Difference between revisions of "Chimera"

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{{Out of date|0.16.1}}
 
{{Mech|
 
{{Mech|
| Image = File:Chimera_rotating_350px.gif
+
| Image = File:Chimera.png
 +
| ImageGif = File:Chimera_spin.gif
 
| Class = Medium
 
| Class = Medium
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere
Line 7: Line 9:
 
| Tonnage = 40
 
| Tonnage = 40
 
| Speed = 86
 
| Speed = 86
| SpeedWithMasc = 125
+
<!-- | SpeedWithMasc = 125 -->
 
| Rotation = 260
 
| Rotation = 260
 
| PitchStand = -35° to +45°
 
| PitchStand = -35° to +45°
 
| PitchCrouch = -35° to +55°
 
| PitchCrouch = -35° to +55°
  
| Price Prime = 46 600
+
| Price Prime = 47 600
 
| ArmorT Prime = 40 881
 
| ArmorT Prime = 40 881
 
| Engine Prime = GM 240 XL
 
| Engine Prime = GM 240 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>2x [[ERMBL]]
+
<li>2x [[ERML]]
<li>1x [[ERLBL]]
+
<li>1x [[ERLL]]
 
<li>1x [[MRM20]]
 
<li>1x [[MRM20]]
<li>2x [[MGun]]
+
<li>2x [[MG]]
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
 
<li>[[JJ]]
 
<li>[[JJ]]
<li>3 [[DHS]]
+
<li>4 [[DHS]]
<li>1 [[free tons]]
+
<li>1 [[free ton]]
 
<li>8.5t [[Armor]]
 
<li>8.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 48 600
+
| Price A = 49 000
 
| ArmorT A = 39 294
 
| ArmorT A = 39 294
 
| Engine A = 385 GM 240 XL
 
| Engine A = 385 GM 240 XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>2x [[ERML]]
+
<li>2x [[ERSL]]
 +
<li>2x [[AC2|Light AC2]]
 
<li>1x [[ERPPC]]
 
<li>1x [[ERPPC]]
<li>1x [[LRM15]]
+
<li>1x [[ELRM15]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>2 [[DHS]]
+
<li>1 [[DHS]]
<li>2 [[free ton]]
+
<li>2 [[free tons]]
 
<li>8t [[Armor]]
 
<li>8t [[Armor]]
 
</ul>
 
</ul>
Line 52: Line 55:
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
<li>[[EOptics]]
+
<li>[[iJJ]]
 
<li>3 [[DHS]]
 
<li>3 [[DHS]]
 
<li>2 [[free ton]]
 
<li>2 [[free ton]]
Line 62: Line 65:
 
| Engine C = 385 GM 240 XL
 
| Engine C = 385 GM 240 XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>4x [[SBL]]
+
<li>4x [[SL]]
 
<li>1x [[MRM30]]
 
<li>1x [[MRM30]]
 
<li>1x [[PPC]]
 
<li>1x [[PPC]]
Line 68: Line 71:
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
 +
<li>[[JJ]]
 
<li>2 [[DHS]]
 
<li>2 [[DHS]]
 
<li>1 [[free tons]]
 
<li>1 [[free tons]]
Line 73: Line 77:
 
</ul>
 
</ul>
  
| Price D = 47 650
+
| Price D = 48 750
 
| ArmorT D = 40 881
 
| ArmorT D = 40 881
 
| Engine D = 385 GM 240 XL
 
| Engine D = 385 GM 240 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>5x [[ML]]
+
<li>4x [[ML]]
 
<li>1x [[TBolt10]]
 
<li>1x [[TBolt10]]
<li>1x [[HMgun]]
+
<li>2x [[Flamer]]
 +
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[BAP]]
 
<li>[[BAP]]
<li>3 [[DHS]]
+
<li>4 [[DHS]]
 
<li>1 [[free tons]]
 
<li>1 [[free tons]]
 
<li>8.5t [[Armor]]
 
<li>8.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price E = 50 200
+
| Price E = 51 200
 
| ArmorT E = 40 881
 
| ArmorT E = 40 881
 
| Engine E = 385 GM 240 XL
 
| Engine E = 385 GM 240 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
 
<li>2x [[MPL]]
 
