<?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=Anothrgamer1234</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=Anothrgamer1234"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Anothrgamer1234"/>
	<updated>2026-05-03T11:11:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=120845</id>
		<title>Mods (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=120845"/>
		<updated>2025-02-06T15:59:20Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* The X-Com Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you finally got tired of the vanilla experience? &#039;&#039;(shame on you)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, there&#039;s dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you&#039;re interested in making your own, check [[Customizing (OpenXcom)|Customizing]].&lt;br /&gt;
&lt;br /&gt;
== Standard Mods ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]].  Here&#039;s a brief description of what&#039;s included:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aliens Pick Up Weapons&#039;&#039;&#039;: The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).&lt;br /&gt;
* &#039;&#039;&#039;Limit Craft Item Capacities&#039;&#039;&#039;: Limits the number of items you can take on a craft to 80, just like in the original X-COM.&lt;br /&gt;
* &#039;&#039;&#039;PSX Static Cydonia Map&#039;&#039;&#039;: Uses the Cydonia map from the PSX version of X-Com: UFO Defense.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Gun Melee&#039;&#039;&#039;: Adds a stun melee attack to every weapon (called &#039;&#039;Stun Fest&#039;&#039; in UFOextender). The TU/Damage is based on the weapon&#039;s class: &amp;lt;table {{StdCenterTable}}&amp;gt;&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and Small Launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and Auto-Cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Psionic Line of Fire&#039;&#039;&#039;: Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Starting Avalanches&#039;&#039;&#039;: All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Daytime&#039;&#039;&#039;: Forces all ground missions to daytime. Not compatible with the mod below.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Nighttime&#039;&#039;&#039;: Forces all ground missions to nighttime. Not compatible with the mod above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Fighter Transports&#039;&#039;&#039;: Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil High Explosive Damage&#039;&#039;&#039;: Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Ground Tanks&#039;&#039;&#039;: Gives ground [[Tank]]s the same stats as Hovertanks.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Heavy Laser&#039;&#039;&#039;: Increases the damage and accuracy of the [[Heavy Laser]].&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil No Psionics&#039;&#039;&#039;: Removes all Psi tech from the game, both X-COM and alien.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Pistol Auto Shot&#039;&#039;&#039;: Gives the standard-issue [[Pistol]] an auto shot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Skyranger Weapon Slot&#039;&#039;&#039;: Gives the [[Skyranger]] a craft weapon slot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Base&#039;&#039;&#039;: Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Improved Base&#039;&#039;&#039;: Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Improved Base&#039;&#039;&#039;: Combination of the two mods above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Statstrings&#039;&#039;&#039;: Soldiers get [[Statstrings]] added to their names based on their stats.&lt;br /&gt;
&lt;br /&gt;
== Downloading &amp;amp; Installing ==&lt;br /&gt;
&lt;br /&gt;
However they&#039;re nothing compared to the plethora of fan mods out there! You can usually find them on these websites:&lt;br /&gt;
&lt;br /&gt;
* [https://openxcom.mod.io/ OpenXcom Mod Portal]&lt;br /&gt;
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for 1.0 ===&lt;br /&gt;
&lt;br /&gt;
Check the individual instructions included by the mod author. Most mods just need to be extracted into your [https://github.com/SupSuper/OpenXcom#directory-locations Data Folder], but some require special steps and instructions.&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for the Nightly Version ===&lt;br /&gt;
&lt;br /&gt;
* Extract the mod to a new folder under your mods folder&lt;br /&gt;
** The mods directory is in your [https://github.com/SupSuper/OpenXcom#directory-locations User Folder], where your savegames are&lt;br /&gt;
** If the mods directory doesn&#039;t exist, start OpenXcom once and quit and check again&lt;br /&gt;
** WinZip has an &amp;quot;Extract to&amp;quot; option that creates a directory whose name is based on the archive name.&lt;br /&gt;
** It doesn&#039;t really matter what the directory name is as long as it is unique.&lt;br /&gt;
&lt;br /&gt;
Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out.  For example, if you extract a mod to &amp;lt;user folder&amp;gt;/mods/LulzMod and you see something like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/data/TERRAIN/&lt;br /&gt;
    mods/LulzMod/data/Rulesets/&lt;br /&gt;
&lt;br /&gt;
and so on, just move everything up a level so it looks like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/TERRAIN/&lt;br /&gt;
    mods/LulzMod/Rulesets/&lt;br /&gt;
&lt;br /&gt;
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten!&lt;br /&gt;
To upgrade a mod, just delete the folder and replace it with the new version.  &lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/L1WUpX9n7gY?t=14m58s Video Tutorial: Install Mods for Nightly]&lt;br /&gt;
&lt;br /&gt;
== Enabling New Mods ==&lt;br /&gt;
&lt;br /&gt;
If you did everything correctly, you should now find your mod listed in-game in the Options &amp;gt; Mods section. If it&#039;s not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.&lt;br /&gt;
&lt;br /&gt;
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.&lt;br /&gt;
&lt;br /&gt;
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.&lt;br /&gt;
&lt;br /&gt;
== User Mods ==&lt;br /&gt;
&lt;br /&gt;
There are tons of mods for OpenXcom, but here are some of the more comprehensive experiences still being updated:&lt;br /&gt;
&lt;br /&gt;
=== Final Mod Pack ===&lt;br /&gt;
This is a &amp;quot;megamod&amp;quot;: a collection of about 70 mods from various authors, merged together and balanced. Besides adding a ton of content, it also makes the game longer and more varied.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,2027.0.html Forum Link], [https://openxcom.mod.io/final-mod-pack Download Link], [http://youtu.be/L1WUpX9n7gY?t=22m36s Video Tutorial: Install FMP]&lt;br /&gt;
&lt;br /&gt;
=== The X-Com Files ===&lt;br /&gt;
A cross between an expansion and a total conversion mod derived from the Final Mod Pack, adding even more content in the vein of The X-Files. The game now starts in 1996, as the newly formed X-COM project must discover the secrets behind the mutated animals and dangerous cults emerging throughout the world, figure out their connection to the reports of alien activity, repel the alien threats to Earth, and navigate through the enormous amounts of red tape that force you to start with being able to bring only two agents and a rental to a mission. The truth is out there!&lt;br /&gt;
&lt;br /&gt;
[https://openxcom.org/forum/index.php/board,21.0.html Forum Link]&lt;br /&gt;
[https://openxcom.mod.io/the-x-com-files Download Link]&lt;br /&gt;
&lt;br /&gt;
=== Hardmode Expansion ===&lt;br /&gt;
Hardmode Expansion intends to make the gameplay more challenging and deals with most of vanilla versions flaws, like overpowered Psi and early Plasma ownage. It sticks strongly towards the vanilla core components and builts upon them. It is aimed at experienced X-Com players, who know the game well and are not afraid of a difficulty higher then Superhuman. The Aliens have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.&lt;br /&gt;
&lt;br /&gt;
For playing you should choose difficulty Superhuman, since the mod is balanced to be played on Superhuman difficulty, otherwise you wouldn&#039;t have the full experience. The difficulty will actually be higher then Superhuman. Technologies will need alive aliens captures to unlock and will trigger additional mission.&lt;br /&gt;
&lt;br /&gt;
Research takes longer and you do not have access to an alien containment from the beginning. It is recommend to get between 200-250 scientists by November. Otherwise the game becomes very difficult.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3550.0.html Forum: Hardmode Expansion -- General Feedback Thread] or [https://openxcom.org/forum/index.php/topic,4971.0.html Forum: Hardmode Expansion Downloadlinks &amp;amp; Links], [https://mod.io/g/openxcom/m/hardmode-expansion Hardmode Expansion on Mod.io], [http://youtu.be/L1WUpX9n7gY?t=33m45s Video Tutorial: Install Hardmode Expansion], [[Hardmode|Wiki Link]]&lt;br /&gt;
&lt;br /&gt;
=== Piratez (or X-Piratez) ===&lt;br /&gt;
The year is 2600. The Earth has been long conquered by aliens. You run a gang of all-female mutant pirates. Rob aliens and their human proxies for fun, profit and power. Now with a custom .exe that allows for a ton of unique features; bigger and better than ever before. &lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3626.0.html Forum Link], [https://openxcom.mod.io/x-piratez Modsite Download Link], [http://openxcom.org/forum/index.php/topic,4465.0.html Alternate Download Link], [[Piratez|Wiki Link]],[http://youtu.be/L1WUpX9n7gY?t=54m11s Video Tutorial: Install X-Piratez]&lt;br /&gt;
&lt;br /&gt;
=== Area 51 ===&lt;br /&gt;
Area 51 is an expansion that aims to enlarge the original game&#039;s experience, give it a couple new challenges, and leave nearly everything untouched about the original. It does not aim to include all the existing mods or drastically change the game although there are a lot of new features and other mods included. Area 51 was formerly known as UFO Redux until version 0.9.&lt;br /&gt;
&lt;br /&gt;
The aliens have stepped up their covert operations on Earth, sending teams of their agents to infiltrate and support the UFO activities on the ground. Fleets of alien craft attack the planet&#039;s defense, transport, manufacturing and research facilities that support the Earth&#039;s armed forces, targeted by alien covert teams who also work in subverting the individual countries of the Council. The aliens also include new species, weapons and units.&lt;br /&gt;
&lt;br /&gt;
To deal with this new threat, XCom now finds itself equipped with new weapons, crafts and HWPs. However, unlocking the secrets of advanced tech now require assistance of an alien captive or recovering specific items from missions.&lt;br /&gt;
&lt;br /&gt;
New mission types have been added such as Ship Assault (to disable its navigation), HWP/Skyranger factories, Facility Defense, Research Recovery, Capture and others. Unique missions will also give XCom the possibility of slowing down the alien invasion until it is possible to capture the Ethereal Commander required to send the Avenger to Cydonia.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3328.0.html Forum Link], [https://openxcom.mod.io/area-51 Download Link], [http://youtu.be/L1WUpX9n7gY?t=29m25s Video Tutorial: Install Area 51]&lt;br /&gt;
&lt;br /&gt;
=== The Hybrid Mod. ===&lt;br /&gt;
&lt;br /&gt;
This mod will enable you to play both UFO and TFTD in a single campaign in one game, instead of two games. First you play the UFO campaign as per normal, then TFTD, once the brain is destroyed on Cydonia.&lt;br /&gt;
&lt;br /&gt;
Main feature of this mod is the Hybrid Globe, you can access both UFO and TFTD Terrain, all their weapons and Aliens from both game.&lt;br /&gt;
&lt;br /&gt;
You can recover crash UFOs from the sea, use crafts from both game and more.&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/openxcom/m/the-hybrid-mod-version-36-with-expansions&lt;br /&gt;
&lt;br /&gt;
=== 40k for OpenXcom ===&lt;br /&gt;
&lt;br /&gt;
This is a Warhammer 40k total conversion for OpenXcom, based on an earlier space marine mod by Ryskeliini. As Force Commander for the Imperium of Man on a planet besieged by Chaos, you must find a way to end the Warp Storm and purge your world!&lt;br /&gt;
&lt;br /&gt;
By Ryskeliini, bulletdesigner, ohartenstein23, and many contributors from the OXC forums&lt;br /&gt;
&lt;br /&gt;
https://openxcom.mod.io/40k&lt;br /&gt;
&lt;br /&gt;
=== X-Chronicles ===&lt;br /&gt;
&lt;br /&gt;
Global fantasy-themed overhaul mod. This time, the aliens did not come, instead - magic came to Earth. And along with it, strange magical creatures, sorcerers, zombies and other fantasy clichés. Choose a patron country on which the gameplay will depend.&lt;br /&gt;
Learn magic technologies and throw away your guns. Evolve your operatives from ordinary humans to demigods ... or monsters.&lt;br /&gt;
Learn powerful battle spells. With all these bells and whistles, go down to the abode of Aliens ...and lose outright to the horrors there.&lt;br /&gt;
&lt;br /&gt;
https://openxcom.old.mod.io/x-chronicles&lt;br /&gt;
&lt;br /&gt;
=== X-Com: From the Ashes ===&lt;br /&gt;
&lt;br /&gt;
X-COM&#039;s initiative failed, alien agents infiltrated the ranks of most major governments. There is no support from the Council of Funding Nations, and Council members loyal to X-COM are scattered and remain concealed. The player will need to learn how to survive in the new circumstances, and conduct an undercover struggle against alien forces. Uses its own version of the game engine. There are many entirely new mechanics in the game - diplomacy, covert operations, new tactical mission objectives, loyalty and more.&lt;br /&gt;
&lt;br /&gt;
https://openxcom.old.mod.io/from-the-ashes&lt;br /&gt;
&lt;br /&gt;
=== From the Apocalypse ===&lt;br /&gt;
&lt;br /&gt;
A total conversion mod, deeply inspired by X-Com Apocalypse.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;X-Com Apocalypse is my most special game. This mod is my personal re-imagination of that game and at the same time a tribute to it. Some designs have been ripped straight from Apocalypse, some are stolen elsewhere, but some others --such as: plasma weapons, laser weapons, and Auto-Cannon-- are made entirely by me.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
https://openxcom.org/forum/index.php?topic=3319.0&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_Priest_(XCOM2)&amp;diff=120674</id>
		<title>ADVENT Priest (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_Priest_(XCOM2)&amp;diff=120674"/>
		<updated>2025-01-19T17:43:47Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An ADVENT support unit introduced in War Of The Chosen, they carry ADVENT Psi-Amps to cast support psionics to their fellow Trooper and higher ranking Alien Pod Leaders.&lt;br /&gt;
&lt;br /&gt;
== Tactical Analysis ==&lt;br /&gt;
&lt;br /&gt;
ADVENT Priests focus primarily on supporting their allies with their Holy Warrior ability. This grants an ally of their choice bonuses to Aim, Mobility, and Critical Chance, as well as a shield. However, it shares a weakness with the Mind Merge used by the [[Sectoid (EU2012)|Sectoids]] of old: killing the Priest granting Holy Warrior will also kill the target. &lt;br /&gt;
&lt;br /&gt;
Priests are also able to use Stasis to force soldiers to skip their turn, and have a passive chance to activate Sustain on themselves to survive a fatal blow with 1 HP. Advanced and Elite Priests grant larger bonuses from Holy Warrior and are more likely to activate Sustain, and can also Mind Control XCOM soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;br /&gt;
[[Category:Enemies (XCOM 2)]]&lt;br /&gt;
[[Category:ADVENT (XCOM 2)]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Verge_(Chimera)&amp;diff=105121</id>
		<title>Verge (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Verge_(Chimera)&amp;diff=105121"/>
		<updated>2021-12-20T16:01:27Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Verge&lt;br /&gt;
|image      = [[File:Agent_1_verge.png|Agent Verge|200px]]&lt;br /&gt;
|Verge is polite and well-mannered, speaking in carefully measured tones intended to put humans at ease. He can tell if it’s working even without mind-reading psionics.&lt;br /&gt;
|race = SECTOID&lt;br /&gt;
|class = ENVOY&lt;br /&gt;
|traits = Psionics, Enemy manipulation&lt;br /&gt;
|weapon = Rifle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I have my mind&#039;s eye on you.&amp;quot;&#039;&#039; -Verge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verge&#039;&#039;&#039; is a Sectoid and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Though he has low HP and is initially unable to deal much direct damage, Verge has powerful psionic attacks ideal for disabling enemies. Each enemy he successfully debuffs with his psionic attacks is added to his Neural Network- they cannot be targeted for a debuff a second time, but they grant Verge bonuses to his Aim as long as they remain alive and become vulnerable to his more powerful abilities.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!Health||Mobility||Aim||Will||Dodge||Crit||Psi&lt;br /&gt;
|-&lt;br /&gt;
|7||10||65||50||0||0||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&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;Neural Network&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Verge gains +10 Aim for every enemy he has added to his Neural Network.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Stupor&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Stuns a target for their next two actions, and adds them to the Neural Network. This ability cannot target enemies already in the Neural Network.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Battle Madness&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Verge forces an enemy to attack one of their allies, and adds them to the Neural Network. This ability cannot target enemies already in the Neural Network.&#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;Levitation&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;In the Breach Phase, lifts an enemy into the air, removing their cover bonuses and cancelling their Alert or Aggressive status if it is present.&#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;Crowdsource&#039;&#039;&#039; &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Grants a further +5 Aim and +10 Crit for every enemy in the Neural Network.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Collar&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Killing blows against enemies in the Neural Network will knock them unconscious instead.&#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;Mindflay&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Inflicts mental damage on all enemies currently part of the Neural Network. Damage inflicted by this ability will KO enemies instead of killing them.&#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;Network Healing&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Verge regenerates 1 HP per enemy in the Neural Network at the end of his turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Slam&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Enemies affected by Levitate will fall to the ground after the Breach Phase, taking 1-3 mental damage and joining the Neural Network. Damage inflicted by this ability will KO enemies instead of killing them.&#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;Puppeteer&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Mind Controls all enemies in the Neural Network for the duration of the turn. 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;+20 Dodge&#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;Mind Lash&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Verge deals +1 damage to enemies in the Neural Network.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*Unconscious enemies are not removed from the Neural Network, allowing Verge to continue gaining bonuses from them. On maps with reinforcements, this can allow Verge to reach extremely high amounts of Aim. If Verge does not have Collar, consider giving at least one member of the squad Tranq Rounds. &lt;br /&gt;
*Verge should be set up to breach so that he acts as close to the top of the timeline as possible; this will maximize the effectiveness of his abilities, especially Puppeteer. &lt;br /&gt;
*Mind Controlled enemies retain their original position on the timeline. As Puppeteer attempts to Mind Control all its valid targets at once, this can potentially derail multiple enemy actions on that round and force enemies to move into convenient positions for follow-up attacks (e.g. bunched together to maximize damage from grenades or Blueblood&#039;s Phase Lance).&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Verge participated in the initial invasion as psionic support for a Thin Man infiltration unit sent to subvert human governments. During the occupation, he was tasked with using his psionic powers to control an influential scientist who could convince the general public that the aliens were benevolent. However, he developed empathy for humans following his infusion with human genetic material and he secretly worked as a mole for the resistance during the later occupation and war. When X-COM discovered his service to the resistance, they agreed to let him serve with Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Verge_(Chimera)&amp;diff=105120</id>
		<title>Verge (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Verge_(Chimera)&amp;diff=105120"/>
		<updated>2021-12-20T16:01:11Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Verge&lt;br /&gt;
|image      = [[File:Agent_1_verge.png|Agent Verge|200px]]&lt;br /&gt;
|Verge is polite and well-mannered, speaking in carefully measured tones intended to put humans at ease. He can tell if it’s working even without mind-reading psionics.&lt;br /&gt;
|race = SECTOID&lt;br /&gt;
|class = ENVOY&lt;br /&gt;
|traits = Psionics, Enemy manipulation&lt;br /&gt;
|weapon = Rifle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I have my mind&#039;s eye on you.&amp;quot;&#039;&#039; -Verge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verge&#039;&#039;&#039; is a Sectoid and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Though he has low HP and is initially unable to deal much direct damage, Verge has powerful psionic attacks ideal for disabling enemies. Each enemy he successfully debuffs with his psionic attacks is added to his Neural Network- they cannot be targeted for a debuff a second time, but they grant Verge bonuses to his Aim as long as they remain alive and become vulnerable to his more powerful abilities.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!Health||Mobility||Aim||Will||Dodge||Crit||Psi&lt;br /&gt;
|-&lt;br /&gt;
|7||10||65||50||0||0||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&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;Neural Network&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Verge gains +10 Aim for every enemy he has added to his Neural Network.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Stupor&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Stuns a target for their next two actions, and adds them to the Neural Network. This ability cannot target enemies already in the Neural Network.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Battle Madness&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Verge forces an enemy to attack one of their allies, and adds them to the Neural Network. This ability cannot target enemies already in the Neural Network.&#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;Levitation&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;In the Breach Phase, lifts an enemy into the air, removing their cover bonuses and cancelling their Alert or Aggressive status if it is present.&#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;Crowdsource&#039;&#039;&#039; &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Grants a further +5 Aim and +10 Crit for every enemy in the Neural Network.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Collar&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Killing blows against enemies in the Neural Network will knock them unconscious instead.&#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;Mindflay&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Inflicts mental damage on all enemies currently part of the Neural Network. Damage inflicted by this ability will KO enemies instead of killing them.&#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;Network Healing&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Verge regenerates 1 HP per enemy in the Neural Network at the end of his turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Slam&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Enemies affected by Levitate will fall to the ground after the Breach Phase, taking 1-3 mental damage and joining the Neural Network. Damage inflicted by this ability will KO enemies instead of killing them.&#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;Puppeteer&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Mind Controls all enemies in the Neural Network for the duration of the turn. 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;+20 Dodge&#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;Mind Lash&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Verge deals +1 damage to enemies in the Neural Network.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*Unconscious enemies are not removed from the Neural Network, allowing Verge to continue gaining bonuses from them. On maps with reinforcements, this can allow Verge to reach extremely high amounts of Aim. If Verge does not have Collar, consider giving at least one member of the squad Tranq Rounds. &lt;br /&gt;
