Difference between revisions of "Chimera"

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== Analysis ==
 
== Analysis ==
With its ability to become enraged, and inability to be downed due to pain, it can catch up to ranged pawns frighteningly fast. With much greater movement speed than a default pawn, outpacing it might prove very difficult.  Heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It has some of the strongest melee attacks of any single entity, comparable to a [[Thrumbo]] with lower armor penetration, and can quickly cause a colonist to bleed out by tearing off limbs. Like many entities, it is susceptible to [[fire]], and won't attack while it is putting out the flames.
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With its ability to become enraged, and inability to be downed due to pain, it can catch up to ranged pawns frighteningly fast. With much greater movement speed than a default pawn, outpacing it might prove very difficult.  Heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It has some of the strongest melee attacks of any single entity, equivalent to a [[Bear]], and can quickly cause a colonist to bleed out by tearing off limbs. Like many entities, it is susceptible to [[fire]], and won't attack while it is putting out the flames.
  
 
They are limited to their powerful melee attacks and will eagerly line up to enter a doorway where you can have your entire colony waiting with guns.  Like manhunting animals, they are unable to attack structures and will wait patiently outside a colony that has closed its doors.  Unlike manhunting packs, they won't go away until they are dealt with, and may move around the map in a difficult to predict fashion.  If you're lucky, a raid may show up and the problems may resolve each other.
 
They are limited to their powerful melee attacks and will eagerly line up to enter a doorway where you can have your entire colony waiting with guns.  Like manhunting animals, they are unable to attack structures and will wait patiently outside a colony that has closed its doors.  Unlike manhunting packs, they won't go away until they are dealt with, and may move around the map in a difficult to predict fashion.  If you're lucky, a raid may show up and the problems may resolve each other.

Revision as of 03:39, 28 April 2024

Chimera

Chimera

A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.
It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.

Base Stats

Type
Entity
Flammability
70%

Pawn Stats

Move Speed
3.6 c/s
Health Scale
300% HP
Body Size
2.15
Mass
129 kg
Diet
none
Trainable Intelligence
None
Comfortable Temp Range
-40 °C – 60 °C (-40 °F – 140 °F)

Production

Meat Yield
151 Twisted meat Twisted meat
Leather Yield
43 Dread leather dread leather

Melee Combat

Attack 1
Left claw
17 dmg (Scratch)
25 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Left claw
17 dmg (Scratch)
25 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
23.6 dmg (Bite)
35 % AP
2.6 second cooldown
0.5 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
11 dmg (Blunt)
16 % AP
2 second cooldown
0.2 chance factor
Average DPS
4.89
Technical
tradeTags
AnimalUncommon, AnimalFighter


The chimera is a bestial and ferocious entity added by the Anomaly DLC.

Occurrence

Summary

Chimeras often appear in packs. Cunning predators, they will wait for an opportunity to attack you at your most vulnerable.[Detail needed] They can be dangerous combatants, especially in large numbers.

They bleed at half the rate of normal animals and have 50% Toxic Resistance.

The chimera has the unique ability to become enraged upon taking damage, gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.

Rage Speed:

Colonists who see a Chimera will receive a −8 mood effect for 24 hours. Killing or disposing of the Chimera has no affect on this moodlet.[Thought Template]

Containment

It provides Advanced anomaly research, and can be studied every 2 days. It has a minimum containment strength of 70. When hooked up to a bioferrite generator, it yields Bioferrite 3.225 bioferrite per day. When hooked up to an electroharvester, it provides 430 watts.

Analysis

With its ability to become enraged, and inability to be downed due to pain, it can catch up to ranged pawns frighteningly fast. With much greater movement speed than a default pawn, outpacing it might prove very difficult. Heavily armored melee pawns or ghouls are recommended to intercept them first. It has some of the strongest melee attacks of any single entity, equivalent to a Bear, and can quickly cause a colonist to bleed out by tearing off limbs. Like many entities, it is susceptible to fire, and won't attack while it is putting out the flames.

They are limited to their powerful melee attacks and will eagerly line up to enter a doorway where you can have your entire colony waiting with guns. Like manhunting animals, they are unable to attack structures and will wait patiently outside a colony that has closed its doors. Unlike manhunting packs, they won't go away until they are dealt with, and may move around the map in a difficult to predict fashion. If you're lucky, a raid may show up and the problems may resolve each other.

Capturing them is quite difficult due to their immunity to pain combined with their great speed and durability. The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss. When using this strategy, keep in mind that they are extremely fast and may rush down the doorway before your colonist can react. They are also susceptible to extreme temperature, though their thick fur provides ample insulation. Psychic shock is another option, if it's available.

Gallery

Version history

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