<li>2x [[MPL]]
<li>2x [[LBX5]]
+
<li>1x [[LBX10]]
<li>1x [[SRM4]]
+
<li>1x [[SSRM4]]
<li>2x [[HMgun]]
+
<li>2x [[HMG]]
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[JJ]]
+
<li>[[iJJ]]
<li>0 [[DHS]]
+
<li>1 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>8.5t [[Armor]]
 
<li>8.5t [[Armor]]
Line 110: Line 115:
 
| Weapons F = <ul>
 
| Weapons F = <ul>
 
<li>1x [[AC10]]
 
<li>1x [[AC10]]
<li>2x [[ERMBL]]
+
<li>2x [[ERML]]
<li>2x [[ERSBL]]
+
<li>2x [[ERSL]]
 
<li>1x [[DSRM4]]
 
<li>1x [[DSRM4]]
 
<li>1x [[B-Pod]]
 
<li>1x [[B-Pod]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
 +
<li>[[JJ]]
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
 
<li>2 [[free ton]]
 
<li>2 [[free ton]]
Line 125: Line 131:
 
| Engine G = 385 GM 240 XL
 
| Engine G = 385 GM 240 XL
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>2x [[ERMBL]]
+
<li>2x [[ERML]]
<li>2x [[ERSBL]]
+
<li>2x [[ERSL]]
 
<li>1x [[LRM20]]
 
<li>1x [[LRM20]]
 
<li>1x [[iNARC]]
 
<li>1x [[iNARC]]
Line 143: Line 149:
 
| Armor B = 3403
 
| Armor B = 3403
 
| Armor LRA = 3119
 
| Armor LRA = 3119
| Armor INT = 2188
 
 
| Armor LRL = 4168
 
| Armor LRL = 4168
 +
| Armor INT = 2501
 +
 +
| Version153 = 0.16.1
 
}}
 
}}
<!--Current Stats for 0.11.0-->
 
  
The Chimera is a agile medium mech with a generous 260° Torso yaw and can pack a punch. Care should be taken when using this asset, as it mounts a rocket launcher on the right shoulder causing slightly obscured vision.
+
The Chimera is an agile medium mech with a generous 260° Torso yaw and can pack a punch. Care should be taken when using this asset, as it mounts a rocket launcher on the right shoulder causing slightly obscured vision.
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted [[MRM20]], accompanied by a single [[ERLBL]] reaching out to 800m and a pair of [[ERMBL]] that come into play at 600m, roughly the edge of its missile launcher's sweet spot. [[JJ|Jump Jets]] allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, while its three [[DHS|DHS]] can somewhat handle the cooling keeping an eye on one's heat is advised, as all of the variant's weapons generate a good deal of heat. Dual [[MG|Machine Guns]] provides some extra defence against [[BA|Battle Armor]] and scoring extra points. With one extra [[Free tons|ton]] for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.
+
The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted [[MRM20]], accompanied by a single [[ERLL]] reaching out to 800m and a pair of [[ERML]] that come into play at 600m, roughly the edge of its missile launcher's sweet spot. [[JJ|Jump Jets]] allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, while its three [[DHS|DHS]] can somewhat handle the cooling keeping an eye on one's heat is advised, as all of the variant's weapons generate a good deal of heat. Dual [[MG|Machine Guns]] provides some extra defence against [[BA|Battle Armor]] and scoring extra points. With one extra [[Free tons|ton]] for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.
  
 
===Variant A===
 
===Variant A===
 
+
The Chimera A is a pretty straightforward long range fire support unit. The A's [[LRM15]] is capable of some [[indirect fire]] and comprises the majority of its [[DPS]]. This is fed by a two [[Free tons|free tons]] of ammo and backed up with [[direct fire]] in the form of a single [[ERPPC]]. The ERPPC is capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at reduced capacity against NARCed targets, or splitting its fire among multiple targets. Backing those up with 600m with a pair of [[ERML]], means the unit is somewhat capable to take a fight up close, although with significantly reduced capacity. Note that overtaxing the energy based weapons will put a strain on its [[DHS]] pair that is barely adequate to manage the heat generated.
The Chimera A is a pretty straightforward long range fire support unit. Its main firepower comes in the form of an indirect [[LRM15]] launcher fed by a two [[Free tons|free tons]] and a direct fire [[ERPPC]] capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at reduced capacity against NARCed targets. Backing those up with 600m with a pair of [[ERML]], means the unit is somewhat capable to take a fight up close, although with significantly reduced capacity. Note that overtaxing the energy based weapons will put a strain on its [[DHS]] pair that is barely adequate to manage the heat generated.
 