*Verge should be set up to breach so that he acts as close to the top of the timeline as possible; this will maximize the effectiveness of his abilities, especially Puppeteer. &lt;br /&gt;
*Mind Controlled enemies retain their original position on the timeline. As Puppeteer attempts to Mind Control all its valid targets at once, this can potentially derail multiple enemy actions on that turn and force enemies to move into convenient positions for follow-up attacks (e.g. bunched together to maximize damage from grenades or Blueblood&#039;s Phase Lance).&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Verge participated in the initial invasion as psionic support for a Thin Man infiltration unit sent to subvert human governments. During the occupation, he was tasked with using his psionic powers to control an influential scientist who could convince the general public that the aliens were benevolent. However, he developed empathy for humans following his infusion with human genetic material and he secretly worked as a mole for the resistance during the later occupation and war. When X-COM discovered his service to the resistance, they agreed to let him serve with Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=105119</id>
		<title>Terminal (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=105119"/>
		<updated>2021-12-20T15:56:55Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &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 is a highly-skilled combat medic who likes her humor like she likes her coffee: black. Once she’s saved your life, she’ll never let you forget it.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = MEDIC&lt;br /&gt;
|traits = Healing, Support&lt;br /&gt;
|weapon = SMG&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;
&#039;&#039;&#039;Terminal&#039;&#039;&#039; is a human former Resistance combat medic and a playable agent in [[XCOM: 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 initial 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;
==Stats==&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!Health||Mobility||Aim||Will||Dodge||Crit||Psi&lt;br /&gt;
|-&lt;br /&gt;
|9||10||65||40||0||0||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&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;
&lt;br /&gt;
==Bio==&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;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=105118</id>
		<title>Terminal (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=105118"/>
		<updated>2021-12-20T15:55:39Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Abilities */&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 is a highly-skilled combat medic who likes her humor like she likes hercoffee: black. Once she’s saved your life, she’ll never let you forget it.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = MEDIC&lt;br /&gt;
|traits = Healing, Support&lt;br /&gt;
|weapon = SMG&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;
&#039;&#039;&#039;Terminal&#039;&#039;&#039; is a human former Resistance combat medic and a playable agent in [[XCOM: 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 initial 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;
==Stats==&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!Health||Mobility||Aim||Will||Dodge||Crit||Psi&lt;br /&gt;
|-&lt;br /&gt;
|9||10||65||40||0||0||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&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;
&lt;br /&gt;
==Bio==&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;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(Chimera)&amp;diff=105117</id>
		<title>Abilities (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_(Chimera)&amp;diff=105117"/>
		<updated>2021-12-20T15:48:40Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During their turn, an [[Agents (Chimera)|agent]] can use one of their unique skills or activate a General Ability, which is an action all agents have access to.&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Icon!!Ability!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FireWeapon(Chimera).png]]||FIRE WEAPON||All agents except [[Zephyr (Chimera)|Zephyr]] can use their action to fire their default weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reload(Chimera).png]]||RELOAD||Allows an agent to replenish their [[Weapons (Chimera)|weapon]] if they run out of bullets during an Encounter.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Overwatch(Chimera).png]]||OVERWATCH||Directs an agent to monitor a cone-shaped field and shoot the first enemy to enter. Activating Overwatch ends an agent’s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdue(Chimera).png]]||SUBDUE||Deals a small amount of nonlethal damage. If it reduces an enemy to 0 HP, they are rendered Unconscious rather than being killed. Always has a 100% chance to hit, but requires agents be adjacent to the target. Activating Subdue ends an agent’s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Preparation(Chimera).png]]||PREPARATION||Increases an agent’s Defense and Dodge and moves their next turn earlier in the Timeline; if the agent is Burning, the effect will be cured. Activating Preparation ends an agent’s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:UseItem(Chimera).png]]||USE ITEM||Agents can be equipped with a variety of utility items to use during combat. These items grant effects like healing, shielding, teleportation, and even Timeline shifts. Some cost an action to use, while others can be used for free.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Interact(Chimera).png]]||INTERACT||Allows agents to interact with an object, such as opening a door or using a computer terminal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stabilize(Chimera).png]]||STABILIZE||Prevents an ally who is Bleeding Out from dying. Can only be used in melee range or via a robotic drone called a GREMLIN.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TeamUp(Chimera).png]]||TEAM UP||Spends one of an agent’s actions to shift another agent up the Timeline. The shifted teammate will act as soon as the current agent’s turn resolves. This ability can only be used once per Mission.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Evac(Chimera).png]]||EVAC||Appears only when an agent is in a marked Evac Zone; evacuates the agent to safety.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Chimera)&amp;diff=100446</id>
		<title>Weapons (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Chimera)&amp;diff=100446"/>
		<updated>2021-04-17T16:33:32Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Weapon Types */&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;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Patchwork_(Chimera)&amp;diff=100445</id>
		<title>Patchwork (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Patchwork_(Chimera)&amp;diff=100445"/>
		<updated>2021-04-17T16:25:19Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Patchwork&lt;br /&gt;
|image      = [[File:Agent_1_patch.png|Agent Patchwork|200px]]&lt;br /&gt;
|Patchwork lost her entire family during the invasion and suffered three traumatic amputations. She ended up in an ADVENT orphanage, where she was fitted with prosthetic limbs and trotted out as propaganda, proof of the aliens’ benevolence. Brilliantly intelligent, her aptitude with technology was rivaled only by her curiosity. After discovering evidence of ADVENT atrocities, she engineered her own rescue by XCOM and joined their cause.&lt;br /&gt;
&lt;br /&gt;
Patchwork’s specialty is all-caps TECH. She is a valuable combatant against robotic enemies, a master hacker of security systems, and an expert in the strategic application of deadly electric shocks.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = OPERATOR&lt;br /&gt;
|traits     = UTILITY, ELECTRONIC DISRUPTION&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Don&#039;t worry, we can fix it.&amp;quot; -Patchwork&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Patchwork is a human tech specialist and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Patchwork lost her entire family during the invasion, as well as an arm and both of her legs. She eventually ended up in an ADVENT orphanage, where a gene therapy clinic built her prosthetic limbs so she could be used as proof of the aliens&#039; benevolence in propaganda. However, her technical skills allowed her to discover evidence of ADVENT&#039;s true nature, and she engineered her own rescue by X-COM. She served as an engineer on the Avenger during the War for Liberation until a shortage of personnel required her to take up active duty; after the war&#039;s end, Lily Shen requested her transfer to Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
Patchwork excels at fighting mechanical enemies, either via direct damage or by hacking them; as a result, she is an excellent choice when fighting Sacred Coil. That being said, her Gremlin is able to cause consistent damage to multiple enemies with its Chaining Jolt ability and she can also provide combat support for her allies as well. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
*Unlike [[Torque (Chimera)|Torque]]&#039;s Bind skill, Patchwork&#039;s Stasis skill works on large enemies and/or bosses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=100444</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=100444"/>
		<updated>2021-04-17T16:23:10Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* 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;
Before tactical combat begins, each encounter has a [[Breaching (Chimera)|Breaching]] Phase.&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. Put simply, there are no &amp;quot;team&amp;quot; turns. Instead, every single unit has its own &amp;quot;order number&amp;quot; in the line, alternating between XCOM and the enemy with each turn. Now, the &amp;quot;turn&amp;quot; means the turn of a single unit, while the period from the first turn 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&#039;positioning during the Breach Phase. However, some abilities will change the position of affected units in Timeline:&lt;br /&gt;
*Relocate ([[Shelter (Chimera)|Shelter]]) – if Temporal Shift is learned, an enemy affected by Relocate 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 (Chimera)|Terminal]] — affected enemy will be delayed for a few turns;&lt;br /&gt;
*Last Stand ([[Godmother (Chimera)|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 Hardcore 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 a mission item, then leaving them behind will automatically fail the mission. If an agent(s) was/were knocked out in the middle of the mission and there are still encounters remaining, you must replace them with android(s), which can be purchased at the free time in Supply section (the 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 to the one of their stats that must be removed by sending them to a training program. There is also a chance to receive a Scar if Agent was just gravely wounded (their health was dropped to 1).&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=100443</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=100443"/>
		<updated>2021-04-17T16:20:01Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* 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;
Before tactical combat begins, each encounter has a [[Breaching (Chimera)|Breaching]] Phase.&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. Put simply, there are no &amp;quot;team&amp;quot; turns. Instead, every single unit has its own &amp;quot;order number&amp;quot; in the line, alternating between XCOM and the enemy with each turn. Now, the &amp;quot;turn&amp;quot; means the turn of a single unit, while the period from the first turn 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&#039;positioning during the Breach Phase. However, some abilities will change the position of affected units in Timeline:&lt;br /&gt;
*Relocate ([[Shelter (Chimera)|Shelter]]) – if Temporal Shift is learned, an enemy affected by Relocate 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 (Chimera)|Terminal]] — affected enemy will be delayed for a few turns;&lt;br /&gt;
*Last Stand ([[Godmother (Chimera)|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 Hardcore 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 also a chance to receive a Scar if Agent was just gravely wounded (their health was dropped to 1).&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=97521</id>
		<title>Strategy (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=97521"/>
		<updated>2020-09-28T14:40:37Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Black Market */&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;
==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>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=97520</id>
		<title>Breaching (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=97520"/>
		<updated>2020-09-28T14:37:49Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &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 and only a limited number of agents can be assigned to a given breach point. 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 Charges or by Claymore;&lt;br /&gt;
*Security doors can be opened either by Auto-Keys or by Terminal and Patchwork;&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>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=97519</id>
		<title>Breaching (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=97519"/>
		<updated>2020-09-28T14:36:26Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* 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 and only a limited number of agents can be assigned to a given breach point. 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 Charges or by Claymore;&lt;br /&gt;
*Security doors can be opened either by Auto-Keys or by Terminal and Patchwork;&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>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=97518</id>
		<title>Breaching (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=97518"/>
		<updated>2020-09-28T14:35:40Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* 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 Charges or by Claymore;&lt;br /&gt;
*Security doors can be opened either by Auto-Keys or by Terminal and Patchwork;&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>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=97517</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=97517"/>
		<updated>2020-09-28T14:32:26Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &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. Put simply, there are no &amp;quot;team&amp;quot; turns. Instead, every single unit has its own &amp;quot;order number&amp;quot; in the line, alternating between XCOM and the enemy with each turn. 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. However, some abilities will change the position of affected units 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 Hardcore 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>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=97516</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=97516"/>
		<updated>2020-09-28T14:31:38Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* 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. Put simply, there are no &amp;quot;team&amp;quot; turns. Instead, every single unit has its own &amp;quot;order number&amp;quot; in the line, alternating between XCOM and the enemy with each turn. 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. However, some abilities will change the position of affected units 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 Hardcore 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>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=97515</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=97515"/>
		<updated>2020-09-28T14:30:27Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* 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. Put simply, there are no &amp;quot;team&amp;quot; turns. Instead, every single unit has its own &amp;quot;order number&amp;quot; in the line, alternating between XCOM and the enemy with each turn. 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. However, some abilities will change the position of affected units 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>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_(Chimera)&amp;diff=97514</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=97514"/>
		<updated>2020-09-28T14:28:30Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* 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. However, some abilities will change the position of affected units 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>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=City_Map_(Chimera)&amp;diff=96667</id>
		<title>City Map (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=City_Map_(Chimera)&amp;diff=96667"/>
		<updated>2020-08-31T21:00:33Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;City 31 is a former ADVENT city center that has been turned into the first beacon of coexistence between humanity and the species that once constituted the forces of the Elders. Humans, hybrids, and many different alien species call this city home. A short time after the war, City 31 hired the Shrike resistance cell to act as peacekeepers when it was a purely human population. When their former enemies were allowed sanctuary there, Shrike left the city. Some recent events of City 31 include the Bugtown Massacre, a massive attack by hostile Chryssalids later linked to the activities of Sacred Coil leader Bellus Mar that gave reason for the Reclamation Agency to recruit Axiom into its ranks, and the assassination of Mayor Nightingale, the catalyst for the conflict against such criminal factions as Gray Phoenix, Sacred Coil, and The Progeny.&lt;br /&gt;
&lt;br /&gt;
City 31 is known to manufacture androids, which exist to perform essential and menial labor. Companies like The Momentum Foundation work on these androids. &lt;br /&gt;
&lt;br /&gt;
The city itself is broken up into nine different districts including The Stacks, Downtown, Old Town, Angler&#039;s Point, Switchyard, The Fringe, Riverside, Renova Heights, and Highland Square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THE STACKS&lt;br /&gt;
&lt;br /&gt;
The Stacks make the building blocks for the new world, whether it&#039;s the terrocrete foam essential to rapid construction, the vertical farm enclosures for extraterrestrial crops, or the revolutionary androids made exclusively in City 31. &lt;br /&gt;
&lt;br /&gt;
Locals say that the best jobs are in the Stacks, working in manufacturing that &#039;makes a difference.&#039;  &lt;br /&gt;
&lt;br /&gt;
DOWNTOWN&lt;br /&gt;
&lt;br /&gt;
Filled with empty buildings and gigantic structures, Downtown is City 31&#039;s central business district. The skyway/walking paths allow for easy access. Famous structures like Shaper&#039;s Lane, Ascension Tower, and the Memorial Museum are present, as well as City Hall.&lt;br /&gt;
&lt;br /&gt;
The Starport is also located Downtown. &lt;br /&gt;
&lt;br /&gt;
OLD TOWN&lt;br /&gt;
&lt;br /&gt;
Old Town is mostly abandoned, with raw sewage in the streets. City 31&#039;s Tourism Council advises avoiding Old Town; sesrvices are expected to remain limited or nonexistent until 2044. &lt;br /&gt;
&lt;br /&gt;
ADVENT would regularly make raids into Old Town; sweeping up children for Project MNEMONIC LATHE to produce advanced psionic soldiers.  &lt;br /&gt;
&lt;br /&gt;
ANGLER&#039;S POINT&lt;br /&gt;
&lt;br /&gt;
Due to its geography, Angler&#039;s Point was the best part of the city during the ADVENT occupation. When food was short, one could catch dinner from the river. It felt open, even though the city wall was always visible. ADVENT patrols were rare, as it was too centrally located for The Resistance to attack it, as well. &lt;br /&gt;
&lt;br /&gt;
Home to an Andromedon Sanctuary, which, as of October 2039, had consistent sounds of weapons fire coming from within. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bugtown Massacre&amp;quot; occurred theere eduring the Occupation; an enormous number of chryssalids were unleeashed on the district, killing many of the inhabitants.  &lt;br /&gt;
&lt;br /&gt;
SWITCHYARD&lt;br /&gt;
&lt;br /&gt;
A major transport hub and train depot. Day and night, ADVENT trains crossed through the Switchyard during the war. &lt;br /&gt;
&lt;br /&gt;
THE FRINGE&lt;br /&gt;
&lt;br /&gt;
Many citizens were forcibly housed in cramped old world buildings in The Fringe. After the War, its refugees took the homes and residencees in the advanced and luxurious Highland Square district. Many ADVENT collaborators and troopers were, in turn, forced to live in The Fringe after peace treatiees freed them from detention camps. &lt;br /&gt;
&lt;br /&gt;
RIVERSIDE&lt;br /&gt;
&lt;br /&gt;
City 31&#039;s &amp;quot;Most Popular Distrcit&amp;quot; according to What&#039;s Fun, 31? and a former propoganda site. Riverside locals were supportive of ADVENT from early in the occupation. &lt;br /&gt;
&lt;br /&gt;
The district has been recently renovated. Riverboat dinner cruises, historic shops dating back to 2012, and over a dozen nightclubs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RENOVA HEIGHTS&lt;br /&gt;
&lt;br /&gt;
Formerly called &amp;quot;Shankville,&amp;quot; Renova Heights was outside the ADVENT security wall. After the war, the City Council leveld the place and built something new. In just two years, Renova was completely renovated. Integrateed vertical farms, essential services, and autonomously powered. It&#039;s the &amp;quot;crown jewel&amp;quot; of City 31. &lt;br /&gt;
&lt;br /&gt;
It&#039;s expensive to live there. &lt;br /&gt;
&lt;br /&gt;
HIGHLAND SQUARE&lt;br /&gt;
&lt;br /&gt;
Before the Occupation, The Square was full of shops &amp;quot;selling the kinds of thinks that don&#039;t matter anymore&amp;quot;. It was converted to housing during the Occupation.  ADVENT collaborators and troopeers lived in Highland Square, and after the War ended, many of the homes were vacated, their residents forced back into The Fringe. After the War, it was given a modern spin on the old idea, and is now filled with shops of Old World memorobilia, sectoid kibble, and various clothing lines. Most of the goods are all locally made.  The Square has access to both local and regional travel, home to high-speed rail and transport options.&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=City_Map_(Chimera)&amp;diff=96666</id>
		<title>City Map (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=City_Map_(Chimera)&amp;diff=96666"/>
