Difference between revisions of "Cherub (Chimera)"

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Cherub is a hybrid clone. Cherub was created very late in the war and received training to become an ADVENT Trooper but the war ended before he became part of ADVENT. He was then raised by XCOM soldiers. Cherub wields a pistol and energy shield, and has several abilities to protect himself and others, but has low offense.
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Cherub is a hybrid clone. As part of the clone batch dubbed the "Empty Cohort", he had received ADVENT training but never received ADVENT indoctrination at the time of his "birth". After being discovered by X-Com agents and found to have no ADVENT sympathies, he was allowed to enlist in X-Com.  
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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.  
  
 
{| class="wikitable" width="70%"
 
{| class="wikitable" width="70%"
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|- align="center"
 
|- align="center"
 
! rowspan="3" | '''Agent'''
 
! rowspan="3" | '''Agent'''
| colspan="2" | '''Kinetic Shield''' <br/> ''Cherub places anenergy shield on self or ally. Cherub gains a kinetic charge when the shield is destroyed. Does not end turn when used.''
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| colspan="2" | '''Kinetic Shield''' <br/> ''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.''
 
|- align="center"
 
|- align="center"
 
| colspan="2" | '''Kinetic Charge''' <br/> ''Cherub can store up to 2 kinetic charges by shielding allies. These are consumed by various abilities.''
 
| colspan="2" | '''Kinetic Charge''' <br/> ''Cherub can store up to 2 kinetic charges by shielding allies. These are consumed by various abilities.''
 
|- align="center"
 
|- align="center"
| colspan="2" | '''Charged Bash''' <br/> ''Cherub bashes an enemy with the energy shield consuming all charge. If charge is consumed, deal ddamage in a cone behind the enemy. Damage increases with charge. Replaced Subdue.''
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| colspan="2" | '''Charged Bash''' <br/> ''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.''
 
|- align="center"
 
|- align="center"
 
! '''Deputy Agent'''
 
! '''Deputy Agent'''
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! '''Field Agent'''
 
! '''Field Agent'''
 
| width="30%" | '''Generator''' <br/> ''Cherub gains one charge at the end of each encounter.''
 
| width="30%" | '''Generator''' <br/> ''Cherub gains one charge at the end of each encounter.''
| width="30%" | '''Guard''' <br/> ''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.''
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| width="30%" | '''Guard''' <br/> ''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.''
 
|- align="center"
 
|- align="center"
 
! '''Special Agent'''
 
! '''Special Agent'''
| colspan="2" | '''Overload''' <br/> ''Charub can now store 3 charges and gains bonus mobility when fully charged.''
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| colspan="2" | '''Overload''' <br/> ''Cherub can now store 3 charges and gains bonus mobility when fully charged.''
 
|- align="center"
 
|- align="center"
 
! '''Senior Agent'''
 
! '''Senior Agent'''
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|- align="center"
 
|- align="center"
 
! '''Principal Agent'''
 
! '''Principal Agent'''
| colspan="2" |
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| colspan="2" | '''Supercharge <br/>
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''Expends all charges to increase the squad's weapon damage, and also applies Holo-Target effects to all enemies to improve aim. One use per mission. 
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|- align="center"
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! '''Training (Special Agent)'''
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| colspan="2" |'''Unlock Potential''' <br/>
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''+2 mobility.''
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|- align="center"
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! '''Training (Principal Agent)'''
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| colspan="2" |'''Return Fire''' <br/>
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''When fired upon, Cherub will automatically shoot back at the enemy that attacked him.''
 
|}
 
|}
  
 
[[Category: Chimera Squad]]
 
[[Category: Chimera Squad]]

Revision as of 16:17, 28 April 2020

Cherub is a hybrid clone. As part of the clone batch dubbed the "Empty Cohort", he had received ADVENT training but never received ADVENT indoctrination at the time of his "birth". After being discovered by X-Com agents and found to have no ADVENT sympathies, he was allowed to enlist in X-Com.

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.

Rank Ability
Agent Kinetic Shield
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.
Kinetic Charge
Cherub can store up to 2 kinetic charges by shielding allies. These are consumed by various abilities.
Charged Bash
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.
Deputy Agent Phalanx
Enemies focus their fire on Cherub, ignoring other XCOM units at this breach point. Block all damage and gain 1 charge for each attack.
Field Agent Generator
Cherub gains one charge at the end of each encounter.
Guard
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.
Special Agent Overload
Cherub can now store 3 charges and gains bonus mobility when fully charged.
Senior Agent Recharge
Using Charged Bash to render an enemy unconscious refills 1 charge.
Resonance Field
Allies with kinetic shield gain +15 aim.
Principal Agent Supercharge

Expends all charges to increase the squad's weapon damage, and also applies Holo-Target effects to all enemies to improve aim. One use per mission.

Training (Special Agent) Unlock Potential

+2 mobility.

Training (Principal Agent) Return Fire

When fired upon, Cherub will automatically shoot back at the enemy that attacked him.