  
 
===Variant B===
 
===Variant B===
One mans sheep is the other mans wolf.<br>
 
 
This unit is the sole embodiment of that principle. While short ranged and of limited staying power when pitted against opponents above it's weight class, this marvel excels in bullying targets under it's weight class in close quarter combat - the stray [[Battle Armor]]s that are left or just spawned to defend a base or choke point.<br>
 
This unit is the sole embodiment of that principle. While short ranged and of limited staying power when pitted against opponents above it's weight class, this marvel excels in bullying targets under it's weight class in close quarter combat - the stray [[Battle Armor]]s that are left or just spawned to defend a base or choke point.<br>
 
Not only bullying, but actually shutting down smaller units and stripping them of many of their inherent advantages: dumbfiring the almighty [[DSSRM6]] provides a wide area of splash damage, each of the [[LPPC]] jolts will instantly suppress the BA's targeting systems even if by the mere splash, if not outright finish it off on a lucky hit. The [[iJJ|Improved Jump Jets]] will augment it's mobility to rival if not surpass that of an Longinus Battle armor.<br>
 
Not only bullying, but actually shutting down smaller units and stripping them of many of their inherent advantages: dumbfiring the almighty [[DSSRM6]] provides a wide area of splash damage, each of the [[LPPC]] jolts will instantly suppress the BA's targeting systems even if by the mere splash, if not outright finish it off on a lucky hit. The [[iJJ|Improved Jump Jets]] will augment it's mobility to rival if not surpass that of an Longinus Battle armor.<br>
 
The quad [[MG|Machine guns]] array will keep the BAs regeneration functions in lock down while whittling it's armor even further down, even for a tiny bit.<br>
 
The quad [[MG|Machine guns]] array will keep the BAs regeneration functions in lock down while whittling it's armor even further down, even for a tiny bit.<br>
The units foremost flaw is the [[DSSRM6]] launchers hunger for ammo - after vomiting out only six (6!) volleys it will run dry and depend on the spare reload - be it bought or not.<br>
+
The units foremost flaw is the [[DSSRM6]] launchers hunger for ammo - after vomiting out only six (6!) volleys it will run dry and depend on the spare reload - be it bought or not.
The selling point for this unit is its incredible brawling potential against smaller and extremely mobile opponents.
 
  
 
===Variant C===
 
===Variant C===
A mid range skirmisher similar to the Prime, the Chimera C sacrifices its jumpjets for increased damage potential. Upgrading its [[MRM30|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a meaner alpha at medium range, but increases the pilot's need to lead their aim and gives them a harder time against small targets. 4 [[SBL]] and the MRM launcher's short minimum range mean that despite not usually being the one to enter close combat, it's more likely to be the one to leave it, but at the same time it has a hard time bringing out its full firepower without being cornered. A single [[DHS]] necessitates avoiding prolonged engagements and no free tons for its missile launcher will leave it dry after just over a minute of continuous fire.<br>
+
A mid range skirmisher similar to the Prime, the Chimera C emphasizes the [[MRM]] to the max for even more increased damage potential. Upgrading Primes' [[MRM20|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a more substantial punch at medium range, but increases the pilot's need to lead their aim and gives them a harder time against agile targets. The [[MRM]] launchers quirks and bulky fire power are best tapped into by adopting the combat routine to it - make sure to save his volleys for the least likely to move targets and moments, while softening the opponent, every so often, with the surgically accurate four [[SL]], or awarding it a electrifying [[PPC]] bolt for every wrong turn, ill avoided still stand or any other tiny mistake. Sooner or later every warrior makes a wrong turn into a wall or get's "zero throttled" just to receive the ponderous [[MRM30]] volley to the face.<br>
 +
The minimal pair of [[DHS]] necessitates avoiding prolonged engagements. One free ton for its missile launcher is just enough to see you thru the regular enemy wave - but not two.<br>
 
Features a omnidirectional firing [[B-Pod]] should enemy [[Battle Armor]] get too close.
 
