Difference between revisions of "Weapons (Chimera)"

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==Weapon Types==
 
==Weapon Types==
Reclamation'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.  
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Reclamation'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 and Ammo types. Note that Androids, unlike agents who are always stuck with single weapon type, can choose SMG, Rifle, or Shotgun.
  
 
===Pangolin Gauntlets===
 
===Pangolin Gauntlets===
Cannot be improved with weapon mods or upgraded, and lacks epic variants. Exclusive to [[Zephyr (Chimera)|Zephyr]].
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Damage: 3-4<br>
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Cannot be improved with weapon mods or upgraded, and lacks [[Epic Weapons (Chimera)|epic]] variants. Exclusive to [[Zephyr (Chimera)|Zephyr]].
  
 
===Pistol===
 
===Pistol===
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Damage: 3-4; Enhanced Pistol: 4-5; Mastercrafted Pistol: 5-6 + Shredder ability.<br>
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Clip Size: 5<br>
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Used by [[Blueblood (Chimera)|Blueblood]] and [[Cherub (Chimera)|Cherub]].  
 
Used by [[Blueblood (Chimera)|Blueblood]] and [[Cherub (Chimera)|Cherub]].  
  
 
===SMG===
 
===SMG===
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Damage: 3-5; Enhanced SMG: 4-6; Mastercrafted SMG: 5-7 + Shredder ability.<br>
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Clip Size: 4<br>
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Used by [[Terminal (Chimera)|Terminal]], [[Torque (Chimera)|Torque]], and [[Shelter (Chimera)|Shelter]].
 
Used by [[Terminal (Chimera)|Terminal]], [[Torque (Chimera)|Torque]], and [[Shelter (Chimera)|Shelter]].
  
 
===Assault Rifle===
 
===Assault Rifle===
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Damage: 3-5; Enhanced AR: 4-6; Mastercrafted AR: 5-7 + Shredder ability.<br>
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Clip Size: 4<br>
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Used by [[Verge (Chimera)|Verge]] and [[Patchwork (Chimera)|Patchwork]].
 
Used by [[Verge (Chimera)|Verge]] and [[Patchwork (Chimera)|Patchwork]].
  
 
===Shotgun===
 
===Shotgun===
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Damage: 4-6; Enhanced Shotgun: 5-7; Mastercrafted Shotgun: 6-8 + Shredder ability.<br>
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Clip Size: 3<br>
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Used by [[Godmother (Chimera)|Godmother]], [[Axiom (Chimera)|Axiom]], and [[Claymore (Chimera)|Claymore]].
 
Used by [[Godmother (Chimera)|Godmother]], [[Axiom (Chimera)|Axiom]], and [[Claymore (Chimera)|Claymore]].
  
==Epic Weapons==
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==Weapon Mods==
The [[Scavenger'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.
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Just like in XCOM 2, you can modify the weapons of your team, although there are some changes. First of all, there are two mods slots (after Modular Weapons is researched), no matter of their level. Also these Mods can be freely swapped and uninstalled at any time without destroying them.
 
 
===Pistol===
 
*'''Artful Fathom''': Grants Lightning Hands, an attack that does not cost an action to use. 3-turn cooldown.
 
*'''Endless Brevity''': Grants Fan Fire, firing three times at a chosen target. Usable once per mission.
 
 
 
===SMG===
 
*'''Crucial Symmetry''': Grants Chain Shot, an attack with a -15 Aim penalty that performs a second attack if it hits. 3-turn cooldown.
 
*'''Surly Constant''': Grants Hail of Bullets, an attack that always hits but has a high ammo cost. 3-turn cooldown.
 
 
 
===Assault Rifle===
 
*'''Fortunate Blossom''': Grants Serial, a powerful ability that refunds actions upon a successful kill. Usable once per mission.
 
*'''Impetous Spire''': Grants Banish, which repeatedly fires at a target until it dies or the user runs out of ammo. Usable once per mission.  
 
