#zephyr xcom
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Jumped back into Chimera Squad as a palate cleanser from XCOM: Enemy Unknown. While still challenging at times, Chimera Squad is way more fun and easier to manage, and a lot less stressful. Also, I never before recruited Zephyr, and she's a fucking boss.

She can dominate my heart the field by being the big punchy woman that she is.
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torque, terminal, and zephyr are girlfriends
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Welcome to the Chimera squad HQ! :D Make yourselves at ease and follow the shenanigans! ;)
Questions are welcome, don’t hesitate to ask the squad anything! :D
For those of you that come from the good old days of CommanderPlease, welcome back! :D It’s good to see you again! We will have a few of the old folk show up again, don’t you worry! ;) This blog takes place in the same universe. As ever, my askbox is open for any question! :D And I hear in the grapevine that we might have other ghosts come back to the land of the living soon~! ;)
#Xcom#Chimera squad#Ask the Squad#Introduction#Let's get this party started! :D#Obviously this starts a little into my first game#so I know the characters a little better#those aren't mine for once so I want to do them justice!#godmother#whisper#Torque#Zephyr#Terminal#Cherub#Verge#Blueblood
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Who would’ve thought, I’m not dead, ayy. I would come up with an excuse as to why I’ve not been posting on this account, but I don’t have any so please bear with me
With that out of the way, XCOM: Chimera Squad has been out for a while now so have a fresh meme off the oven
#XCOM#XCOM: Chimera Squad#Blueblood LITERALLY called Godmother the team mom - It's 100% canon#Also Cherub isn't present considering Godmother is his actual godmother. ayy#Godmother#Jane Kelly#Zephyr#Shelter#Axiom#Blueblood#Claymore#Terminal#Patchwork#Verge#Torque
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5e Zephyr, the Hellion build (XCOM: Chimera Squad)
youtube
Would you believe me if I said that I had this build on the backburner for nearly half a year? Like honest to god I said I’d “maybe” make XCOM builds over a year ago and I beat Chimera Squad around last November. (Yeah I kinda put the game on the backburner for 3 months before finishing it.)
With that being said Zephyr was easily one of my most valuable units, and she pretty much plays like the typical Monk. So naturally I jumped at the chance to make her!
GOALS
Crippling Blow - Punching criminals is all well-and-good but if you’re fighting outworlders with psionics and poison glands you need something to get the upper hand.
Momentum - “Move fast or die slow.” Play around cover if you want to stick around.
Crowd Control - When the mobs get too rowdy get ready to run in and knock them all down.
RACE
Zephyr was literally made for war which means holy crap we actually get to use Custom Lineage to make a Hybrid! You are a Medium sized creature with a +2 in Dexterity to start. You can pick either Variable Trait as either Darkvision or a Skill Proficiency (ideally Perception to see incoming hostiles) will be useful. You can also get a Language of your choice so I’d pick whatever you fancy, though perhaps going for something more alien would work well.
Of course you get a Feat at level 1 when using a Custom Lineage and ADVENT training makes you a bit of a Martial Adept. You get a d6 Combat Superiority die to use on one of two Maneuvers: Disarming Attack can be good to disable an opponent’s weapon (especially if your DM lets you kick it away after disarming them) and Parry will let you, well, parry! While you might not reduce the damage completely like in Chimera Squad you can still absorb some close-ranged blows!
ABILITY SCORES
15; DEXTERITY - Can’t get shot if you outrun the bullets.
14; WISDOM - Used for a variety of things, notably AC.
13; CONSTITUTION - Zephyr isn’t the biggest member of Chimera Squad but giving her some body armor is usually a good call.
12; STRENGTH - It’s not that she’s weak; we can just use DEX instead of STR.
10; INTELLIGENCE - ADVENT probably teaches military strategy but history is already formed by the victors.
8; CHARISMA - Zephyr is a rather blunt edge. ADVENT training doesn’t include comedy class.
BACKGROUND
War... war never changes, and you were literally made to fight. You are a Soldier by the purest definition of the word. You get proficiency in Athletics as well as Intimidation, Land Vehicles (someone has to drive!), and a Gaming Set of your choice (chess helps you learn military strategy so perhaps ADVENT training included Dragonchess training.)
Your feature Military Rank puts you in the ranks of Chimera Squad! Members of the City 13 PD recognize your rank, and you can get supplied with standard government-funded equipment as needed.

(Screenshot by u/jasonrodriguez_dt on Reddit.)
THE BUILD
LEVEL 1 - MONK 1
Put bluntly punching is more important for this build! First level Monks get proficiency with two skills from the Monk list: Acrobatics is good for dodging and Stealth is good for the breaching phase. You also get proficiency in a tool of your choice: Grey Phoenix will never be ready for your Calligraphy Tools! You’re welcome Tulok!
As a Monk you get Unarmored Defense equal to your Dexterity plus your Wisdom, even if Zephyr does wear body armor in XCOM. But more importantly you get Martial Arts! You can use DEX to punch, your punches do a d4, and after attacking you can punch as a Bonus Action!
LEVEL 2 - MONK 2
Second level Monks get Ki for a variety of military tactics. Flurry of Blows allows you to make two Unarmed Strikes with your Bonus Action instead of one, Patient Defense lets you Hunker Down and Dodge as a Bonus Action, lowering the enemy’s chance to hit (though this is XCOM so remember that 5% chance to hit can still hit), and Step of the Wind lets you Dash or Disengage as a Bonus Action to get up close and personal.
You also get Unarmored Defense, increasing your movement speed by 10 to help you dive for cover after attacking. And because Tasha’s wants to let Monks use weapons you get Dedicated Weapon, allowing you to turn any weapon you’re proficient in into a Monk weapon! (As long as it isn’t Heavy or Special.)
LEVEL 3 - MONK 3
3rd level Monks get to choose their Monastic Tradition and to float like a butterfly and sting like a bee Drunken Master works remarkably well. You get Bonus Proficiencies with both Performance and Brewer’s Supplies, but more importantly you get access to Drunken Technique. Whenever you use Flurry of Blows your movement speed increases by 10 feet and you gain the benefits of the Disengage action, basically giving you the Mobile feat that works whenever you use Flurry of Blows.