Features a omnidirectional firing [[B-Pod]] should enemy [[Battle Armor]] get too close.
  
 
===Variant D===
 
===Variant D===
Eschewing the traditional ''"missiles first"'' paradigm the Chimera chassis is built on, the lions share of this variants damage revolves around the startling array of 5 [[medium laser|medium lasers]]. The [[TBolt10]] still plays a major role, effective at softening and finishing off targets at range, and battering closer mech's with severe screenshake. The single [[HMG|Heavy Machine Gun]] acts to further ablate any enemy who makes the mistake of closing on this chimera, and can even pop feisty [[Battle Armor]] without affecting your limited heat capacity. The 3 [[DHS]] will struggle to handle continuous alphas, the wise mechwarrior will keep a careful eye on their heat gauge and be ready to flush [[coolant]] in tight situations. An extra half ton of [[armor]] helps this variant survive the sub-500m encounters it's designed for, and careful attention to your [[BAP]] equipped [[radar]] will help you avoid sticky situations before they arise.
+
Designed by committee in a multi-week process between many developers, the Chimera D is one of the best early game medium mechs. Eschewing the traditional ''"missiles first"'' paradigm the Chimera chassis is built on, the lions share of this variants damage revolves around the startling array of 4 [[medium laser|Medium Lasers]]. The [[TBolt10]] still plays a major role, effective at softening and finishing off targets at range, and battering closer mech's with severe screenshake. The dual [[Flamer|Flamers]] acts to further ablate any enemy who makes the mistake of closing on this chimera, and can even pop feisty [[Battle Armor]] without affecting your limited heat capacity. The 4 [[DHS]] will struggle to handle continuous alphas, the wise mechwarrior will keep a careful eye on their heat gauge and be ready to flush [[Coolant]] in tight situations. An extra half ton of [[Armor]] helps this variant survive the sub-500m encounters it's designed for, and careful attention to your [[BAP]] equipped [[radar]] will help you avoid sticky situations before they arise.
  
 
===Variant E===
 
===Variant E===
The third higest priced Chimera, Armed with 2x [[LBX5]] aided by [[EOptics]] and [[JJ | JumpJets]] it can used as a long ranged sniper variant. When you feel the need to get close, 2 [[MPL | Medium Pluse Lasers]] can unlease a flurry of concentrated hurt at 34.1 shots a minute and are great for disposing [[Battle Armor]] or finishing off wounded opponents. The final blow for rocking your opponent comes from [[SRM4| SRM4 missles]] widing the hole made with your 2 MPLs. Don't forget the 2 [[ HMgun|Heavy Machine Guns]] for wacking off armor. With all of it's power and armor the "E" is still better used with a comrade.
+
The Chimera E is a tank-hunter. While its [[SSRM4]] and two [[MPL]]s don't get any bonuses against tanks, they do put out moderate [[DPS]]. Where the E really shines as a tank-hunter is its [[LBX10]] and two [[HMG]]s which both have the [[Damage_Types|Light Kinetic]] damage type giving bonus damage against tanks and hovers. And, against high DPS tanks with poor max [[pitch]], the E can use its [[iJJ]]s to jump into the air above the tank while the LBX10 is reloading or HMGs are [[Jam|cooling down]], to deny the tank the ability to shoot back. Careful, the E only has 1 [[DHS]] and can struggle to accommodate the MPLs and the iJJs at the same time. Otherwise, the E runs quite cool.
  
 
===Variant F===
 
===Variant F===
The second of the least expensive variants, Chimera F is a close range skirmisher and brawler, combining mid and close range weapons. Within 600m the F opens up with an explosive round firing [[AC10]] and a pair of always reliable [[ERMBL]], giving it the ability to harass opponents while looking for an opportune moment to enter into close combat. At close range a pair of [[ERSBL]] strengthens its pinpoint strike, quickly followed by a [[SRM6]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage, followed by a pinpoint energy strike. One [[free tons|free ton]] for ammo is usually reserved for the more ammo-hungry missile launcher, while a complete lack of extra heatsinks limits the unit's effectiveness to hit and fade tactics and short engagements.
+
Competing for the least expensive variant, this Chimera is a close to medium range jump sniper a.k.a. [[Gameplay Tactics#Poptarting|poptart]], combining mid and close range weapons. Within 600m the F dishes out with an explosive round firing [[AC10]] and a pair of always reliable [[ERML]], giving it the ability to harass opponents while looking for an most opportune moment to enter into close combat. At close range a pair of [[ERSL]] strengthens its pinpoint strike, quickly followed by the mighty [[DSRM4]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage. Two [[free tons]] for ammo is usually more than sufficient for the ammo-hungry missile launcher.<br>
 +
The unit, having no additional heatsinks, mandates utmost care in picking the right engagements as leaning heavy on both the weapons and the [[JJ|standard jump jets]] usually won't be an option.<br>
 +
In the moments all else fails, remember to fire the [[BPod]] at the enemy battlearmor (or any other weakened opponent for that matter) that is messing around your feet, it might just save your day.
  