		<updated>2020-08-31T20:51:56Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: Andromedons and Faceless are known to live there too, among others.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;City 31 is a former ADVENT city center that has been turned into the first beacon of coexistence between humanity and the species that once constituted the forces of the Elders. Humans, hybrids, and many different alien species call this city home. A short time after the war, City 31 hired the Shrike resistance cell to act as peacekeepers when it was a purely human population. When their former enemies were allowed sanctuary there, Shrike left the city. Some recent events of City 31 include the Bugtown Massacre, a massive attack by hostile Chryssalids later linked to the activities of Sacred Coil leader Bellus Mar that gave reason for the Reclamation Agency to recruit Axiom into its ranks, and the assassination of Mayor Nightingale, the catalyst for the conflict against such criminal factions as Gray Phoenix, Sacred Coil, and The Progeny.&lt;br /&gt;
&lt;br /&gt;
City 31 is known to manufacture android, which exist to perform essential and menial labor. Companies like The Momentum Foundation work on these androids. &lt;br /&gt;
&lt;br /&gt;
The city itself is broken up into nine different districts including The Stacks, Downtown, Old Town, Angler&#039;s Point, Switchyard, The Fringe, Riverside, Renova Heights, and Highland Square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THE STACKS&lt;br /&gt;
&lt;br /&gt;
The Stacks make the building blocks for the new world, whether it&#039;s the terrocrete foam essential to rapid construction, the vertical farm enclosures for extraterrestrial crops, or the revolutionary androids made exclusively in City 31. &lt;br /&gt;
&lt;br /&gt;
Locals say that the best jobs are in the Stacks, working in manufacturing that &#039;makes a difference.&#039;  &lt;br /&gt;
&lt;br /&gt;
DOWNTOWN&lt;br /&gt;
&lt;br /&gt;
Filled with empty buildings and gigantic structures, Downtown is City 31&#039;s central business district. The skyway/walking paths allow for easy access. Famous structures like Shaper&#039;s Lane, Ascension Tower, and the Memorial Museum are present, as well as City Hall.&lt;br /&gt;
&lt;br /&gt;
The Starport is also located Downtown. &lt;br /&gt;
&lt;br /&gt;
OLD TOWN&lt;br /&gt;
&lt;br /&gt;
Old Town is mostly abandoned, with raw sewage in the streets. City 31&#039;s Tourism Council advises avoiding Old Town; sesrvices are expected to remain limited or nonexistent until 2044. &lt;br /&gt;
&lt;br /&gt;
ADVENT would regularly make raids into Old Town; sweeping up children for Project MNEMONIC LATHE to produce advanced psionic soldiers.  &lt;br /&gt;
&lt;br /&gt;
ANGLER&#039;S POINT&lt;br /&gt;
&lt;br /&gt;
Due to its geography, Angler&#039;s Point was the best part of the city during the ADVENT occupation. When food was short, one could catch dinner from the river. It felt open, even though the city wall was always visible. ADVENT patrols were rare, as it was too centrally located for The Resistance to attack it, as well. &lt;br /&gt;
&lt;br /&gt;
Home to an Andromedon Sanctuary, which, as of October 2039, had consistent sounds of weapons fire coming from within. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bugtown Massacre&amp;quot; occurred theere eduring the Occupation; an enormous number of chryssalids were unleeashed on the district, killing many of the inhabitants.  &lt;br /&gt;
&lt;br /&gt;
SWITCHYARD&lt;br /&gt;
&lt;br /&gt;
A major transport hub and train depot. Day and night, ADVENT trains crossed through the Switchyard during the war. &lt;br /&gt;
&lt;br /&gt;
THE FRINGE&lt;br /&gt;
&lt;br /&gt;
Many citizens were forcibly housed in cramped old world buildings in The Fringe. After the War, its refugees took the homes and residencees in the advanced and luxurious Highland Square district. Many ADVENT collaborators and troopers were, in turn, forced to live in The Fringe after peace treatiees freed them from detention camps. &lt;br /&gt;
&lt;br /&gt;
RIVERSIDE&lt;br /&gt;
&lt;br /&gt;
City 31&#039;s &amp;quot;Most Popular Distrcit&amp;quot; according to What&#039;s Fun, 31? and a former propoganda site. Riverside locals were supportive of ADVENT from early in the occupation. &lt;br /&gt;
&lt;br /&gt;
The district has been recently renovated. Riverboat dinner cruises, historic shops dating back to 2012, and over a dozen nightclubs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RENOVA HEIGHTS&lt;br /&gt;
&lt;br /&gt;
Formerly called &amp;quot;Shankville,&amp;quot; Renova Heights was outside the ADVENT security wall. After the war, the City Council leveld the place and built something new. In just two years, Renova was completely renovated. Integrateed vertical farms, essential services, and autonomously powered. It&#039;s the &amp;quot;crown jewel&amp;quot; of City 31. &lt;br /&gt;
&lt;br /&gt;
It&#039;s expensive to live there. &lt;br /&gt;
&lt;br /&gt;
HIGHLAND SQUARE&lt;br /&gt;
&lt;br /&gt;
Before the Occupation, The Square was full of shops &amp;quot;selling the kinds of thinks that don&#039;t matter anymore&amp;quot;. It was converted to housing during the Occupation.  ADVENT collaborators and troopeers lived in Highland Square, and after the War ended, many of the homes were vacated, their residents forced back into The Fringe. After the War, it was given a modern spin on the old idea, and is now filled with shops of Old World memorobilia, sectoid kibble, and various clothing lines. Most of the goods are all locally made.  The Square has access to both local and regional travel, home to high-speed rail and transport options.&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=92304</id>
		<title>Terminal (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=92304"/>
		<updated>2020-07-13T05:03:20Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91799</id>
		<title>Avatar (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91799"/>
		<updated>2020-07-10T14:19:13Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = Avatar&lt;br /&gt;
|image      = [[File:XCOM2AvatarTransparent.png|140px| XCom 2 Avatar transparent|175px|right]] &lt;br /&gt;
|aim        =85/85/85/85 &lt;br /&gt;
|critchance =10/20/20/20 &lt;br /&gt;
|defense    =0/10/15/15 &lt;br /&gt;
|health     = 25/25/30/35&lt;br /&gt;
|armor      = 0/2/3/4&lt;br /&gt;
|mobility   =15/15/16/16 &lt;br /&gt;
|will       =150/200/200/200 &lt;br /&gt;
|weapon     = Psionic Repeater (9-10 damage), Avatar Psi Amp&lt;br /&gt;
|abilities  =  Psi Fortress, Null Lance, Dimensional Rift, Mind Control, Teleport, Avatar Regeneration&lt;br /&gt;
|dodge = 25/25/25/25|psi = 100/200/200/200|immunities = [[Disoriented]], [[Stunned]], Panic, Mind Control}}&lt;br /&gt;
&lt;br /&gt;
The Elders&#039; own bodies have degenerated to a substantial degree. The goal of the ADVENT/Alien Avatar project is the perfection of this entity - a new perfect body for an Ethereal to inhabit, with high psionic ability, speed and agility, and a blank slate with no existing mind to interfere with the Ethereal&#039;s control. Not only would this allow the Elders to escape their atrophying bodies, it would also amplify their psionic powers to a degree that would make them unstoppable. While the Avatars fought in-game are mere prototypes, they are no less dangerous for it. &lt;br /&gt;
&lt;br /&gt;
Physically, it actually resembles your own Psionic soldiers, save for a shock of wild, gravity-defying white hair, a detail-obscuring faceplate, and its own unique Psionic Repeater rifle. In actuality, it is a hybrid creature: the result of rendering down countless human beings, especially those with psionic potential, into genetic soup, then adding alien and Elder DNA. The ghostly form of the Ethereal inhabiting the Avatar&#039;s body can be seen behind it. &lt;br /&gt;
&lt;br /&gt;
Like the Codex, it is capable of teleportation, and will do so after every time it takes damage. Fortunately, it is not capable of cloning itself. It makes up for this by having a much heftier health pool and innate health regeneration. it does have a tendency of staying close with it&#039;s reactive teleports, sometimes giving you a chance to move in for a high-damage flank with other soldiers. It has the Dimensional Rift ability and Null Lance to inflict direct AoE damage, as well as Mind Control. Avatars are immune to Disorient, so their Mind Control is hard to break - you may want to bring a Solace Psi Operative along when you&#039;re expecting to face one.&lt;br /&gt;
&lt;br /&gt;
Your first encounter with this being will be after you&#039;re prompted to Skulljack a living Codex: much like how you encountered the first Codex after Skulljacking an ADVENT Officer, the Avatar will appear in response to this latest objective (and like the Codex &#039;brain&#039;, even if the mission ends with an evac, you recover the corpse automatically). Fortunately, this will be the only &#039;random&#039; encounter with it.&lt;br /&gt;
&lt;br /&gt;
The only other time you&#039;ll encounter enemy Avatars in the campaign is in the final room of the [[Storyline Missions (XCOM2)#Alien Fortress|final mission]]. Three alien Avatars will attack you, and defeating them completes the game. In the final mission, you also control an Avatar of your own, inhabited by you, the Commander. This Avatar must survive to the end of the mission. &lt;br /&gt;
&lt;br /&gt;
Multiple Avatars will also appear in the final missions of each of the Tactical Legacy Pack&#039;s mission sets. &lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;br /&gt;
[[Category:Enemies (XCOM 2)]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91797</id>
		<title>Avatar (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91797"/>
		<updated>2020-07-10T14:17:38Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = Avatar&lt;br /&gt;
|image      = [[File:XCOM2AvatarTransparent.png|140px| XCom 2 Avatar transparent|175px|right]] &lt;br /&gt;
|aim        =85/85/85/85 &lt;br /&gt;
|critchance =10/20/20/20 &lt;br /&gt;
|defense    =0/10/15/15 &lt;br /&gt;
|health     = 25/25/30/35&lt;br /&gt;
|armor      = 0/2/3/4&lt;br /&gt;
|mobility   =15/15/16/16 &lt;br /&gt;
|will       =150/200/200/200 &lt;br /&gt;
|weapon     = Psionic Repeater (9-10 damage), Avatar Psi Amp&lt;br /&gt;
|abilities  =  Psi Fortress, Null Lance, Dimensional Rift, Mind Control, Teleport, Avatar Regeneration&lt;br /&gt;
|dodge = 25/25/25/25|psi = 100/200/200/200|immunities = [[Disoriented]], [[Stunned]], Panic, Mind Control}}&lt;br /&gt;
&lt;br /&gt;
The Elders&#039; own bodies have degenerated to a substantial degree. The goal of the ADVENT/Alien Avatar project is the perfection of this entity - a new perfect body for an Ethereal to inhabit, with high psionic ability, speed and agility, and a blank slate with no existing mind to interfere with the Ethereal&#039;s control. Not only would this allow the Elders to escape their atrophying bodies, it would also amplify their psionic powers to a degree that would make them unstoppable. While the Avatars fought in-game are mere prototypes, they are no less dangerous for it. &lt;br /&gt;
&lt;br /&gt;
Physically, it actually resembles your own Psionic soldiers, save for a shock of wild, gravity-defying white hair, a detail-obscuring faceplate, and its own unique Psionic Repeater rifle. In actuality, it is a hybrid creature: the result of rendering down countless human beings, especially those with psionic potential, into genetic soup, then adding alien and Elder DNA. The ghostly form of the Ethereal inhabiting the Avatar&#039;s body can be seen behind it. &lt;br /&gt;
&lt;br /&gt;
Like the Codex, it is capable of teleportation, and will do so after every time it takes damage. Fortunately, it is not capable of cloning itself. It makes up for this by having a much heftier health pool and innate health regeneration. it does have a tendency of staying close with it&#039;s reactive teleports, sometimes giving you a chance to move in for a high-damage flank with other soldiers. It has the Dimensional Rift ability and Null Lance to inflict direct AoE damage, as well as Mind Control. Avatars are immune to Disorient, so their Mind Control is hard to break - you may want to bring a Solace Psi Operative along when you&#039;re expecting to face one.&lt;br /&gt;
&lt;br /&gt;
Your first encounter with this being will be after you&#039;re prompted to Skulljack a living Codex: much like how you encountered the first Codex after Skulljacking an ADVENT Officer, the Avatar will appear in response to this latest objective (and like the Codex &#039;brain&#039;, even if the mission ends with an evac, you recover the corpse automatically). Fortunately, this will be the only &#039;random&#039; encounter with it.&lt;br /&gt;
&lt;br /&gt;
The only other time you&#039;ll encounter enemy Avatars in the campaign is in the final room of the [[Storyline Missions (XCOM2)#Alien Fortress|final mission]]. Three alien Avatars will attack you, and defeating them completes the game. In the final mission, you also control an Avatar of your own, inhabited by you, the Commander. This Avatar must survive to the end of the mission. &lt;br /&gt;
&lt;br /&gt;
Multiple Avatars will also appear in the final missions of each of the Tactical Legacy Pack&#039;s mission sets. &lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91796</id>
		<title>Avatar (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91796"/>
		<updated>2020-07-10T14:16:12Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = Avatar&lt;br /&gt;
|image      = [[File:XCOM2AvatarTransparent.png|140px| XCom 2 Avatar transparent|175px|right]] &lt;br /&gt;
|aim        =85/85/85/85 &lt;br /&gt;
|critchance =10/20/20/20 &lt;br /&gt;
|defense    =0/10/15/15 &lt;br /&gt;
|health     = 25/25/30/35&lt;br /&gt;
|armor      = 0/2/3/4&lt;br /&gt;
|mobility   =15/15/16/16 &lt;br /&gt;
|will       =150/200/200/200 &lt;br /&gt;
|weapon     = Psionic Repeater (9-10 damage), Avatar Psi Amp&lt;br /&gt;
|abilities  =  Psi Fortress, Null Lance, Dimensional Rift, Mind Control, Teleport, Avatar Regeneration&lt;br /&gt;
|dodge = 25/25/25/25|psi = 100/200/200/200|immunities = [[Disoriented]], [[Stunned]], Panic, Mind Control}}&lt;br /&gt;
&lt;br /&gt;
The Elders&#039; own bodies have degenerated to a substantial degree. The goal of the ADVENT/Alien Avatar project is the perfection of this entity - a new perfect body for an Ethereal to inhabit, with high psionic ability, speed and agility, and a blank slate with no existing mind to interfere with the Ethereal&#039;s control. Not only would this allow the Elders to escape their atrophying bodies, it would also amplify their psionic powers to a degree that would make them unstoppable. While the Avatars fought in-game are mere prototypes, they are no less dangerous for it. &lt;br /&gt;
&lt;br /&gt;
Physically, it actually resembles your own Psionic soldiers, save for a shock of wild, gravity-defying white hair, a detail-obscuring faceplate, and its own unique Psionic Repeater rifle. In actuality, it is a hybrid creature: the result of rendering down countless human beings, especially those with psionic potential, into genetic soup, then adding alien and Elder DNA. The ghostly form of the Ethereal inhabiting the Avatar&#039;s body can be seen behind it. &lt;br /&gt;
&lt;br /&gt;
Like the Codex, it is capable of teleportation, and will do so after every time it takes damage. Fortunately, it is not capable of cloning itself. It makes up for this by having a much heftier health pool and innate health regeneration. it does have a tendency of staying close with it&#039;s reactive teleports, sometimes giving you a chance to move in for a high-damage flank with other soldiers. It has the Dimensional Rift ability and Null Lance to inflict direct damage, as well as Mind Control. Avatars are immune to Disorient, so their Mind Control is hard to break - you may want to bring a Solace Psi Operative along when you&#039;re expecting to face one.&lt;br /&gt;
&lt;br /&gt;
Your first encounter with this being will be after you&#039;re prompted to Skulljack a living Codex: much like how you encountered the first Codex after Skulljacking an ADVENT Officer, the Avatar will appear in response to this latest objective (and like the Codex &#039;brain&#039;, even if the mission ends with an evac, you recover the corpse automatically). Fortunately, this will be the only &#039;random&#039; encounter with it.&lt;br /&gt;
&lt;br /&gt;
The only other time you&#039;ll encounter enemy Avatars in the campaign is in the final room of the [[Storyline Missions (XCOM2)#Alien Fortress|final mission]]. Three alien Avatars will attack you, and defeating them completes the game. In the final mission, you also control an Avatar of your own, inhabited by you, the Commander. This Avatar must survive to the end of the mission. &lt;br /&gt;
&lt;br /&gt;
Multiple Avatars will also appear in the final missions of each of the Tactical Legacy Pack&#039;s mission sets. &lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91795</id>
		<title>Avatar (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91795"/>
		<updated>2020-07-10T14:15:56Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = Avatar&lt;br /&gt;
|image      = [[File:XCOM2AvatarTransparent.png|140px| XCom 2 Avatar transparent|175px|right]] &lt;br /&gt;
|aim        =85/85/85/85 &lt;br /&gt;
|critchance =10/20/20/20 &lt;br /&gt;
|defense    =0/10/15/15 &lt;br /&gt;
|health     = 25/25/30/35&lt;br /&gt;
|armor      = 0/2/3/4&lt;br /&gt;
|mobility   =15/15/16/16 &lt;br /&gt;
|will       =150/200/200/200 &lt;br /&gt;
|weapon     = Psionic Repeater (9-10 damage), Avatar Psi Amp&lt;br /&gt;
|abilities  =  Psi Fortress, Null Lance, Dimensional Rift, Mind Control, Teleport, Avatar Regeneration&lt;br /&gt;
|dodge = 25/25/25/25|psi = 100/200/200/200|immunities = [[Disoriented]], [[Stunned]], Panic, Mind Control}}&lt;br /&gt;
&lt;br /&gt;
The Elders&#039; own bodies have degenerated to a substantial degree. The goal of the ADVENT/Alien Avatar project is the perfection of this entity - a new perfect body for an Ethereal to inhabit, with high psionic ability, speed and agility, and a blank slate with no existing mind to interfere with the Ethereal&#039;s control. Not only would this allow the Elders to escape their atrophying bodies, it would also amplify their psionic powers to a degree that would make them unstoppable. While the Avatars fought in-game are mere prototypes, they are no less dangerous for it. &lt;br /&gt;
&lt;br /&gt;
Physically, it actually resembles your own Psionic soldiers, save for a shock of wild, gravity-defying white hair, and a detail-obscuring faceplate, and its own unique Psionic Repeater rifle. In actuality, it is a hybrid creature: the result of rendering down countless human beings, especially those with psionic potential, into genetic soup, then adding alien and Elder DNA. The ghostly form of the Ethereal inhabiting the Avatar&#039;s body can be seen behind it. &lt;br /&gt;
&lt;br /&gt;
Like the Codex, it is capable of teleportation, and will do so after every time it takes damage. Fortunately, it is not capable of cloning itself. It makes up for this by having a much heftier health pool and innate health regeneration. it does have a tendency of staying close with it&#039;s reactive teleports, sometimes giving you a chance to move in for a high-damage flank with other soldiers. It has the Dimensional Rift ability and Null Lance to inflict direct damage, as well as Mind Control. Avatars are immune to Disorient, so their Mind Control is hard to break - you may want to bring a Solace Psi Operative along when you&#039;re expecting to face one.&lt;br /&gt;
&lt;br /&gt;
Your first encounter with this being will be after you&#039;re prompted to Skulljack a living Codex: much like how you encountered the first Codex after Skulljacking an ADVENT Officer, the Avatar will appear in response to this latest objective (and like the Codex &#039;brain&#039;, even if the mission ends with an evac, you recover the corpse automatically). Fortunately, this will be the only &#039;random&#039; encounter with it.&lt;br /&gt;
&lt;br /&gt;
The only other time you&#039;ll encounter enemy Avatars in the campaign is in the final room of the [[Storyline Missions (XCOM2)#Alien Fortress|final mission]]. Three alien Avatars will attack you, and defeating them completes the game. In the final mission, you also control an Avatar of your own, inhabited by you, the Commander. This Avatar must survive to the end of the mission. &lt;br /&gt;
&lt;br /&gt;
Multiple Avatars will also appear in the final missions of each of the Tactical Legacy Pack&#039;s mission sets. &lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cult_of_Sirius&amp;diff=91661</id>
		<title>Cult of Sirius</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cult_of_Sirius&amp;diff=91661"/>
		<updated>2020-07-06T02:29:02Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: Trivia is incorrect- ADVENT is an arm of the alien force, not an independent organization (despite its claims to the contrary).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_sirius_pedia.png|Cult of Sirius UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_sirius_icon.png|left|50 px|]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot; This bizarre cult has whipped up a religious frenzy following the appearance of the [[Dimensional Gates|Dimensional Gates]].  The cult has long believed in redemption of the human race by a superior Alien race.  They believe the UFOs and Aliens to be harmless and are rapidly gaining credibility and recruits from the general populations.  This represents a considerable threat to [[X-COM (Apocalypse)|X-COM]] because the cultists will do anything to assist the Aliens in their purpose, whatever that might be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
The Cult of Sirius do not provide any services to X-COM. At the beginning of the game they will issue absurd demands for &amp;quot;compensation&amp;quot; for X-COM&#039;s anti-Alien activities, but they will give up on this fairly quickly. After that, the only time X-COM will encounter the Cult is if either organisation raids the other&#039;s buildings.&lt;br /&gt;
&lt;br /&gt;
Note that despite their hostility to X-COM, the Cult of Sirius is overall a fairly peaceful movement and will only rarely [[Base Defense (Apocalypse)|attack X-COM bases]]. However, they will become far more aggressive if infiltrated by the aliens, and the Cult can be infiltrated very easily (they will not report aliens in their temples, and infiltration happens twice as fast as normal).&lt;br /&gt;
&lt;br /&gt;
=== Buildings Owned ===&lt;br /&gt;
*[[Temple of Sirius (Apocalypse)|Temple of Sirius]]&lt;br /&gt;
&lt;br /&gt;
=== Initial Attitude ===&lt;br /&gt;
&lt;br /&gt;
==== Friendly/Allied To====&lt;br /&gt;
*[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]]&lt;br /&gt;
&lt;br /&gt;
==== Unfriendly/Hostile To====&lt;br /&gt;
* [[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Organizations]]&lt;br /&gt;
* [[Relations (Apocalypse)|Relations]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Organizations Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Organizations]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Infiltration_(Apocalypse)&amp;diff=91660</id>
		<title>Alien Infiltration (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Infiltration_(Apocalypse)&amp;diff=91660"/>
		<updated>2020-07-06T02:24:51Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Alien Infiltration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alien Infiltration==&lt;br /&gt;
&lt;br /&gt;
[[Image:Landing1.gif|frame|right|[[Alien Scout Ship (Apocalypse)|Scout Ship]] conducting an infiltration mission into a building.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_infiltration.png|frame|left|Animation frame of a [[Alien Transporter (Apocalypse)|Transporter]] dropping aliens]]&lt;br /&gt;
&lt;br /&gt;
Alien Infiltration occurs when the [[Aliens (Apocalypse)|aliens]] directly deploy alien life forms into buildings. Aliens will then spread through the [[Organizations|organization]] that owns the [[Buildings (Apocalypse)|building]] and other buildings next to the original one (thus infiltrating other organizations). If left unchecked it will progress as time goes by. When infiltration crosses a threshold (above 50%) the organization may fall under alien control and turn hostile to [[X-COM (Apocalypse)|X-COM]].&lt;br /&gt;
&lt;br /&gt;
It is possible to see the UFO deploying the aliens on [[Cityscape (Apocalypse)#Cityscape Screen|Cityscape Screen]] when using the [[Cityscape (Apocalypse)#Isometric Map View|Isometric Map View]]) (it hovers above a building and uses a grey tube, as shown in the image).&lt;br /&gt;
&lt;br /&gt;
This alien tactic can be stopped by shooting down the UFOs or by conducting an early search on the  building without waiting for the alien alert. It is better to kill the infiltration right at its source before it can spread to nearby buildings, which will be the case if X-COM chooses to wait until alerts are generated.&lt;br /&gt;
