt;
===Nanofiber Vest===&lt;br /&gt;
Increases the wearer&#039;s Health by +1.&lt;br /&gt;
&lt;br /&gt;
===Plated Vest===&lt;br /&gt;
Increases the wearer&#039;s Armor by +1.&lt;br /&gt;
&lt;br /&gt;
===Mach Weave===&lt;br /&gt;
Increases the wearer&#039;s Dodge by +50.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline Weave===&lt;br /&gt;
Gives the wearer the Lighting Reactions ability, allowing them to ignore the first reaction fire upon them.&lt;br /&gt;
&lt;br /&gt;
===Mindshield Vest===&lt;br /&gt;
Makes the wearer immune to Stunned and Disoriented debuffs.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Medikit===&lt;br /&gt;
Heals wounded Agent by 4HP (6HP if Nanomedikit was researched).&lt;br /&gt;
&lt;br /&gt;
===Mimic Beacon===&lt;br /&gt;
Creates the holographic copy of its owner, which will drag enemy attention to it. &lt;br /&gt;
&lt;br /&gt;
===Relocation Disk===&lt;br /&gt;
Allows to change position on the range of 1 AP moving. &lt;br /&gt;
&lt;br /&gt;
===Motile Inducer===&lt;br /&gt;
Gives two action points to affected ally to be used immediately.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Praetorian&amp;diff=96885</id>
		<title>Praetorian</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Praetorian&amp;diff=96885"/>
		<updated>2020-09-14T12:11:03Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pretorians are elite field commanders of the Grey Phoenix, probably acting on Chief Yarvo&#039;s behalf. Their extreme resilience and adaptability to any damage as well as their great combat potential makes Pretorians an extremely dangerous foe, that must to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Duel: Praetorian challenges the chosen target, allowing both of them to be guaranteed to hit each other.&lt;br /&gt;
*Armor Up: Praetorian gains 1 Armor point each time they&#039;re taking damage. Gain Armor remains until their next turn.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Praetorian&amp;diff=96884</id>
		<title>Praetorian</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Praetorian&amp;diff=96884"/>
		<updated>2020-09-14T12:10:01Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Pretorians are elite field commanders of the Grey Phoenix, probably acting on Chief Yarvo&amp;#039;s behalf. Their extreme resilience and adaptability to any damage as well as their gr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pretorians are elite field commanders of the Grey Phoenix, probably acting on Chief Yarvo&#039;s behalf. Their extreme resilience and adaptability to any damage as well as their great combat potential makes Pretorians an extremely dangerous foe, that must to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Duel: Praetorian challenges the chosen target, allowing both of them to be guaranteed to hit each other.&lt;br /&gt;
*Armor Up: Praetorian gains 1 Armor point each time they&#039;re taking damage.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sovereign&amp;diff=96883</id>
		<title>Sovereign</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sovereign&amp;diff=96883"/>
		<updated>2020-09-14T12:01:17Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Sovereign is the mastermind behind the increased criminal activity in City 31, as well as the leader of the Shrike. His devotion towards plunging City 31 into the chaos and hi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sovereign is the mastermind behind the increased criminal activity in City 31, as well as the leader of the Shrike. His devotion towards plunging City 31 into the chaos and his hatred for the XCOM makes to wonder about his true intentions. As the unit, Sovereign is the superior variant of the Shrike Hitman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Disabling Shot: Sovereign makes the shot at the target, and if hit, disables the latter&#039;s weapon. Automatically enters Sovereign into small radius Overwatch.&lt;br /&gt;
*Sustain: If Sovereign takes enough damage to be killed, he is immediately put in Stasis for 1 turn and his health is only reduced to 1 HP. This can only happen once per mission.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:%D0%92%D0%B0%D1%81%D1%8F-%D0%A8%D1%82%D0%BE%D0%BF%D0%BE%D1%80&amp;diff=96882</id>
		<title>User talk:Вася-Штопор</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:%D0%92%D0%B0%D1%81%D1%8F-%D0%A8%D1%82%D0%BE%D0%BF%D0%BE%D1%80&amp;diff=96882"/>
		<updated>2020-09-14T07:16:14Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Привет! Из какой игрушки ты добавил страницы как Ронин Acolyte ‎Sorcerer ‎ и др?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Так это ж... Из Химеры вродь как :) Я только англоязычную версию гонял, так что как по-нашему пишется — извольте, не знаю&lt;br /&gt;
&lt;br /&gt;
== Chimera aliens ==&lt;br /&gt;
&lt;br /&gt;
Do you think it&#039;s worth appending &amp;quot;(Chimera)&amp;quot; to the titles of the Chimera alien articles? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:18, 14 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I think it IS needed to add &amp;quot;Chimera&amp;quot; to some titles at least since there some aliens from XCOM 2 such as Andromedons and Codices. Not that they differ so much, but still.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:%D0%92%D0%B0%D1%81%D1%8F-%D0%A8%D1%82%D0%BE%D0%BF%D0%BE%D1%80&amp;diff=96881</id>
		<title>User talk:Вася-Штопор</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:%D0%92%D0%B0%D1%81%D1%8F-%D0%A8%D1%82%D0%BE%D0%BF%D0%BE%D1%80&amp;diff=96881"/>
		<updated>2020-09-14T07:16:03Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Привет! Из какой игрушки ты добавил страницы как Ронин Acolyte ‎Sorcerer ‎ и др?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Так это ж... Из Химеры вродь как :) Я только англоязычную версию гонял, так что как по-нашему пишется — извольте, не знаю&lt;br /&gt;
&lt;br /&gt;
== Chimera aliens ==&lt;br /&gt;
&lt;br /&gt;
Do you think it&#039;s worth appending &amp;quot;(Chimera)&amp;quot; to the titles of the Chimera alien articles? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:18, 14 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, I think it IS needed to add &amp;quot;Chimera&amp;quot; to some titles at least since there some aliens from XCOM 2 such as Andromedons and Codices. Not that they differ so much, but still.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Android_(Chimera)&amp;diff=96879</id>
		<title>Android (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Android_(Chimera)&amp;diff=96879"/>
		<updated>2020-09-13T21:48:35Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Androids are the main frontline unit of the Sacred Coil, along with Commandos and Purifiers. Their natural immunity to fire and poison makes them perfect for performing diffic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Androids are the main frontline unit of the Sacred Coil, along with Commandos and Purifiers. Their natural immunity to fire and poison makes them perfect for performing difficult tasks even in dangerous environment conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Mechanical: As the robotic unit, Android is immune to Fire and Poison. Also it cannot be targeted by any direct psionic ability.&lt;br /&gt;
*Self-destruct: Once activated, Android will explode on death or after one round.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:%D0%92%D0%B0%D1%81%D1%8F-%D0%A8%D1%82%D0%BE%D0%BF%D0%BE%D1%80&amp;diff=96878</id>
		<title>User talk:Вася-Штопор</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:%D0%92%D0%B0%D1%81%D1%8F-%D0%A8%D1%82%D0%BE%D0%BF%D0%BE%D1%80&amp;diff=96878"/>
		<updated>2020-09-13T21:41:01Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Привет! Из какой игрушки ты добавил страницы как Ронин Acolyte ‎Sorcerer ‎ и др?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Так это ж... Из Химеры вродь как :) Я только англоязычную версию гонял, так что как по-нашему пишется — извольте, не знаю&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ronin&amp;diff=96830</id>
		<title>Ronin</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ronin&amp;diff=96830"/>
		<updated>2020-09-10T21:59:04Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Ronins are elite warriors, presumably trained by Bellus Mar himself. Despite their lack of ranged weapons, they excel in melee combat, which with some other deadly abilities m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ronins are elite warriors, presumably trained by Bellus Mar himself. Despite their lack of ranged weapons, they excel in melee combat, which with some other deadly abilities makes Ronins a very serious threat on the field.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