Additionally Deflect Missiles will let you Parry bullets! If you’re targeted with a ranged attack you can use your reaction to reduce the damage by a d10 plus your Monk level. If the damage is reduced to 0 you can catch the bullet, and then use a Ki point to throw it back!
You also get Ki-Fueled Attack but it literally doesn’t matter since you don’t have any abilities which use Ki that aren’t attacks.
LEVEL 4 - MONK 4
4th level Monks get an Ability Score Improvement: increase your Constitution by 1 for a little more sturdiness and your Dexterity by 1 to punch a little harder.
Additionally you get Slow Fall to safely hop down off tall ledges, and because Tasha’s didn’t think Monks had enough features you get Quickened Healing, letting you spend 2 Ki points to heal yourself for a roll of your Martial Arts die plus your proficiency bonus. Much like Second Wind you can use this before Short Resting if you have spare Ki for faster recovery after combat.
LEVEL 5 - MONK 5
5th level Monks get an Extra Attack, meaning you can punch twice with your action plus an additional time with your Bonus Action, or an additional two times with Flurry of Blows. Which is good because your Martial Arts die now increases to a d6, making your fists just a little more deadly.
But more importantly you can inflict a truly crippling blow thanks to Stunning Strike, which forces a Constitution save on the enemy or stun them, making them easy pickings for the rest of the squad!
Tasha’s also gave you some Holotargeting thanks to Focused Aim, allowing you to increase your hit chance with Ki, just to make sure none of your blows bounce off their armor.
LEVEL 6 - MONK 6
6th level Monks can make Vital Strikes thanks to Ki-Empowered Strikes. You get to ignore magical resistance and immunity now!
Additionally you get some more boosts to your mobility with Tipsy Sway, letting you Leap to Your Feet when prone with only 5 feet of movement and Redirect Attacks that miss with a Ki point so they hit another enemy in melee! “Should’ve kept your distance!”
And to top off your mobility your Unarmored Movement increases by 5 feet, equaling 15 extra feet of movement speed or 45 feet total.
(Screenshot from stevivor.com)
LEVEL 7 - FIGHTER 1
ADVENT training teaches you to do more than just run and punch. First level Fighters get their choice of a Fighting Style and seeing as we aren’t using Knives and Guns we may as well grab Superior Technique for more Maneuver die! You can learn another Maneuver like Distracting Strike to lower a foe’s defenses for your allies. And you get another d6 per Short Rest to use on Maneuvers!
If you aren’t going to hit level 11 as Monk (total build level 14) then Unarmed Fighting is also a good choice to increase your damage output.
You can also get some help from Terminal for a Second Wind, healing for a d10 plus your Fighter level.
LEVEL 8 - FIGHTER 2
Second level Fighters get Action Surge, for another action to do either a little bit more movement or a bit more punching. Yes this does mean that if you want you can punch a total of 6 times in a turn!
LEVEL 9 - FIGHTER 3
Third level Fighters get to choose their Martial Archetype and a Battle Master can inflict all sorts of Crippling Blows! Firstly you are a Student of War, granting you proficiency with another Artisan’s Tool of your choice. Maybe pick up some Woodcarver’s Tools to do something while out in the unpopulated areas.
But of course the main appeal of being a Battle Master is the Combat Superiority. You get four d8 Superiority die (on top of your two d6 die) to use on your Maneuvers. You already have several Maneuvers but how about a few more? Trip Attack is like Stunning Strike but it forces a Strength save to knock the enemy over, making them easy to hit in melee (or with a shotgun) but harder to hit at range. Goading Attack will keep foes off your friends and force them to focus you instead. And Grappling Strike will let you try to root an enemy in place.
(Video icon by Alpha155.)
LEVEL 10 - MONK 7
We got all the Maneuvers we could want and more so now it’s time for more Monk training to master our fists. 7th level Monks get Evasion to avoid explosions (and other things that force DEX saves) as well as Stillness of Mind to avoid panicking (or being charmed.)
LEVEL 11 - MONK 8
8th level Monks get another Ability Score Improvement: better max out that Dexterity to make sure that 99% chance to hit does actually hit.
LEVEL 12 - MONK 9
9th level Monks can defy the laws of physics with SCIENCE! Unarmored Movement Improvement lets you run across walls and liquids, as long as you end somewhere solid when you’re done. Enemy on high ground? Just run up the wall!
LEVEL 13 - MONK 10
10th level Monks get Purity of Body, making them immune to Earthbound diseases and Viper poison. Additionally you get 5 more feet of Unarmored Movement, meaning that you can now move 50 feet in a turn!
LEVEL 14 - MONK 11
11th level Monks have what the game calls Drunkard’s Luck, but I’d personally call Teamwork! If you make a roll with Disadvantage you can use 2 Ki points for some teamwork, negating the Disadvantage!
Your Martials Arts die also increases to a d8, so you can shake off the stress before going in and apprehending the target!
LEVEL 15 - MONK 12
12th level Monks get another Ability Score Increase. While we’ve got plenty of ways to be effective without Wisdom intuition is still good to not get hit. So increase your Wisdom by 2.
(Image from “Agent Profiles: Zephyr” Chimera Squad trailer video. Yeah it’s honestly really hard finding good images to put into this build.)
LEVEL 16 - MONK 13
City 13 PD are expected to be able to communicate with any species, and Chimera Squad is no exception. 13th level Monks get Tongue of the Sun and Moon, so anyone can understand what you’re saying and you can understand whatever they’re saying.
LEVEL 17 - MONK 14
Sick of dealing with things more dangerous than guns? Well Diamond Soul will give you proficiency with all saving throws! And your Unarmored Movement increases to 55 feet total!
LEVEL 18 - MONK 15
15th level Monks can live life with the game on pause thanks to Timeless Body. You can’t be aged by magic, though you will still die of old age. You also don’t need to eat, which is certainly helpful.