&lt;br /&gt;
The effectiveness and speed of alien infiltration are affected by several factors, including the type of building, the organization owning said building, and the actual aliens which are involved.&lt;br /&gt;
&lt;br /&gt;
====Building infiltration potential====&lt;br /&gt;
&lt;br /&gt;
{|  {{StdCenterTable}} width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building&lt;br /&gt;
! style=&amp;quot;width: 100pt|Infiltration Potential&lt;br /&gt;
|-&lt;br /&gt;
| [[People_Tube_(Apocalypse)|People Tube]], [[Road_(Apocalypse)|Road]]&lt;br /&gt;
| None&lt;br /&gt;
|-  &lt;br /&gt;
| [[Appliances_Factory_(Apocalypse)|Appliances Factory]], [[Arms_Factory_(Apocalypse)|Arms Factory]], [[Astrodome_(Apocalypse)|Astrodome]], [[Car_Factory_(Apocalypse)|Car Factory]], [[Construction_Factory_(Apocalypse)|Construction Factory]], [[Flyer_Factory_(Apocalypse)|Flyer Factory]], [[Hydro-Farm_(Apocalypse)|Hydro-Farm]], [[Large_Flyer_Factory_(Apocalypse)|Large Flyer Factory]], [[Power_Station_(Apocalypse)|Power Station]], [[Recyclotorium_(Apocalypse)|Recyclotorium]], [[Rescue_Station_(Apocalypse)|Rescue Station]], [[Robot_Factory_(Apocalypse)|Robot Factory]], [[Sewage_Works_(Apocalypse)|Sewage Works]], [[Slums_(Apocalypse)|Slums]], [[Water_Purifier_(Apocalypse)|Water Purifier]], [[Warehouse_(Apocalypse)|Warehouse]]&lt;br /&gt;
| Low&lt;br /&gt;
|-&lt;br /&gt;
| [[Apartments_(Apocalypse)|Apartments]], [[Hospital_(Apocalypse)|Hospital]], [[Luxury_Apartments_(Apocalypse)|Luxury Apartments]],  [[Offices_(Apocalypse)|Offices]], [[Police_Station_(Apocalypse)|Police Station]], [[Procreation_Park_(Apocalypse)|Procreation Park]], [[School_(Apocalypse)|School]],  [[Sensodrome_(Apocalypse)|Sensodrome]], [[Shopping_Mall_(Apocalypse)|Shopping Mall]], [[Space_Port_(Apocalypse)|Space Port]], [[Temple_of_Sirius_(Apocalypse)|Temple of Sirius]]&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporate_HQ_(Apocalypse)|Corporate HQ]]&lt;br /&gt;
| High&lt;br /&gt;
|- &lt;br /&gt;
| [[Senate (Apocalypse)|Senate]] &lt;br /&gt;
| Very High&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Organization infiltration speed====&lt;br /&gt;
&lt;br /&gt;
{|  {{StdCenterTable}} width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Organization&lt;br /&gt;
! style=&amp;quot;width: 100pt|Infiltration Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[S.E.L.F.]], [[X-COM_(Apocalypse)|X-COM]]&lt;br /&gt;
| 0%*&lt;br /&gt;
|-  &lt;br /&gt;
| [[Government]], [[Mutant Alliance]]&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberweb]], [[Energen]], [[Evonet]], [[General Metro]], [[Grav Ball League]], [[Lifetree]], [[Marsec]], [[Megapol]], [[Nanotech]], [[Nutrivend]], [[Sanctuary Clinic]], [[Sensovision]], [[Solmine]], [[Superdynamics]], [[Synthemesh]], [[Transtellar]]&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Diablo]], [[Extropians]], [[Osiron]], [[Psyke]], [[Technocrats]]&lt;br /&gt;
| 150%&lt;br /&gt;
|- &lt;br /&gt;
| [[Cult of Sirius]]&lt;br /&gt;
| 200%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;These organizations are completely immune to infiltration.&lt;br /&gt;
&lt;br /&gt;
====Alien infiltration weight====&lt;br /&gt;
&lt;br /&gt;
{|  {{StdCenterTable}} width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alien&lt;br /&gt;
! style=&amp;quot;width: 100pt|Infiltration Weight&lt;br /&gt;
|-&lt;br /&gt;
| [[Chrysalis (Apocalypse)|Chrysalis]], [[Multiworm Egg (Apocalypse)|Multiworm Egg]]&lt;br /&gt;
| 0&lt;br /&gt;
|-   &lt;br /&gt;
| [[Brainsucker (Apocalypse)|Brainsucker]], [[Hyperworm (Apocalypse)|Hyperworm]], [[Megaspawn (Apocalypse)|Megaspawn]]*, [[Multiworm (Apocalypse)|Multiworm]], [[Popper (Apocalypse)|Popper]], [[Queenspawn (Apocalypse)|Queenspawn]]*&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| [[Anthropod (Apocalypse)|Anthropod]], [[Micronoid Aggregate (Apocalypse)|Micronoid Aggregate]]*, [[Skeletoid (Apocalypse)|Skeletoid]], [[Spitter (Apocalypse)|Spitter]]&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
| [[Psimorph (Apocalypse)|Psimorph]]*&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;These aliens are not normally deployed for infiltration missions.&lt;br /&gt;
&lt;br /&gt;
==Alien Subversion==&lt;br /&gt;
[[Image:Apoc_subversion.png|frame|right|[[Alien Bomber (Apocalypse)|Bomber]] conducting a subversion mission over an organization&#039;s building.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_subversion_bomber.png|frame|left|Animation frame of [[Alien Transporter (Apocalypse)|Transporter]] during the attack]]&lt;br /&gt;
&lt;br /&gt;
Subversion can turn immediately the organization to the alien&#039;s side, depending on luck. It will done by UFOs hovering above a building and dropping a blue &#039;rain&#039; over its target (again visible with Isometric Map View).&lt;br /&gt;
&lt;br /&gt;
The only way for X-COM to stop this method is to shoot down any UFOs before they are able to finish their actions over the buildings, which implies a quick response time to any UFO incursions. However, since these incursions are made with fast UFOs and the location of the [[Dimension Gates]] is changed without notice this can lead to gaps on X-COM&#039;s aerial coverage of the city that will limit response times to this attack and allow the UFOs to perform their missions. &lt;br /&gt;
 &lt;br /&gt;
Thus, the only permanent solution to these subversion missions is to completely destroy the alien fleet of UFOs at the [[Alien Dimension (Apocalypse)|Alien Dimension]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
* [[Alien Ship Combat (Apocalypse)|Alien Ship Combat]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Factions_(Chimera)&amp;diff=91654</id>
		<title>Factions (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Factions_(Chimera)&amp;diff=91654"/>
		<updated>2020-07-05T15:32:32Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Shrike (SPOILERS) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reclamation has identified three major criminal organizations active in City 31. All are suspected to have the means and motives to have Mayor Nightingale assassinated, and it is up to Chimera Squad to stop their plans and discover the truth behind the mayor&#039;s murder. &lt;br /&gt;
&lt;br /&gt;
==The Progeny==&lt;br /&gt;
The Progeny are a network of human psionicists, backed up by brainwashed alien and hybrid Thralls who provide muscle. They envision a wholly psionic future for City 31, one that they will force upon it if necessary. To fund their schemes, they mind-control citizens into giving up their valuables and then erase their memories of the experience to cover their tracks. &lt;br /&gt;
&lt;br /&gt;
Flashbangs and Burning are highly effective to disable their psionic abilities, but their psionics still carry pistols, so don&#039;t expect them to be helpless after a Flash Bomb- especially since they are immune to Weapon Disable. &lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*[[Thrall]]: A mind-controlled hybrid with a shotgun, used solely as cannon fodder and as targets for Subservience.  &lt;br /&gt;
*[[Acolyte]]: The basic Progeny psionic soldier. In addition to their pistols, they can use Soulfire to inflict armor-ignoring damage and Psionic Suplex to lift an agent out of cover, slamming them to the ground on the next turn to inflict damage. They resist most psionic effects. &lt;br /&gt;
*[[Brute]]: A mind-controlled Muton that can stun enemies in melee. After moving or shooting, it can enter Melee Stance to attack nearby enemies as a free action. When damaged, it triggers Bloodlust to move  towards the attacker. &lt;br /&gt;
*[[Resonant]]: A mind-controlled Sectoid with an assault rifle and supportive psionic abilities. Soul Siphon causes the Resonant to damage itself in order to heal a nearby ally, and and Psi Domain enhances the attack power of all Progeny psionic attacks. If killed, they release a psionic burst that makes nearby agents panic. &lt;br /&gt;
*[[Codex (Chimera)|Codex]]: Similar to its XCOM2 appearance, retaining its ability to teleport and/or clone itself when damaged along with Psionic Bomb. Stunning, disorientation, and [[Torque (Chimera)|Torque]]&#039;s Bind can all prevent it from using its abilities. &lt;br /&gt;
*[[Archon (Chimera)|Archon]]: Similar to its XCOM2 appearance, though it should be noted that Burnout (formerly Blazing Pinions) now works indoors. Burnout targets the position of three of your agents, but can be cancelled by stunning the Archon before the next turn begins. A damaged Archon will use Battle Frenzy as a free action to move and potentially perform a melee attack. &lt;br /&gt;
*[[Sorcerer]]: Elite human psionicists that can teleport and are immune to all mental effects (including disorientation and stuns). They can use Tyranny to grant an ally an extra action, and their Subservience ability transfers all damage that the Sorcerer takes to a chosen ally. Offensively, they can damage multiple agents at once with Force Lance and heal themselves with Writhe. &lt;br /&gt;
*[[Violet]]: The Progeny&#039;s leader, a byproduct of a forgotten ADVENT experiment gone horribly wrong that gained the ability to awaken psionic powers in others but was driven insane in the process. She can use all of the Sorcerer&#039;s abilities, and is also immune to Bind and Tongue Pull. She will automatically teleport when hit.&lt;br /&gt;
&lt;br /&gt;
==[[Gray Phoenix]]==&lt;br /&gt;
Gray Phoenix are a medley of alien scavengers, fielding primarily Mutons backed up by Viper skirmishers and Sectoids for psionic support. While their goals are unclear, they have recently been stockpiling large quantities of Elerium and contraband weaponry to a degree that puts them under Reclamation&#039;s jurisdiction.  &lt;br /&gt;
&lt;br /&gt;
They are dangerous in close quarters, especially when deploying Faceless and Berserkers.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*[[Legionnaire]]: A basic Muton soldier with a shotgun. Their Demolition ability deals no damage but is guaranteed to destroy cover. &lt;br /&gt;
*[[Adder]]: A Viper skirmisher. It gains a significant bonus to Dodge and Mobility as a free action after moving or attacking, and has a poisonous melee attack. &lt;br /&gt;
*[[Python]]: A Viper that specializes in the use of Tongue Pull and Bind. &lt;br /&gt;
*[[Paladin (Chimera)|Paladin]]: A Sectoid with supportive psionic abilities. It can mind link with allies to grant them bonuses to Aim and HP, but killing the Paladin will also kill whoever it has mind linked with. &lt;br /&gt;
*[[Dominator]]: An offensively focused Sectoid psionicist that can stun or mind control agents. &lt;br /&gt;
*[[Faceless (Chimera)|Faceless]]: The Faceless no longer disguise themselves, but retain their HP regeneration and sweeping melee strikes. &lt;br /&gt;
*[[Berserker (Chimera)|Berserker]]: Similar to its XCOM2 appearance and can now disorient with its melee attacks in addition to stunning targets or knocking them unconscious. May go Berserk if damaged, causing them to attack the nearest available target even if that target is an ally. &lt;br /&gt;
*[[Sectopod (Chimera)|Sectopod]]: Virtually identical to its XCOM2 appearance.&lt;br /&gt;
*[[Praetorian]]: An elite Muton soldier with heavy armor who can boost its allies&#039; armor once per battle; its armor level also gets passively buffed each time it is attacked (by +1 per stack until the end of the turn). Its melee attacks can stun or disorient, and it can challenge an agent to a Duel to guarantee its attacks will never miss that agent. However, the challenged agent will also be guaranteed to hit the Praetorian.&lt;br /&gt;
*[[Crew Chief Yarvo]]: Co-leader of Gray Phoenix, responsible for its ground operations. An enhanced Praetorian.&lt;br /&gt;
&lt;br /&gt;
==[[Sacred Coil]]==&lt;br /&gt;
Sacred Coil is an Elder-worshipping cult, founded by former high-ranking ADVENT officers. By taking advantage of The Fade, an incurable wasting disease that only affects hybrids, they play to the bitterness and resentment of those who benefitted from ADVENT&#039;s rule and claim that those who fight X-COM will receive salvation and a cure for the disease. &lt;br /&gt;
&lt;br /&gt;
Sacred Coil fields hybrid soldiers of varying sorts with a great deal of mechanised support. They notably lack psionic support, though they compensate by fielding Chryssalids and Andromedons.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*[[Commando]]: The basic Sacred Coil soldier, equipped with a smoke grenade it will use to protect itself.&lt;br /&gt;
*[[Purifier (Chimera)|Purifier]]: A flamethrower-equipped soldier that will try to burn agents and terrain. Once per mission, it can throw an incendiary bomb that sets a 3x3 area ablaze. It is immune to fire, acid, poison, and all grenade effects. &lt;br /&gt;
*[[Android (Chimera)|Android]]: An android soldier, similar to the ones that Chimera Squad can deploy. It can self-destruct at will to deal damage in a 2-square radius, and will also do so if killed.&lt;br /&gt;
*[[Guardian]]: A soldier armed with a pistol and shield, similar to an ADVENT Shieldbearer. They can provide a shield to nearby allies that acts like a pool of temporary HP; killing the Guardian will not remove the shields it has already granted. &lt;br /&gt;
*[[Turret (Chimera)|Turret]]: Similar to the ADVENT Turret, but can only shoot once per turn. However, it can use Holo Targeting to buff its allies&#039; Aim and can use Overwatch. &lt;br /&gt;
*[[Chryssalid (Chimera)|Chryssalid]]: The flooring and pavement in City 31 is too tough for Chryssalids to burrow through, but they are otherwise similar to how they behaved in XCOM2. They will prioritize attacking civilians to create cocoons, which will spawn weaker Neonate Chryssalids until destroyed. &lt;br /&gt;
*[[MEC (Chimera)|MEC]]: Similar to its XCOM2 appearance. In addition to Micro Missiles, MECs can use Pin Down to delay an agent&#039;s actions on the Timeline. &lt;br /&gt;
*[[Andromedon (Chimera)|Andromedon]]: Unchanged from its XCOM2 version. Notably, Axiom&#039;s melee attacks can knock it unconscious, preventing the suit from reactivating. &lt;br /&gt;
*[[Ronin]]: A fast hybrid soldier specialized in melee combat, somewhat like an ADVENT Stun Lancer. Tempo Surge grants it two bonus actions, and Lightning Reflexes protects it from Overwatch attacks. Its melee strikes have a chance to rupture, root, or disable weapons, and if it hits Bend the Reed will allow it to make a free move action. Finally, it can use Melee Stance to gain free attacks against approaching agents. &lt;br /&gt;
*[[Gatekeeper (Chimera)|Gatekeeper]]: Unchanged from XCOM2.&lt;br /&gt;
&lt;br /&gt;
==[[Shrike]] (SPOILERS)==&lt;br /&gt;
A paramilitary organization composed mainly of ex-Resistance members and disgruntled former X-COM soldiers &amp;quot;upset that the war didn&#039;t end with the conquest of the stars&amp;quot;, who split off from X-COM over their irreconcilable differences on how Earth&#039;s society should be rebuilt after ADVENT&#039;S defeat.&lt;br /&gt;
&lt;br /&gt;
While initially seeming to be just an ordinary mercenary force (and indeed they acted as peacekeepers for City 31 before Reclamation arrived), it is eventually revealed that they were responsible for the mayor&#039;s assassination and had been providing resources to the other three factions in the hope of provoking a crackdown from X-COM, forcing it to take the authoritarian stance that they believe is necessary to ensure that the Elders cannot reconquer Earth. The hypocrisy of establishing a regime that would in practice be indistinguishable from that of ADVENT is dismissed by them as their opponents &amp;quot;not knowing what is at stake&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Shrike&#039;s mercenaries are composed of all species, though later in the game they will also incorporate remnants of the three other factions; earlier on, they may sometimes appear as support units for other factions under the pretense of mercenary work. Their own units are heavily armored, and many have multiple special abilities. &lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*[[Trooper (Chimera)|Trooper]]: A basic human soldier (albeit an armored one) armed with an assault rifle.  &lt;br /&gt;
*[[Hitman]]: A pistol-wielding human soldier that can disable weapons with standard attacks and enters Overwatch after taking an action. &lt;br /&gt;
*[[Bruiser]]: A human soldier with a pistol and shield. It can activate Riot Guard, gaining +1 Armor for one turn, a half cover bonus even when flanked, and becoming themselves half cover for allies. In melee, it can use Shield Bash to try and knock an agent unconscious. &lt;br /&gt;
*[[Necromancer]]: A Sectoid armed with an Assault Rifle. It will raise dead or unconscious humanoid enemies as Psi Zombies when possible. If no corpses are present, it will instead generate two Spectral Zombies, which will run at agents and explode. Stunning or disorienting a Necromancer will eliminate Psi Zombies, but Spectral Zombies will not vanish until the Necromancer is killed. &lt;br /&gt;
*[[Cobra]]: An armored Viper with a SMG. It can use Poison Spit to poison agents within a 3x3 area, or Rooting Venom to inflict unavoidable damage while immobilizing the target. &lt;br /&gt;
*[[Bomber]]: An armored Muton with a shotgun that takes half damage from all explosive attacks. It can throw an armor-shredding plasma grenade  once per battle and can counterattack if hit in melee. &lt;br /&gt;
*[[Sovereign]]: The commander of the Shrike cell operating in City 31 and the instigator of the city&#039;s troubles. In addition to the abilities of the Hitman, he can use Sustain to survive a fatal blow with 1 HP while going into stasis and cannot be affected by most negative conditions. &lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton_(XCOM2)&amp;diff=91653</id>
		<title>Muton (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton_(XCOM2)&amp;diff=91653"/>
		<updated>2020-07-05T15:12:21Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = Muton&lt;br /&gt;
|image      = [[File:XCom2-Muton.png|156px|XCOM 2 Muton]]&lt;br /&gt;
|aim        =80/80/80/80 &lt;br /&gt;
|critchance =0/10/10/10 &lt;br /&gt;
|defense    =10/10/10/10 &lt;br /&gt;
|health     = 8/8/9/11&lt;br /&gt;
|armor      = 1/1/2/2&lt;br /&gt;
|mobility   =12/14/14/14 &lt;br /&gt;
|will       =50/50/50/50 &lt;br /&gt;
|weapon     = Beam Rifle (4-6 damage, shred 1), Plasma Grenade (4-5 damage, shred 1), Bayonet (6-8 damage)&lt;br /&gt;
|abilities  = Suppression, Counterattack, Execute&lt;br /&gt;
|traits     =&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|These Mutons seem a little more agile than the ones we fought in the past; it looks like they&#039;re still serving as the aliens&#039; front line, though.|Central upon encountering the first Muton}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Mutons, like the other original aliens, have been altered with human DNA. They are slightly shorter than their predecessors, have larger heads, and wear less bulky armor. Despite these changes, they still excel as frontline fighters. They&#039;re quite durable, with 8-11 health and 1-2 armor, depending on difficulty. They are armed with three weapons: Plasma Rifles, which deal 4-6 damage and shreds 1 armor; a bayonet attachment for melee combat, dealing 6-8 damage; and Plasma Grenades, dealing 4-5 damage and shredding 2 armor.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
The Muton AI likes to close in and use the bayonet. Attacking them in melee is ill advised due to their Counterattack passive ability, which automatically nullifies a melee attack and immediately responds with one of their own. Their Bayonet also has a chance to stun, complementing the Execute ability.&lt;br /&gt;
&lt;br /&gt;
Mutons can Execute an adjacent stunned enemy, killing them instantly regardless of remaining HP. A stunning Counterattack followed by an Execution can and has cost the life of many favoured and overzealous Rangers, and when accompanied by Berserkers or Stun Lancers they can be devastating. &lt;br /&gt;
&lt;br /&gt;
Seeing multiple soldiers close together may make them use their grenade. They can also use the classic Suppression ability, which pins down the target, lowering their Aim and forbidding movement on pain of an Overwatch shot.&lt;br /&gt;
&lt;br /&gt;
Counterattack is nullified with Disorientation, making them safe to cut apart. Their Will is also poor, making them vulnerable to Psi Operative abilities.&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;br /&gt;
[[Category:Enemies (XCOM 2)]]&lt;br /&gt;
[[Category:Aliens (XCOM 2)]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton_(XCOM2)&amp;diff=91652</id>
		<title>Muton (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton_(XCOM2)&amp;diff=91652"/>
		<updated>2020-07-05T15:09:04Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = Muton&lt;br /&gt;
|image      = [[File:XCom2-Muton.png|156px|XCOM 2 Muton]]&lt;br /&gt;
|aim        =80/80/80/80 &lt;br /&gt;
|critchance =0/10/10/10 &lt;br /&gt;
|defense    =10/10/10/10 &lt;br /&gt;
|health     = 8/8/9/11&lt;br /&gt;
|armor      = 1/1/2/2&lt;br /&gt;
|mobility   =12/14/14/14 &lt;br /&gt;
|will       =50/50/50/50 &lt;br /&gt;
|weapon     = Beam Rifle (4-6 damage, shred 1), Plasma Grenade (4-5 damage, shred 1), Bayonet (6-8 damage)&lt;br /&gt;
|abilities  = Suppression, Counterattack, Execute&lt;br /&gt;
|traits     =&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|These Mutons seem a little more agile than the ones we fought in the past; it looks like they&#039;re still serving as the aliens&#039; front line, though.|Central upon encountering the first Muton}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Mutons, like the other original aliens, have been altered with human DNA. They are slightly shorter than their predecessors and have larger heads, but are otherwise very similar. They&#039;re quite durable, with 8-11 health and 1-2 armor, depending on difficulty. They are armed with three weapons: Plasma Rifles, which deal 4-6 damage and shreds 1 armor; a bayonet attachment for melee combat, dealing 6-8 damage; and Plasma Grenades, dealing 4-5 damage and shredding 2 armor.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
The Muton AI likes to close in and use the bayonet. Attacking them in melee is ill advised due to their Counterattack passive ability, which automatically nullifies a melee attack and immediately responds with one of their own. Their Bayonet also has a chance to stun, complementing the Execute ability.&lt;br /&gt;
&lt;br /&gt;
Mutons can Execute an adjacent stunned enemy, killing them instantly regardless of remaining HP. A stunning Counterattack followed by an Execution can and has cost the life of many favoured and overzealous Rangers, and when accompanied by Berserkers or Stun Lancers they can be devastating. &lt;br /&gt;
&lt;br /&gt;
Seeing multiple soldiers close together may make them use their grenade. They can also use the classic Suppression ability, which pins down the target, lowering their Aim and forbidding movement on pain of an Overwatch shot.&lt;br /&gt;
&lt;br /&gt;
Counterattack is nullified with Disorientation, making them safe to cut apart. Their Will is also poor, making them vulnerable to Psi Operative abilities.&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;br /&gt;
[[Category:Enemies (XCOM 2)]]&lt;br /&gt;
[[Category:Aliens (XCOM 2)]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gatekeeper_(XCOM2)&amp;diff=91651</id>
		<title>Gatekeeper (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gatekeeper_(XCOM2)&amp;diff=91651"/>
		<updated>2020-07-05T15:02:47Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = Gatekeeper&lt;br /&gt;
|image      = [[File:XCOM2Gatekeeper.png|150px|Gatekeeper]]&lt;br /&gt;
|aim        = 70/80/80/80 &lt;br /&gt;
|critchance = 0/0/10/10 &lt;br /&gt;
|defense    = 25/35/40/40 &lt;br /&gt;
|health     = 20/20/25/30 &lt;br /&gt;
|armor      = 5/6/6/7 &lt;br /&gt;
|mobility   = 15/16/16/16 &lt;br /&gt;
|will       = 100/110/120/120 &lt;br /&gt;
|weapon     = Beam Cannon (9-12 damage) &lt;br /&gt;
|abilities  = Gateway (5-7 damage), Consume (7-10 damage), Dying Explosion (5 damage, shred 2)&lt;br /&gt;
|traits     =&lt;br /&gt;
|psi = 120/120/120/120|immunities = [[Burning]]}}&lt;br /&gt;