*Rendering Slash: Ronin makes a powerful melee strike, which also makes the target Ruptured.&lt;br /&gt;
*Rooting Slash: Ronin makes medium-powered slash, which renders the target Rooted for one round.&lt;br /&gt;
*Bending Reed: Ronin can reposition themselves after the strike.&lt;br /&gt;
*Tempo Surge: Ronin creates their two additional turns in the Timeline, after two and four turns from their current position in the Timeline.&lt;br /&gt;
*Counterattack: Once activated, Ronin can strike anyone who moves through any adjacent tile.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Commando&amp;diff=96829</id>
		<title>Commando</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Commando&amp;diff=96829"/>
		<updated>2020-09-10T21:49:28Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Commando is the main frontline unit of the Sacred Coil, along with Purifiers and Androids. Their training and equipment allows them to protect themselves and their allies when...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commando is the main frontline unit of the Sacred Coil, along with Purifiers and Androids. Their training and equipment allows them to protect themselves and their allies when needed.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
*Smoke Grenade — Commando throws smoke grenade into the group of allies, rendering them Shrouded.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Resonant&amp;diff=96828</id>
		<title>Resonant</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Resonant&amp;diff=96828"/>
		<updated>2020-09-10T21:40:21Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Resonants are enslaved sectoids, converted to serve the Progeny. Unlike Thralls, Resonants serve the role of living psionic amplifiers due to their natural psionic capabilitie...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resonants are enslaved sectoids, converted to serve the Progeny. Unlike Thralls, Resonants serve the role of living psionic amplifiers due to their natural psionic capabilities.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
*Psi Amplify: Increases the damage of all psionic abilities of all teammates by +1.&lt;br /&gt;
*Psi Syphon: Resonant transfers 3HP from their health to the target, healing them by 6HP.&lt;br /&gt;
*Psi Blast: When dying, Resonant will trigger psionic explosion and all affected units may Panic.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thrall&amp;diff=96827</id>
		<title>Thrall</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thrall&amp;diff=96827"/>
		<updated>2020-09-10T21:33:42Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Thralls are enslaved hybrids, converted into serving the Progeny. They&amp;#039;re usually used as frontline cannon fodder — to protect their masters and stall anyone who dare to opp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thralls are enslaved hybrids, converted into serving the Progeny. They&#039;re usually used as frontline cannon fodder — to protect their masters and stall anyone who dare to oppose them.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
*Enthrall: Thrall, as one of the enthralled units, gets psionically connected to chosen Sorcerer to create the barrier for the latter. Should barrier be hit, it will collapse and enthralled unit will die.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sorcerer&amp;diff=96826</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sorcerer&amp;diff=96826"/>
		<updated>2020-09-10T21:27:46Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Sorcerers are elite servants of the Progeny. Being the most powerful psionics (aside from Violet herself), Sorcerers, no doubt, are the most dangerous enemies met by Chimera S...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorcerers are elite servants of the Progeny. Being the most powerful psionics (aside from Violet herself), Sorcerers, no doubt, are the most dangerous enemies met by Chimera Squad, along with Grey Phoenix&#039;s Pretorians and Sacred Coil&#039;s Ronins.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
*Teleport: Sorcerer teleports to the targeted area, ignoring any kind of Overwatch.&lt;br /&gt;
*Enthrall: Sorcerer psionically connects to chosen &amp;quot;enthralled&amp;quot; unit (Thralls, Resonants and Brutes) to create an impenetrable barrier. Should barrier be hit, it will collapse and enthralled unit will die.&lt;br /&gt;
*Psi Lance: Sorcerer projects a beam of psionic energy that damages every target it passes through.&lt;br /&gt;
*Tyranny: Sorcerer moves chosen target into the beginning of the Timeline.&lt;br /&gt;
*Mental Immunity: Sorcerer is immune to any kind of mental impairments.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Acolyte&amp;diff=96825</id>
		<title>Acolyte</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Acolyte&amp;diff=96825"/>
		<updated>2020-09-10T21:16:09Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Acolites are the backbone of the Progeny. Serving as the main &amp;quot;servants&amp;quot;, those individuals possess serious psionic potential, being able to deal quite heavy damage, ignoring...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acolites are the backbone of the Progeny. Serving as the main &amp;quot;servants&amp;quot;, those individuals possess serious psionic potential, being able to deal quite heavy damage, ignoring any kind of cover. If anything else fails, Acolites won&#039;t hesitate to use their pistol, which pack a punch too.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
*Psionic Supplex: Acolyte lifts the target above ground, negating latter&#039;s cover and slams them on the ground on their next turn.&lt;br /&gt;
*Soulfire: Acolyte fires a psionic blast, dealing guaranteed damage and ignoring any cover and armor.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=96817</id>
		<title>Tactical Combat (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=96817"/>
		<updated>2020-09-08T23:49:16Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tactical combat in [[XCOM Chimera Squad]] is mostly the same as in the XCOM 2, but it has some new mechanics that totally change combat experience.&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
Most prominent change is removing the classic turn system in favor of the new one — the Timeline. If in short, there is no &amp;quot;team&amp;quot; turns. Instead, every single unit has its own &amp;quot;order number&amp;quot; in the line. Now, the &amp;quot;turn&amp;quot; means the turn of a single unit, while the period from the first to the last turn is called the &amp;quot;round&amp;quot;. Without any interference, there is no way to change the order inside the Timeline aside from Agents positioning during the Breach Phase. Next abilities will change the position of affected unit in Timeline:&lt;br /&gt;
*Relocate ([[Shelter]]) – if Temporal Shift is learned, affected enemy will be delayed for a few turns;&lt;br /&gt;
*Soulfire (Shelter) — affected enemy will be delayed for a few turns, as well as receiving damage;&lt;br /&gt;
*Pin Down ([[Terminal]] — affected enemy will be delayed for a few turns;&lt;br /&gt;
*Last Stand ([[Godmother]]) — when activated, creates additional turn right after the turn Godmother was hit;&lt;br /&gt;
*Alpha Strike (Godmother) — when activated, will move Godmother&#039;s turn to nearest teammate&#039;s one;&lt;br /&gt;
*Preparation (XCOM only) — sends affected operative closer to the beginning of the Timeline, as well as giving +30 Defense and +50 Dodge and removing Burning debuff, if present;&lt;br /&gt;
*Move Up (XCOM only) — sends affected Agent to the second position in Timeline;&lt;br /&gt;
*Tyranny ([[Progeny]] [[Sorcerer]]) — sends affected unit in the beginning of the Timeline;&lt;br /&gt;
*Tempo Surge ([[Sacred Coil]] [[Ronin]]) — creates two additional turns in the Timeline at the second and fourth turns from current position;&lt;br /&gt;
&lt;br /&gt;
==Combat wounds==&lt;br /&gt;
&lt;br /&gt;
Thanks to their &amp;lt;s&amp;gt;plot armor&amp;lt;/s&amp;gt; unique nature, Chimera Squad Agents cannot be killed in action. Instead of dying, they will always start to bleed out, should they run out of HP. In this case you have 4 rounds to stabilize them until that Agent dies, otherwise his/her death will fail the mission (and fail the entire game, should you play with Hardore mode on). To stabilize the agent, you must move an active Agent next to them and use &amp;quot;Stabilize&amp;quot; ability or, if you have Terminal in the squad, just order her to stabilize the wounded Agent. Remember — you can choose not to stabilize the agent should you be sure that you can finish the mission/encounter in time, as well as evacuate the whole squad without stabilizing the wounded, UNLESS this Agent carries mission item, then leaving them behind will automatically fail the mission. If agent(s) was/were knocked out in the middle of the mission you must replace them with android(s), which can be purchased at the free time in Supply section (first Android will be given for free after finishing first Assembly project). After the mission Agents will recover from any wounds, but if they were knocked out, they will receive a Scar — a permanent reduction of the one of the stats (there is a chance to receive a Scar if Agent was just gravely wounded (they health was dropped to 1)). Getting shot to near death will get another Scar, so they must be healed at Training facility as soon as they were received.&lt;br /&gt;