LEVEL 19 - MONK 16
16th level Monks get their last Ability Score Improvement for the build. I’ll leave this up to you: more Wisdom would mean more AC and more deadly Stunning Strikes, but the Mobile feat would allow you to save your Ki instead of using Flurry of Blows to move around.
LEVEL 20 - MONK 17
17th level Monks can finally lay down the Crowd Control thanks to Intoxicated Frenzy! When you use your Flurry of Blows, you can make up to 3 additional attacks with it, provided that each Flurry of Blows attack targets a different creature this turn. This means that you can target a total of 5 enemies with Flurry of Blows, not to mention the two punches you get from your regular action! And speaking of punches your Martial Arts die is now a d10, letting you really thin the herd!
FINAL BUILD
PROS
Reaper - Ever punched 9 times in one turn? Would you like to? Intoxicated Frenzy and Action Surge can allow you to really thin the herd.
Lockdown - You’ve also got plenty of ways to keep said herd from getting close with 6 total Combat Superiority die to spend on all sorts of Maneuvers.
Fearless Advance - You’re not exactly a frontliner but you can afford to take a few hits, with good health, strong AC, and very high saving throws thanks to Diamond Soul.
CONS
Berserker - Running fast with your fists out is great and all, but sometimes enemies will be in places you simply can’t get to. When that happens all you can really do is keep to cover.
Adder - Good ol’ limited resources. Even if you have plenty of Ki as well as a remarkable amount of Combat Superiority die they will still run out. Remember to take breaks between breaches.
Praetorian - Rules as written there’s few ways to boost your damage output or your armor. Bracers of Defense or an Insignia of Claws can definitely help but much like in Chimera Squad you might be left out as the party gets upgraded.
But if the streets get too full there isn’t anyone better to call. ADVENT wanted you to be the perfect soldier; it really sucks for them that you ended up fighting for the good guys! Keep the peace and stop the baddies from resisting arrest. Don’t worry about police brutality; outworld physiology is quite good at repairing broken bones.
(Artwork by Team Wreckloose on Tumblr.)
#dnd#dnd build#dnd guide#XCOM#xcom chimera squad#XCOM Zephyr#dnd monk#do people even care about this game?#idc#it's my blog#I'll make#what I want
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I'm addicted to Xcom: Chimera Squad. As a former D&D Monk, I've fallen in love with Zephyr, or as I've come to know her, Australian Punch Lady.
=DK=
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So I've playing XCOM Chimera Squad recently. This is the first XCOM I ever played and I’m absolutely loving it so far
Part of my enjoyment does in fact come from the fact that Zephyr and Torque are very very hot, but I’m also definitely loving the game play loop and all the character interactions are amazing and I love them all
....but I’m also just very gay for the snake lady, like wow guys I’m so fucking gay. Apparently snake lady is also super gay for the director, because there is no heterosexual explanation for
Director Kelly: Call me tonight okay?
Torque: I will. Thanks, Jane
Director Kelly: Don’t worry. I can do paper work and talk at the same time
Torque: Are you gonna wear a sweater?
Director Kelly: Bite your tongue
Director Jane Kelly is an alien fucker and I have nothing but respect for her now
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XCOM: Chimera Squad Review
XCOM Chimera Squad is my definition of a pleasant surprise. Just soldiering through quarantine on a lazy April Tuesday afternoon, across my news feed comes the improbable: a new XCOM game getting shadow dropped. Just a short ten days away, Chimera Squad would be releasing. What’s more? If you preordered, or purchased before May first, the game was only ten dollars.
Now I fully recognize, it may be the trying times we’re enduring, but that lazy tuesday suddenly felt like Christmas.
I’ve been a huge fan of XCOM since the reboot, Enemy Unknown, was released in 2012. I remember doing my research and discovering XCOM had first launched in 1994, but I never had the chance to play those games. Regardless, ten minutes into Enemy Unknown I knew I was sold.
Where Chimera Squad differs from its predecessors is, well, in a lot of places. Where XCOM 1 and 2 finds you operating as the Commander of XCOM, at first an international force assembled to fight back alien invasion, then as a resistance seeking to overthrow alien overlords, Chimera Squad is the result of an XCOM initiative called the Reclamation Project. With the war against the occupying aliens won, XCOM tasks an interspecies team of operatives to support the police of City 31. The former hub of Advent control, City 31 has become the world’s model city for human and alien integration.
As Chimera Squad, as directed by the Reclamation Project, you are tasked with seeking out and pacifying rogue groups in the city hoping to hamper its lofty goals, and simultaneously track down and reclaim scattered wartime technologies. But, of course, things don’t go specifically to plan. In the first moments of the game you are tasked with saving the life of Mayor Nightingale. Taken hostage by dissidents, 31PD is at a standstill and calls in the cavalry. With Chimera Squad so newly formed, Verge, your Sectoid Psionic teammate has to take a cab and catch up with the team on site.
That is the other way that Chimera Squad breaks the mold. Where other XCOM games give you a force of editable, backstory-less characters, this title has twelve operatives with names, backstories, voice actors, and personality. I wasn’t sure how I would like this change at first. Part of my love of the series is the stories that I can attach to the characters as I grow familiar with each of their abilities. And losing those soldiers becomes so much more personal when they fall in battle.
In Chimera Squad there is no such thing as losing a character. In fact, character death results in a game over screen and a “Load Checkpoint” prompt. Gravely wounded soldiers have an increased chance at earning a scar, a semipermanent debuff that can only be cleared by sending them to rehabilitative training. At first I wasn’t sure how I felt about these changes. I have moments from previous games that have stuck with me for years, based on the deaths or retrieval of lost characters. Chimera Squad axes that in the interest of telling a story with its characters, and for such a radical change, it really pays off.