An entity that can only be described as a psionic equivalent of the [[Cyberdisc (EU2012)|Cyberdisc]], the Gatekeeper is one of the most powerful enemies you will encounter. In its closed state it will have an enormous amount of armor, making it a very durable enemy. The Gatekeeper opens its shell to use psionic attacks; the most notable one is Gateway, which deals a medium amount of damage within its area of effect and also raises any corpse in the area as a psi zombie, and if it kills any of your troops or civilians they will be automatically raised too. In melee, it can use Consume, draining a soldier&#039;s health to heal itself- if the target is killed, it will become a psi zombie. &lt;br /&gt;
&lt;br /&gt;
When its shell is open, its armour will be reduces to half of its base amount, but like the Cyberdisc it will close up after the first hit it takes in a turn. Like the Sectopod, Gatekeepers demolish terrain by moving through it.&lt;br /&gt;
&lt;br /&gt;
A Gatekeeper is the &amp;quot;end boss&amp;quot; of the Psionic Gate storyline mission, though they can be encountered earlier than that in regular missions if the aliens are advanced enough.&lt;br /&gt;
&lt;br /&gt;
Gatekeepers are a mixture of robotic and organic. They count as robotic for the purposes of Bluescreen Rounds, combat protocol, etc, and are immune to gas and fire, but they are unaffected by Haywire Protocol. Meanwhile they are valid targets for mind-affecting psionics (though they have high psionic defence), and, notably, flashbang grenades work and are highly effective at disrupting their psionics - a disoriented Gatekeeper still has access to its cannon though, which a flanking attack from can still be very dangerous.&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;br /&gt;
[[Category:Enemies (XCOM 2)]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91650</id>
		<title>Avatar (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91650"/>
		<updated>2020-07-05T14:59:56Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = Avatar&lt;br /&gt;
|image      = [[File:XCOM2AvatarTransparent.png|140px| XCom 2 Avatar transparent|175px|right]] &lt;br /&gt;
|aim        =85/85/85/85 &lt;br /&gt;
|critchance =10/20/20/20 &lt;br /&gt;
|defense    =0/10/15/15 &lt;br /&gt;
|health     = 25/25/30/35&lt;br /&gt;
|armor      = 0/2/3/4&lt;br /&gt;
|mobility   =15/15/16/16 &lt;br /&gt;
|will       =150/200/200/200 &lt;br /&gt;
|weapon     = Psionic Repeater (9-10 damage), Avatar Psi Amp&lt;br /&gt;
|abilities  =  Psi Fortress, Null Lance, Dimensional Rift, Mind Control, Teleport, Avatar Regeneration&lt;br /&gt;
|dodge = 25/25/25/25|psi = 100/200/200/200|immunities = [[Disoriented]], [[Stunned]], Panic, Mind Control}}&lt;br /&gt;
&lt;br /&gt;
The Elders&#039; own bodies have degenerated to a substantial degree. The goal of the ADVENT/Alien Avatar project is the perfection of this entity - a new perfect body for an Ethereal to inhabit, with high psionic ability, speed and agility, and a blank slate with no existing mind to interfere with the Ethereal&#039;s control. Not only would this allow the Elders to escape their atrophying bodies, it would also amplify their psionic powers to a degree that would make them unstoppable. While the Avatars fought in-game are mere prototypes, they are no less dangerous for it. &lt;br /&gt;
&lt;br /&gt;
Physically, it actually resembles your own Psionic soldiers, save for a shock of wild, white hair, and a detail-obscuring faceplate, and its own unique Psionic Repeater rifle. In actuality, it is a hybrid creature: the result of rendering down countless human beings, especially those with psionic potential, into genetic soup, then adding alien and Elder DNA. The ghostly form of the Ethereal inhabiting the Avatar&#039;s body can be seen behind it. &lt;br /&gt;
&lt;br /&gt;
Like the Codex, it is capable of teleportation, and will do so after every time it takes damage. Fortunately, it is not capable of cloning itself. It makes up for this by having a much heftier health pool and innate health regeneration. it does have a tendency of staying close with it&#039;s reactive teleports, sometimes giving you a chance to move in for a high-damage flank with other soldiers. It has the Dimensional Rift ability and Null Lance to inflict direct damage, as well as Mind Control. Avatars are immune to Disorient, so their Mind Control is hard to break - you may want to bring a Solace Psi Operative along when you&#039;re expecting to face one.&lt;br /&gt;
&lt;br /&gt;
Your first encounter with this being will be after you&#039;re prompted to Skulljack a living Codex: much like how you encountered the first Codex after Skulljacking an ADVENT Officer, the Avatar will appear in response to this latest objective (and like the Codex &#039;brain&#039;, even if the mission ends with an evac, you recover the corpse automatically). Fortunately, this will be the only &#039;random&#039; encounter with it.&lt;br /&gt;
&lt;br /&gt;
The only other time you&#039;ll encounter enemy Avatars in the campaign is in the final room of the [[Storyline Missions (XCOM2)#Alien Fortress|final mission]]. Three alien Avatars will attack you, and defeating them completes the game. In the final mission, you also control an Avatar of your own, inhabited by you, the Commander. This Avatar must survive to the end of the mission. &lt;br /&gt;
&lt;br /&gt;
Multiple Avatars will also appear in the final missions of each of the Tactical Legacy Pack&#039;s mission sets. &lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91649</id>
		<title>Avatar (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91649"/>
		<updated>2020-07-05T14:56:13Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = Avatar&lt;br /&gt;
|image      = [[File:XCOM2AvatarTransparent.png|140px| XCom 2 Avatar transparent|175px|right]] &lt;br /&gt;
|aim        =85/85/85/85 &lt;br /&gt;
|critchance =10/20/20/20 &lt;br /&gt;
|defense    =0/10/15/15 &lt;br /&gt;
|health     = 25/25/30/35&lt;br /&gt;
|armor      = 0/2/3/4&lt;br /&gt;
|mobility   =15/15/16/16 &lt;br /&gt;
|will       =150/200/200/200 &lt;br /&gt;
|weapon     = Psionic Repeater (9-10 damage), Avatar Psi Amp&lt;br /&gt;
|abilities  =  Psi Fortress, Null Lance, Dimensional Rift, Mind Control, Teleport, Avatar Regeneration&lt;br /&gt;
|dodge = 25/25/25/25|psi = 100/200/200/200|immunities = [[Disoriented]], [[Stunned]], Panic, Mind Control}}&lt;br /&gt;
&lt;br /&gt;
The Elders&#039; own bodies have degenerated to a substantial degree. The goal of the ADVENT/Alien Avatar project is the perfection of this entity - a new perfect body for an Ethereal to inhabit, with high psionic ability, speed and agility, and a blank slate with no existing mind to interfere with the Ethereal&#039;s control.&lt;br /&gt;
&lt;br /&gt;
Physically, it actually resembles your own Psionic soldiers, save for a shock of wild, white hair, and a detail-obscuring faceplate, and it&#039;s own unique Psionic Repeater rifle. In actuality, it is a hybrid creature: the result of rendering down countless human beings, especially those with psionic potential, in to genetic soup, then adding alien and elder DNA. The ghostly form of the Ethereal inhabiting the Avatar&#039;s body can be seen behind it. &lt;br /&gt;
&lt;br /&gt;
Like the Codex, it is capable of teleportation, and will do so after every time it takes damage. Fortunately, it is not capable of cloning itself. It makes up for this by having a much heftier health pool. it does have a tendency of staying close with it&#039;s reactive teleports, sometimes giving you a chance to move in for a high-damage flank with other soldiers. It has the Dimension Rift ability, as well as Mind Control. Avatars are immune to Disorient, so their Mind Control is hard to break - you may want to bring a Solace Psi Operative along when you&#039;re expecting to face one.&lt;br /&gt;
&lt;br /&gt;
Your first encounter with this being will be after you&#039;re prompted to Skulljack a living Codex: much like how you encountered the first Codex after Skulljacking an ADVENT Officer, the Avatar will appear in response to this latest objective (and like the Codex &#039;brain&#039;, even if the mission ends with an evac, you recover the corpse automatically). Fortunately, this will be the only &#039;random&#039; encounter with it.&lt;br /&gt;
&lt;br /&gt;
The only other time you&#039;ll encounter enemy Avatars in the campaign is in the final room of the [[Storyline Missions (XCOM2)#Alien Fortress|final mission]]. Three alien Avatars will attack you, and defeating them completes the game. In the final mission, you also control an Avatar of your own, inhabited by you, the Commander.&lt;br /&gt;
&lt;br /&gt;
Multiple Avatars will also appear in the final missions of each of the Tactical Legacy Pack&#039;s mission sets. &lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91648</id>
		<title>Avatar (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avatar_(XCOM2)&amp;diff=91648"/>
		<updated>2020-07-05T14:55:19Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = Avatar&lt;br /&gt;
|image      = [[File:XCOM2AvatarTransparent.png|140px| XCom 2 Avatar transparent|175px|right]] &lt;br /&gt;
|aim        =85/85/85/85 &lt;br /&gt;
|critchance =10/20/20/20 &lt;br /&gt;
|defense    =0/10/15/15 &lt;br /&gt;
|health     = 25/25/30/35&lt;br /&gt;
|armor      = 0/2/3/4&lt;br /&gt;
|mobility   =15/15/16/16 &lt;br /&gt;
|will       =150/200/200/200 &lt;br /&gt;
|weapon     = Psionic Repeater (9-10 damage), Avatar Psi Amp&lt;br /&gt;
|abilities  =  Psi Fortress, Null Lance, Dimensional Rift, Mind Control, Teleport, Avatar Regeneration&lt;br /&gt;
|dodge = 25/25/25/25|psi = 100/200/200/200|immunities = [[Disoriented]], [[Stunned]], Panic, Mind Control}}&lt;br /&gt;
&lt;br /&gt;
The Elders&#039; own bodies have degenerated to a substantial degree. The goal of the ADVENT/Alien Avatar project is the perfection of this entity - a new perfect body for an Ethereal to inhabit, with high psionic ability, speed and agility, and a blank slate with no existing mind to interfere with the Ethereal&#039;s control.&lt;br /&gt;
&lt;br /&gt;
Physically, it actually resembles your own Psionic soldiers, save for a shock of wild, white hair, and a detail-obscuring faceplate, and it&#039;s own unique Psionic Repeater rifle. In actuality, it is a hybrid creature: the result of rendering down countless human beings, especially those with psionic potential, in to genetic soup, then adding alien and elder DNA. The ghostly form of the Ethereal inhabiting the Avatar&#039;s body can be seen behind it. &lt;br /&gt;
&lt;br /&gt;
Like the Codex, it is capable of teleportation, and will do so after every time it takes damage. Fortunately, it is not capable of cloning itself. It makes up for this by having a much heftier health pool. it does have a tendency of staying close with it&#039;s reactive teleports, sometimes giving you a chance to move in for a high-damage flank with other soldiers. It has the Dimension Rift ability, as well as Mind Control. Avatars are immune to Disorient, so their Mind Control is hard to break - you may want to bring a Solace Psi Operative along when you&#039;re expecting to face one.&lt;br /&gt;
&lt;br /&gt;
Your first encounter with this being will be after you&#039;re prompted to Skulljack a living Codex: much like how you encountered the first Codex after Skulljacking an ADVENT Officer, the Avatar will appear in response to this latest objective (and like the Codex &#039;brain&#039;, even if the mission ends with an evac, you recover the corpse automatically). Fortunately, this will be the only &#039;random&#039; encounter with it.&lt;br /&gt;
&lt;br /&gt;
The only other time you&#039;ll encounter enemy Avatars is in the final room of the [[Storyline Missions (XCOM2)#Alien Fortress|final mission]]. Three alien Avatars will attack you, and defeating them completes the game. In the final mission, you also control an Avatar of your own, inhabited by you, the Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avatar_Project_(XCOM2)&amp;diff=91647</id>
		<title>Avatar Project (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avatar_Project_(XCOM2)&amp;diff=91647"/>
		<updated>2020-07-05T14:54:56Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: This is on the wrong page. Moving it to the right one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Avatar Project is the end goal of the aliens.  Figuring out what it is and stopping it comprises most of the plot of the game.&lt;br /&gt;
&lt;br /&gt;
==Avatar Progress==&lt;br /&gt;
&lt;br /&gt;
On the Hologlobe, the Avatar Project, once revealed, will take a spot at the top center of the display, where its progress is represented by a bar of 12 paritions, or &#039;blocks&#039;. This bar will fill when the Aliens make progress on the project, and be drained when XCOM makes progress against the project.&lt;br /&gt;
&lt;br /&gt;
If the aliens manage to fill all 12 blocks, the display is replaced by a countdown timer.  If this countdown reaches zero, XCOM will be defeated and the game will end.  The timer can be halted(and returned to the normal display) by reducing Avatar progress before the countdown ends.&lt;br /&gt;
&lt;br /&gt;
==Reducing Avatar Progress==&lt;br /&gt;
&lt;br /&gt;
Each Alien Facility on the map, as well as the Avatar Progress master counter in the Pacific Ocean, will have a number of blocks under it.  Those are the blocks which that facility devotes to the Avatar project; destroying an alien facility will eliminate all progress the aliens are getting from that facility.&lt;br /&gt;
&lt;br /&gt;
Furthermore, you can reduce Avatar progress simply by progressing through the plot.  The following actions reduce Avatar progress by the stated amounts.&lt;br /&gt;
&lt;br /&gt;
*Steal Blacksite Vial: 1 block&lt;br /&gt;
*Steal Forge Stasis Suit: 2 blocks&lt;br /&gt;
*Skulljack an Advent officer and kill the resulting Codex: 1 block&lt;br /&gt;
*Steal the Psionic Gate: 2 blocks&lt;br /&gt;
*Skulljack a Codex and kill the resulting Avatar: 3 blocks&lt;br /&gt;
*Completing a covert mission to reduce the Avatar Progress: 2 blocks (requires War of the Chosen)&lt;br /&gt;
&lt;br /&gt;
There seems to be a small amount of micro-managing possible if a Reduction action is completed shortly before timed Avatar progression is made during scanning: if a save shortly before the notification is reloaded, and one of the above actions is possible and completed, it resets the internal timer count, retroactively buying you extra time. In other words: if it takes X amount of time for the aliens to fill a pip on the counter, and you unlock a reductive action in 50% of that time, wait until it&#039;s 90% complete before actually doing it, as it will still take X amount of time again for the aliens to catch back up again, making them waste 40% of X amount of time. This may not always work, however.&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=91538</id>
		<title>Mods (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=91538"/>
		<updated>2020-07-04T05:18:14Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* The X-Com Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you finally got tired of the vanilla experience? &#039;&#039;(shame on you)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, there&#039;s dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you&#039;re interested in making your own, check [[Customizing (OpenXcom)|Customizing]].&lt;br /&gt;
&lt;br /&gt;
== Standard Mods ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]].  Here&#039;s a brief description of what&#039;s included:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aliens Pick Up Weapons&#039;&#039;&#039;: The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).&lt;br /&gt;
* &#039;&#039;&#039;Limit Craft Item Capacities&#039;&#039;&#039;: Limits the number of items you can take on a craft to 80, just like in the original X-COM.&lt;br /&gt;
* &#039;&#039;&#039;PSX Static Cydonia Map&#039;&#039;&#039;: Uses the Cydonia map from the PSX version of X-Com: UFO Defense.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Gun Melee&#039;&#039;&#039;: Adds a stun melee attack to every weapon (called &#039;&#039;Stun Fest&#039;&#039; in UFOextender). The TU/Damage is based on the weapon&#039;s class: &amp;lt;table {{StdCenterTable}}&amp;gt;&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and Small Launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and Auto-Cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Psionic Line of Fire&#039;&#039;&#039;: Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Starting Avalanches&#039;&#039;&#039;: All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Daytime&#039;&#039;&#039;: Forces all ground missions to daytime. Not compatible with the mod below.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Nighttime&#039;&#039;&#039;: Forces all ground missions to nighttime. Not compatible with the mod above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Fighter Transports&#039;&#039;&#039;: Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil High Explosive Damage&#039;&#039;&#039;: Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Ground Tanks&#039;&#039;&#039;: Gives ground [[Tank]]s the same stats as Hovertanks.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Heavy Laser&#039;&#039;&#039;: Increases the damage and accuracy of the [[Heavy Laser]].&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil No Psionics&#039;&#039;&#039;: Removes all Psi tech from the game, both X-COM and alien.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Pistol Auto Shot&#039;&#039;&#039;: Gives the standard-issue [[Pistol]] an auto shot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Skyranger Weapon Slot&#039;&#039;&#039;: Gives the [[Skyranger]] a craft weapon slot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Base&#039;&#039;&#039;: Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Improved Base&#039;&#039;&#039;: Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Improved Base&#039;&#039;&#039;: Combination of the two mods above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Statstrings&#039;&#039;&#039;: Soldiers get [[Statstrings]] added to their names based on their stats.&lt;br /&gt;
&lt;br /&gt;
== Downloading &amp;amp; Installing ==&lt;br /&gt;
&lt;br /&gt;
However they&#039;re nothing compared to the plethora of fan mods out there! You can usually find them on these websites:&lt;br /&gt;
&lt;br /&gt;
* [https://openxcom.mod.io/ OpenXcom Mod Portal]&lt;br /&gt;
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for 1.0 ===&lt;br /&gt;
&lt;br /&gt;
Check the individual instructions included by the mod author. Most mods just need to be extracted into your [https://github.com/SupSuper/OpenXcom#directory-locations Data Folder], but some require special steps and instructions.&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for the Nightly Version ===&lt;br /&gt;
&lt;br /&gt;
* Extract the mod to a new folder under your mods folder&lt;br /&gt;
** The mods directory is in your [https://github.com/SupSuper/OpenXcom#directory-locations User Folder], where your savegames are&lt;br /&gt;
** If the mods directory doesn&#039;t exist, start OpenXcom once and quit and check again&lt;br /&gt;
** WinZip has an &amp;quot;Extract to&amp;quot; option that creates a directory whose name is based on the archive name.&lt;br /&gt;
** It doesn&#039;t really matter what the directory name is as long as it is unique.&lt;br /&gt;
&lt;br /&gt;
Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out.  For example, if you extract a mod to &amp;lt;user folder&amp;gt;/mods/LulzMod and you see something like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/data/TERRAIN/&lt;br /&gt;
    mods/LulzMod/data/Rulesets/&lt;br /&gt;
&lt;br /&gt;
and so on, just move everything up a level so it looks like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/TERRAIN/&lt;br /&gt;
    mods/LulzMod/Rulesets/&lt;br /&gt;
&lt;br /&gt;
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten!&lt;br /&gt;
To upgrade a mod, just delete the folder and replace it with the new version.  &lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/L1WUpX9n7gY?t=14m58s Video Tutorial: Install Mods for Nightly]&lt;br /&gt;
&lt;br /&gt;
== Enabling New Mods ==&lt;br /&gt;
&lt;br /&gt;
If you did everything correctly, you should now find your mod listed in-game in the Options &amp;gt; Mods section. If it&#039;s not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.&lt;br /&gt;
&lt;br /&gt;
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.&lt;br /&gt;
&lt;br /&gt;
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.&lt;br /&gt;
&lt;br /&gt;
== User Mods ==&lt;br /&gt;
&lt;br /&gt;
There are tons of mods for OpenXcom, but here are some of the more comprehensive experiences still being updated:&lt;br /&gt;
&lt;br /&gt;
=== Final Mod Pack ===&lt;br /&gt;
This is a &amp;quot;megamod&amp;quot;: a collection of about 70 mods from various authors, merged together and balanced. Besides adding a ton of content, it also makes the game longer and more varied.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,2027.0.html Forum Link], [https://openxcom.mod.io/final-mod-pack Download Link], [http://youtu.be/L1WUpX9n7gY?t=22m36s Video Tutorial: Install FMP]&lt;br /&gt;
&lt;br /&gt;
=== The X-Com Files ===&lt;br /&gt;
A cross between an expansion and a total conversion mod derived from the Final Mod Pack, adding even more content in the vein of The X-Files. The game now starts in 1996, as the newly formed X-COM project must discover the secrets behind the mutated animals and dangerous cults emerging throughout the world, figure out their connection to the reports of alien activity, repel the alien threats to Earth, and navigate through the enormous amounts of red tape that force you to start with only two agents and a rental car. The truth is out there!&lt;br /&gt;
&lt;br /&gt;
[https://openxcom.org/forum/index.php/board,21.0.html Forum Link]&lt;br /&gt;
[https://openxcom.mod.io/the-x-com-files Download Link]&lt;br /&gt;
[http://thexcomfiles.xyz/ Wiki Link]&lt;br /&gt;
&lt;br /&gt;
=== Hardmode Expansion ===&lt;br /&gt;
Hardmode Expansion intends to make the gameplay more challenging and deals with most of vanilla versions flaws, like overpowered Psi and early Plasma ownage. It sticks strongly towards the vanilla core components and builts upon them. It is aimed at experienced X-Com players, who know the game well and are not afraid of a difficulty higher then Superhuman. The Aliens have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.&lt;br /&gt;
&lt;br /&gt;
For playing you should choose difficulty Superhuman, since the mod is balanced to be played on Superhuman difficulty, otherwise you wouldn&#039;t have the full experience. The difficulty will actually be higher then Superhuman. Technologies will need alive aliens captures to unlock and will trigger additional mission.&lt;br /&gt;
&lt;br /&gt;
Research takes longer and you do not have access to an alien containment from the beginning. It is recommend to get between 200-250 scientists by November. Otherwise the game becomes very difficult.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3550.0.html Forum Link] or [https://openxcom.org/forum/index.php/topic,4971.0.html Forum Link], [https://github.com/hellrazor4223/hardmode-expansion/releases/tag/0.99.3 Github link], [http://youtu.be/L1WUpX9n7gY?t=33m45s Video Tutorial: Install Hardmode Expansion]&lt;br /&gt;
&lt;br /&gt;
=== Piratez (or X-Piratez) ===&lt;br /&gt;
The year is 2600. The Earth has been long conquered by aliens. You run a gang of all-female mutant pirates. Rob aliens and their human proxies for fun, profit and power. Now with a custom .exe that allows for a ton of unique features; bigger and better than ever before. &lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3626.0.html Forum Link], [https://openxcom.mod.io/x-piratez Modsite Download Link], [http://openxcom.org/forum/index.php/topic,4465.0.html Alternate Download Link], [[Piratez|Wiki Link]],[http://youtu.be/L1WUpX9n7gY?t=54m11s Video Tutorial: Install X-Piratez]&lt;br /&gt;
&lt;br /&gt;
=== Area 51 ===&lt;br /&gt;
Area 51 is an expansion that aims to enlarge the original game&#039;s experience, give it a couple new challenges, and leave nearly everything untouched about the original. It does not aim to include all the existing mods or drastically change the game although there are a lot of new features and other mods included. Area 51 was formerly known as UFO Redux until version 0.9.&lt;br /&gt;
&lt;br /&gt;
The aliens have stepped up their covert operations on Earth, sending teams of their agents to infiltrate and support the UFO activities on the ground. Fleets of alien craft attack the planet&#039;s defense, transport, manufacturing and research facilities that support the Earth&#039;s armed forces, targeted by alien covert teams who also work in subverting the individual countries of the Council. The aliens also include new species, weapons and units.&lt;br /&gt;