&lt;br /&gt;
==Breaching==&lt;br /&gt;
&lt;br /&gt;
I think there is no need to write about this for the second time, so if you wish to learn about this, see [[Breaching]].&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Utility_Items_(Chimera)&amp;diff=96816</id>
		<title>Utility Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Utility_Items_(Chimera)&amp;diff=96816"/>
		<updated>2020-09-08T23:31:48Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Utility Items are the Items that can be used by Agent at any (or almost any) moment during the battle. Just like the Breaching Items, Utility items can be either bought at Supply or given as the reward after completing the missions.&lt;br /&gt;
&lt;br /&gt;
==Non-lethal Grenades==&lt;br /&gt;
&lt;br /&gt;
===Flashbang===&lt;br /&gt;
Disorients all hostiles in the blast radius. Warning — despite the description says otherwise, this grenade DOES affect allies as well.&lt;br /&gt;
&lt;br /&gt;
===Cease Fire===&lt;br /&gt;
Disables all weapons in the blast area. Yep, your weapons will go offline as well if they are hit by this grenade.&lt;br /&gt;
&lt;br /&gt;
===Smoke===&lt;br /&gt;
Creates cloud of dense smoke, giving all units Shrouded bonus, increasing their Defense by +40. &lt;br /&gt;
&lt;br /&gt;
===Adhesive===&lt;br /&gt;
Immobilizes all affected units for 1 round.&lt;br /&gt;
&lt;br /&gt;
===Lift===&lt;br /&gt;
Lifts all affected units, removing all their cover bonuses. &lt;br /&gt;
&lt;br /&gt;
===Turncoat===&lt;br /&gt;
Turns all affected units into Berserker state, making them to shoot random target (usually their allies). &lt;br /&gt;
&lt;br /&gt;
===Bubble===&lt;br /&gt;
Puts all affected units into Stasis for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lethal Grenades==&lt;br /&gt;
&lt;br /&gt;
===Frag===&lt;br /&gt;
Deals small damage, shreds the armor and destroys most covers.&lt;br /&gt;
&lt;br /&gt;
===Plasma===&lt;br /&gt;
Effectively an upgraded Frag grenade – deals medium damage and shreds more armor, as well as destroying almost any cover.&lt;br /&gt;
&lt;br /&gt;
===Incendiary===&lt;br /&gt;
Deals medium damage and sets aflame any organic enemy. &lt;br /&gt;
&lt;br /&gt;
===Acid===&lt;br /&gt;
Deals small damage and impairs all affected units with Acid Burn.&lt;br /&gt;
&lt;br /&gt;
===Gas===&lt;br /&gt;
Deals small damage and Poisons all affected units. &lt;br /&gt;
&lt;br /&gt;
===Shock===&lt;br /&gt;
Stuns all affected units for 1-2 &amp;quot;turns&amp;quot;, also deals small damage to robotic units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
===Dragon Rounds===&lt;br /&gt;
Increases damage by +1 and sets any organic target aflame.&lt;br /&gt;
&lt;br /&gt;
===Caustic Rounds===&lt;br /&gt;
Increases damage by +1 and impairs the target with Acid Burn.&lt;br /&gt;
&lt;br /&gt;
===Venom Rounds===&lt;br /&gt;
Increases damage by +1 and Poisons the target.&lt;br /&gt;
&lt;br /&gt;
===Bluescreen Rounds===&lt;br /&gt;
Increases damage by +5 against any robotic unit.&lt;br /&gt;
&lt;br /&gt;
===AP Rounds===&lt;br /&gt;
Allows to shoot through any Armor.&lt;br /&gt;
&lt;br /&gt;
===Tracer Rounds===&lt;br /&gt;
Increases the Aim by +5.&lt;br /&gt;
&lt;br /&gt;
===Tranq Rounds===&lt;br /&gt;
Renders the target Unconscious instead of killing if the last blow was dealt with these rounds.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Medikit===&lt;br /&gt;
Heals wounded Agent by 4HP (6HP if Nanomedikit was researched).&lt;br /&gt;
&lt;br /&gt;
===Mimic Beacon===&lt;br /&gt;
Creates the holographic copy of its owner, which will drag enemy attention to it. &lt;br /&gt;
&lt;br /&gt;
===Relocation Disk===&lt;br /&gt;
Allows to change position on the range of 1 AP moving. &lt;br /&gt;
&lt;br /&gt;
===Motile Inducer===&lt;br /&gt;
Gives two action points to affected ally to be used immediately.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Utility_Items_(Chimera)&amp;diff=96815</id>
		<title>Utility Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Utility_Items_(Chimera)&amp;diff=96815"/>
		<updated>2020-09-08T23:28:51Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Utility Items are the Items that can be used by Agent at any (or almost any) moment during the battle. Just like the Breaching Items, Utility items can be either bought at Supply or given as the reward after completing the missions.&lt;br /&gt;
&lt;br /&gt;
==Non-lethal Grenades==&lt;br /&gt;
&lt;br /&gt;
===Flashbang===&lt;br /&gt;
Disorients all hostiles in the blast radius. Warning — despite the description says otherwise, this grenade DOES affect allies as well.&lt;br /&gt;
&lt;br /&gt;
===Cease Fire===&lt;br /&gt;
Disables all weapons in the blast area. Yep, your weapons will go offline as well if they are hit by this grenade.&lt;br /&gt;
&lt;br /&gt;
===Smoke===&lt;br /&gt;
Creates cloud of dense smoke, giving all units Shrouded bonus, increasing their Defense by +40. &lt;br /&gt;
&lt;br /&gt;
===Adhesive===&lt;br /&gt;
Immobilizes all affected units for 1 round.&lt;br /&gt;
&lt;br /&gt;
===Lift===&lt;br /&gt;
Lifts all affected units, removing all their cover bonuses. &lt;br /&gt;
&lt;br /&gt;
===Turncoat===&lt;br /&gt;
Turns all affected units into Berserker state, making them to shoot random target (usually their allies). &lt;br /&gt;
&lt;br /&gt;
===Bubble===&lt;br /&gt;
Puts all affected units into Stasis for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lethal Grenades==&lt;br /&gt;
&lt;br /&gt;
===Frag===&lt;br /&gt;
Deals small damage, shreds the armor and destroys most covers.&lt;br /&gt;
&lt;br /&gt;
===Plasma===&lt;br /&gt;
Effectively an upgraded Frag grenade – deals medium damage and shreds more armor, as well as destroying almost any cover.&lt;br /&gt;
&lt;br /&gt;
===Incendiary===&lt;br /&gt;
Deals medium damage and sets aflame any organic enemy. &lt;br /&gt;
&lt;br /&gt;
===Acid===&lt;br /&gt;
Deals small damage and impairs all affected units with Acid Burn.&lt;br /&gt;
&lt;br /&gt;
===Gas===&lt;br /&gt;
Deals small damage and Poisons all affected units. &lt;br /&gt;
&lt;br /&gt;
===Shock===&lt;br /&gt;
Stuns all affected units for 1-2 &amp;quot;turns&amp;quot;, also deals small damage to robotic units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
===Dragon Rounds===&lt;br /&gt;
Increases damage by +1 and sets any organic target aflame.&lt;br /&gt;
&lt;br /&gt;
===Caustic Rounds===&lt;br /&gt;
Increases damage by +1 and impairs the target with Acid Burn.&lt;br /&gt;
&lt;br /&gt;
===Venom Rounds===&lt;br /&gt;
Increases damage by +1 and Poisons the target.&lt;br /&gt;
&lt;br /&gt;
===Bluescreen Rounds===&lt;br /&gt;
Increases damage by +5 against any robotic unit.&lt;br /&gt;
&lt;br /&gt;
===AP Rounds===&lt;br /&gt;
Allows to shoot through any Armor.&lt;br /&gt;
&lt;br /&gt;
===Tracer Rounds===&lt;br /&gt;
Increases the Aim by +5.&lt;br /&gt;
&lt;br /&gt;
===Tranq Rounds===&lt;br /&gt;
Renders the target Unconscious instead of killing if the last blow was dealt with these rounds.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Mimic Beacon===&lt;br /&gt;
Creates the holographic copy of its owner, which will drag enemy attention to it. &lt;br /&gt;
&lt;br /&gt;
===Relocation Disk===&lt;br /&gt;
Allows to change position on the range of 1 AP moving. &lt;br /&gt;
&lt;br /&gt;
===Motile Inducer===&lt;br /&gt;
Gives two action points to affected ally to be used immediately.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Utility_Items_(Chimera)&amp;diff=96814</id>
		<title>Utility Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Utility_Items_(Chimera)&amp;diff=96814"/>
		<updated>2020-09-08T23:26:36Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Utility Items are the Items that can be used by Agent at any (or almost any) moment during the battle. Just like the Breaching Items, Utility items can be either bought at Sup...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Utility Items are the Items that can be used by Agent at any (or almost any) moment during the battle. Just like the Breaching Items, Utility items can be either bought at Supply or given as the reward after completing the missions.&lt;br /&gt;