Dialogue in-mission feels largely the same. Conversations back at base however, really lend to the depth of the characters. I found myself constantly bemused by the tidbits of information I could glean from these operatives interacting with each other. It only takes a couple of lines to understand where Godmother gets her callsign. In one instance, Cherub - the affectionate mascot of the squad - asks Godmother to sign off on paperwork allowing the soldier and scientist who found him to adopt him. See Cherub is a clone soldier. Created by Advent for war, but woken after the Ethereal mind control had been lifted. He explains that the two people who found him, set him free, had gotten married a few years later and now they wanted to adopt him.
I truly had no expectation that I would be charmed this much by an XCOM title. But it didn’t end there.
Later in the game, given the opportunity to recruit another unit to Chimera’s ranks, I chose Zephyr, a Hybrid bruiser whose only wield-able weapons were her fists. I rarely choose melee characters, but because Chimera Squad is so unique, I figured I would try something new. In her first mission she was a blast to use. Her attack rooted enemies, meaning they can’t move on their next turn, and after her attack she is granted an additional action point so that she can distance herself from enemies that would take advantage of her close range to shoot her. I was convinced. Then we went back to base.
In her one and only base-dialogue I heard, she asked Cherub to be her training dummy. Except, she didn’t call him by his name, she called him Knock-Off. When confronted by Terminal (another agent) that he has a name Zephyr waved them away and called for Knock-Off to come along. Always the team morale agent, he complied, telling his defender that it was ok.
I never used Zephyr again. She literally developed workshop projects for the next 20 hours of my campaign.
Again, I never expected that an XCOM game would make me feel like this about my soldiers. And quite frankly, I absolutely fell in love with this game because of it.
Chimera Squad is clearly built on the XCOM 2 engine. As one would assume, with that fact comes the realization that a lot of the combat mechanics for this iteration of the game are immediately familiar. This lends to Chimera Squad feeling like an expansion in a way that few stand-alones achieve. After learning the non-complex intricacies of the Breach phase, a shock and awe stage that starts every encounter, combat falls into a rhythm that fans of the series will be comfortable with. With one major adjustment.
Rather than the “I go, you go” turn-based nature of games previous, this title takes an approach that feels far more like an initiative roll in a game of Dungeons & Dragons. The devs at Firaxis re-appropriate the term “Interleaved” here. Traditionally meaning to place blank pages between printed pages of a book, here it simply means that your enemy will take turns with you, within a timeline displayed on the right side of the screen.
This forces players, otherwise familiar with the privilege of running through all of their characters before the enemy gets a chance to act, to plan more carefully. You may only have one agent in line at the start of a fight before hostiles get to retaliate. This leads to an increase in the importance of finding the most synergistic combination of agent abilities. Who can manipulate that timeline? Who can debuff, incapacitate, or eliminate targets the fastest and with the most cascading effect?
I found myself, at the halfway point of my playthrough (about 15 hours), settling into my squad. Godmother, a mobile, agile, hard hitting, shotgun wielding enforcer. Verge, a Sectoid psionic, with the ability to disable, berserk, and mind control assailants. Patchwork, a techie drone pilot whose drone shock can arc between enemies with a chance of debuffing every target zapped. And Finally, Blueblood a gunslinger with two pistols, one that ignores cover, and the ability to fire multiple times per turn.
In any situation, I could finagle my way into disabling or dispatching two targets fully or up to eight targets partially within my first four actions. Add to this the few odds and ends you can nab from the Scavenger Market, a transient market that visits every week, or side mission rewards, and you can find yourself with a few epic weapons, specialized buff grenades like the Motile Inducer. Two free actions, immediately, to whomever you throw it at.
Finding these synergies and supplements, is at the core of Chimera Squad, and while the process isn’t entirely unique to this title, it certainly feels more important when the turns are interleaved, the quarters are close, and your innate advantage lasts a single, Rainbow Six-esque, breaching action.
Over the course of your game you will investigate three factions in City 31: The Progeny, Grey Phoenix, and Sacred Coil. Each faction has different units, abilities, and motivations, and as you take out each faction, the surviving factions will scale up in response. It is your job to root out their goals, foil their plans, and neutralize the threatening potential they hold. As illustrated by the comic book-styled cutscenes, Chimera Squad is against the wall and the clock, as unrest in the city rises you have to manage threats based on their cost to your levels of unrest in the nine districts of the city. You will forgo missions that have good rewards to manage the unrest in an unruly district. Spend your investigation points to deploy Security, Technology, or Financial teams in each district to access buffs that give you the ability to stave off increased unrest, decrease unrest in specific districts, or in the city overall.
At its core Chimera Squad is truly an XCOM game, forcing its players to train their soldiers, research projects in the workshop, manage unrest across a map, and manage resources, all while fielding an active combat team in harrowing and varied encounters. Is it XCOM 3? No, not at all, but one shouldn’t conflate the two. Chimera squad is a $20 exploration into the ways that XCOM can, and I believe will, evolve. Expect to see hero characters in the future, with backstories and voice acting. Expect to see multiple paths in the campaign, with escalative properties as the game progresses. But more than anything, expect to feel right at home with Chimera Squad, despite the ways it alters the formula. You’ve simply moved on from Sazerac to Vieux Carre. Your rye whiskey is still there, just this time you have some sweet vermouth. Enjoy.
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Just had the greatest moment in my XCOM Chimera Squad campaign.
Picture this, it’s an outbreak mission. Civilians that you need to save in order to win the mission, Truly a mission that tests your ability to maximize actions with efficiency!
So right before I start the mission, I set up my. Terminal, Godmother, Verge... and Zephyr. I had just installed two mods. Minor melee damage buffs for Zephyr and a second mod that lets me re-spec agent abilities. I did so.
I also bought an overdrive serum. Which was given the Zephyr. And I had a mobility inducer. Which I gave to Terminal.
This was the first mission I had taken Zephyr on since she got her Reaper skill. So it was my first time using it.
I managed to save almost all the civvies while taking out half the enemies within the span of two turns.
God I wish i recorded the moment
Also
I had the Sonic X theme song going on in the background because I knew Zephyr was going to zooming like crazy.