 
===Variant G===
 
===Variant G===
This variant specializes as a fire support platform, built to magnify your teams abilities instead of skirmish, brawl, or fly solo. The [[iNARC|Improved NARC]] beacon launcher requires a skillful pilot to safely land a hit; maneuvering this lightly armored 86kph chassis under 800m is no easy feat- but will be rewarded with 25 seconds of free missile locks for your whole team, and your own [[LRM20]]. Two pairs of [[ERML]] and [[ERSL]] offer some backup damage in a pinch, but are no means enough to fend off an aggressive brawling mech alone. This Chimera flounders without teamwork and coordination, but with it- is a devastatingly effective actor in orchestrating a win through [[Gameplay_Tactics#LRM_Camping|missile oppression]].
+
This variant specializes as a fire support platform, built to magnify your teams abilities instead of skirmish, brawl, or fly solo. The [[iNARC|Improved NARC]] beacon launcher requires a skillful pilot to safely land a hit; maneuvering this lightly armored 86kph chassis under 900m is no easy feat - but will be rewarded with 25 seconds of free missile locks for your whole team, and your own [[LRM20]]. Two pairs of [[ERML]] and [[ERSL]] offer some backup damage in a pinch, but are no means enough to fend off an aggressive brawling mech alone. This Chimera flounders without teamwork and coordination, but with it - is a devastatingly effective actor in orchestrating a win through [[Gameplay_Tactics#LRM_Camping|missile oppression]].
 
 
==Gallery==
 
<gallery mode=packed heights=150px style="text-align:left">
 
File:Chimera02.jpg|A Chimera Prime sporting desert camo (ca. 0.7.1)
 
</gallery>
 
  
 
==History==
 
==History==
 +
[[File:Chimera02.jpg|thumb|175px|A Chimera Prime sporting desert camo (ca. 0.7.1)]]
 
The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the [http://forum.mechlivinglegends.net/index.php/topic,18830.0.html MWLL Media Release: Alpha Tester Shenanigans] [http://www.youtube.com/watch?v=zUZny_B3MCQ Video]
 
The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the [http://forum.mechlivinglegends.net/index.php/topic,18830.0.html MWLL Media Release: Alpha Tester Shenanigans] [http://www.youtube.com/watch?v=zUZny_B3MCQ Video]
  
 
In 0.11.0 chimera got improved by replacing its old engine with a weaker one, which, in turn, decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more boring to traverse the battlefield, but more dangerous of an opponent, once it finally gets there.
 
In 0.11.0 chimera got improved by replacing its old engine with a weaker one, which, in turn, decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more boring to traverse the battlefield, but more dangerous of an opponent, once it finally gets there.
  
 +
 +
{{clear}}
 
==Canon==
 
==Canon==
 
Similar to the earlier Gunslinger, the Chimera was designed in the spirit of cooperation between the Combine and the Davion Federated Commonwealth in the lead-up to Operations Bulldog and Serpent. The Chimera is built on a Chameleon Light Endo 2 Endo Steel chassis that carries a GM 240 XL engine which provides the 'Mech with a top speed of 97.2 km/h. The Chimera's mobility is enhanced by six Rawling 40 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Chimera is protected by seven tons of StarGuard CCM armor.
 
Similar to the earlier Gunslinger, the Chimera was designed in the spirit of cooperation between the Combine and the Davion Federated Commonwealth in the lead-up to Operations Bulldog and Serpent. The Chimera is built on a Chameleon Light Endo 2 Endo Steel chassis that carries a GM 240 XL engine which provides the 'Mech with a top speed of 97.2 km/h. The Chimera's mobility is enhanced by six Rawling 40 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Chimera is protected by seven tons of StarGuard CCM armor.

