Agents (Chimera)

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Rather than the classes of XCOM and XCOM2, Chimera Squad features a set of individual agents, each with a distinct skill set, personality, and dialog. You must always take four agents on the APC to a mission. Loss of any agent results in a Mission failure (and campaign failure, on Hardcore mode). But this is much less likely to happen than in previous games. When an agent is reduced to 0 HP they will always begin Bleeding Out, and can be Stabilized by any agent. Stabilized agents will be unable to participate in further Encounters should the Mission feature them, but an Android can be called in as a replacement (albeit one which has no unique abilities). Agents will automatically be extracted from a mission provided they are Stabilized or the Encounter is completed before they Bleed Out. However, badly injured agents may develop stat-lowering Scars that could be removed by sending them to Training.

You begin with the following four agents, if you enable the Tutorial:

Additional agents can be recruited during the campaign, up to a maximum of 8 agents per playthrough:

You get the 5th agent right after the first real Mission, 6th in the middle of first Investigation, 7th at the beginning of second Investigation, and the 8th agent becomes available roughly in the middle of second Investigation. If the Tutorial is off, any combination of agents can be selected as the initial four.


Agents start at Cadet Agent rank. As they gain XP by completing missions, they rise in ranks as follows: Cadet Agent → Deputy Agent → Field Agent → Special Agent → Senior Agent → Principal Agent. At Field Agent and Senior Agent ranks you get a choice between two distinct abilities. You must make this choice in the Armory. Individual Trainings are unlocked at Special Agent and Principal Agent ranks.

Agent's Stats

HEALTH Determines how much damage an agent can receive during combat and remain active in a fight.
MOBILITY Determines how far an agent can move using an action.
WILL Determines agent's resistance to ordinary mental effects like Panic or Disorient (see Status Effects table).
AIM Determines the likelihood of an agent successfully landing a hit on a target, combined with factors such as distance, cover, special abilities, and equipment.
DODGE Determines an agent’s ability to mitigate some amount of physical damage after an enemy successfully lands a hit.
CRIT Determines the likelihood that a successful hit will become a Critical Hit and deal bonus Damage to the target.
PSI Determines an agent’s resistance to enemy mental attacks like Mind Control (see Status Effects table).
ARMOR* Reduces the amount of damage an agent receives on a point-for-point basis after being hit by an enemy.
DEFENSE* Makes an agent more difficult for enemies to successfully hit.

* Armor and Defense are granted by abilities and gear. They are not "base" stats.


Agent Race Weapon Health Mobility Aim Will Dodge Crit Psi
Axiom muton Shotgun 9 12 65 40 0 0 0
Blueblood human Pistol 7 11 75 40 0 10 0
Cherub hybrid Pistol 8 10 65 40 0 0 0
Claymore human Shotgun 8 12 65 40 0 0 0
Godmother human Shotgun 8 12 65 40 0 0 0
Patchwork human Rifle 8 10 65 40 0 0 0
Shelter human SMG 7 10 65 50 0 0 50
Terminal human SMG 9 10 65 40 0 0 0
Torque viper SMG 8 11 65 40 20 0 0
Verge sectoid Rifle 7 10 65 50 0 0 50
Zephyr hybrid Gauntlets 8 14 75 40 0 0 0
Android robot Rifle/SMG/Shotgun 8 10 65 0 0 0 0