Difference between revisions of "Breaching (Chimera)"

From UFOpaedia
Jump to navigation Jump to search
Line 13: Line 13:
  
 
Enemies during Breaching can be in three states:
 
Enemies during Breaching can be in three states:
*Surprised — enemy will have Defense penalty and won't do take an action after the breach;
+
*Surprised — enemy will have Defense penalty and won't take an action after the breach except to enter cover;
 
*Alerted — enemy, if they survive, will perform defensive actions like moving, Hunkering Down and use defensive and non-lethal combat abilities;
 
*Alerted — enemy, if they survive, will perform defensive actions like moving, Hunkering Down and use defensive and non-lethal combat abilities;
*Aggressive — enemy, if they survive, will take an aggressive action at a random agent (usually shooting).
+
*Aggressive — enemy, if they survive, will take an aggressive action at an agent (usually shooting).
  
 
All agents have a default offensive Breach Action (usually to shoot an enemy, except [[Zephyr (Chimera Squad)|Zephyr]]) and Run for Cover, which increases Defense and Dodge until the end of the breach. Agents can learn new breach actions as they gain ranks and training. Once breaching ends, your agents will run for cover not far from their breaching points and proceed to combat.
 
All agents have a default offensive Breach Action (usually to shoot an enemy, except [[Zephyr (Chimera Squad)|Zephyr]]) and Run for Cover, which increases Defense and Dodge until the end of the breach. Agents can learn new breach actions as they gain ranks and training. Once breaching ends, your agents will run for cover not far from their breaching points and proceed to combat.

Revision as of 20:21, 12 December 2020

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.

Breach Phase

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 "BREACH" button. Choose breach points and operatives' 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 "First Impression" 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. There are special breach points that have no penalties and better bonuses, but you need some specialized gear or certain operatives to get through these points. More precisely:

  • Walls can be destroyed either by Breaching Charges or by Claymore;
  • Security doors can be opened either by Auto-Keys or by Terminal and Patchwork;
  • Vents can be accessed by Torque and any other agents equipped with Infiltrator Weave.

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)

Breach Actions

When you press "BREACH!" button your agents will proceed to go through their breach points. Once inside, you will get an unclear and limited view of the scene from each agent's perspective, and can order them to take a breach action.

Enemies during Breaching can be in three states:

  • Surprised — enemy will have Defense penalty and won't take an action after the breach except to enter cover;
  • Alerted — enemy, if they survive, will perform defensive actions like moving, Hunkering Down and use defensive and non-lethal combat abilities;
  • Aggressive — enemy, if they survive, will take an aggressive action at an agent (usually shooting).

All agents have a default offensive Breach Action (usually to shoot an enemy, except Zephyr) and Run for Cover, which increases Defense and Dodge until the end of the breach. Agents can learn new breach actions as they gain ranks and training. Once breaching ends, your agents will run for cover not far from their breaching points and proceed to combat.