&lt;br /&gt;
==Non-lethal Grenades==&lt;br /&gt;
&lt;br /&gt;
===Flashbang===&lt;br /&gt;
Disorients all hostiles in the blast radius. Warning — despite the description says otherwise, this grenade DOES affect allies as well.&lt;br /&gt;
&lt;br /&gt;
===Cease Fire===&lt;br /&gt;
Disables all weapons in the blast area. Yep, your weapons will go offline as well if they are hit by this grenade.&lt;br /&gt;
&lt;br /&gt;
===Smoke===&lt;br /&gt;
Creates cloud of dense smoke, giving all units Shrouded bonus, increasing their Defense by +40. &lt;br /&gt;
&lt;br /&gt;
===Adhesive===&lt;br /&gt;
Immobilizes all affected units for 1 round.&lt;br /&gt;
&lt;br /&gt;
===Lift===&lt;br /&gt;
Lifts all affected units, removing all their cover bonuses. &lt;br /&gt;
&lt;br /&gt;
===Turncoat===&lt;br /&gt;
Turns all affected units into Berserker state, making them to shoot random target (usually their allies). &lt;br /&gt;
&lt;br /&gt;
===Bubble===&lt;br /&gt;
Puts all affected units into Stasis for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lethal Grenades==&lt;br /&gt;
&lt;br /&gt;
===Frag===&lt;br /&gt;
Deals small damage, shreds the armor and destroys most covers.&lt;br /&gt;
&lt;br /&gt;
===Plasma===&lt;br /&gt;
Effectively an upgraded Frag grenade – deals medium damage and shreds more armor, as well as destroying almost any cover.&lt;br /&gt;
&lt;br /&gt;
===Incendiary===&lt;br /&gt;
Deals medium damage and sets aflame any organic enemy. &lt;br /&gt;
&lt;br /&gt;
===Acid===&lt;br /&gt;
Deals small damage and impairs all affected units with Acid Burn.&lt;br /&gt;
&lt;br /&gt;
===Gas===&lt;br /&gt;
Deals small damage and Poisons all affected units. &lt;br /&gt;
&lt;br /&gt;
===Shock===&lt;br /&gt;
Stuns all affected units for 1-2 &amp;quot;turns&amp;quot;, also deals small damage to robotic units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
===Dragon Rounds===&lt;br /&gt;
Increases damage by +1 and sets any organic target aflame.&lt;br /&gt;
&lt;br /&gt;
===Caustic Rounds===&lt;br /&gt;
Increases damage by +1 and impairs the target with Acid Burn.&lt;br /&gt;
&lt;br /&gt;
===Venom Rounds===&lt;br /&gt;
Increases damage by +1 and Poisons the target.&lt;br /&gt;
&lt;br /&gt;
===Bluescreen Rounds===&lt;br /&gt;
Increases damage by +5 against any robotic unit.&lt;br /&gt;
&lt;br /&gt;
===Tracer Rounds===&lt;br /&gt;
Increases the Aim by +5.&lt;br /&gt;
&lt;br /&gt;
===Tranq Rounds===&lt;br /&gt;
Renders the target Unconscious instead of killing if the last blow was dealt with these rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Mimic Beacon===&lt;br /&gt;
Creates the holographic copy of its owner, which will drag enemy attention to it. &lt;br /&gt;
&lt;br /&gt;
===Relocation Disk===&lt;br /&gt;
Allows to change position on the range of 1 AP moving. &lt;br /&gt;
&lt;br /&gt;
===Motile Inducer===&lt;br /&gt;
Gives two action points to affected ally to be used immediately.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Breach_Items_(Chimera)&amp;diff=96813</id>
		<title>Breach Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Breach_Items_(Chimera)&amp;diff=96813"/>
		<updated>2020-09-08T23:00:02Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Breach Items are specialized Items that can be used only during Breach Phase. They can be either bought at Supply or given as the reward after completing missions.  ===Flash B...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Breach Items are specialized Items that can be used only during Breach Phase. They can be either bought at Supply or given as the reward after completing missions.&lt;br /&gt;
&lt;br /&gt;
===Flash Bomb===&lt;br /&gt;
Disorients all hostiles near breach point. Removes Alert status.&lt;br /&gt;
&lt;br /&gt;
===Cease Fire Bomb===&lt;br /&gt;
Disables the hostiles&#039; weapons near breach point.&lt;br /&gt;
&lt;br /&gt;
===Target Analyzer===&lt;br /&gt;
Increases the Crit Chance by +50 at current breach point.&lt;br /&gt;
&lt;br /&gt;
===Combat Scanner===&lt;br /&gt;
Marks all enemies near breach point, decreasing their Defense by -15.&lt;br /&gt;
&lt;br /&gt;
===Breach Charge===&lt;br /&gt;
Allows to use the Wall breach points.&lt;br /&gt;
&lt;br /&gt;
===Auto-key===&lt;br /&gt;
Allows to use the Security Door breach points.&lt;br /&gt;
&lt;br /&gt;
===MediPatch===&lt;br /&gt;
Heals all wounded Agents at current breach point by 2HP (3HP if Nanomedikit was researched).&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=96812</id>
		<title>Tactical Combat (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=96812"/>
		<updated>2020-09-08T22:46:25Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Combat wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tactical combat in [[XCOM Chimera Squad]] is mostly the same as in the XCOM 2, but it has some new mechanics that totally change combat experience.&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
Most prominent change is removing the classic turn system in favor of the new one — the Timeline. If in short, there is no &amp;quot;team&amp;quot; turns. Instead, every single unit has its own &amp;quot;order number&amp;quot; in the line. Now, the &amp;quot;turn&amp;quot; means the turn of a single unit, while the period from the first to the last turn is called the &amp;quot;round&amp;quot;. Without any interference, there is now way to change the order inside the Timeline. Next abilities will change the position of affected unit in Timeline:&lt;br /&gt;
*Relocate ([[Shelter]]) – if Temporal Shift is learned, affected enemy will be delayed for a few turns;&lt;br /&gt;
*Soulfire (Shelter) — affected enemy will be delayed for a few turns, as well as receiving damage;&lt;br /&gt;
*Pin Down ([[Terminal]] — affected enemy will be delayed for a few turns;&lt;br /&gt;
*Last Stand ([[Godmother]]) — when activated, creates additional turn right after the turn Godmother was hit;&lt;br /&gt;
*Alpha Strike (Godmother) — when activated, will move Godmother&#039;s turn to nearest teammate&#039;s one;&lt;br /&gt;
*Preparation (XCOM only) — sends affected operative closer to the beginning of the Timeline, as well as giving +30 Defense and +50 Dodge and removing Burning debuff, if present;&lt;br /&gt;
*Move Up (XCOM only) — sends affected Agent to the second position in Timeline;&lt;br /&gt;
*Tyranny ([[Progeny]] [[Sorcerer]]) — sends affected unit in the beginning of the Timeline;&lt;br /&gt;
*Tempo Surge ([[Sacred Coil]] [[Ronin]]) — creates two additional turns in the Timeline at the second and fourth turns from current position;&lt;br /&gt;
&lt;br /&gt;
==Combat wounds==&lt;br /&gt;
&lt;br /&gt;
Thanks to their &amp;lt;s&amp;gt;plot armor&amp;lt;/s&amp;gt; unique nature, Chimera Squad Agents cannot be killed in action. Instead of dying, they will always start to bleed out, should they run out of HP. In this case you have 4 rounds to stabilize them until that Agent dies, otherwise his/her death will fail the mission (and fail the entire game, should you play with Hardore mode on). To stabilize the agent, you must move an active Agent next to them and use &amp;quot;Stabilize&amp;quot; ability or, if you have Terminal in the squad, just order her to stabilize the wounded Agent. Remember — you can choose not to stabilize the agent should you be sure that you can finish the mission/encounter in time, as well as evacuate the whole squad without stabilizing the wounded, UNLESS this Agent carries mission item, then leaving them behind will automatically fail the mission. If agent(s) was/were knocked out in the middle of the mission you must replace them with android(s), which can be purchased at the free time in Supply section (first Android will be given for free after finishing first Assembly project). After the mission Agents will recover from any wounds, but if they were knocked out, they will receive a Scar — a permanent reduction of the one of the stats (there is a chance to receive a Scar if Agent was just gravely wounded (they health was dropped to 1)). Getting shot to near death will get another Scar, so they must be healed at Training facility as soon as they were received.&lt;br /&gt;
&lt;br /&gt;
==Breaching==&lt;br /&gt;
&lt;br /&gt;
I think there is no need to write about this for the second time, so if you wish to learn about this, see [[Breaching]].&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=96811</id>
		<title>Tactical Combat (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=96811"/>
		<updated>2020-09-08T22:45:36Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Combat wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tactical combat in [[XCOM Chimera Squad]] is mostly the same as in the XCOM 2, but it has some new mechanics that totally change combat experience.&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