  
===Shotgun===
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* (Advanced/Superior) Scope: increases agent's Aim by 5/10/15%. Unlike XCOM 2, it can be installed alongside Laser Sight;
*'''Callow Ember''': Grants Rapid Fire, which shoots twice in a row at an enemy with a -15 aim penalty for each shot. Usable once per mission.  
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* (Advanced/Superior) Laser Sight: increases the Crit chance by 5/10/15%, increasing further by up to 10/20/30% if close to the target. Unlike XCOM 2, can be installed alongside with Scope;
*'''Lonely Herald''': Grants Run and Gun, allowing the user to act after dashing. 3-turn cooldown.  
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* (Advanced/Superior) Expanded Magazine: increases the weapon's ammo by 1/2/3;
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* (Advanced/Superior) Auto-Loader: first 1/2/3 Reloads are free actions;
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* (Advanced/Superior) Stock: if agent's shot missed, it still deals 1/2/3 damage to the target;
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* Impact Frame: increases the Subdue damage by 2. Cannot be installed on Cherub's Pistol;
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* Reflex Grip: shooting as the first action does not ends the turn. Cannot be installed on Blueblood's Pistol;
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* Targeting System: hitting Holo-Targets the enemy. Subsequent shots at the same enemy grant +15 Aim, as long as they remain Holo-Targeted.
  
 
[[Category: Chimera Squad]]
 
[[Category: Chimera Squad]]

Latest revision as of 00:26, 4 November 2021

Weapon Types

Reclamation'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 and Ammo types. Note that Androids, unlike agents who are always stuck with single weapon type, can choose SMG, Rifle, or Shotgun.

Pangolin Gauntlets

Damage: 3-4

Cannot be improved with weapon mods or upgraded, and lacks epic variants. Exclusive to Zephyr.

Pistol

Damage: 3-4; Enhanced Pistol: 4-5; Mastercrafted Pistol: 5-6 + Shredder ability.
Clip Size: 5

Used by Blueblood and Cherub.

SMG

Damage: 3-5; Enhanced SMG: 4-6; Mastercrafted SMG: 5-7 + Shredder ability.
Clip Size: 4

Used by Terminal, Torque, and Shelter.

Assault Rifle

Damage: 3-5; Enhanced AR: 4-6; Mastercrafted AR: 5-7 + Shredder ability.
Clip Size: 4

Used by Verge and Patchwork.

Shotgun

Damage: 4-6; Enhanced Shotgun: 5-7; Mastercrafted Shotgun: 6-8 + Shredder ability.
Clip Size: 3

Used by Godmother, Axiom, and Claymore.

Weapon Mods

Just like in XCOM 2, you can modify the weapons of your team, although there are some changes. First of all, there are two mods slots (after Modular Weapons is researched), no matter of their level. Also these Mods can be freely swapped and uninstalled at any time without destroying them.

  • (Advanced/Superior) Scope: increases agent's Aim by 5/10/15%. Unlike XCOM 2, it can be installed alongside Laser Sight;
  • (Advanced/Superior) Laser Sight: increases the Crit chance by 5/10/15%, increasing further by up to 10/20/30% if close to the target. Unlike XCOM 2, can be installed alongside with Scope;
  • (Advanced/Superior) Expanded Magazine: increases the weapon's ammo by 1/2/3;
  • (Advanced/Superior) Auto-Loader: first 1/2/3 Reloads are free actions;
  • (Advanced/Superior) Stock: if agent's shot missed, it still deals 1/2/3 damage to the target;
  • Impact Frame: increases the Subdue damage by 2. Cannot be installed on Cherub's Pistol;
  • Reflex Grip: shooting as the first action does not ends the turn. Cannot be installed on Blueblood's Pistol;
  • Targeting System: hitting Holo-Targets the enemy. Subsequent shots at the same enemy grant +15 Aim, as long as they remain Holo-Targeted.