&lt;br /&gt;
To deal with this new threat, XCom now finds itself equipped with new weapons, crafts and HWPs. However, unlocking the secrets of advanced tech now require assistance of an alien captive or recovering specific items from missions.&lt;br /&gt;
&lt;br /&gt;
New mission types have been added such as Ship Assault (to disable its navigation), HWP/Skyranger factories, Facility Defense, Research Recovery, Capture and others. Unique missions will also give XCom the possibility of slowing down the alien invasion until it is possible to capture the Ethereal Commander required to send the Avenger to Cydonia.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3328.0.html Forum Link], [https://openxcom.mod.io/area-51 Download Link], [http://youtu.be/L1WUpX9n7gY?t=29m25s Video Tutorial: Install Area 51]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=91537</id>
		<title>Mods (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=91537"/>
		<updated>2020-07-04T05:18:05Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* The X-Com Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you finally got tired of the vanilla experience? &#039;&#039;(shame on you)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, there&#039;s dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you&#039;re interested in making your own, check [[Customizing (OpenXcom)|Customizing]].&lt;br /&gt;
&lt;br /&gt;
== Standard Mods ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]].  Here&#039;s a brief description of what&#039;s included:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aliens Pick Up Weapons&#039;&#039;&#039;: The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).&lt;br /&gt;
* &#039;&#039;&#039;Limit Craft Item Capacities&#039;&#039;&#039;: Limits the number of items you can take on a craft to 80, just like in the original X-COM.&lt;br /&gt;
* &#039;&#039;&#039;PSX Static Cydonia Map&#039;&#039;&#039;: Uses the Cydonia map from the PSX version of X-Com: UFO Defense.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Gun Melee&#039;&#039;&#039;: Adds a stun melee attack to every weapon (called &#039;&#039;Stun Fest&#039;&#039; in UFOextender). The TU/Damage is based on the weapon&#039;s class: &amp;lt;table {{StdCenterTable}}&amp;gt;&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and Small Launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and Auto-Cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Psionic Line of Fire&#039;&#039;&#039;: Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Starting Avalanches&#039;&#039;&#039;: All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Daytime&#039;&#039;&#039;: Forces all ground missions to daytime. Not compatible with the mod below.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Nighttime&#039;&#039;&#039;: Forces all ground missions to nighttime. Not compatible with the mod above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Fighter Transports&#039;&#039;&#039;: Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil High Explosive Damage&#039;&#039;&#039;: Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Ground Tanks&#039;&#039;&#039;: Gives ground [[Tank]]s the same stats as Hovertanks.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Heavy Laser&#039;&#039;&#039;: Increases the damage and accuracy of the [[Heavy Laser]].&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil No Psionics&#039;&#039;&#039;: Removes all Psi tech from the game, both X-COM and alien.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Pistol Auto Shot&#039;&#039;&#039;: Gives the standard-issue [[Pistol]] an auto shot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Skyranger Weapon Slot&#039;&#039;&#039;: Gives the [[Skyranger]] a craft weapon slot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Base&#039;&#039;&#039;: Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Improved Base&#039;&#039;&#039;: Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Improved Base&#039;&#039;&#039;: Combination of the two mods above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Statstrings&#039;&#039;&#039;: Soldiers get [[Statstrings]] added to their names based on their stats.&lt;br /&gt;
&lt;br /&gt;
== Downloading &amp;amp; Installing ==&lt;br /&gt;
&lt;br /&gt;
However they&#039;re nothing compared to the plethora of fan mods out there! You can usually find them on these websites:&lt;br /&gt;
&lt;br /&gt;
* [https://openxcom.mod.io/ OpenXcom Mod Portal]&lt;br /&gt;
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for 1.0 ===&lt;br /&gt;
&lt;br /&gt;
Check the individual instructions included by the mod author. Most mods just need to be extracted into your [https://github.com/SupSuper/OpenXcom#directory-locations Data Folder], but some require special steps and instructions.&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for the Nightly Version ===&lt;br /&gt;
&lt;br /&gt;
* Extract the mod to a new folder under your mods folder&lt;br /&gt;
** The mods directory is in your [https://github.com/SupSuper/OpenXcom#directory-locations User Folder], where your savegames are&lt;br /&gt;
** If the mods directory doesn&#039;t exist, start OpenXcom once and quit and check again&lt;br /&gt;
** WinZip has an &amp;quot;Extract to&amp;quot; option that creates a directory whose name is based on the archive name.&lt;br /&gt;
** It doesn&#039;t really matter what the directory name is as long as it is unique.&lt;br /&gt;
&lt;br /&gt;
Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out.  For example, if you extract a mod to &amp;lt;user folder&amp;gt;/mods/LulzMod and you see something like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/data/TERRAIN/&lt;br /&gt;
    mods/LulzMod/data/Rulesets/&lt;br /&gt;
&lt;br /&gt;
and so on, just move everything up a level so it looks like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/TERRAIN/&lt;br /&gt;
    mods/LulzMod/Rulesets/&lt;br /&gt;
&lt;br /&gt;
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten!&lt;br /&gt;
To upgrade a mod, just delete the folder and replace it with the new version.  &lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/L1WUpX9n7gY?t=14m58s Video Tutorial: Install Mods for Nightly]&lt;br /&gt;
&lt;br /&gt;
== Enabling New Mods ==&lt;br /&gt;
&lt;br /&gt;
If you did everything correctly, you should now find your mod listed in-game in the Options &amp;gt; Mods section. If it&#039;s not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.&lt;br /&gt;
&lt;br /&gt;
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.&lt;br /&gt;
&lt;br /&gt;
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.&lt;br /&gt;
&lt;br /&gt;
== User Mods ==&lt;br /&gt;
&lt;br /&gt;
There are tons of mods for OpenXcom, but here are some of the more comprehensive experiences still being updated:&lt;br /&gt;
&lt;br /&gt;
=== Final Mod Pack ===&lt;br /&gt;
This is a &amp;quot;megamod&amp;quot;: a collection of about 70 mods from various authors, merged together and balanced. Besides adding a ton of content, it also makes the game longer and more varied.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,2027.0.html Forum Link], [https://openxcom.mod.io/final-mod-pack Download Link], [http://youtu.be/L1WUpX9n7gY?t=22m36s Video Tutorial: Install FMP]&lt;br /&gt;
&lt;br /&gt;
=== The X-Com Files ===&lt;br /&gt;
A cross between an expansion and a total conversion mod derived from the Final Mod Pack, adding even more content in the vein of The X-Files. The game now starts in 1996, as the newly formed X-COM project must discover the secrets behind the mutated animals and dangerous cults emerging throughout the world, figure out their connection to the reports of alien activity, repel the alien threats to Earth, and navigate through the enormous amounts of red tape that force you to start with only two agents and a rental car. The truth is out there!&lt;br /&gt;
&lt;br /&gt;
[https://openxcom.org/forum/index.php/board,21.0.html Forum Link]&lt;br /&gt;
[https://openxcom.mod.io/the-x-com-files Download Link]&lt;br /&gt;
[[http://thexcomfiles.xyz/ Wiki Link]]&lt;br /&gt;
&lt;br /&gt;
=== Hardmode Expansion ===&lt;br /&gt;
Hardmode Expansion intends to make the gameplay more challenging and deals with most of vanilla versions flaws, like overpowered Psi and early Plasma ownage. It sticks strongly towards the vanilla core components and builts upon them. It is aimed at experienced X-Com players, who know the game well and are not afraid of a difficulty higher then Superhuman. The Aliens have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.&lt;br /&gt;
&lt;br /&gt;
For playing you should choose difficulty Superhuman, since the mod is balanced to be played on Superhuman difficulty, otherwise you wouldn&#039;t have the full experience. The difficulty will actually be higher then Superhuman. Technologies will need alive aliens captures to unlock and will trigger additional mission.&lt;br /&gt;
&lt;br /&gt;
Research takes longer and you do not have access to an alien containment from the beginning. It is recommend to get between 200-250 scientists by November. Otherwise the game becomes very difficult.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3550.0.html Forum Link] or [https://openxcom.org/forum/index.php/topic,4971.0.html Forum Link], [https://github.com/hellrazor4223/hardmode-expansion/releases/tag/0.99.3 Github link], [http://youtu.be/L1WUpX9n7gY?t=33m45s Video Tutorial: Install Hardmode Expansion]&lt;br /&gt;
&lt;br /&gt;
=== Piratez (or X-Piratez) ===&lt;br /&gt;
The year is 2600. The Earth has been long conquered by aliens. You run a gang of all-female mutant pirates. Rob aliens and their human proxies for fun, profit and power. Now with a custom .exe that allows for a ton of unique features; bigger and better than ever before. &lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3626.0.html Forum Link], [https://openxcom.mod.io/x-piratez Modsite Download Link], [http://openxcom.org/forum/index.php/topic,4465.0.html Alternate Download Link], [[Piratez|Wiki Link]],[http://youtu.be/L1WUpX9n7gY?t=54m11s Video Tutorial: Install X-Piratez]&lt;br /&gt;
&lt;br /&gt;
=== Area 51 ===&lt;br /&gt;
Area 51 is an expansion that aims to enlarge the original game&#039;s experience, give it a couple new challenges, and leave nearly everything untouched about the original. It does not aim to include all the existing mods or drastically change the game although there are a lot of new features and other mods included. Area 51 was formerly known as UFO Redux until version 0.9.&lt;br /&gt;
&lt;br /&gt;
The aliens have stepped up their covert operations on Earth, sending teams of their agents to infiltrate and support the UFO activities on the ground. Fleets of alien craft attack the planet&#039;s defense, transport, manufacturing and research facilities that support the Earth&#039;s armed forces, targeted by alien covert teams who also work in subverting the individual countries of the Council. The aliens also include new species, weapons and units.&lt;br /&gt;
&lt;br /&gt;
To deal with this new threat, XCom now finds itself equipped with new weapons, crafts and HWPs. However, unlocking the secrets of advanced tech now require assistance of an alien captive or recovering specific items from missions.&lt;br /&gt;
&lt;br /&gt;
New mission types have been added such as Ship Assault (to disable its navigation), HWP/Skyranger factories, Facility Defense, Research Recovery, Capture and others. Unique missions will also give XCom the possibility of slowing down the alien invasion until it is possible to capture the Ethereal Commander required to send the Avenger to Cydonia.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3328.0.html Forum Link], [https://openxcom.mod.io/area-51 Download Link], [http://youtu.be/L1WUpX9n7gY?t=29m25s Video Tutorial: Install Area 51]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Chimera)&amp;diff=91344</id>
		<title>Info (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Chimera)&amp;diff=91344"/>
		<updated>2020-06-30T15:30:46Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Chimera Squad]] is set five years after the end of [[XCOM2]], in City 31. The Elders are defeated, and the aliens and hybrids, free of their control implants and abandoned by the Elders, are no longer hostile to humanity. Humans, aliens and hybrids are now trying to rebuild and make a new world where all can prosper.&lt;br /&gt;
&lt;br /&gt;
However, the new world is not without new problems. Societal integration of aliens into Earth&#039;s society is hampered by the skepticism of former alien detainees who have no place they can call home, as they see little real difference between the Elders&#039; domination and the rule of the Global Council. The global economy of the Old World has long since collapsed, and local economies have yet to fully adjust to post-war life. Psionic powers are known about by the public, sparking fear and controversy about their potential for abuse. Hybrid populations worldwide have been stricken by a mysterious wasting disease called the Fade, which has no known cure. Some of ADVENT&#039;s old technology has not yet been accounted for and there are reports of still-functional MECs and automated defenses continuing to follow their old programming. Finally, even XCOM itself is not wholly certain if the Elders were completely defeated and it is feared that they may one day return to finish what they started. &lt;br /&gt;
&lt;br /&gt;
Chimera Squad is part of the Reclamation Agency, a semi-autonomous organization affiliated with XCOM led by Director Jane Kelly and tasked with keeping local communities safe from the dangers that the Elders left behind. They are dispatched to City 31 to help deal with a recent uptake in violent crimes in the city, but upon arrival are quickly faced with the assasination of the mayor as part of a terror campaign intended to destabilize the city. Chimera Squad must race to find and confront the unknown group behind the unrest before the city falls to anarchy.&lt;br /&gt;
&lt;br /&gt;
The game features turn-based tactical combat that the XCOM remakes are known for, as well as a strategic layer reminiscent of the 2012 remake involving gathering income, managing unrest, researching new technologies, and training and outfitting agents.&lt;br /&gt;
&lt;br /&gt;
The tactical game is now based on Encounters, rather than dropping the squad off from the Skyranger and proceeding freeform. Each encounter is essentially a room or other area the Squad enters by breaching, with each mission consisting of up to three encounters. Each agent gets an action when breaching, then turn based tactical combat ensues after the breach to accomplish an objective, which is often killing or subduing all enemies, but could also be other objectives such as to retrieve an item and escape. Different breach points offer different advantages and disadvantages when breaching, with a few requiring specific gear or agents to use. &lt;br /&gt;
&lt;br /&gt;
The standard turn order is replaced with the Timeline system, where Agents and enemies alternate taking actions in a turn instead of taking them collectively as a team. The initial turn order is based on the order in which the agents breach and the breach points they select, but can be modified by certain abilities. &lt;br /&gt;
&lt;br /&gt;
[[Agents (Chimera Squad)|Agents]] are now fully realised characters with extensive voiced dialogue and specialized ability trees, rather than being randomly generated.  Agents who are reduced to 0 HP will always bleed out instead of immediately dying, allowing a chance to stabilize them; a stabilized agent can take no further part in a mission, but can be replaced for its duration by an android. A mission will fail automatically if a squad member dies, so agents will never be lost in the field. However, injured agents may develop Scars that reduce their base stats by a significant amount. These can only be removed by sending the affected agent to the Training Center. &lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Chimera)&amp;diff=91334</id>
		<title>Info (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Chimera)&amp;diff=91334"/>
		<updated>2020-06-29T15:27:55Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Chimera Squad]] is set five years after the end of [[XCOM2]], in City 31. The Elders are defeated, and the aliens and hybrids, free of their control implants and abandoned by the Elders, are no longer hostile to humanity. Humans, aliens and hybrids are now trying to rebuild and make a new world where all can prosper.&lt;br /&gt;
&lt;br /&gt;
However, the new world is not without new problems. Societal integration of aliens into Earth&#039;s society is hampered by the sentiments of former alien detainees who have no place they can call home, as they see little real difference between the Elders&#039; domination and the rule of the Global Council. The global economy of the Old World has long since collapsed, and local economies have yet to fully adjust to post-war life. Psionic powers are known about by the public, sparking fear and controversy about their potential for abuse. Hybrid populations worldwide have been stricken by a mysterious wasting disease called the Fade, which has no known cure. Some of ADVENT&#039;s old technology has not yet been accounted for and there are reports of still-functional MECs and automated defenses continuing to follow their old programming. Finally, even XCOM itself is not wholly certain if the Elders were completely defeated and it is feared that they may one day return to finish what they started. &lt;br /&gt;
&lt;br /&gt;
Chimera Squad is part of the Reclamation Agency, a semi-autonomous organization affiliated with XCOM led by Director Jane Kelly and tasked with keeping local communities safe from the dangers that the Elders left behind. They are dispatched to City 31 to help deal with a recent uptake in violent crimes in the city, but upon arrival are quickly faced with the assasination of the mayor as part of a terror campaign intended to destabilize the city. Chimera Squad must race to find and confront the unknown group behind the unrest before the city falls to anarchy.&lt;br /&gt;
&lt;br /&gt;
The game features turn-based tactical combat that the XCOM remakes are known for, as well as a strategic layer reminiscent of the 2012 remake involving gathering income, managing unrest, researching new technologies, and training and outfitting agents.&lt;br /&gt;
&lt;br /&gt;
The tactical game is now based on Encounters, rather than dropping the squad off from the Skyranger and proceeding freeform. Each encounter is essentially a room or other area the Squad enters by breaching, with each mission consisting of up to three encounters. Each agent gets an action when breaching, then turn based tactical combat ensues after the breach to accomplish an objective, which is often killing or subduing all enemies, but could also be other objectives such as to retrieve an item and escape. Different breach points offer different advantages and disadvantages when breaching, with a few requiring specific gear or agents to use. &lt;br /&gt;
&lt;br /&gt;
The standard turn order is replaced with the Timeline system, where Agents and enemies alternate taking actions in a turn instead of taking them collectively as a team. The initial turn order is based on the order in which the agents breach and the breach points they select, but can be modified by certain abilities. &lt;br /&gt;
&lt;br /&gt;
[[Agents (Chimera Squad)|Agents]] are now fully realised characters with extensive voiced dialogue and specialized ability trees, rather than being randomly generated.  Agents who are reduced to 0 HP will always bleed out instead of immediately dying, allowing a chance to stabilize them; a stabilized agent can take no further part in a mission, but can be replaced for its duration by an android. A mission will fail automatically if a squad member dies, so agents will never be lost in the field. However, injured agents may develop Scars that reduce their base stats by a significant amount. These can only be removed by sending the affected agent to the Training Center. &lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Viper_(XCOM2)&amp;diff=91300</id>
		<title>Viper (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Viper_(XCOM2)&amp;diff=91300"/>
		<updated>2020-06-28T15:53:59Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&lt;br /&gt;
Since the original invasion, the role of an infiltration unit became less important, and when infiltrators were needed, the shapeshifting Faceless were a great improvement on the uncanny Thin Men. As such, attempts to hide their true nature ceased, and they were allowed to return to their original, snakelike genome for the most part.&lt;br /&gt;
&lt;br /&gt;
Vipers begin to appear around the second month of the game. Successors of the [[Snakemen]] (technically Snake &lt;br /&gt;
&#039;&#039;women&#039;&#039;, if their impressive busts are any indication- it&#039;s best not to think about why a reptilian species would need breasts), they serve a variety of combat roles, making their actions somewhat unpredictable. They are also the first enemy fielded to benefit from Dodge, which combined with their good HP, leaves them somewhat difficult to take down quickly in the early game.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
Vipers have three noteworthy abilities, as well as their standard plasma weapon attacks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Viper Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;br&amp;gt;&#039;&#039;&#039;Pull&#039;&#039;&#039; || &#039;&#039;Attempts to pull a single human adjacent to the Viper.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;br&amp;gt;&#039;&#039;&#039;Bind&#039;&#039;&#039; || &#039;&#039;Isolates a single enemy in a grapple, damaging them and disabling them until the Viper is disrupted.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;br&amp;gt;&#039;&#039;&#039;Acid Spit&#039;&#039;&#039; || &#039;&#039;Spits a cloud of acid that damages over time, as well as reducing the victims aim and mobility.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Vipers are a dangerous enemy when first encountered, and have no great weaknesses to exploit. Their HP isn&#039;t too shabby at the point you encounter them, and while they have no armor, their high Dodge can frustrate your efforts to kill them. Their high movement speed can allow them to get easy flanks and their plasma rifles will grant them one-shot kills if they crit even mid-game. If you guard against flanks, they can still disrupt your troops very effectively with Pull and Poison Spit. Using grenades to destroy a Vipers cover and focusing fire is effective as always, but can be difficult if other high-threat enemies like Stun Lancers are also in the pod demanding your attention. Thankfully, Vipers don&#039;t receive any upgrades over time, so teching up will eventually make them trivial.&lt;br /&gt;
&lt;br /&gt;
Note that their Pull and Bind, while it disables your soldier, also effectively disables the Viper. This can in some ways be a blessing in disguise, since the 2 damage per round of Bind is often less damage than the Viper could be doing running around with its rifle. Aliens will never fire on a Bound enemy, so your soldier is safe for the duration. In addition, after the soldier is released from the Bind they can act immediately and there&#039;s no &amp;quot;Catch Breath&amp;quot; debuff like there is with Enemy Unknown Seekers, so your soldier is in an excellent position to punish any remaining enemies in the Viper&#039;s pod.&lt;br /&gt;
&lt;br /&gt;
While it may take some time to aim, it is usually possible to lob a grenade that will hit a Viper, but will not harm a soldier bound by Viper.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
[[Category: Enemies (XCOM 2)]]&lt;br /&gt;
[[Category: Aliens (XCOM 2)]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=91268</id>
		<title>Torque (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=91268"/>
		<updated>2020-06-26T15:35:05Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &amp;quot;Round&amp;quot; is the term they use for a full pass through the Timeline.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Quotes? Sure, Whisper. Can you quote this gesture? How about two?&amp;quot;&#039;&#039;- Torque&lt;br /&gt;