Most prominent change is removing the classic turn system in favor of the new one — the Timeline. If in short, there is no &amp;quot;team&amp;quot; turns. Instead, every single unit has its own &amp;quot;order number&amp;quot; in the line. Now, the &amp;quot;turn&amp;quot; means the turn of a single unit, while the period from the first to the last turn is called the &amp;quot;round&amp;quot;. Without any interference, there is now way to change the order inside the Timeline. Next abilities will change the position of affected unit in Timeline:&lt;br /&gt;
*Relocate ([[Shelter]]) – if Temporal Shift is learned, affected enemy will be delayed for a few turns;&lt;br /&gt;
*Soulfire (Shelter) — affected enemy will be delayed for a few turns, as well as receiving damage;&lt;br /&gt;
*Pin Down ([[Terminal]] — affected enemy will be delayed for a few turns;&lt;br /&gt;
*Last Stand ([[Godmother]]) — when activated, creates additional turn right after the turn Godmother was hit;&lt;br /&gt;
*Alpha Strike (Godmother) — when activated, will move Godmother&#039;s turn to nearest teammate&#039;s one;&lt;br /&gt;
*Preparation (XCOM only) — sends affected operative closer to the beginning of the Timeline, as well as giving +30 Defense and +50 Dodge and removing Burning debuff, if present;&lt;br /&gt;
*Move Up (XCOM only) — sends affected Agent to the second position in Timeline;&lt;br /&gt;
*Tyranny ([[Progeny]] [[Sorcerer]]) — sends affected unit in the beginning of the Timeline;&lt;br /&gt;
*Tempo Surge ([[Sacred Coil]] [[Ronin]]) — creates two additional turns in the Timeline at the second and fourth turns from current position;&lt;br /&gt;
&lt;br /&gt;
==Combat wounds==&lt;br /&gt;
&lt;br /&gt;
Thanks to their (s)plot armor(/s) unique nature, Chimera Squad Agents cannot be killed in action. Instead of dying, they will always start to bleed out, should they run out of HP. In this case you have 4 rounds to stabilize them until that Agent dies, otherwise his/her death will fail the mission (and fail the entire game, should you play with Hardore mode on). To stabilize the agent, you must move an active Agent next to them and use &amp;quot;Stabilize&amp;quot; ability or, if you have Terminal in the squad, just order her to stabilize the wounded Agent. Remember — you can choose not to stabilize the agent should you be sure that you can finish the mission/encounter in time, as well as evacuate the whole squad without stabilizing the wounded, UNLESS this Agent carries mission item, then leaving them behind will automatically fail the mission. If agent(s) was/were knocked out in the middle of the mission you must replace them with android(s), which can be purchased at the free time in Supply section (first Android will be given for free after finishing first Assembly project). After the mission Agents will recover from any wounds, but if they were knocked out, they will receive a Scar — a permanent reduction of the one of the stats (there is a chance to receive a Scar if Agent was just gravely wounded (they health was dropped to 1)). Getting shot to near death will get another Scar, so they must be healed at Training facility as soon as they were received.&lt;br /&gt;
&lt;br /&gt;
==Breaching==&lt;br /&gt;
&lt;br /&gt;
I think there is no need to write about this for the second time, so if you wish to learn about this, see [[Breaching]].&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=96810</id>
		<title>Tactical Combat (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=96810"/>
		<updated>2020-09-08T22:41:57Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Tactical combat in XCOM Chimera Squad is mostly the same as in the XCOM 2, but it has some new mechanics that totally change combat experience.  ==Timeline== Most prominen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tactical combat in [[XCOM Chimera Squad]] is mostly the same as in the XCOM 2, but it has some new mechanics that totally change combat experience.&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
Most prominent change is removing the classic turn system in favor of the new one — the Timeline. If in short, there is no &amp;quot;team&amp;quot; turns. Instead, every single unit has its own &amp;quot;order number&amp;quot; in the line. Now, the &amp;quot;turn&amp;quot; means the turn of a single unit, while the period from the first to the last turn is called the &amp;quot;round&amp;quot;. Without any interference, there is now way to change the order inside the Timeline. Next abilities will change the position of affected unit in Timeline:&lt;br /&gt;
*Relocate ([[Shelter]]) – if Temporal Shift is learned, affected enemy will be delayed for a few turns;&lt;br /&gt;
*Soulfire (Shelter) — affected enemy will be delayed for a few turns, as well as receiving damage;&lt;br /&gt;
*Pin Down ([[Terminal]] — affected enemy will be delayed for a few turns;&lt;br /&gt;
*Last Stand ([[Godmother]]) — when activated, creates additional turn right after the turn Godmother was hit;&lt;br /&gt;
*Alpha Strike (Godmother) — when activated, will move Godmother&#039;s turn to nearest teammate&#039;s one;&lt;br /&gt;
*Preparation (XCOM only) — sends affected operative closer to the beginning of the Timeline, as well as giving +30 Defense and +50 Dodge and removing Burning debuff, if present;&lt;br /&gt;
*Move Up (XCOM only) — sends affected Agent to the second position in Timeline;&lt;br /&gt;
*Tyranny ([[Progeny]] [[Sorcerer]]) — sends affected unit in the beginning of the Timeline;&lt;br /&gt;
*Tempo Surge ([[Sacred Coil]] [[Ronin]]) — creates two additional turns in the Timeline at the second and fourth turns from current position;&lt;br /&gt;
&lt;br /&gt;
==Combat wounds==&lt;br /&gt;
&lt;br /&gt;
Thanks to their [s]plot armor[/s] unique nature, Chimera Squad Agents cannot be killed in action. Instead of dying, they will always start to bleed out, should they run out of HP. In this case you have 4 rounds to stabilize them until that Agent dies, otherwise his/her death will fail the mission (and fail the entire game, should you play with Hardore mode on). To stabilize the agent, you must move an active Agent next to them and use &amp;quot;Stabilize&amp;quot; ability or, if you have Terminal in the squad, just order her to stabilize the wounded Agent. Remember — you can choose not to stabilize the agent should you be sure that you can finish the mission/encounter in time, as well as evacuate the whole squad without stabilizing the wounded, UNLESS this Agent carries mission item, then leaving them behind will automatically fail the mission. If agent(s) was/were knocked out in the middle of the mission you must replace them with android(s), which can be purchased at the free time in Supply section (first Android will be given for free after finishing first Assembly project). After the mission Agents will recover from any wounds, but if they were knocked out, they will receive a Scar — a permanent reduction of the one of the stats (there is a chance to receive a Scar if Agent was just gravely wounded (they health was dropped to 1)). Getting shot to near death will get another Scar, so they must be healed at Training facility as soon as they were received.&lt;br /&gt;
&lt;br /&gt;
==Breaching==&lt;br /&gt;
&lt;br /&gt;
I think there is no need to write about this for the second time, so if you wish to learn about this, see [[Breaching]].&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=96809</id>
		<title>Strategy (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=96809"/>
		<updated>2020-09-08T17:09:07Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* City Map and Anarchy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategic layer in Chimera squad has something new in the series. In fact, it is kind of a mix between [[Apocalypse]] [[Cityscape]] and [[Enemy Unknown (2012)]] Geoscape.&lt;br /&gt;
&lt;br /&gt;
==City Map and Anarchy==&lt;br /&gt;
&lt;br /&gt;
Main point of interest (and most important one) here is City Map. Here you manage all your business in City 31 — choosing the Missions, resolving the Situations, building and upgrading Field Teams and so on. Like EU2012, you have to protect nine different city Districts, which have a five-scale &amp;quot;panic&amp;quot; meter (it&#039;s called &amp;quot;Unrest&amp;quot; now). District Unrest means nothing until it reaches maximal, fifth level. If it does, it starts to generate Anarchy on the next day this district has gone rogue. Anarchy meter acts the same way as the &amp;quot;Avatar project&amp;quot; meter from [[XCOM 2]] — if it&#039;s 13 sections are filled, then City 31 will fall into full Anarchy, which means the Game Over. The more districts are at max Unrest, the faster Anarchy will accumulate (1 Anarchy point per max Unrest district, totally 9 Anarchy points per day if all districts are at max Unrest). To remove Unrest you can:&lt;br /&gt;
