XCOM: Chimera Squad

XCOM: Chimera Squad

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Chimera Squad: Item Guide
By Brick Flail
The intent of this guide is to provide the statistics of all items in the game, which remains oddly lacking despite it being out quite a while.
   
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Introduction
When starting this game and first encountering missions providing items as rewards, I found myself searching for a guide to know what those items would do and found... nothing. Well, problem solved now. My intent is to simply provide the statistics and basic descriptions of each item so you know what they do and how they compare. If you noticed I've missed something let me know and I'll amend as needed.

Draw your own conclusions as to the usefulness of each item.
Weapons
Weapons are a bit simplified in Chimera Squad compared to XCOM 2. The Enhanced and Mastercrafted upgrades carry over to all weapons of their type, including the unique ones. Enhanced adds +1 base damage, while Mastercrafted adds another +1 base damage and adds the "Shredder" ability, causing attacks to destroy one armor.

Base Weapons
Weapon
Damage
Clip Size
Users
Notes
Shotgun
4-6
3
Axiom, Claymore, Godmother
Assault Rifle
3-5
4
Verge, Patchwork
SMG
3-5
4
Shelter, Terminal, Torque
Missed shots may graze enemies causing 1 base damage (increases with upgrades)
Pistol
3-4
5
Blueblood, Cherub
Pangolin Gauntlets
3-4
N/A
Zephyr
Zephyr-specific melee weapon: no Enhanced or Mastercrafted upgrades.
Epic Weapons
There are two epic weapons per weapon type (excluding Zephyr's Pangolin Gauntlets). They perform the same as their base weapon counterparts, except each has a name clearly created using a random name generator and, more importantly, provides a unique special ability.

Weapon
Type
Location
Weapon Ability
Callow Ember
Shotgun
Scavenger Market
Rapid Fire: fire twice in a row at an enemy. Each shot suffers an aim penalty of -15. One use per mission.
Lonely Herald
Shotgun
Side Mission
Run and Gun: take an action after dashing. Three turn cooldown.
Impetuous Spire
Assault Rifle
Scavenger Market
Banish: fire at a target until you run out of ammo or it dies. One use per mission.
Fortunate Blossom
Assault Rifle
Side Mission
Serial: when used, for every kill made with Fortunate Blossom, your actions are refunded. One use per mission.
Crucial Symmetry
SMG
Scavenger Market
Chain Shot: take a shot with an aim penalty of -15. If you hit the target, take another shot on the target automatically. Three turn cooldown.
Surly Constant
SMG
Side Mission
Hail of Bullets: unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammo. Three turn cooldown.
Artful Fathom
Pistol
Scavenger Market
Lightning Hands: fire your pistol at a target as a free action. Three turn cooldown.
Endless Brevity
Pistol
Side Mission
Fan Fire: fire the pistol three times at the same target. One use per mission.
Weapon Upgrades
Each weapon is capable of supporting two upgrades. The basic versions of the scope, laser sight, auto loader, and expanded magazine are available in Supply after their associated research. Everything else can be procured from the Scavenger Market or Side Missions.

Upgrade
Effect
Basic
Advanced
Superior
Scope
Increases aim by specified #
+5%
+10%
+15%
Laser Sight
Increases critical chance bonus by specified #, improving further with proximity to target
+5%
+10%
+15%
Auto Loader
Specified # of reloads do not cost an action
1
2
3
Expanded Magazine
Provides # of extra rounds per clip
1
2
3
Stock
Provides specified # of damage on a missed shot
1
2
3
Reflex Grip
Standard shot does not automatically end the turn
n/a
n/a
n/a
Hair Trigger
10% chance the shot will not cost an action
n/a
n/a
n/a
Impact Frame
Increases Subdue damage by 2
n/a
n/a
n/a
Armor Upgrades and Modifications
Armor can be upgraded in three phases via the assembly. The first project (Modular Armor) will unlock basic armor mods, the second (Enhanced Armor) adds +2 HP and +1 Utility Item slot, and the third (Mastercrated Armor) adds +1 HP and +1 Armor.

Armor Modification
Effect
Acquisition
Extra Padding
+1 HP to Agent
Side Missions or Supply (available after completing Modular Armor research)
Mach Weave
+30 Dodge to Agent
Side Missions or Supply (available after completing Modular Armor research)
Infiltrator Weave
Allows Agent to use Vent breach points
Side Missions or Supply (available after completing Modular Armor research)
Hellweave
Reflects 2-4 damage back to attacker
Side Missions or Supply (after completing Gray Phoenix investigation and subsequent research)
Regen Weave
Agent regenerates 2 HP at the beginning of their turn
Side Missions or Supply (after completing Gray Phoenix investigation and subsequent research)
Bubble Weave
Automatically triggers when the Agent reaches 0 HP, placing the Agent in statis until the start of their turn instead of immediately bleeding out
Side Missions or Supply (after completing Sacred Coil investigation and subsequent research)
Mindshield
Grants immunity to negative mental effects; psionic attacks still deal direct damage
Side Missions or Supply (after completing The Progeny investigation and subsequent research)
Plated Vest
+1 Armor to Agent
Side Missions or Scavengers Market
Hazmat Sealing
Grants immunity to all environmental status effects
Side Missions
Adrenal Weave
The first reaction fire taken against the Agent each turn will miss
Side Missions
Breach Items
As the name implies, these are items used exclusively during a breach. All are one use per Mission, and are acquired from Supply available at the start of the game (Auto Keycard and Breaching Charge) or after researching the requisite breach item tech in the Assembly (Breach Explosives and Breach Tactical Equipment).
Breach Item
Required Breach Position
Effect
Breaching Charge
1
Destroy walls to create a new entry point
Auto Key Card
1
Grants breach access through a security door
MediPatch
2
Heals 2 HP for everyone at the breach point
Holo Scanner
2
+15 aim against all enemies at the breach point for the duration of the Encounter
Target Analyzer
2
+50 critical chance bonus at the breach point

