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Shrike is a faction in XCOM: Chimera Squad consisting of human ex-Resistance and XCOM personnel disgusted with the more pacifist route to reunification advocated by XCOM. While they are only fought directly in the final two missions, they often show up as mercenaries in the employ of other factions. Their leader goes by the call sign Sovereign, who believes that the Elders will return and that in order to be ready XCOM must "tear the weakness from their hearts."

Unit Types[]

Hitman[]

Hitman2

A pistol wielding Human mercenary that can disable weapons with its normal attack, and will automatically enter short ranged Overwatch after shooting or taking an action.

Bruiser[]

Bruiser2

A Hybrid (seen spilling yellow blood) mercenary with a pistol and shield. They can attack in melee with Shield Bash, which does non-lethal damage. They can activate Riot Guard, gaining +1 Armor for one turn, a half cover bonus even when flanked, and providing half cover for adjacent allies.

Trooper[]

Trooper

An armored Human mercenary armed with an assault rifle.

Necromancer[]

Necromancer

A Sectoid mercenary armed with an assault rifle. They can raise dead humanoids as Psi Zombies. If they have no corpses to use, they will summon two Spectral zombies created out of psionic energy which move near agents and explode. Killing the Necromancers kills all the Zombies, however using Flashbang Grenades or Stunning/Berserking them only kills Psi Zombies, not Spectral Zombies. Disorientation or Burning does not prevent Necromancers from summoning Spectral Zombies.

Cobra[]

Cobra1

An armored Viper mercenary armed with a SMG. They can use Poison Spit once per battle doing damage in a 3 radius area and poisoning all units within it. They can also use Rooting Venom which is a single-target ability that always hits, does damage and Roots the target for one turn, making them unable to move. It has a 1-turn cooldown. Like all Vipers they are immune to Poison and have an innate Dodge.

Bomber[]

Bomber

An armored Muton armed with a shotgun. They have the passive ability Blast Padding, making them take only half damage from explosives. Once per battle they can throw a plasma grenade which explodes in a 9 square area and shreds armor after 2 units have taken their turns, or if shot (throwing the grenade only takes 1 action, they can still shoot in the same turn). They also have a Melee Strike ability.

Psi Zombie[]

Psi-Zombie

They can be created from dead or unconscious enemies by Necromancers. They can move twice and attack in melee, doing small amounts of damage. Disorient or any Psi abilities used on the Necromancer will break the psionic link, killing all Psi Zombies. They are immune to Poison and mental attacks.

Spectral Zombie[]

Spectral Zombie2

They are created in pairs by Necromancers. Have no melee attacks, but will usually move in the thick of your Agents and use Spectral Rupture. On their next turn - or when killed - they will explode, doing damage in a 5x5 square. Killing the Necromancer or rendering it unconscious will make all Spectral Zombies disappear. They are immune to Poison and mental attacks.

Sovereign[]

Sovereign

The leader of Shrike, a Human mercenary. He has all the abilities of a Hitman but with more armor and hit points. He has the ability Sustain - any attack that'd kill or incapacitate him will instead put him in Stasis with 1 HP instead. He cannot be targeted with Tongue Pull and Bind, nor with Stupor, but Berserk works on him.

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