&lt;br /&gt;
Torque is a Viper and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Hatched in a New Arctic facility in 2020, Torque was assigned to hunt down and eliminate Resistance forces for ADVENT. After the war, Torque volunteered to participate in X-COM training exercises as OPFOR because in her words &amp;quot;detention is boring and this way I can still fight X-COM.&amp;quot; She unexpectedly bonded with Colonel Kelly, and joined the Reclamation Agency when she became Director.&lt;br /&gt;
&lt;br /&gt;
Torque is mobile, possesses innate Dodge, and has exceptional aim, but has somewhat low potential for direct damage. Her signature ability is the ability to pull enemies or allies adjacent to her and to bind adjacent enemies, disabling and damaging them for the duration; she is also able to inflict damage over time using poisonous attacks. Torque is naturally able to fit through vents that would normally require Infiltrator Weave armor, and is also immune to poison. When used in conjunction with [[Shelter (Chimera)|Shelter]]&#039;s Relocate, she can rapidly transport a VIP from one side of a map to the other within a single round.  &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;4&amp;quot; | &#039;&#039;&#039;Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Bind&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Wraps up an adjacent enemy, dealing 2 damage and preventing them from acting on their turn. Bound enemies cannot be targeted by XCOM for fear of damaging Torque, and the enemy will be freed if Torque is damaged. Free Action.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Tongue Pull&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Pulls an ally or an enemy into melee range; if the target is an enemy, this will count as movement for the purpose of overwatch and will poison them if they are moved through a poison pool. Some oversized enemies cannot be moved.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Torque is immune to poison.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Adaptable&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Torque can use Vent breach points without needing to equip Infiltrator Weave.&#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;Toxic Greeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;In Breach Mode, spits venom that poisons the target for 2 turns (2 damage per turn).&#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;Tight Squeeze&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Bind deals 3 more damage (for a total of 5).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Hard Target&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Gain a bonus to Mobility on the first turn of a battle and a permanent increase to Dodge.&#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;Poison Spit&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Spits poison that expands into a pool, dealing minor damage on impact and poisoning all enemies that touch the pool. 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;Reinforced Scales&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Torque no longer releases Bind if damaged and gains +1 armor when using Bind.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Synthetic Venom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Crit bonus against poisoned enemies, and ending the turn in a poison pool restore health.&#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;Vicious Bite&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;A powerful melee attack that poisons enemies. 3 turn cooldown.&#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 mobility and +20 Dodge.&#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;Tag Team&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Allies targeted by Tongue Pull gain a free action.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*Not all enemies can be Bound or Tongue-Pulled. Larger enemies (e.g., MECs) and Bosses cannot be Bound nor Tongue-Pulled, so plan accordingly.&lt;br /&gt;
*Bind only works if Torque is directly in front of / behind of / beside an enemy; it will not work if she is at a diagonal.&lt;br /&gt;
**The game will try to &#039;drop&#039; a Tongue-Pulled enemy beside her; but if the target square(s) are occupied, sometimes the game will drop the enemy at a diagonal. This usually happens only if Torque is standing at a &#039;corner&#039; made of 2 covers, or a squadmate is standing beside her.&lt;br /&gt;
*Setting up another Agent to overwatch near Torque will force enemies to take hits when she pulls them to her, on top of leaving them exposed to further attacks. As Tongue Pull does not end her turn, this can be followed up by a regular shot, Bind, or Vicious Bite as needed.&lt;br /&gt;
**This means that Torque should be placed as early as possible if the breach point provides the Watchtower perk (agents automatically going into overwatch after breaching).&lt;br /&gt;
**The Tongue Pull can also trigger Godmother&#039;s Close Combat Specialist skill, which means that if you equip Torque with Reflex Grip, you can quickly deal a great amount of damage to a strong enemy: Torque fire at the enemy, Torque tongue-pulling the enemy, Godmother&#039;s CCS skill gets triggered, and if the enemy is still alive, Torque can continue with a Bind. Or you can start with Torque spitting poison to the enemy, which gives 2 additional damage per turn of a bound enemy.&lt;br /&gt;
*Torque&#039;s innate Dodge stat can be combined with Mach Weave to great effect, allowing her to take significant enemy fire without receiving much damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Verge_(Chimera)&amp;diff=91267</id>
		<title>Verge (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Verge_(Chimera)&amp;diff=91267"/>
		<updated>2020-06-26T15:29:12Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;I have my mind&#039;s eye on you.&amp;quot;&#039;&#039; -Verge&lt;br /&gt;
&lt;br /&gt;
Verge is a Sectoid and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Verge participated in the initial invasion as psionic support for a Thin Man infiltration unit sent to subvert human governments. During the occupation, he was tasked with using his psionic powers to control an influential scientist who could convince the general public that the aliens were benevolent. However, he developed empathy for humans following his infusion with human genetic material and he secretly worked as a mole for the resistance during the later occupation and war. When X-COM discovered his service to the resistance, they agreed to let him serve with Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
Though he has low HP and is initially unable to deal much direct damage, Verge has powerful psionic attacks ideal for disabling enemies. Each enemy he successfully debuffs with his psionic attacks is added to his Neural Network- they cannot be targeted for a debuff a second time, but they grant Verge bonuses to his Aim as long as they remain alive and become vulnerable to his more powerful abilities. &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;Neural Network&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Verge gains +10 Aim for every enemy he has added to his Neural Network.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Stupor&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Stuns a target for their next two actions, and adds them to the Neural Network. This ability cannot target enemies already in the Neural Network.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Battle Madness&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Verge forces an enemy to attack one of their allies, and adds them to the Neural Network. This ability cannot target enemies already in the Neural Network.&#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;Levitation&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;In the Breach Phase, lifts an enemy into the air, removing their cover bonuses and cancelling their Alert or Aggressive status if it is present.&#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;Crowdsource&#039;&#039;&#039; &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Grants a further +5 Aim and +10 Crit for every enemy in the Neural Network.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Collar&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Killing blows against enemies in the Neural Network will knock them unconscious instead.&#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;Mindflay&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Inflicts mental damage on all enemies currently part of the Neural Network. Damage inflicted by this ability will KO enemies instead of killing them.&#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;Network Healing&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Verge regenerates 1 HP per enemy in the Neural Network at the end of his turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Slam&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Enemies affected by Levitate will fall to the ground after the Breach Phase, taking 1-3 mental damage and joining the Neural Network. Damage inflicted by this ability will KO enemies instead of killing them.&#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;Puppeteer&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Mind Controls all enemies in the Neural Network for the duration of the turn. 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;+20 Dodge&#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;Mind Lash&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Verge deals +1 damage to enemies in the Neural Network.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*Unconscious enemies are not removed from the Neural Network, allowing Verge to continue gaining bonuses from them. On maps with reinforcements, this can allow Verge to reach extremely high amounts of Aim. If Verge does not have Collar, consider giving at least one member of the squad Tranq Rounds. &lt;br /&gt;
*Verge should be set up to breach so that he acts as close to the top of the timeline as possible; this will maximize the effectiveness of his abilities, especially Puppeteer. &lt;br /&gt;
*Mind Controlled enemies retain their original position on the timeline. As Puppeteer attempts to Mind Control all its valid targets at once, this can potentially derail multiple enemy actions on that turn and force enemies to move into inconvenient positions for follow-up attacks (e.g. bunched together to maximize damage from grenades or Blueblood&#039;s Phase Lance).&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cherub_(Chimera)&amp;diff=91266</id>
		<title>Cherub (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cherub_(Chimera)&amp;diff=91266"/>
		<updated>2020-06-26T15:19:32Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Godmother_(Chimera)&amp;diff=91265</id>
		<title>Godmother (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Godmother_(Chimera)&amp;diff=91265"/>
		<updated>2020-06-26T15:15:55Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Of course my plan is &#039;by the book&#039;. I wrote half the book.&amp;quot;&#039;&#039; -Godmother&lt;br /&gt;
&lt;br /&gt;
Godmother is a human and an available agent in [[XCOM: Chimera Squad]]. &lt;br /&gt;
&lt;br /&gt;
After going to ground with the nascent European resistance following the fall of Paris, Godmother provided operational training in guerrilla tactics after determining that direct resistance to ADVENT was likely to lead to reprisal attacks. She connected with X-COM in its leaner years and helped develop their training programs for new recruits. During the War for Liberation, Godmother continued her work as a field liason for the resistance groups. After the war, she joined Reclamation to ensure its field-ready status. &lt;br /&gt;
&lt;br /&gt;
Godmother wields a shotgun and primarily functions as a run-and-gun damage dealer. That being said, her abilities and upgrade choices give her a fair degree of adaptability and can help her outflank enemies more effectively.&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;Scattershot&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Godmother fires their shotgun in a short range cone, damaging multiple targets. Costs 2 ammo.&#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;Alpha Strike&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Godmother fires her shotgun during a breach and will take their turn earlier on the Timeline. Godmother also gains 1 bonus action on her first turn.&#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;Last Stand&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If Godmother is unimpaired and takes enough damage to begin bleeding out, she is reduced to 1 HP and is given a turn immediately after the current turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Godmother takes a shot at an enemy forcing them to reposition. Deals no damage. 1 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;Ventilate&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Godmother fires a shotgun blast that is guaranteed to hit and destroy cover. Costs 3 ammo. 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;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Godmother takes a reaction shot at enemies that get too close.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Untouchable&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If Godmother downs an enemy the next attack against her will miss.&#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;Overdrive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Godmother immediately gains bonuses to crit and dodge, and will receive an extra turn after 3 turns. Bonuses last until the end of the extra turn. Free action. 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;+1 mobility and +15 dodge.&#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;Step Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;After scoring a kill, Godmother may take a free reload action.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_2:_War_of_the_Chosen&amp;diff=91248</id>
		<title>XCOM 2: War of the Chosen</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_2:_War_of_the_Chosen&amp;diff=91248"/>
		<updated>2020-06-25T15:09:54Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* The Chosen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;XCOM 2: War of the Chosen&#039;&#039;&#039; is the expansion pack to [[XCOM 2]]. The expansion introduces 3 new elite alien enemies called the Chosen, as well as 3 &#039;hero classes&#039; represented by different factions XCOM will have to win over. The DLC also introduces the Lost, former humans that will attack both XCOM and ADVENT forces on the battlefield.&lt;br /&gt;
&lt;br /&gt;
War of the Chosen was released on August 27, 2017 for Windows users. It was released on August 29 for Mac and Linux users, and in September for consoles.&lt;br /&gt;
&lt;br /&gt;
==New Enemies==&lt;br /&gt;
*[[ADVENT Purifier (XCOM2)|ADVENT Purifier]]: A flamethrower-equipped ADVENT soldier that is immune to fire, poison, and acid. It will try to burn enemies with its flamethrower and incendiary grenades, and may explode when killed. &lt;br /&gt;
*[[ADVENT Priest (XCOM2)|ADVENT Priest]]: ADVENT psionic support troops that can buff allies with a Mind Merge-like ability and disable soldiers with Stasis. Later versions can trigger Sustain when they might normally die or even use Mind Control. &lt;br /&gt;
*[[Spectre (XCOM2)|Spectre]]: A bizarre alien that knocks soldiers unconscious to create shadow clones under its control. It can enter concealment and drain health, and has Lightning Reflexes to make Overwatch less effective.&lt;br /&gt;
*[[The Lost]]: Humans mutated into zombie-like creatures by the alien bio-weapons unleashed in the original invasion. They are weak individually, but travel in massive groups that pose a much greater threat. Explosions attract the attention of Lost swarms, but they are weak to fire.&lt;br /&gt;
&lt;br /&gt;
===The Chosen===&lt;br /&gt;
{{main|The Chosen (XCOM2)}}&lt;br /&gt;
The titular antagonists of the expansion, the Chosen are said to be the greatest champions of the Elders. Following the Commander&#039;s return, they were ordered to recapture him and will stop at nothing to do so. &lt;br /&gt;
&lt;br /&gt;
Like [[EXALT (EU2012)|EXALT]], they will interfere in the strategic layer of the game with methods such as reducing income in a region, destroying inventory items, and making Scientists and Engineers unusable.&lt;br /&gt;
&lt;br /&gt;
While each of them is dangerous in battle and can show up on normal missions without warning, their true threat comes from their ability to Daze soldiers. Dazed soldiers are unable to act for a prolonged period of time and can be interrogated or even kidnapped by the Chosen so they can gather enough information about XCOM to assault the Avenger. Captured soldiers continue to provide information until freed by a Covert Action.&lt;br /&gt;
&lt;br /&gt;
The Chosen receive a procedurally generated set of strengths and weaknesses each campaign, augmenting their already impressive abilities but providing XCOM a means to fight them more effectively. Their stats also increase as the game goes on, making them an increasingly greater threat over time. &lt;br /&gt;
&lt;br /&gt;
While the Chosen can be slain in battle, they will resurrect themselves and continue their efforts to recapture the Commander until XCOM can find and attack the strongholds which hold the equipment that lets them come back from the dead; this is accomplished through a chain of Covert Actions. Successfully assaulting a Chosen&#039;s stronghold to kill them for good will allow XCOM to use that Chosen&#039;s weapons, which possess an extra upgrade slot, are fully upgraded, and possess unique secondary abilities that make them superior to other weapons of their type. However, a stronghold assault cannot be attempted again if it fails. &lt;br /&gt;
&lt;br /&gt;
====The Assassin====&lt;br /&gt;
{{main|Assassin (XCOM2)}}&lt;br /&gt;
The Assassin excels at stealth tactics, entering concealment to ambush a soldier before immediately withdrawing out of sight and entering concealment anew. She can throw special grenades that dramatically reduce line of sight and is able to project an energy wave that dazes multiple targets at once. Her melee attacks are guaranteed to hit and cannot be dodged, and will also bypass up to 5 armor. &lt;br /&gt;
&lt;br /&gt;
====The Hunter====&lt;br /&gt;
{{main|Hunter (XCOM2)}}&lt;br /&gt;
The Hunter prefers to keep a long distance from XCOM, using his Tracking Shot to pick off soldiers from the opposite side of the map. When they get close enough to see him, he will attack them with rifle shots and his pistol, and will also try to Daze them with either a long-range attack or a grenade. He also carries a grappling hook to help him reposition.&lt;br /&gt;
&lt;br /&gt;
====The Warlock====&lt;br /&gt;
{{main|Warlock (XCOM2)}}&lt;br /&gt;
The Warlock is second only to the Elders themselves in terms of psionic potential; as the Chosen are all immune to mental impairment effects, this makes him especially dangerous. Though equipped with an assault rifle, he prefers to hang back and use his powers to cripple XCOM as his henchmen finish them off. Among his abilities are a chain daze, teleporting allies, mind controlling multiple soldiers at once, and summoning spectral entities to fight for him.&lt;br /&gt;
&lt;br /&gt;
==XCOM Changes==&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
*Soldiers that are gravely injured have a chance to acquire negative traits. These traits can cause them to panic under certain circumstances or perform unwanted actions at inconvenient times (e.g. firing directly at an enemy when instructed to go on Overwatch, or reloading whenever their ammo isn&#039;t at maximum after a move action). &lt;br /&gt;
*Panic is now called Battle Madness and manifests in one of four forms:&lt;br /&gt;
**The original form of Panic remains as is, with the victim performing entirely random actions. &lt;br /&gt;
**Shattered causes the victim to only perform defensive actions, such as Hunker Down. &lt;br /&gt;
**Berserk forces the victim to perform offensive actions, albeit with boosted attack power. &lt;br /&gt;
**Obsessed only appears in soldiers with negative traits pertaining to fear of a specific enemy type, and forces them to perform offensive actions directed at their feared enemy. &lt;br /&gt;
*Will is reworked to act as a fatigue system. Soldiers lose Will over time when in battle and need to rest in between battles to recover it; while they can still be deployed as long as their Will is above 33% of its maximum, they are more likely to develop Battle Madness and are at greater risk of developing negative traits.&lt;br /&gt;
&lt;br /&gt;
===New Items===&lt;br /&gt;
&lt;br /&gt;
===Facilities===&lt;br /&gt;
*The [[Advanced Warfare Center (XCOM2)]] has been split into two separate buildings:&lt;br /&gt;
**The [[Infirmary]] improves the recovery time of wounded soldiers and can be staffed with an Engineer to speed up recovery further. When upgraded, an Elerium Core can be spent to restore a soldier to perfect condition immediately, but they will revert to their prior state after a mission and can only benefit from restoration once per campaign. Staffing a soldier in the Infirmary will allow them to remove negative traits. &lt;br /&gt;
**The [[Training Center]] allows soldiers to buy abilities with the AP they and XCOM have accumulated, which include both the ones in their innate skill trees and a selection of randomly chosen skills from other classes that are not otherwise available. Staffing a soldier here refunds their AP (but only AP they have personally earned- AP from XCOM&#039;s global pool will be lost) to let them re-select their skills, and bonded soldiers can be staffed to improve their bonds beyond level 1. &lt;br /&gt;
*The [[Resistance Ring]] enables XCOM  to work with the [[Resistance Factions]] to use [[Covert Action (XCOM2)|Covert Action]]s, and allows XCOM to benefit from Resistance Orders- passive benefits that apply to both the strategic and tactical layers. &lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2: War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=91172</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=91172"/>
		<updated>2020-06-20T13:31:29Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Launchers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed in the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistol (EU2012)|Pistol]] || 1-2 || 2-4 ||2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 10 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Pistol (EU2012)|Laser Pistol]] || 1-3 || 3-5 ||&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| 10 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Pistol (EU2012)|Plasma Pistol]] || 2-4 || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (EU2012)|Assault Rifle]]|| 2-4  || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Rifle (EU2012)|Laser Rifle]]|| 4-6 || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || &lt;br /&gt;
|-&lt;br /&gt;