* Complete the mission in the district;&lt;br /&gt;
* Use Vigilance Map ability (removes 1 plus N Unrest from the chosen district (N is a level of the Field Team in this district, if present));&lt;br /&gt;
* Complete Humanitarian Aid Spec Op (removes 1 Unrest at all districts);&lt;br /&gt;
* Build level 3 Security Field Team in the district (automatically removes 1 Unrest in the district every Friday).&lt;br /&gt;
&lt;br /&gt;
==Field Teams==&lt;br /&gt;
&lt;br /&gt;
Field Teams are the core of your organization in City 31. It is up to them to collect resources for Chimera Squad. There are 3 types of Field teams:&lt;br /&gt;
Security — focuses on keeping the peace in the region. Generates Intel;&lt;br /&gt;
Technology — focuses on gathering the high-tech trophies. Generates Elerium;&lt;br /&gt;
Financial — focuses on gathering the finances. Generates Credits.&lt;br /&gt;
Building and upgrading Field Teams is crucial since they are the only source of resources apart from missions rewards. It also grants quite powerful bonuses once upgraded to Rank 3 — it unlocks Assembly Projects to build additional slot in Assembly (Technology), Spec Ops (Security) and Training (Financial) facilities. &lt;br /&gt;
&lt;br /&gt;
==Assembly==&lt;br /&gt;
&lt;br /&gt;
Assembly is the heart of researching in Chimera Squad. Here you can research any projects you want — provided you have enough Elerium to do so. You can place the Agent (or two, if Imrpoved Assembly is researched) to accelerate the research. If you feel that you are researching wrong project, you can cancel this research. You will get full Elerium refund, but any progress will be lost.&lt;br /&gt;
 &lt;br /&gt;
==Spec Ops==&lt;br /&gt;
&lt;br /&gt;
Spec Ops facility will allow you to assign one Agent (or two, if Improved Spec Ops is researched) to take part in different special operations. At the start you will have access only to the basic operations, but you can unlock new ones by promoting your Agents. You can assign Agent to specific operation if they have required Rank. Assigning Agent doesn&#039;t mean their temporary unavailability — you can recall them at any moment, but the operation will be canceled and you will need to restart it again. &lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Training facility allows you to assign one Agent (or two, if Improved Training is researched) to develop their stats. From the start you can either upgrade their health or remove Scars, if they are present. As your Agents gain new ranks, new possibilities at Training are appearing. At Special Agent rank Agents can choose &amp;quot;Unlock Potential&amp;quot; option which will increase some stats, depending on the Agent, and at Principal Agent rank they can &amp;quot;Unlock Ability&amp;quot;, which will give them unique passive ability apart from general skill tree. Whenever Agent gets the scar, it can be healed through corresponding option. Remember — you can only remove the Scars one by one, not all at once, so don&#039;t &amp;quot;collect them&amp;quot;, even if they are &amp;quot;not critical&amp;quot;. Just like Spec Ops, Agents can be removed from Training programs, but they will lost any progress and must begin training from the beginning. &lt;br /&gt;
&lt;br /&gt;
==Armory==&lt;br /&gt;
&lt;br /&gt;
Armory is the place where your Agents can be accessed for equipment change, promotions and minor customizations.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
&lt;br /&gt;
Supply is where you can buy basic item as well as the researched ones and upgrades for your weapons.&lt;br /&gt;
&lt;br /&gt;
==Black Market==&lt;br /&gt;
&lt;br /&gt;
Once you unlock Black Market it will appear every 4-5 days. It will contain three random items to buy — advanced and elite weapon upgrades, basic combat grenades and consumables, some elite vests and epic weapons.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=96808</id>
		<title>Breaching (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=96808"/>
		<updated>2020-09-08T17:05:35Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Breaching shooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Breaching is the one of the new mechanics introduced in [[XCOM Chimera Squad]]. Unlike the old times when your soldiers are dropped at one specific point and then they proceed to the mission, Breaching allows you to dictate the beginning of the whole Encounter. &lt;br /&gt;
&lt;br /&gt;
==Breach Phase==&lt;br /&gt;
&lt;br /&gt;
During Breach Phase you can choose where your operatives can enter from and their order in the Timeline (another new mechanic). To start the Breach you must assign all your operatives to Breach Points and then press the &amp;quot;BREACH&amp;quot; button. Choose breach points and operatives&#039; positioning carefully — every breach point has random bonuses and penalties. For example, if it has &amp;quot;First Impression&amp;quot; bonus, which allows the first entered operative to make the shot that cannot miss, you should consider to make someone shotgun wielding to go through this breach point first. Also there some special breach points that has no penalties and better bonuses, but you need some specialized gear or certain operatives to get through these points. More precisely:&lt;br /&gt;
*Walls can be destroyed either by Breaching Charge or by Claymore agent;&lt;br /&gt;
*Security doors can be opened either by Auto-Key or by Terminal and Patchwork agents;&lt;br /&gt;
*Vents can be accessed by Torque agent and any other agents equipped with Infiltrator Weave.&lt;br /&gt;
When placing your agents you should also consider using some specialized Breaching equipment. Most of them can be used only by the second agent at the breach point (with the exception of the MediPatch)&lt;br /&gt;
&lt;br /&gt;
==Breaching shooting==&lt;br /&gt;
&lt;br /&gt;
When you press &amp;quot;BREACH!&amp;quot; button your agents will proceed to go through their breach points. Once incide, you can order them what to do right now. Enemies during Breaching can be in three states:&lt;br /&gt;
*Surprised — enemy will have Defense penalty and won&#039;t do any actions after the Breaching;&lt;br /&gt;
*Alerted — enemy, if survived, will perform defensive actions like moving, Hunkering Down and use defensive and non-lethal combat abilities;&lt;br /&gt;
*Aggressive — enemy, if survived, will shoot at random Agent (with some exceptions).&lt;br /&gt;
During this period you can order your Agents either to take a shot at the enemy, run for cover (increases Defense and Dodge till the end of the Breaching) or use special Breaching abilities). Once Breaching ended, your Agents will run for nearest cover not far from their breaching points and proceed to combat.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=96807</id>
		<title>Breaching (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=96807"/>
		<updated>2020-09-08T17:05:15Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Breach Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Breaching is the one of the new mechanics introduced in [[XCOM Chimera Squad]]. Unlike the old times when your soldiers are dropped at one specific point and then they proceed to the mission, Breaching allows you to dictate the beginning of the whole Encounter. &lt;br /&gt;
&lt;br /&gt;
==Breach Phase==&lt;br /&gt;
&lt;br /&gt;
During Breach Phase you can choose where your operatives can enter from and their order in the Timeline (another new mechanic). To start the Breach you must assign all your operatives to Breach Points and then press the &amp;quot;BREACH&amp;quot; button. Choose breach points and operatives&#039; positioning carefully — every breach point has random bonuses and penalties. For example, if it has &amp;quot;First Impression&amp;quot; bonus, which allows the first entered operative to make the shot that cannot miss, you should consider to make someone shotgun wielding to go through this breach point first. Also there some special breach points that has no penalties and better bonuses, but you need some specialized gear or certain operatives to get through these points. More precisely:&lt;br /&gt;
*Walls can be destroyed either by Breaching Charge or by Claymore agent;&lt;br /&gt;
*Security doors can be opened either by Auto-Key or by Terminal and Patchwork agents;&lt;br /&gt;
*Vents can be accessed by Torque agent and any other agents equipped with Infiltrator Weave.&lt;br /&gt;