Breach Bombs
Range
Radius
Required Breach Position
Effect
Cease Fire Bomb
5
5
2
Disables hostile weapons at the breach point and may reduce response level
Flash Bomb
12
4
2
Disorients all hostile targets in the room and may reduce response level
Smoke Bomb
12
4
2
Reduces hostile barrage damage and temporarily boosts defense of squad members at a single breach point
Utility Items: Rounds
Each agent can equip one type of round.

Round Type
Effect
Acquisition
Tracer Rounds
+5 Aim
Supply – available at game start
Tranq Rounds
Renders targets unconscious for capture at zero health instead of killing them
Supply – available at game start
A.P. Rounds
Bypasses 5 points of armor
Scavenger Market or Side Missions
Bluescreen Rounds
+5 damage to robotic enemies
Side Missions
Caustic Rounds
+1 damage and applies acid burn: 1 damage and 1 armor shred at start of target’s turn
Side Missions
Dragon Rounds
+1 damage, sets vulnerable targets aflame: 1 damage at start of target’s turn, target can’t use abilities
Side Missions or Supply (after completing Sacred Coil investigation and subsequent research)
Venom Rounds
+1 damage, poisons organic targets: 2 damage at start of target’s turn, lowers mobility, -15% aim
Side Missions or Supply (after completing Gray Phoenix investigation and subsequent research)
Talon Rounds
+20% critical chance, +1 critical damage
Side Missions or Supply (after completing The Progeny investigation and subsequent research)
Utility Items: Grenades
Grenades, like most Utility Items, are once per mission use, except for Claymore, and using them is a free action. Each character can only equip one grenade. For Claymore, selecting the Improvised Explosives skill increases uses to once per Encounter, and Heavy Ordinance training grants a second use.*

Grenade Type
Damage
Range
Radius
Effect
Acquisition
Flashbang Grenade
0
12
4
Disorients all units in inside the blast radius
Supply – available at game start
Smoke Grenade
0
12
4
Boosts defense of all units in the area
Supply – available at game start
Cease Fire Grenade
0
5
5
Disables all firearms in the area
Supply – available at game start
Frag Grenade
3 - 4
10
3
Destroys most cover and shreds 1 armor
Scavenger Market or Side Missions
Plasma Grenade
4 - 5
10
3
Destroys most cover and shreds 1 armor
Scavenger Market or Side Missions
Incendiary Grenade
2 - 3
10
3
Sets fire to units (1 damage at start of unit’s turn, can’t use abilities) and terrain for multiple turns. Shreds 1 armor
Side Missions or Supply (after completing Sacred Coil investigation and subsequent research)
Gas Grenade
2 - 3
10
3
Applies poison to units (2 damage at start of unit’s turn, -15% Aim and reduced mobility) and terrain for multiple turns. Shreds 1 armor
Side Missions or Supply (after completing Gray Phoenix investigation and subsequent research)
Acid Grenade
2 - 3
10
3
Applies acid burn to units (1 damage and 1 armor shred at start of unit’s turn) and terrain for multiple turns. Shreds 2 armor
Side Missions
Shock Grenade
~
12
4
Stuns targets in blast area. ~2 damage to robotic units.
Side Missions
Adhesion Grenade
0
12
4
Roots all units in the affected area for one turn. Some abilities, like teleport, can get around this effect.
Side Missions
Bubble Grenade
0
12
3
Places all units in the affected area in Stasis for a short time.
Side Missions or Supply (after completing Sacred Coil investigation and subsequent research)
Lift Grenade
0
12
4
Levitates all vulnerable units in the area, removing cover bonuses
Side Missions or Supply (after completing The Progeny investigation and subsequent research)
Turncoat Grenade
0
12
4
Forces all affected enemies to go Berserk and attack their allies
Side Missions or Supply (after completing The Progeny investigation and subsequent research
*PSA: Heavy Ordinance also affects the Motile Inducer (which is odd, since it isn't a grenade), giving it two total uses.
Utility Items: Miscellaneous
Miscellaneous utility items are once per mission support items, but unlike grenades and rounds, you can equip multiple items in this category on the same agent.

Item Name
Range
Effect
Acquisition
Medkit
2
Restores 4HP to a single Agent and removes Burning, Acid, and Poison effects. Carrying grants immunity to poison
Supply – available at game start
Nanomedkit
2
Restores 6HP to a single Agent and removes Burning, Acid, and Poison effects. Carrying grants immunity to poison
Supply – available after completing associated research
Motile Inducer
N/A
Target ally gains 2 actions immediately. Does not affect cooldowns
Scavenger Market or Side Missions (one total per game)
Relocation Disk
7
Teleport to a nearby location. Can teleport while rooted.
Side Missions or Supply (after completing The Progeny investigation and subsequent research
Kinetic Screen
N/A
Blocks the next attack that would damage the Agent (self or ally).
Side Missions or Supply (after completing Sacred Coil investigation and subsequent research)
Overdrive Serum
N/A
Agent receives +3 armor and +4 movement for multiple turns
Side Missions or Supply (after completing Gray Phoenix investigation and subsequent research)