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About Me
So recently I have acquired quite a lot of followers!! I thought I’d introduce myself!! Hi =) I’m Elaine or you can just call me Briar and I currently live the slightly damp country known as Wales =) I’ve been here for about 5 years and I love it! I’m 24, and born on Christmas day XD I have recently graduated from a Master’s Degree in Ancient Religions, which I thoroughly enjoyed! And I am hoping at some point within the next few years to embark on a PhD!! Or at least I hope so! Probably something to do with Myths and faerie/Folk stories =) I have several hobbies which include:
Gaming
Reading
Drawing (Tag Here)
Writing (Tag Here)
Anything ancient history
Chatting about OC’s
HEMA (Historical European Martial Arts) AKA whacking by boyfriend with a sword XD

My favourite games include:
Dragon Age
Mass Effect, including Andromeda
Metro 2035 and Last Light
The Witcher Games
Ori and the Blind Forest
Xcom
Divinity Original Sin
Skyrim
And I have way too many wonderful OC’s <3
Mass Effect
Saskia Shepard
Mara Shepard
Deirdre Shepard (yet unmade and played XD)
Merrin Ryder
Artemis Ryder
Selkie Ryder
Dragon Age
Asha Mahariel
Amaya Cousland
Merra Hawke
Enna Hawke
Blackie Trevelyan
Bramble Lavellan
Deera Cadash
Zephyr Lavellan
Thorn Lavellan
Detroit Become Human
Hope Anderson
If you ever want to chat about games, OC’s, ancient history, art, whatever feel free to message me or send an ask, anon or not =) I am a bit shy but very friendly!!
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Tag yourselves, I’m closet depression
#XCOM: Chimera Squad#Godmother#Terminal#Verge#Cherub#Patchwork#Axiom#Claymore#Blueblood#Torque#Shelter#Zephyr#Whisper#Yes my boy Whisper is also member of the squad#I will not stand for his erasure!
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XCOM: Chimera Squad Character Trivia Masterpost
So with XCOM: Chimera Squad having been out for a bit of time now, I’ve come to love and appreciate every single member of the squad we got, so I went ahead and decided to take a look at everything possible we have on the gang. Between character bios, in-game dialogue and conversations, lines pulled from the config files, concept art, all coupled with my personal interpretation on the information given, I have tried to give a go at making a post with every detail of each character I found worth mentioning (in absolutely no particular order). So, enjoy! Also fair warning, it’s long, ayy
SPOILERS AHEAD While not too important in the great scheme of things in Chimera Squad’s story, do read at your own risk.
.
Terminal - China, 29 years old
Terminal lost her parents during the invasion of 2015. They were a factory worker and a cook. Afterwards, she escaped with her uncle to a relocation camp, who unfortunately died of disease the following year.
After this event, she was adopted by a doctor who lost her only daughter. It was her who inspired Terminal to become a combat medic. In a cruel turn of events, she was killed during a retaliation attack from ADVENT. It is said Terminal’s personality severely shifted after this.
Terminal keeps a photo of her deceased adopted mother in her locker.
She was originally rejected to join the Reclamation Agency, so she requested the use of psionic probes to prove her worth. She was then admitted in probationary period.
Terminal believes Verge is the only one in the team who truly understands her. Verge “knows” this.
Terminal wants to have a fight between hers and Patchwork’s GREMLINs, for “training purposes”.
Terminal nicknames Patchwork “Patches” on occasion.
Whenever Patchwork “smack talks” Terminal down, she expresses she’s “so proud” of her.
Terminal often eats Whisper’s lunches in the fridge, under the excuse that he doesn’t label them.
Terminal seems to know the Jabberwock, and perhaps other stories surrounding it, as she wished to hear Zephyr pronounce said word, likely out of Terminal’s mocking of her Australian accent.
Terminal claims to be the “biggest fan” of conspiracy theorist Floyd Tesseract’s radio show, You Should Have Believed, and is absolutely delighted to meet him. This is much unlike every other member of the team, who all seem to either disregard him, dislike him, or outright suggest he be captured.
According to Terminal, the restorative mist within her GREMLIN is “minty fresh”. It seems Cherub once sniffed it on accident.
Terminal seems to consider Verge’s singing to be “the second worst thing she’s heard all year”.
Whisper accuses Terminal of sleeping during their briefings. According to Terminal, she’s just “resting her eyes”, as well as her “ears” and “interest”.
According to Godmother, Terminal tenses up whenever she pulls the trigger of her gun. Terminal attempts to deny this, unsuccessfully.
According to herself, Terminal has always wanted a “heavily-armored entourage”.
Terminal doesn’t know what a vertipad is, and upon learning of it, she questions who calls them that way, thinking it “stupid”. Seemingly, everyone else on the squad calls them by their name without issue.
According to Terminal, she’s never gonna retire, she expects to just die some day in the field (five years at most). Afterwards she confesses that she’s no good anywhere else, suggesting that she has an issue in finding direction with her life. Godmother claims that she knows well what she means.
Verge - ~40 years old
Verge originally worked alongside Thin Men in order to infiltrate society and psionically control them to share good word of the Elders’ occupation of Earth. It was due to his constant exposure to human thoughts that gained him empathy.
He worked as a mole during the events of XCOM 2 and provided the Resistance with information, making him the only* known alien to aid XCOM during their war against ADVENT. (*Ethereal Asaru is theorized to have aided XCOM by merging with the Commander, and sometimes even implied, but it still remains devoid of official word about it)
Sectoids can mind-merge with someone in order to “taste” whatever they may be eating. He suggests doing this with Cherub by offering to go to a new restaurant that serves “authentic old world cuisine”, but only with Cherub’s own consent.
Sectoids, and Verge as an extension, seemingly cannot eat terrestrial meat and eggs, or “greasy” food as worded by Cherub.
On that note, it would seem Sectoids are also intolerant to jam, as it’s considered poison for them. It’s possible Godmother was aware of this fact, as she instead replaces “jam“ with “butter“ during a phrase pre-mission.
Verge recognizes his acts during the original invasion were wrong, and there having been worse alternatives don’t excuse his actions still, according to him.
