Chimera
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
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
- 3.60 c/s
- Body Size
- 2.15
- Mass
- 129 kg
- Filth Rate
- 1
- Life Expectancy
- 10 years
- Comfortable Temp Range
- -40 °C – 60 °C (-40 °F – 140 °F)
Production
- Meat Yield
- 325 Twisted meat
- Leather Yield
- 92 dread leather
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. 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:
- Pain: ×0%
- Move Speed: ×175%
- This results in a move speed of 6.3c/s
- Stagger Time Multiplier: ×0%
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 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, 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.
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
This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: Variants, facing, desicated etc. |
Version history
- Anomaly DLC Release - Added.
CATEGORIES GO HERE