|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039; || 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || Aim +10&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (EU2012)|Plasma Rifle]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (EU2012)|Shotgun]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 20 || Short || [[Assault (EU2012)|Assault]] || 40 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Scatter (EU2012)|Laser Scatter]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 20 || Short || [[Assault (EU2012)|Assault]] || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Alloy Cannon (EU2012)|Alloy Cannon]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 20 || Short || [[Assault (EU2012)|Assault]] || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[LMG (EU2012)|LMG]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 0 || Medium || [[Heavy (EU2012)|Heavy]] || 60 || |&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Laser (EU2012)|Heavy Laser]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 0 || Medium || [[Heavy (EU2012)|Heavy]] || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Plasma (EU2012)|Heavy Plasma]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 0 || Medium || [[Heavy (EU2012)|Heavy]] || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper Rifle (EU2012)|Sniper Rifle]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 25 || Long || [[Sniper (EU2012)|Sniper]] || 30 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 30 || Long || [[Sniper (EU2012)|Sniper]] || 125 || Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 35 || Long || [[Sniper (EU2012)|Sniper]] || 125 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100 (63 tiles), although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ S.H.I.V. Weapons&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Minigun|| 5-7  || 9-11 || &#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 10 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 80 ||&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Laser|| 7-9  || 12-14 || &#039;&#039;&#039;12&#039;&#039;&#039; or 13 || 15 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 125 || +15 Aim&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Plasma|| 9-11  || 15-17 || &#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 20 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 125 || +25 Aim&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Minigun (EU2012)|Minigun]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 60 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Railgun (EU2012)|Railgun]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Particle Cannon (EU2012)|Particle Cannon]]|| 9-11  || 15-17 ||&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Thrower (EU2012)|Arc Thrower]]|| 0 ||NA || 0 || Any || 0 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Drone Beam|| 1-3 || 3 or 4 || 0|| [[Drone (EU2012)|Drone]] || 2 || Repair&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Cannon|| 7-9 || 12 or 13 || 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 125 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom|| 7-9 ||NA|| 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Chest Cannon|| 9-11  ||15 or 16 || 0 ||[[Sectopod (EU2012)|Sectopod]]|| 801 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lance|| 10 ||NA|| 25 || [[Ethereal (EU2012)|Ethereal]] || 0 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (EU2012)|Rocket Launcher]]|| 6 || 27 || N/A || [[Heavy (EU2012)|Heavy]] || 500 || 336 || | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster Launcher (EU2012)|Blaster Launcher]]|| 9 || 100 || N/A || [[Heavy (EU2012)|Heavy]] || 500 || 336 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|Poison Spit|| 1 || 27 || N/A ||[[Thin Man (EU2012)|Thin Man]]|| 0 || 175 || Poisons target, inflicting additional damage over time; also reduces Aim and Movement&lt;br /&gt;
|-&lt;br /&gt;
|Cluster Bomb|| 6 || 27 || 25 ||[[Sectopod (EU2012)|Sectopod]]|| 250 || 144 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 6 || 8 tiles || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || sets on fire || 60&amp;amp;deg; arc || Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 4 || 17 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 8 || 17 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 5 || 0 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 0 || 432 || Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Divide by 1.5 to get range in tiles.&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
&lt;br /&gt;
====Throwables====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Throwables&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; |!! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (EU2012)|Frag Grenade]]|| 3  || 15 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || 17 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade|| 0 || 15 || 0 || [[Support (EU2012)|Support]] || 0 || 336 || Defense +20-40 or (+20 Will, +20 Aim, +10% Critical Chance)&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 0 || 27 || 0 || [[Sniper (EU2012)|Sniper]] || 0 || 225 || Grants temporal vision for remote areas&lt;br /&gt;
|-&lt;br /&gt;
|[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 3 || 15 || 0 || Any || 0 || 528 || Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 1 || 15 || 0 || Any || 0 || 240 || Damage applied per turn (for 1-3 turns), -20 Aim, -25% movement&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || Causes units in radius to become invisible&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || -50% aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|[[Mimic Beacon (EU2012)|Mimic Beacon]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 27 || 0 || Any || 0 || 2880 || Lures aliens to an area&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Divide by 1.5 to get range in tiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Claw|| 6  || 20 ||[[Chryssalid (EU2012)|Chryssalid]] || 1 || Implants an egg on kill&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Fist|| 8  || 0 ||[[Zombie (EU2012)|Zombie]]|| 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|Muton Blade|| 9  || 33 ||[[Berserker (EU2012)|Berserker]]|| 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|Seeker tentacles  &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 2  || 0 ||[[Seeker (EU2012)|Seeker]]|| 1 || Strangles&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 12  || 0 || [[MEC Trooper (EU2012)|MEC Trooper]] || high || +4 mobility&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Uber_Ethereal_(EU2012)&amp;diff=91169</id>
		<title>Uber Ethereal (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Uber_Ethereal_(EU2012)&amp;diff=91169"/>
		<updated>2020-06-20T04:45:39Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Uber Ethereal 2 (EU2012).png|right|300px|Uber Ethereal]]&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is the mastermind behind the alien invasion. This alien can only be encountered on the final [[Missions (EU2012)|mission]] on the bridge of the Temple Ship. This alien will have better stats than its [[Ethereal (EU2012)|Ethereal]] cousins. Killing the Uber Ethereal will win the game for XCOM. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Uber Ethereal 2 (EU2012).png|150px]]&lt;br /&gt;
|appears=Temple Ship&lt;br /&gt;
|hp=25/25/25/30&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40/40/40/50&lt;br /&gt;
|will=150/150/150/160&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC RIFT.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown.&#039;&#039;&amp;lt;br&amp;gt;It has the potential to do from 4 damage (if resisted) to 20+ (to [[S.H.I.V. (EU2012)|S.H.I.V.s]], since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters its radius. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_PSILANCE.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Lance&#039;&#039;&#039;|| &#039;&#039;Project a bolt of pure psi force at an enemy.&#039;&#039;&amp;lt;br&amp;gt; 9 [[Damage (EU2012)|damage]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_PSIDRAIN.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || &#039;&#039;Drain health from an ally.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDCONTROL.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_HARDENED.png|24px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* High Will: resistant to psionic attacks (and outright immune to Mind Control).&lt;br /&gt;
* The Uber Ethereal will explode upon death, dealing damage to all units within a fairly small radius. (Not like it will matter, as you win the game when it dies.)&lt;br /&gt;
* The Uber Ethereal can not be stunned.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
{{Aliens (EU2012)}}&lt;br /&gt;
{{EU2012 Style}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=91113</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=91113"/>
		<updated>2020-06-18T00:56:45Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Launchers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed in the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistol (EU2012)|Pistol]] || 1-2 || 2-4 ||2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 10 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Pistol (EU2012)|Laser Pistol]] || 1-3 || 3-5 ||&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| 10 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Pistol (EU2012)|Plasma Pistol]] || 2-4 || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (EU2012)|Assault Rifle]]|| 2-4  || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Rifle (EU2012)|Laser Rifle]]|| 4-6 || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || &lt;br /&gt;
|-&lt;br /&gt;
|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039; || 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || Aim +10&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (EU2012)|Plasma Rifle]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (EU2012)|Shotgun]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 20 || Short || [[Assault (EU2012)|Assault]] || 40 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Scatter (EU2012)|Laser Scatter]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 20 || Short || [[Assault (EU2012)|Assault]] || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Alloy Cannon (EU2012)|Alloy Cannon]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 20 || Short || [[Assault (EU2012)|Assault]] || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[LMG (EU2012)|LMG]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 0 || Medium || [[Heavy (EU2012)|Heavy]] || 60 || |&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Laser (EU2012)|Heavy Laser]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 0 || Medium || [[Heavy (EU2012)|Heavy]] || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Plasma (EU2012)|Heavy Plasma]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 0 || Medium || [[Heavy (EU2012)|Heavy]] || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper Rifle (EU2012)|Sniper Rifle]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 25 || Long || [[Sniper (EU2012)|Sniper]] || 30 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 30 || Long || [[Sniper (EU2012)|Sniper]] || 125 || Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 35 || Long || [[Sniper (EU2012)|Sniper]] || 125 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100 (63 tiles), although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ S.H.I.V. Weapons&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Minigun|| 5-7  || 9-11 || &#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 10 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 80 ||&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Laser|| 7-9  || 12-14 || &#039;&#039;&#039;12&#039;&#039;&#039; or 13 || 15 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 125 || +15 Aim&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Plasma|| 9-11  || 15-17 || &#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 20 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 125 || +25 Aim&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Minigun (EU2012)|Minigun]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 60 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Railgun (EU2012)|Railgun]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Particle Cannon (EU2012)|Particle Cannon]]|| 9-11  || 15-17 ||&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Thrower (EU2012)|Arc Thrower]]|| 0 ||NA || 0 || Any || 0 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Drone Beam|| 1-3 || 3 or 4 || 0|| [[Drone (EU2012)|Drone]] || 2 || Repair&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Cannon|| 7-9 || 12 or 13 || 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 125 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom|| 7-9 ||NA|| 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Chest Cannon|| 9-11  ||15 or 16 || 0 ||[[Sectopod (EU2012)|Sectopod]]|| 801 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lance|| 10 ||NA|| 25 || [[Ethereal (EU2012)|Ethereal]] || 0 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (EU2012)|Rocket Launcher]]|| 6 || 27 || N/A || [[Heavy (EU2012)|Heavy]] || 500 || 336 || | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster Launcher (EU2012)|Blaster Launcher]]|| 9 || 100 || N/A || [[Heavy (EU2012)|Heavy]] || 500 || 336 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|Poison Spit|| 1 || 27 || N/A ||[[Thin Man (EU2012)|Thin Man]]|| 0 || 175 || Poisons target, inflicting additional damage over time and reducing Aim&lt;br /&gt;
|-&lt;br /&gt;
|Cluster Bomb|| 6 || 27 || 25 ||[[Sectopod (EU2012)|Sectopod]]|| 250 || 144 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 6 || 8 tiles || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || sets on fire || 60&amp;amp;deg; arc || Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 4 || 17 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 8 || 17 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 5 || 0 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 0 || 432 || Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Divide by 1.5 to get range in tiles.&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
&lt;br /&gt;
====Throwables====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Throwables&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; |!! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (EU2012)|Frag Grenade]]|| 3  || 15 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || 17 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade|| 0 || 15 || 0 || [[Support (EU2012)|Support]] || 0 || 336 || Defense +20-40 or (+20 Will, +20 Aim, +10% Critical Chance)&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 0 || 27 || 0 || [[Sniper (EU2012)|Sniper]] || 0 || 225 || Grants temporal vision for remote areas&lt;br /&gt;
|-&lt;br /&gt;
|[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 3 || 15 || 0 || Any || 0 || 528 || Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 1 || 15 || 0 || Any || 0 || 240 || Damage applied per turn (for 1-3 turns), -20 Aim, -25% movement&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || Causes units in radius to become invisible&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || -50% aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|[[Mimic Beacon (EU2012)|Mimic Beacon]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 27 || 0 || Any || 0 || 2880 || Lures aliens to an area&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Divide by 1.5 to get range in tiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Claw|| 6  || 20 ||[[Chryssalid (EU2012)|Chryssalid]] || 1 || Implants an egg on kill&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Fist|| 8  || 0 ||[[Zombie (EU2012)|Zombie]]|| 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|Muton Blade|| 9  || 33 ||[[Berserker (EU2012)|Berserker]]|| 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|Seeker tentacles  &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 2  || 0 ||[[Seeker (EU2012)|Seeker]]|| 1 || Strangles&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 12  || 0 || [[MEC Trooper (EU2012)|MEC Trooper]] || high || +4 mobility&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avenger_Optimization_(XCOM2)&amp;diff=91071</id>
		<title>Avenger Optimization (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avenger_Optimization_(XCOM2)&amp;diff=91071"/>
		<updated>2020-06-12T07:10:08Z</updated>

		<summary type="html">&lt;p&gt;Anothrgamer1234: /* Shadow Chamber */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Avenger&#039;s internal cargo bays can be turned into facilities of various sorts.  They are arranged in 4 rows of 3 columns each.  The middle bay on the top row starts clear and ready for building; the other 11 will all need to be excavated before they can be used.  Excavating requires an adjacent square on the four cardinal directions to be clear, 1 or more Engineers to be assigned to the facility for a time ranging from 5 to 30 days, and will reward you with an amount of Supplies, Alloys, or Elerium Crystals.  The deeper you go, the better the rewards, and the longer the excavation time. &lt;br /&gt;
&lt;br /&gt;
Most facilities can only be built once, so despite the lack of adjacency bonuses, placement is still important, particularly with the Workshop..  The only facilities which can be duplicated are Resistance Comms and Power Relays.&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
The Laboratory provides a place to staff Scientists, and should be an early(top row) construction.  It may be upgraded to allow a second scientist to be staffed here.  Each scientist staffed here provides an additional boost to research speed. (This is in addition to the boost they provide just for being on the Avenger.) &lt;br /&gt;
&lt;br /&gt;
The laboratory does not synergize with any other facilities.&lt;br /&gt;
&lt;br /&gt;
==Advanced Warfare Center==&lt;br /&gt;
&lt;br /&gt;
The Advanced Warfare Center provides a dedicated facility for soldiers to receive medical care; soldiers will be automatically assigned here when wounded, and healing speed is improved by 50% when it is available.  Additionally, one healthy soldier may be assigned here at a time to retrain their abilities.&lt;br /&gt;
&lt;br /&gt;
One Scientist may be staffed here, increasing the healing rate to a total of 100%.&lt;br /&gt;
&lt;br /&gt;
As you will almost always have wounded soldiers, this facility synergizes well with the Workshop.&lt;br /&gt;
&lt;br /&gt;
In [[XCOM 2: War of the Chosen]], this facility is replaced by the Infirmary and the Training Center.&lt;br /&gt;
&lt;br /&gt;
==Resistance Comms==&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s radio capacity is not limitless, starting at a mere 3 contacts out of a potential 16.  Resistance Comms facilities expand this; each Resistance Comms built increases the number of Contacts you can have by 1.  Additionally, an Engineer can be staffed here, providing an additional 2 contacts.&lt;br /&gt;
&lt;br /&gt;
The Resistance Comms can be upgraded, which provides one extra point of Contact just for the upgrade, and can staff an extra engineer for an additional 4 contacts(total of 8 with both engineers).&lt;br /&gt;
&lt;br /&gt;
The Resistance Comms synergizes very well with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Guerilla Tactics School==&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School allows you to buy various upgrades for your squads, acting similar to the Officer Training School before it.  It also allows one healthy Rookie to be assigned here, to be trained into one of the four base classes.&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School does not synergize with any other facility.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
The Workshop provides additional hands to do work around the Avenger, in the form of GREMLINs.  By assigning an engineer here, you will be given access to two Workshop GREMLINs which can be used as Engineers, but can only staff facilities adjacent to the Workshop.  As such, it is thus optimal to build the Workshop in a central location where it is adjacent to many Engineer-staffed facilities.  The second row from the top in the Avenger works well for this, and the Workshop synergizes well with Resistance Comms, Power Relays, and the Advanced Warfare Center.  Basically, any facility where you would want an engineer staffed full-time should be a candidate for placing next to the Workshop.&lt;br /&gt;
&lt;br /&gt;
The Workshop can be upgraded to provide an additional work slot for an Engineer, who will produce an extra two GREMLINs.&lt;br /&gt;
&lt;br /&gt;
==Power Relays==&lt;br /&gt;
&lt;br /&gt;
Like previously, all facilities require power to operate.  The Research Lab with Tygan provides 12 free power; for any more, you will need to construct Power Relays.&lt;br /&gt;
&lt;br /&gt;
Power Relays provide additional power to run the Avenger&#039;s systems.  Each Power Relay you build provides 3 power to the Avenger.  You may staff an Engineer there to provide an additional 5 power.  They may also be upgraded with two different upgrades(which can both be applied).  An Elerium Conduit increases the power output by 6(for a total of 10) and an Extra Conduit allows an additional engineer to be staffed there.  (+2 passive power, and you can staff a second Engineer for 5 more power.)&lt;br /&gt;
&lt;br /&gt;
===Power Coils===&lt;br /&gt;
&lt;br /&gt;
Filling a similar role to Steam Vents, the Avenger will have a few randomly placed power coils inside of its building space, usually in the bottom two rows.  They will require significant time to shield for use, but once shielded, can be used like any other building spot, with a twist.  Any facility placed on a Power Coil uses no power, or if the facility is a power relay, will produce an extra 7 power(for a total of 10).  The only facilities on Veteran which cost more than 7 power are the upgraded Shadow Chamber(9 power) and the upgraded Psionics Lab(10 power).&lt;br /&gt;
&lt;br /&gt;
Thus, if you plan on upgrading your Psi Lab so you can train 2 Psi Operatives simultaneously, consider building it on a power coil.  The Shadow Chamber upgrade is mandatory, but can be delayed until very late in the game, so it may be more practical to simply assign an Engineer to a Power Relay when it becomes necessary to bring it online.  Barring these two options, you should build Power Relays on the Power Coils, and upgrade them as necessary to provide more power.&lt;br /&gt;
&lt;br /&gt;
==Proving Grounds==&lt;br /&gt;
&lt;br /&gt;
Replacing the Foundry, the Proving Grounds allows the construction of advanced equipment in a queue.  Every project here takes time, and they are worked on in sequence.&lt;br /&gt;
&lt;br /&gt;
An engineer may be staffed here, increasing speed of all projects by 50%.  It synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Psi Lab==&lt;br /&gt;
&lt;br /&gt;
The Psi Lab provides a space to train a Psi Operative in Psionics.  It may be upgraded to allow a second soldier to be trained simultaneously.&lt;br /&gt;
&lt;br /&gt;
The Psi Lab can be staffed by an Engineer, which will increase training speed by 50%.  It synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Defensive Matrix==&lt;br /&gt;
&lt;br /&gt;
The Defensive Matrix provides repurposed ADVENT turrets in order to help defend the Avenger in the event of an Avenger defense mission.  It at first deploys only two turrets, but can be upgraded to deploy four.&lt;br /&gt;
&lt;br /&gt;
An Engineer may be staffed here, improving the Aim and Damage of the turrets deployed.  Note that you cannot enter the Avenger screen once the aliens are preparing for an assault, so you must staff the Engineer ahead of time as &#039;insurance&#039;.  For this reason, it synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Shadow Chamber==&lt;br /&gt;
&lt;br /&gt;
Replacing the Hyperwave Decoder, the Shadow Chamber allows analysis of complex alien artifacts and serves a vital plot purpose; it must be constructed (and later upgraded) in order to complete the game. Like the Hyperwave Decoder, it will reveal the number and type of enemies present in a mission once it is built. &lt;br /&gt;
&lt;br /&gt;
No personnel may be staffed here, so it has little synergy with anything else. It is however the biggest single power drawing room by the time it&#039;s fully upgraded, making it a possible candidate for use of a Power Coil space.&lt;br /&gt;
&lt;br /&gt;
==Infirmary==&lt;br /&gt;
Added in War of the Chosen. The Infirmary is where injured soldiers are sent to heal, and can also be used to remove negative traits that cause them to take unwanted actions at inconvenient times. An engineer can be staffed here to double recovery speed. When upgraded, an Elerium Core can be spent to immediately restore a soldier to fighting condition, but this only lasts for a single mission and cannot be used on a given soldier more than once per campaign.&lt;br /&gt;
&lt;br /&gt;
==Training Center==&lt;br /&gt;
Added in War of the Chosen. This facility allows the spending of Ability Points earned in battle to gain new skills for your soldiers. It is possible to re-spec your soldiers by staffing them here if you wish, but doing so only refunds the soldier&#039;s own Ability Points- the ones from the global pool will be lost. Bonded soldiers can also be upgraded to higher bond levels here.&lt;br /&gt;
&lt;br /&gt;
==[[Resistance Ring]]==&lt;br /&gt;
Added in War of the Chosen. This facility is necessary for Covert Actions and Resistance Orders, which will be unlocked as you work with the Resistance Factions. Assigning an Engineer here will reduce the length of Covert Actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Anothrgamer1234</name></author>
	</entry>
</feed>