That said, he doesn’t seem to want to talk about his part in it, when asked by Godmother if he regret any of it.
Verge finds butter delicious, though he also believes the consumption of “the churned remains of another lactating mammal” to be slightly disturbing.
Terminal seems to be “creeped out” by Verge’s Battle Madness ability. Blueblood similarly finds it unsettling, yet still appreciates the “breathing room”. Surprisingly, Torque seems to outright love it, and even requests Verge to have the enemy “dance”.
Cats apparently find Sectoids to be adversaries for undisclosed reasons as declared by Verge, yet according to Axiom, he’s seen “a lot of Sectoids with cats”.
Verge keeps a ramen shop sticker, as well as an excerpt of a ramen cooking magazine in his locker, suggesting either or both an interest in cooking and enthusiasm towards this particular dish.
It seems Verge was acquainted with conspiracy theorist Floyd Tesseract during the invasion, claiming that he was “just as insufferable“ throughout it as he is now.
Verge enjoys “messing” with Whisper whenever he makes a comm check, by instead listening to him psionically. Whisper at least appreciates the honesty.
Verge seems to respect and care greatly for the Archons, as he states they will never be slaves again, and that the Progeny will do them no harm. He becomes particularly angry when threatened by the terrorist faction.
Verge claims that he enjoys collecting old watches.
Godmother - France, 48 years old
Godmother lost track of her family during the 2015 invasion. She spent a year looking for them, with no result.
Godmother does not consider herself a leader, but rather a teacher. This is the case in her old job as a police trainer, as a member of the Resistance, and now as provisional member of Chimera Squad.
Godmother plans to retire soon, but has decided to stick around Chimera Squad to aid them until she feels they are truly ready.
Terminal seems to be an example of the above, with Godmother constantly guiding the former.
Godmother witnessed Cherub’s adoption papers under request of Headquarters. She also signed them in addition.
Godmother believes Cherub has a talent to “bring people together”.
Godmother seems to consider the Sacred Coil faction as “re-heated ADVENT propaganda”.
Godmother seems to be good with card games as she claims her hobby to be “bluffing” with them, after being asked by Cherub if she had any.
According to Verge, Godmother still does not trust aliens. However, she’s actively trying to do so, which Verge claims is enough.
On the same note, Godmother is said to not trust the world leaders after surrendering so quickly, suggesting over the years she’s lived with trusting issues around her.
According to Godmother, she was once pinned down in a bank of Paris for three days.
Godmother seems to enjoy crêpes, as she orders Terminal to “stop making her hungry” after the latter desired donuts and crêpes respectively during a mission.
Godmother seems to be proud of her French heritage, as she keeps a touristic poster of the Arc de Triomphe in her locker.
Alongside this, a photo of presumably Godmother herself and a long-haired blonde woman both in police uniform is present. Who this woman is is not disclosed.
Cherub - Estonia, 5 years old
Cherub belonged to a batch of ADVENT clones under the name of the Empty Cohort, who never got to receive the respective indoctrination.
After being discovered there, Cherub was only recently adopted by the two resistance members who originally found him in his ADVENT facility of origin, as they found themselves responsible for him and his safety. They fell in love precisely due to this, having married one year prior to the events of XCOM: Chimera Squad.
On the same topic, Cherub keeps a picture of himself and his parents in his locker.
Alongside the aforementioned picture, Cherub keeps a card celebrating his fifth birthday. It presumably comes from his parents, seeing he put it alongside their picture.
Cherub was originally a clone of Bellus Mar, former ADVENT Officer and leader of the Sacred Coil terrorist faction. Cherub seems to be concerned of his teammates believing something of Mar could potentially be present in himself, which Director Kelly assures is not the case.
Cherub believes that friendship cannot be forced on others, and is content with simply letting others know that they are not alone.
Despite this, his naturally innocent and naive attitude allows Zephyr to use him as a “practice dummy”.
Cherub used to pronounce DJ as “deej” before he actually heard it aloud.
Cherub believes that it would be normal that everyone voiced whatever was exactly in their mind, without having the need to hide anything. Verge reveals to him that rarely do people do so, and that they choose to hide many things for a number of reasons. Cherub believes it to be too much work to think about, so he’d rather say things as he actually means to say.
Cherub believes sunrise, waffles, laughter, and wood smoke to be important things of life.
Cherub doesn’t understand the protection of money. He believes it’s not as rewarding as protecting people.
According to himself, Cherub is “so bad” at riddles.
Cherub enjoys watching wrestling from the old world whenever he gets the chance to find it. Whisper offers to search some for him, however, still forbids him to actually compete in it.
Cherub enjoys making puns and, apparently, he was taught of them by Whisper, who seemingly now regrets his decision.
Patchwork - Mexico, 29 years old
Patchwork lost her legs and left arm during the invasion of 2015. ADVENT provided her with new ones as part of their propaganda plan.
It was Patchwork herself who orchestrated her escape from the ADVENT City Centers, in order to join the Resistance.
Patchwork doesn’t name her GREMLINs anymore, presumably as they usually tend to be destroyed, as per Cherub’s inquiry. She counts at least 25 destroyed GREMLINs, one in particular destroyed by a Muton
Everyone apparently hates the androids they use on reinforcements for undisclosed reasons. Patchwork is the exception, as she considers them “robot friends” who fill in when they cannot.
On that note, it seems Patchwork is very protective of any sort of Android, and even refers to those stolen by Sacred Coil as her “niños” (Spanish for children).
Contrary to common belief within the squad, Patchwork did not choose her callsign due to her own state. In Terminal’s words, it was due to her affinity at “slapping software together”, and that everyone who thinks otherwise is an idiot.
Patchwork sometimes wonders if she and Terminal should switch callsigns, under the reasoning that she “works with computer terminals”, while Terminal “patches people back up”.
On the same note, Patchwork claims Terminal’s mouth moves at “terminal velocity”. The latter finds this very amusing.