When placing your agents you should also consider using some specialized Breaching equipment. Most of them can be used only by the second agent at the breach point (with the exception of the MediPatch)&lt;br /&gt;
&lt;br /&gt;
==Breaching shooting==&lt;br /&gt;
&lt;br /&gt;
When you press &amp;quot;BREACH!&amp;quot; button your agents will proceed to go through their breach points. Once incide, you can order them what to do right now. Enemies during Breaching can be in three states:&lt;br /&gt;
Surprised — enemy will have Defense penalty and won&#039;t do any actions after the Breaching;&lt;br /&gt;
Alerted — enemy, if survived, will perform defensive actions like moving, Hunkering Down and use defensive and non-lethal combat abilities;&lt;br /&gt;
Aggressive — enemy, if survived, will shoot at random Agent (with some exceptions).&lt;br /&gt;
During this period you can order your Agents either to take a shot at the enemy, run for cover (increases Defense and Dodge till the end of the Breaching) or use special Breaching abilities). Once Breaching ended, your Agents will run for nearest cover not far from their breaching points and proceed to combat.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=96806</id>
		<title>Breaching (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=96806"/>
		<updated>2020-09-08T17:04:56Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: /* Breach Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Breaching is the one of the new mechanics introduced in [[XCOM Chimera Squad]]. Unlike the old times when your soldiers are dropped at one specific point and then they proceed to the mission, Breaching allows you to dictate the beginning of the whole Encounter. &lt;br /&gt;
&lt;br /&gt;
==Breach Phase==&lt;br /&gt;
&lt;br /&gt;
During Breach Phase you can choose where your operatives can enter from and their order in the Timeline (another new mechanic). To start the Breach you must assign all your operatives to Breach Points and then press the &amp;quot;BREACH&amp;quot; button. Choose breach points and operatives&#039; positioning carefully — every breach point has random bonuses and penalties. For example, if it has &amp;quot;First Impression&amp;quot; bonus, which allows the first entered operative to make the shot that cannot miss, you should consider to make someone shotgun wielding to go through this breach point first. Also there some special breach points that has no penalties and better bonuses, but you need some specialized gear or certain operatives to get through these points. More precisely:&lt;br /&gt;
*Walls can be destroyed either by Breaching Charge or by Claymore agent;&lt;br /&gt;
*Security doors can be opened either by *Auto-Key or by Terminal and Patchwork agents;&lt;br /&gt;
Vents can be accessed by Torque and any other agents equipped with Infiltrator Weave.&lt;br /&gt;
When placing your agents you should also consider using some specialized Breaching equipment. Most of them can be used only by the second agent at the breach point (with the exception of the MediPatch)&lt;br /&gt;
&lt;br /&gt;
==Breaching shooting==&lt;br /&gt;
&lt;br /&gt;
When you press &amp;quot;BREACH!&amp;quot; button your agents will proceed to go through their breach points. Once incide, you can order them what to do right now. Enemies during Breaching can be in three states:&lt;br /&gt;
Surprised — enemy will have Defense penalty and won&#039;t do any actions after the Breaching;&lt;br /&gt;
Alerted — enemy, if survived, will perform defensive actions like moving, Hunkering Down and use defensive and non-lethal combat abilities;&lt;br /&gt;
Aggressive — enemy, if survived, will shoot at random Agent (with some exceptions).&lt;br /&gt;
During this period you can order your Agents either to take a shot at the enemy, run for cover (increases Defense and Dodge till the end of the Breaching) or use special Breaching abilities). Once Breaching ended, your Agents will run for nearest cover not far from their breaching points and proceed to combat.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=96805</id>
		<title>Breaching (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=96805"/>
		<updated>2020-09-08T17:03:54Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: Created page with &amp;quot;Breaching is the one of the new mechanics introduced in XCOM Chimera Squad. Unlike the old times when your soldiers are dropped at one specific point and then they proceed...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Breaching is the one of the new mechanics introduced in [[XCOM Chimera Squad]]. Unlike the old times when your soldiers are dropped at one specific point and then they proceed to the mission, Breaching allows you to dictate the beginning of the whole Encounter. &lt;br /&gt;
&lt;br /&gt;
==Breach Phase==&lt;br /&gt;
&lt;br /&gt;
During Breach Phase you can choose where your operatives can enter from and their order in the Timeline (another new mechanic). To start the Breach you must assign all your operatives to Breach Points and then press the &amp;quot;BREACH&amp;quot; button. Choose breach points and operatives&#039; positioning carefully — every breach point has random bonuses and penalties. For example, if it has &amp;quot;First Impression&amp;quot; bonus, which allows the first entered operative to make the shot that cannot miss, you should consider to make someone shotgun wielding to go through this breach point first. Also there some special breach points that has no penalties and better bonuses, but you need some specialized gear or certain operatives to get through these points. More precisely:&lt;br /&gt;
Walls can be destroyed either by Breaching Charge or by Claymore agent;&lt;br /&gt;
Security doors can be opened either by Auto-Key or by Terminal and Patchwork agents;&lt;br /&gt;
Vents can be accessed by Torque and any other agents equipped with Infiltrator Weave.&lt;br /&gt;
When placing your agents you should also consider using some specialized Breaching equipment. Most of them can be used only by the second agent at the breach point (with the exception of the MediPatch)&lt;br /&gt;
&lt;br /&gt;
==Breaching shooting==&lt;br /&gt;
&lt;br /&gt;
When you press &amp;quot;BREACH!&amp;quot; button your agents will proceed to go through their breach points. Once incide, you can order them what to do right now. Enemies during Breaching can be in three states:&lt;br /&gt;
Surprised — enemy will have Defense penalty and won&#039;t do any actions after the Breaching;&lt;br /&gt;
Alerted — enemy, if survived, will perform defensive actions like moving, Hunkering Down and use defensive and non-lethal combat abilities;&lt;br /&gt;
Aggressive — enemy, if survived, will shoot at random Agent (with some exceptions).&lt;br /&gt;
During this period you can order your Agents either to take a shot at the enemy, run for cover (increases Defense and Dodge till the end of the Breaching) or use special Breaching abilities). Once Breaching ended, your Agents will run for nearest cover not far from their breaching points and proceed to combat.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=96804</id>
		<title>Strategy (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=96804"/>
		<updated>2020-09-08T16:35:19Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategic layer in Chimera squad has something new in the series. In fact, it is kind of a mix between [[Apocalypse]] [[Cityscape]] and [[Enemy Unknown (2012)]] Geoscape.&lt;br /&gt;
&lt;br /&gt;
==City Map and Anarchy==&lt;br /&gt;
&lt;br /&gt;
Main point of interest (and most important one) here is City Map. Here you manage all your business in City 31 — choosing the Missions, resolving the Situations, building and upgrading Field Teams and so on. Like EU2012, you have to protect nine different city Districts, which have a five-scale &amp;quot;panic&amp;quot; meter (it&#039;s called &amp;quot;Unrest&amp;quot; now). District Unrest means nothing until it reaches maximal, fifth level. If it does, it starts to generate Anarchy on the next day this district has gone rogue. Anarchy meter acts the same way as the &amp;quot;Avatar project&amp;quot; meter from [[XCOM 2]] — if it&#039;s 13 sections are filled, then City 31 will fall into full Anarchy, which means the Game Over. The more districts are at max Unrest, the faster Anarchy will accumulate (1 Anarchy point per max Unrest district, totally 9 Anarchy points per day if all districts are at max Unrest). To remove Unrest you can: 1) Complete the mission in the district; 2) Use Vigilance Map ability (removes 1 plus N Unrest from the chosen district (N is a level of the Field Team in this district, if present)); 2) Complete Humanitarian Aid Spec Op (removes 1 Unrest at all districts); 4) Build level 3 Security Field Team in the district (automatically removes 1 Unrest in the district every Friday).&lt;br /&gt;
