Chimera
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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
Pawn Stats
- Combat Power
- 135
- Move Speed
- 3.6 c/s
- Health Scale
- 300% HP
- Body Size
- 2.15
- Mass
- 129 kg
- Filth Rate
- 1
- Diet
- none
- Trainable Intelligence
- None
- Toxic Resistance
- 50%
- Comfortable Temp Range
- -40 °C – 60 °C (-40 °F – 140 °F)
Production
- Meat Yield
70 Twisted meat- Leather Yield
20 dread leather
Melee Combat
- Attack 1
- Left claw (Claw)
17 dmg (Scratch)
25 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 2
- Right claw (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
- 5.3754
Containment
- Min Containment Strength
- 70
- Knowledge Gain
- 1 Advanced
- Study Interval
- 120,000 ticks (2 in-game days)
- Min Monolith Level For Study
- 1
- Held on Spot or Platform
- true
- Escape Interval
- MTB 60 days
- defName
- Chimera
The chimera is a bestial and ferocious entity added by the Anomaly DLC.
Occurrence[edit]
Chimeras only require a level 1 Monolith to spawn.
Chimera packs appear as a Major threat. Shambler chimeras can be mixed into Shambler animal swarms.
Summary[edit]
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,[Guaranteed to?] 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.
- Pain: ×0%
- Move Speed: ×175%
- This results in a move speed of 6.3 c/s
- Stagger Time Multiplier: ×0%
If raised as a shambler (e.g. by deadlife dust), chimeras retain their Rage Speed ability. Shambler chimeras can also fulfill the entity codex entry for Chimeras.
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]
Chimeras have 3 different behaviors: attack, stalk and withdrawal. Initially chimeras will be in stalk mode and wander around their initial position. In attack mode, chimeras will behave very similar to manhunter packs. Receiving damage will generally cause chimeras to change from stalk mode to attack mode.
Stalk mode will change to attack mode every 16.8 hours on average. Attack mode will change to stalk mode every 8 hours on average. Stalk Mode and Attack Mode will last at least 3 hours. An exception is when chimeras in stalk mode are damaged and then they can switch to attack mode.
Everytime a chimera is killed or downed in attack mode there is a 7.5% chance the chimeras will switch to withdrawal mode. In withdrawal mode, Chimeras will flee and not respond to damage. Withdrawal mode will last at least one hour.
Containment[edit]
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 harvester, it yields
3.225 bioferrite per day.
When hooked up to an electroharvester, it provides 430 watts.
Analysis[edit]
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 grizzly 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 pile up behind a door blocked by melee colonists. Frag grenadiers behind the melee blockers will make short work of the pack, assuming the blockers can last long enough. Like manhunter animals, they will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors. Unlike manhunter packs, they won't sleep and will roam outside player bases indefinitely until they're killed. Also unlike manhunter packs, chimeras do not count as mentally broken and can be turned against each other with psychic insanity lances or berserk psycasts
- notably, they're affected by the manhunter pulse psycast
, which has a very large area of affect and can often turn entire raids of chimeras against themselves. They are not affected by the psychic animal pulser in the same way, however. Chimeras are also hostile to non-entity raiders. Summoning a mech boss or deliberately failing a draw animals ritual to summon manhunters are both viable ways to eliminate or weaken a pack of chimeras. Another strategy is to attack from afar using mortars to force them to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock. A nociosphere can be used to quickly dispatch stalking chimeras without trigering them into their attack mode, which could also lead to one being pain shocked and thus capturable
Capturing chimeras is quite difficult due to their immunity to pain combined with their high 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 block a doorway before your colonist can close the door. They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes. Psychic shock lances are another option, if available. They are also bad for capture since, in case of escape, they never go down due to pain and will therefore often be killed unless the player uses (expensive) options like shock lances.
Health[edit]
The body part table is collapsed due to length. Expand to view.
| Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
|---|---|---|---|---|---|---|---|---|
| Body | 120 | 1 | 100% | 26% | N/A[4] | - | Death | |
| Spine | 75 | 1 | 3% | 3.0% | Body | Moving |
−100% Moving[5] | |
| Stomach | 60 | 1 | 3% | 3.0% | Body | Digestion |
−50% Digestion | |
| Heart | 45 | 1 | 3% | 3.0% | Body | Blood Pumping |
Death | |
| Lung | 45 | 2 | 3% | 3.0% | Body | Breathing |
−50% Breathing. Death if both lost | |
| Kidney | 45 | 2 | 3% | 3.0% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost | |
| Liver | 60 | 1 | 3% | 3.0% | Body | Digestion |
Death | |
| Neck | 75 | 1 | 22% | 22% | Body | Eating Talking Breathing |
Death | |
| Head | 75 | 1 | 75% | 9.9% | Neck | - | Death | |
| Skull | 75 | 1 | 25% | 1.2375% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
| Brain | 30 | 1 | 70% | 2.8875% | Skull | Consciousness |
Death Damage always results in scarring. | |
| Eye | 30 | 2 | 12% | 0.495% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
| Ear | 36 | 2 | 8% | 0.33% | Head | Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured Social penalty | |
| Nose | 30 | 1 | 10% | 0.4125% | Head | - | −15 Disfigured Social penalty | |
| AnimalJaw | 30 | 1 | 10% | 0.4125% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
| Front Leg | 90 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack[6] | |
| Front Paw | 30 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
| Rear Leg | 90 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost | |
| Rear Paw | 30 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost |
- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.
Attack table
| Attack (Damage type) |
DPS[1] (Post Hit Chance)[2] |
Dam. | Cool. | AP | Selection chance[3] | |
|---|---|---|---|---|---|---|
| Average | 8.67 (5.38) |
- | - | 27.5% | - | |
| FrontLeftPaw (Scratch) |
8.5 (5.27) |
17 | 2s | 25% | 37.5% | |
| FrontRightPaw (Scratch) |
8.5 (5.27) |
17 | 2s | 25% | 37.5% | |
| Teeth (Bite) |
9.08 (5.63) |
23.6 | 2.6s | 35% | 25% | |
| HeadAttackTool (Blunt) |
5.5 (3.41) |
11 | 2s | 16% | 0% | |
- ↑ Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
It may also change depending on the stats and the melee verbs available to the pawn. - ↑ Assuming a melee hit chance of 62%
- ↑ Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.
Gallery[edit]
Trivia[edit]
The chimeras are inspired by the bear creature in the 2018 film "Annihilation". [1]
Version history[edit]
- Anomaly DLC Release - Added.
References[edit]
- ↑ "This creature was inspired by the bear from the film Annihilation. " - Tynan Sylvester, Reddit comment.
