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Sacred Coil is a faction in XCOM: Chimera Squad consisting of an underground religious movement founded by ex-ADVENT officers and preaches salvation for the other species who were once a part of the Elders' invasion of Earth. Sacred Coil's main source of propaganda is the claim that they have a cure for The Fade, a disease that only affects hybrids. Sacred Coil's endgame is to repair a Psionic Network gateway in their underground cathedral to try and gain a glimpse of the Elder's wisdom. They are led by Bellus Mar, a former ADVENT commander never caught after the war. Bellus Mar is the genetic template for Cherub.

Unit Types[]

Commando[]

Commando

A Hybrid soldier with a Smoke Grenade. On some missions, they can also Call Reinforcements as a full action.

Purifier[]

Purifier

A Hybrid soldier with a short-range flamethrower that can set the ground and Agents aflame. Is immune to Poison, Fire, Acid, and grenade-caused effects like Weapon Disable or Disorient. They can also throw a fire grenade once per battle that sets a 9 square area ablaze.

Android[]

Android3

A mechanical unit that can wield a variety of weapons. Can activate Self-Destruct, exploding in a 2-square radius when killed, subdued, or at will.

Neonate Chryssalid[]

Neonate Chryssalid

A newly hatched white Chryssalid with less health. They can move fast and still apply Chryssalid poison on civilians, turning them into cocoons that spawn new Neonate Chryssalids every turn (albeit with less HP). Their attack can also cause poison.

Chryssalid[]

Chryssalid

Similar to their XCOM2 appearance, however they cannot burrow. Chryssalids will attack civilians when possible, the dead body will turn into a cocoon and hatch Neonate Chryssalids every turn (which have less HP then normal Neonates).

Guardian[]

Guardian

A Hybrid soldier armed with a pistol and shield similar to ADVENT Shieldbearers in XCOM 2. They can provide a 4 HP energy shield to any number of nearby friendly units. The shield dissipates if the Guardian is killed. They can also use Shield Bash (similar to Cherub) to do melee 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.

Turret[]

Turret

An immobile mechanical unit. Can mark Agents with holo-targeting, increasing enemy aim against them by 15. Shoots only once per turn, unlike XCOM 2 Turrets. Can also engage a short range Overwatch.

MEC[]

MEC

Similar to their XCOM 2 appearance. Micro Missiles target a 2-square radius area. They can use Pin Down to delay an Agent's turn.

Andromedon[]

Andromedon-0

Unlike in XCOM 2, they can be knocked Unconscious in their first phase only with Axiom's Slam attacks. The suit revives itself as a mechanical unit after the Andromedon is killed, however it can be captured with Subdue.

Ronin[]

Ronin

Fast melee Hybrid units, similar to Stun Lancers in XCOM 2. They have several devastating abilities:

  • Tempo Surge: Free action ability that lets the Ronin take another 2 actions in the same turn shortly after their previous turn.
  • Lightning Reflexes: The first Overwatch shot (this includes passive skills, such as Godmother's Close Combat Specialist or Patchwork's Voltaic Arc) will miss automatically.
  • Rooting Slash: melee attack that does damage and Roots the target.
  • Disabling Slash: melee attack that does damage and Disarms the target.
  • Rending Slash: melee attack that does damage and Ruptures the target.
  • Bending Reed: If the melee strike hits, the Ronin can take one more move action afterwards.
  • Melee Stance: The Ronin gains defense and will attack enemies that come close. 

Gatekeeper[]

Gatekeeper-0

Encountered in the Sacred Coil Cathedral. The Gatekeeper has the same abilities as in XCOM 2.

Dark Events[]

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