Latest revision as of 05:04, 27 July 2023

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Chimera
Chimera spin.gif
360.png
Chimera.png
360.png
Class: Medium Mech
Faction: Inner Sphere
Ticket cost: 4 upon destruction
Tier: 4
Tonnage: 40 tons
Speed: 86 km/h
Torso yaw: 260°
Torso pitch: -35° to +45° while standing.
-35° to +55° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 47 600 CBills
Total armor: 40 881
Engine Size: GM 240 XL
A:
Price: 49 000 CBills
Total armor: 39 294
Engine Size: 385 GM 240 XL
B:
Price: 53 200 CBills
Total armor: 39 294
Engine Size: 385 GM 240 XL
C:
Price: 48 000 CBills
Total armor: 40 881
Engine Size: 385 GM 240 XL
D:
Price: 48 750 CBills
Total armor: 40 881
Engine Size: 385 GM 240 XL
E:
Price: 51 200 CBills
Total armor: 40 881
Engine Size: 385 GM 240 XL
F:
Price: 46 600 CBills
Total armor: 40 881
Engine Size: 385 GM 240 XL
G:
Price: 50 900 CBills
Total armor: 39 294
Engine Size: 385 GM 240 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
3403
2760
3119
3119
4168
3800
5671
5671
3119
4168
2501

All stats current as of release 0.16.1

The Chimera is an agile medium mech with a generous 260° Torso yaw and can pack a punch. Care should be taken when using this asset, as it mounts a rocket launcher on the right shoulder causing slightly obscured vision.

Roles and Gameplay Hints

Prime

The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted MRM20, accompanied by a single ERLL reaching out to 800m and a pair of ERML that come into play at 600m, roughly the edge of its missile launcher's sweet spot. Jump Jets allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, while its three DHS can somewhat handle the cooling keeping an eye on one's heat is advised, as all of the variant's weapons generate a good deal of heat. Dual Machine Guns provides some extra defence against Battle Armor and scoring extra points. With one extra ton for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.

Variant A

The Chimera A is a pretty straightforward long range fire support unit. The A's LRM15 is capable of some indirect fire and comprises the majority of its DPS. This is fed by a two free tons of ammo and backed up with direct fire in the form of a single ERPPC. The ERPPC is capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at reduced capacity against NARCed targets, or splitting its fire among multiple targets. Backing those up with 600m with a pair of ERML, means the unit is somewhat capable to take a fight up close, although with significantly reduced capacity. Note that overtaxing the energy based weapons will put a strain on its DHS pair that is barely adequate to manage the heat generated.

Variant B

This unit is the sole embodiment of that principle. While short ranged and of limited staying power when pitted against opponents above it's weight class, this marvel excels in bullying targets under it's weight class in close quarter combat - the stray Battle Armors that are left or just spawned to defend a base or choke point.
Not only bullying, but actually shutting down smaller units and stripping them of many of their inherent advantages: dumbfiring the almighty DSSRM6 provides a wide area of splash damage, each of the LPPC jolts will instantly suppress the BA's targeting systems even if by the mere splash, if not outright finish it off on a lucky hit. The Improved Jump Jets will augment it's mobility to rival if not surpass that of an Longinus Battle armor.
The quad Machine guns array will keep the BAs regeneration functions in lock down while whittling it's armor even further down, even for a tiny bit.
The units foremost flaw is the DSSRM6 launchers hunger for ammo - after vomiting out only six (6!) volleys it will run dry and depend on the spare reload - be it bought or not.

Variant C

A mid range skirmisher similar to the Prime, the Chimera C emphasizes the MRM to the max for even more increased damage potential. Upgrading Primes' MRM launcher to a 30 and swapping its hitscan Large Laser for a splash capable PPC, the C packs a more substantial punch at medium range, but increases the pilot's need to lead their aim and gives them a harder time against agile targets. The MRM launchers quirks and bulky fire power are best tapped into by adopting the combat routine to it - make sure to save his volleys for the least likely to move targets and moments, while softening the opponent, every so often, with the surgically accurate four SL, or awarding it a electrifying PPC bolt for every wrong turn, ill avoided still stand or any other tiny mistake. Sooner or later every warrior makes a wrong turn into a wall or get's "zero throttled" just to receive the ponderous MRM30 volley to the face.
The minimal pair of DHS necessitates avoiding prolonged engagements. One free ton for its missile launcher is just enough to see you thru the regular enemy wave - but not two.
Features a omnidirectional firing B-Pod should enemy Battle Armor get too close.