Patchwork seems to refer to psionics as some sort of “music”. Stating she enjoys the “tune” of Shelter’s psi abilities, as well as claiming that Progeny’s leader Violet’s own sounds like a “symphony”. Similarly, when failed to be mind-controlled she states she doesn’t enjoy that kind of “music”.
Patchwork believes the ADVENT Gene Therapy clinics should not have been outlawed, as she considers ADVENT themselves to be the ones to blame for what they did to humanity, not the “tool” itself.
Patchwork is seemingly not allowed to enter tech vaults anymore. According to her, it was due to her mistakenly pushing a particular button that started some form of countdown. Seemingly, Director Kelly was “nearly irradiated” due to this mishap.
According to herself, Patchwork doesn’t like to go dancing, though it’s most likely due to the fact she distrusts the people running clubs.
Patchwork seems to be close to both Lily Shen and Richard Tygan, as she keeps a photo of herself alongside them both in her locker (John Bradford and the Commander can be seen in the background, with the latter strategically concealed).
Having worked as an engineer in the Avenger during XCOM 2, coupled with their personal love of robotics, her bond with Shen is easily explained.
As for Tygan, it is presumed by many he was the man in charge of providing a young Patchwork with her first prosthetic arm and legs back during his ADVENT days, explaining their bond now both together as members of XCOM.
Axiom - Born within an invasion ship, 46 years old
Mutons are apparently issued pet cats to demonstrate their capacity for compassion. Axiom did not get one as he proved himself while saving human lives during the Bugtown Massacre under his own initiative.
Despite this fact, Axiom still seems to be greatly fond of cats, as he owns a sticker of one surrounded by hearts in his locker.
According to Axiom, Mutons had a “spiritual connection” with their starships, returning to it signified some form of “pilgrimage”. Axiom’s ship, however, was destroyed back in 2015.
On this topic and true Muton nature, Axiom is fond of the space as well. He keeps a poster of Earth’s solar system in his locker.
Axiom considers Blueblood’s choice of weaponry to be inferior and small. However, after Blueblood explains his strategy of it being so unnoticeable that enemies focus on Axiom instead so then the former can pick up on those distracted, Axiom praises his cunning and respects the strategy.
Axiom believes Claymore fights like a woman, in that he’s fearless, calm under pressure, and is an inspiration to squadmates to give their all. After claiming he learned much from his sister, Axiom praises her as formidable and wishes to meet her, despite her views on the current world.
Axiom is surprised Godmother managed to fight and survive during the invasion of Paris, in her homeland in France. According to Axiom, the mortality rate was extremely high. They soon decide not to continue the conversation.
Apparently, Axiom wishes new boots, as his current footwear seemingly “pinch his ankles”.
Both Axiom and Torque seem to agree that Andromedons are “the worst”.
According to Axiom, Gray Phoenix leaders Custodian Xel and Crew Chief Yarvo’s names are aliases, and starship dialect. Xel meaning “good route” or “safe passage”, whereas Yarvo means “newly forged” or “birthed in flame”.
Claymore - India, 32 years old
Claymore has an older sister that he apparently worked with alongside the Resistance. According to Claymore, she’s the one that taught him many of the things he knows. However, she also seemingly has not come to terms with the current state of the world, presumably the peace between humans and aliens.
Other than her, Claymore also seemed to have an older brother. He, alongside their mother, however, lost their lives during the 2015 invasion.
Claymore worked on the Avenger during the events of XCOM 2, disassembling recovered alien explosives.
Claymore appears to be religious, as he claims that prayer brings him peace of mind. As to what religion he follows, is not disclosed.
When asked by Verge how he attains the aforementioned peace of mind, Claymore also adds that he does exercise and that he allows himself to love the world and the people around him.
On that same note, Claymore states that he “never touches” caffeine.
Claymore seems to enjoy food overall, and also appears to be a good cook, as he brings enough fish curry he made for everyone upon his arrival.
He and Verge enjoy visiting ramen shops together, cataloguing the good and bad places. They plan to go to the recently opened shop U.F.Oodle.
Claymore and Torque seem to have a thing against each other, referring to the other as a “rebel goon” and a “despotic flunkie”, respectively. Whisper facetiously refers to their aversion as “young love”.
Torque - Siberia, 20 years old
Torque was offered to act as “opposing force“ in training of XCOM agents post-war. She accepted as she considered prison to be “boring“.
During these events, Torque formed a bond with then-Colonel Jane Kelly, who seems to be the only person Torque truly respects and appreciates. It was thanks to her Torque was admitted into the Reclamation Agency and Chimera Squad.
Torque is afraid of losing her friends, so she tries hard to push them away with her unwelcoming attitude. This is due to her fear of forming bonds, since they may not come back from a fight the next day. She is incredibly self-aware of this fact. Director Kelly offers to talk with her about it, which Torque accepts.
On that same note, Godmother claims that Torque does in fact care about getting her team’s respect and appreciation, a topic Torque evidently wishes to avoid.
Despite these facts, Torque seems to be keen on improving as a person, as her locker shows she owns a book under the name of Meditation for the Exceptionally Stressed.
Torque sees herself as an earthling, as she was born on Siberia in 2020.
Torque seems to have something against off-worlders, but it’s unknown if this is due to her attitude, guilt about her own actions during the war that she projects against others, or legitimate aversion against them.
Terminal seems to be absolutely thrilled whenever Torque uses her Tongue Pull with the former, with her exclaiming she wants to “go again”.
Torque seems to have a heavy disliking of Whisper for undisclosed reasons, under occasions having suggested him to perform a lobotomy, as well as telling him to “bite his tongue off and bleed to death” after he asks the team to bring him a “souvenir” from a Viper-themed mature bar.
After Whisper reveals himself to be Canadian, Torque claims Canadians taste like maple. Whether it’s her joking with Whisper or not is not confirmed.
Torque believes Codexes to be “insufferable show-offs”. On that note, she’s always believed they judged her with their “creepy glowing eyes”.