&lt;br /&gt;
==Field Teams==&lt;br /&gt;
&lt;br /&gt;
Field Teams are the core of your organization in City 31. It is up to them to collect resources for Chimera Squad. There are 3 types of Field teams:&lt;br /&gt;
Security — focuses on keeping the peace in the region. Generates Intel;&lt;br /&gt;
Technology — focuses on gathering the high-tech trophies. Generates Elerium;&lt;br /&gt;
Financial — focuses on gathering the finances. Generates Credits.&lt;br /&gt;
Building and upgrading Field Teams is crucial since they are the only source of resources apart from missions rewards. It also grants quite powerful bonuses once upgraded to Rank 3 — it unlocks Assembly Projects to build additional slot in Assembly (Technology), Spec Ops (Security) and Training (Financial) facilities. &lt;br /&gt;
&lt;br /&gt;
==Assembly==&lt;br /&gt;
&lt;br /&gt;
Assembly is the heart of researching in Chimera Squad. Here you can research any projects you want — provided you have enough Elerium to do so. You can place the Agent (or two, if Imrpoved Assembly is researched) to accelerate the research. If you feel that you are researching wrong project, you can cancel this research. You will get full Elerium refund, but any progress will be lost.&lt;br /&gt;
 &lt;br /&gt;
==Spec Ops==&lt;br /&gt;
&lt;br /&gt;
Spec Ops facility will allow you to assign one Agent (or two, if Improved Spec Ops is researched) to take part in different special operations. At the start you will have access only to the basic operations, but you can unlock new ones by promoting your Agents. You can assign Agent to specific operation if they have required Rank. Assigning Agent doesn&#039;t mean their temporary unavailability — you can recall them at any moment, but the operation will be canceled and you will need to restart it again. &lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Training facility allows you to assign one Agent (or two, if Improved Training is researched) to develop their stats. From the start you can either upgrade their health or remove Scars, if they are present. As your Agents gain new ranks, new possibilities at Training are appearing. At Special Agent rank Agents can choose &amp;quot;Unlock Potential&amp;quot; option which will increase some stats, depending on the Agent, and at Principal Agent rank they can &amp;quot;Unlock Ability&amp;quot;, which will give them unique passive ability apart from general skill tree. Whenever Agent gets the scar, it can be healed through corresponding option. Remember — you can only remove the Scars one by one, not all at once, so don&#039;t &amp;quot;collect them&amp;quot;, even if they are &amp;quot;not critical&amp;quot;. Just like Spec Ops, Agents can be removed from Training programs, but they will lost any progress and must begin training from the beginning. &lt;br /&gt;
&lt;br /&gt;
==Armory==&lt;br /&gt;
&lt;br /&gt;
Armory is the place where your Agents can be accessed for equipment change, promotions and minor customizations.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
&lt;br /&gt;
Supply is where you can buy basic item as well as the researched ones and upgrades for your weapons.&lt;br /&gt;
&lt;br /&gt;
==Black Market==&lt;br /&gt;
&lt;br /&gt;
Once you unlock Black Market it will appear every 4-5 days. It will contain three random items to buy — advanced and elite weapon upgrades, basic combat grenades and consumables, some elite vests and epic weapons.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=96803</id>
		<title>Strategy (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=96803"/>
		<updated>2020-09-08T16:33:28Z</updated>

		<summary type="html">&lt;p&gt;Вася-Штопор: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategic layer in Chimera squad has something new in the series. In fact, it is kind of a mix between [[Apocalypse]] [[Cityscape]] and [[Enemy Unknown (2012)]] Geoscape. Main point of interest (and most important one) here is City Map. Here you manage all your business in City 31 — choosing the Missions, resolving the Situations, building and upgrading Field Teams and so on. Like EU2012, you have to protect nine different city Districts, which have a five-scale &amp;quot;panic&amp;quot; meter (it&#039;s called &amp;quot;Unrest&amp;quot; now). District Unrest means nothing until it reaches maximal, fifth level. If it does, it starts to generate Anarchy on the next day this district has gone rogue. Anarchy meter acts the same way as the &amp;quot;Avatar project&amp;quot; meter from [[XCOM 2]] — if it&#039;s 13 sections are filled, then City 31 will fall into full Anarchy, which means the Game Over. The more districts are at max Unrest, the faster Anarchy will accumulate (1 Anarchy point per max Unrest district, totally 9 Anarchy points per day if all districts are at max Unrest). To remove Unrest you can: 1) Complete the mission in the district; 2) Use Vigilance Map ability (removes 1 plus N Unrest from the chosen district (N is a level of the Field Team in this district, if present)); 2) Complete Humanitarian Aid Spec Op (removes 1 Unrest at all districts); 4) Build level 3 Security Field Team in the district (automatically removes 1 Unrest in the district every Friday).&lt;br /&gt;
&lt;br /&gt;
==Field Teams==&lt;br /&gt;
&lt;br /&gt;
Field Teams are the core of your organization in City 31. It is up to them to collect resources for Chimera Squad. There are 3 types of Field teams:&lt;br /&gt;
Security — focuses on keeping the peace in the region. Generates Intel;&lt;br /&gt;
Technology — focuses on gathering the high-tech trophies. Generates Elerium;&lt;br /&gt;
Financial — focuses on gathering the finances. Generates Credits.&lt;br /&gt;
Building and upgrading Field Teams is crucial since they are the only source of resources apart from missions rewards. It also grants quite powerful bonuses once upgraded to Rank 3 — it unlocks Assembly Projects to build additional slot in Assembly (Technology), Spec Ops (Security) and Training (Financial) facilities. &lt;br /&gt;
&lt;br /&gt;
==Assembly==&lt;br /&gt;
&lt;br /&gt;
Assembly is the heart of researching in Chimera Squad. Here you can research any projects you want — provided you have enough Elerium to do so. You can place the Agent (or two, if Imrpoved Assembly is researched) to accelerate the research. If you feel that you are researching wrong project, you can cancel this research. You will get full Elerium refund, but any progress will be lost.&lt;br /&gt;
 &lt;br /&gt;
==Spec Ops==&lt;br /&gt;
&lt;br /&gt;
Spec Ops facility will allow you to assign one Agent (or two, if Improved Spec Ops is researched) to take part in different special operations. At the start you will have access only to the basic operations, but you can unlock new ones by promoting your Agents. You can assign Agent to specific operation if they have required Rank. Assigning Agent doesn&#039;t mean their temporary unavailability — you can recall them at any moment, but the operation will be canceled and you will need to restart it again. &lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Training facility allows you to assign one Agent (or two, if Improved Training is researched) to develop their stats. From the start you can either upgrade their health or remove Scars, if they are present. As your Agents gain new ranks, new possibilities at Training are appearing. At Special Agent rank Agents can choose &amp;quot;Unlock Potential&amp;quot; option which will increase some stats, depending on the Agent, and at Principal Agent rank they can &amp;quot;Unlock Ability&amp;quot;, which will give them unique passive ability apart from general skill tree. Whenever Agent gets the scar, it can be healed through corresponding option. Remember — you can only remove the Scars one by one, not all at once, so don&#039;t &amp;quot;collect them&amp;quot;, even if they are &amp;quot;not critical&amp;quot;. Just like Spec Ops, Agents can be removed from Training programs, but they will lost any progress and must begin training from the beginning. &lt;br /&gt;
&lt;br /&gt;
==Armory==&lt;br /&gt;
&lt;br /&gt;
Armory is the place where your Agents can be accessed for equipment change, promotions and minor customizations.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
&lt;br /&gt;
Supply is where you can buy basic item as well as the researched ones and upgrades for your weapons.&lt;br /&gt;
&lt;br /&gt;
==Black Market==&lt;br /&gt;
&lt;br /&gt;
Once you unlock Black Market it will appear every 4-5 days. It will contain three random items to buy — advanced and elite weapon upgrades, basic combat grenades and consumables, some elite vests and epic weapons.&lt;/div&gt;</summary>
		<author><name>Вася-Штопор</name></author>
	</entry>
</feed>