Variant D

Designed by committee in a multi-week process between many developers, the Chimera D is one of the best early game medium mechs. Eschewing the traditional "missiles first" paradigm the Chimera chassis is built on, the lions share of this variants damage revolves around the startling array of 4 Medium Lasers. The TBolt10 still plays a major role, effective at softening and finishing off targets at range, and battering closer mech's with severe screenshake. The dual Flamers acts to further ablate any enemy who makes the mistake of closing on this chimera, and can even pop feisty Battle Armor without affecting your limited heat capacity. The 4 DHS will struggle to handle continuous alphas, the wise mechwarrior will keep a careful eye on their heat gauge and be ready to flush Coolant in tight situations. An extra half ton of Armor helps this variant survive the sub-500m encounters it's designed for, and careful attention to your BAP equipped radar will help you avoid sticky situations before they arise.

Variant E

The Chimera E is a tank-hunter. While its SSRM4 and two MPLs don't get any bonuses against tanks, they do put out moderate DPS. Where the E really shines as a tank-hunter is its LBX10 and two HMGs which both have the Light Kinetic damage type giving bonus damage against tanks and hovers. And, against high DPS tanks with poor max pitch, the E can use its iJJs to jump into the air above the tank while the LBX10 is reloading or HMGs are cooling down, to deny the tank the ability to shoot back. Careful, the E only has 1 DHS and can struggle to accommodate the MPLs and the iJJs at the same time. Otherwise, the E runs quite cool.

Variant F

Competing for the least expensive variant, this Chimera is a close to medium range jump sniper a.k.a. poptart, combining mid and close range weapons. Within 600m the F dishes out with an explosive round firing AC10 and a pair of always reliable ERML, giving it the ability to harass opponents while looking for an most opportune moment to enter into close combat. At close range a pair of ERSL strengthens its pinpoint strike, quickly followed by the mighty DSRM4 launcher, providing a one-two punch of explosive weapons with screen shake and splash damage. Two free tons for ammo is usually more than sufficient for the ammo-hungry missile launcher.
The unit, having no additional heatsinks, mandates utmost care in picking the right engagements as leaning heavy on both the weapons and the standard jump jets usually won't be an option.
In the moments all else fails, remember to fire the BPod at the enemy battlearmor (or any other weakened opponent for that matter) that is messing around your feet, it might just save your day.

Variant G

This variant specializes as a fire support platform, built to magnify your teams abilities instead of skirmish, brawl, or fly solo. The Improved NARC beacon launcher requires a skillful pilot to safely land a hit; maneuvering this lightly armored 86kph chassis under 900m is no easy feat - but will be rewarded with 25 seconds of free missile locks for your whole team, and your own LRM20. Two pairs of ERML and ERSL offer some backup damage in a pinch, but are no means enough to fend off an aggressive brawling mech alone. This Chimera flounders without teamwork and coordination, but with it - is a devastatingly effective actor in orchestrating a win through missile oppression.

History

A Chimera Prime sporting desert camo (ca. 0.7.1)

The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the MWLL Media Release: Alpha Tester Shenanigans Video

In 0.11.0 chimera got improved by replacing its old engine with a weaker one, which, in turn, decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more boring to traverse the battlefield, but more dangerous of an opponent, once it finally gets there.


Canon

Similar to the earlier Gunslinger, the Chimera was designed in the spirit of cooperation between the Combine and the Davion Federated Commonwealth in the lead-up to Operations Bulldog and Serpent. The Chimera is built on a Chameleon Light Endo 2 Endo Steel chassis that carries a GM 240 XL engine which provides the 'Mech with a top speed of 97.2 km/h. The Chimera's mobility is enhanced by six Rawling 40 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Chimera is protected by seven tons of StarGuard CCM armor.

Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker

BattleTech Reference