Chimera

From MechWarrior: Living Legends Wiki
Revision as of 17:32, 30 July 2019 by Drakuba (talk | contribs) (History: 0.11.0 addon)
Jump to: navigation, search
Chimera
Chimera rotating 350px.gif
Chimera rotating 350px.gif
Class: Medium Mech
Faction: Inner Sphere
Ticket cost: 4 upon destruction
Tier: 4
Tonnage: 40 tons
Speed: 86 km/h (125 km/h with MASC)
Torso yaw: 260°
Torso pitch: -35° to +45° while standing.
-35° to +55° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 46 600 CBills
Total armor: 36 114
Engine Size: GM 240 XL
A:
Price: 48 600 CBills
Total armor: 36 114
Engine Size: 385 GM 240 XL
B:
Price: 53 200 CBills
Total armor: 36 114
Engine Size: 385 GM 240 XL
C:
Price: 48 000 CBills
Total armor: 36 114
Engine Size: 385 GM 240 XL
D:
Price: 47 650 CBills
Total armor: 32 939
Engine Size: 385 GM 240 XL
E:
Price: 50 200 CBills
Total armor: 34 528
Engine Size: 385 GM 240 XL
F:
Price: 46 600 CBills
Total armor: 36 114
Engine Size: 385 GM 240 XL
G:
Price: 50 900 CBills
Total armor: 36 114
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
2188

All stats current as of release 0.15.3 </div>

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.

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 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. 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. Its main firepower comes in the form of an indirect LRM15 launcher fed by a two 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 700m 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

One mans sheep is the other mans wolf.
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.
The selling point for this unit is its incredible brawling potential against smaller and extremely mobile opponents.

Variant C

A mid range skirmisher similar to the Prime, the Chimera C sacrifices its jumpjets for increased damage potential. Upgrading its 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.
Features a omnidirectional firing B-Pod should enemy Battle Armor get too close.

Variant D

The TBolt10, the Solaris Arena originating weapon, capable of delivering heavy blows with wide spread damage and screen shake denying accurate aim to the opponent. The Laser array, as a primary weapon group, is backed up by a single mech-class Heavy Machine Gun that's nothing to be sneezed on, as it can shoot-up an Battle Armor, not careful enough, dead on the spot in mere moments.
The BAP means the unit can see Battle Armor further away than most other mechs. This makes this unit a menace and a potent hunter against this bane of the assault class. Should the fervor of the battle still lead the pilot to bring the unit to dangerous heat levels, it is advised to lean on the HMG for the while the 3 DHS dissipate the heat from the 5 ML.

Variant E

The third higest priced Chimera, Armed with 2x LBX5 aided by EOptics and JumpJets it can used as a long ranged sniper variant. When you feel the need to get close, 2 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 missles widing the hole made with your 2 MPLs. Don't forget the 2 Heavy Machine Guns for wacking off armor. With all of it's power and armor the "E" is still better used with a comrade.

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 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.

Variant G

This one is not only hot, due to it's massive LRM20 missile launcher, but is also a very circumstantial asset. The Improved NARC beacon launcher, while providing more range to be planted from, comparing to other, competing launchers, still requires the pilot to close within 800m or less - the closer the more likely the beacon will hit. This, the quite feeble backup weapons battery, comprising of ERML and ERSL a pair each, and no motion augmenting equipment, mean that this, second most expensive Chimera will depend on a sound battle plan and great piloting skills more than on its genial equipment or formidable firepower.
Once the beacon is successfully planted, its all a different story, besides yelling "UP!" and shooting it's mighty LRM20 launcher from a safe cover, there is little to worry about - until the beacon depletes, the victim dies, or, heavens forbid, a friend or foe plants the inevitable PPC bolt on it.
If you wonder, just go past this one, there are many easier Chimeras to profit with.

Gallery

History

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 upgraded by downgrading engine, which decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more dangerous opponent on the battlefield.

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