Torque seems to enjoy drawing, as she keeps a bunch of sketches in her locker, most notably of terrestrial creatures like dogs and frogs. But most importantly, she has one of Axiom in civilian clothing eating noodles, scribbled in it reads “I’m never eating anything else ever again” in Axiom’s perspective. Axiom himself keeps this sketch on his own locker, demonstrating he values it.
Also present on her locker seems to be a touristic poster of the northern lights, presumably Siberian, suggesting she’s fond of her birthplace.
Blueblood - United States, 34 years old
Blueblood managed to live a peaceful life with his family under City 31 during the ADVENT regime. Despite this, he helped others where he could, even members of the Resistance.
Blueblood seems to love and respect his father dearly, as he decided to continue the family tradition of being policemen. The former also keeps a picture of them both after a fishing trip.
On the same note, Blueblood seems to be a fishing enthusiast, as he keeps a poster of the various fishes near City 31.
Blueblood personally knows City 31’s Police Department’s Commissioner Maloof, and even seems to be on friendly terms with her, calling her by her first name, Halia.
Blueblood is seemingly concerned that Terminal seems to be far too eager to put herself into danger. According to her, it’s just that she understands the concept of ”acceptable risk”. Blueblood fears it’s a “death wish“.
Blueblood states that he would not shoot any of his teammates, not even with training purposes, after being asked by Cherub. He instead suggests him to use the ballistic mannequins they already possess.
Blueblood states that Godmother reminds him of his mother, in that she lead his whole family without ever taking charge herself, always pushing them enough to reach their potential. Godmother claims that Blueblood has exceeded his.
Blueblood’s mother passed away back in 2014 due to cancer, and the former claims that “this time of year” always hits him due to it (presumably somewhere between March and May). That said, he’s glad she never got to live to witness the invasion.
On this note, Shelter feels the need to comfort him after noticing something was wrong. Blueblood appreciates this.
Blueblood states that his father used to love heist movies, and the two of them watched them together.
According to Blueblood, ADVENT’s soldiers helmets are “stupid”.
Shelter - Chile, 36 years old
Shelter lived in a big family, but got separated from them during the 2015 invasion.
He was found and experimented on by ADVENT after discovering he had latent psionic potential, forcing him to kill and torture “criminals“ with his abilities. This affected him to the point of crying. He managed to escape from them afterwards.
Shelter is a proud farmer. He was taken in by the Resistance thanks to these skills, and in his locker he keeps a picture of a younger self standing in front of plentiful crops, as well as posters promoting new “delicious and nutritious” breeds of vegetables.
Shelter seems to enjoy chilli, as he was joyed to have some upon his arrival.
Shelter doesn’t like to read other’s minds, as evidenced by Cherub playfully asking him to read his, with Shelter claiming that he “would never” do so.
Shelter knew to some capacity of the Progeny’s leader, Violet. Upon his escape, he psionically contacted her during the event, but then lost connection. Presumably, she was yet to lose her mind due to ADVENT’s experimentations on her. He refers to this connection of emotions as a sort of “poem”.
Shelter is very fond of his squadmates, complimenting them whenever the chance is available, as well as exclaiming against enemies that he won’t allow them to hurt his friends.
Claymore seems to hate it whenever Shelter switches their positions with Relocate, as it makes him feel “queasy”. Blueblood similarly thinks it’s “freaky”. Cherub, on the other hand, consider it to be “so fun”.
According to himself, Shelter doesn’t like banks.
Shelter doesn’t understand why their enemies, in particular members of the Gray Phoenix faction, would be willing to die for their causes.
According to himself, Shelter’s teeth itch, or otherwise rattle, whenever there’s high spikes of power or energy. It’s unknown if this is normal in other human psions.
It would appear that Shelter has a crush on Zephyr, as the latter noticed his face turned red whenever she was around (which she mistook for anger). After discovering this, Zephyr does not seem to be visibly upset, but perhaps surprised, to which Shelter reacts with embarrassment.
Zephyr - Australia, 33 years old
Zephyr is not a clone unlike many former ADVENT soldiers. She presumably was amongst the first humans to be turned into hybrids and then brainwashed to follow the ADVENT regime, presumably similar to Sacred Coil leader Bellus Mar, off whom Cherub was cloned from. It is not known, however, if Zephyr was cloned at any point.
After being liberated the the Skirmishers faction, she joined their ranks and operated near City 31.
Zephyr seemingly does not want hammocks in HQ as per Patchwork’s desire to improve the place. Apparently, there was a mishap regarding this in the past.
According to herself, it seems Zephyr has “always wished” to go bowling.
At least visibly, Zephyr seems to not be too fond of Cherub, as she’s seen referring to him as “knock-off” on occasion.
According to Zephyr, “punch-a-bastard-in-the-face” day is a “roving holiday”, which she enjoys to celebrate.
Zephyr seems to refer to Patchwork as a “nerd”, as she stood by her words whenever the latter was offended by Zephyr’s accusation towards computer-savvy Gray Phoenix members.
Zephyr believes that she has no place in the Skirmishers (or anywhere) anymore as it began accepting more clones, and due to the fact of her not knowing of her own past as a human. Claymore expresses his profound disagreement, and even though Zephyr states it’s not as simple, she appreciates the words.
#XCOM#XCOM: Chimera Squad#Terminal#Verge#Godmother#Cherub#Patchwork#Axiom#Claymore#Torque#Blueblood#Shelter#Zephyr#Oh my god that WAS long
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Hey, Torque or Zephyr. I don't know if ADVENT would've ever given you this kind of information, or if it was even relevant by the time they were done with the 'invasion' part of their plans. But do you have any information on what was up with the Cyberdiscs? I can only find a few vague scattered files among XCOM's databases.

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Zephyr I am kinda sad you never found out who you once were long ago.
Zephyr : “I-... Ok, that’s very personal, but thanks for the sentiment I guess? It’s not all completely hopeless yet, though. At least that’s what I’m telling myself. XCOM discovers more and more everyday, maybe at some point there will be a list of names of people modified to be hybrids, and I’ll recognize my name, we never know.”
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