Chimera

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
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Dark crusade appicon.png This article has been updated for Soulstorm.
The Dark Crusade version is now archived.


Dawn of War Vehicle
Chimera
IG Chimera.jpg
Race Imperial Guard
Version Soulstorm v1.2
Build Info
IG Chimera icon.jpg
Hotkey C
Build Cost Resource requisition.gif 100 Resource power.gif 70  Resource cap vehicle.gif 1
Build Time 20
Built From Mechanized Command
Unit Size 1
Requires Nothing
Limit 6
Unit Stats
Hitpoints 1500
Armour Vehicle Medium
Unit Mass 80
Move Speed 32
Sight Radius 25 (cannot detect)
Weapons
Ranged Multilaser
6x Hull Lasgun
Melee None



Contents

Chimera

"Ready to transport our men."

The standard infantry transport vehicle, the Chimera is highly versatile. Able to traverse almost any terrain, it has been adopted by countless forces of the Imperium. In addition, it is amphibious and allows passengers to defend themselves using its fire points. The Chimera chassis is so versatile that many vehicles have been based on it, most famously the Basilisk.

Tactics

The Chimera packs a surprising amount of firepower in what is easy to dismiss as just another transport. Costing little and requiring no depot, when massed the Chimera can prove effective at dealing with all kinds of infantry and even vehicles. Its long range can allow it to fire from behind the Guardsmen Squads up front and provide them refuge if their morale breaks or the enemy has too much anti-infantry firepower. Alternatively it can be put up front to tank damage for your Guardsmen.

The turreted Multilaser does respectable damage versus all armor classes, meaning that extremely massed Chimeras can act as counters to nearly any troop, vehicle, or building.

However, the hull-mounted Lasguns are finicky in their targeting and do very little damage output apiece, less than a base squad of Guardsmen. They also suffer from accuracy penalties on the move and cannot fire directly forward. Because of these limitations, it is best to utilize Chimeras simply as transports rather than mobile firebases for carried squads.

A highly effective tactic with Chimeras is to use one to carry Ogryns into the back of a base and assault enemy buildings. The Chimera will speed up the actual infiltration of the base, in addition to providing cover from fire on the way in. This can provide the opportunity to destroy Generators or even Headquarters buildings.

Another effective tactic is to use the Chimera to 'run over' enemy squads that are required to set up such as Fire Warriors or Heavy Bolter equipped Space Marines. This will force them to move thus requiring them to set up again, it will also mess up their pathing in the event they run away giving your troops more time to fire at them.

Abilities

Transport Vehicle

Transport Vehicle
Unload here.jpg Requires Nothing
Target Types Friendly units capable of being transported
Range 0
Area of effect 0 Cooldown time 0 s
Effects This vehicle has troop carrier capacity. It has room for 2 squads, although Ogryns will use up both slots.

Weapons

Multilaser

Multilaser
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 35.4 33.0 29.5 26.6 24.0 15.3 38.4 32.5 26.6 38.4 23.6 17.9 15.3 23.6 15.3 2.5 10.05 108.0 128.0 30.5

Cost Default Weapon Range 40 Setup Time 0 s
Build Time Default Weapon Accuracy 50% Refire Rate 1 s
Area of Effect 0 Requires Nothing

Hull Lasgun

There are three Hull Lasguns mounted on each side of the Chimera.

The Hull Lasguns weapons must be manned by Imperial Guard squads bunkered inside the Chimera. Commissars, Psykers, Priests, and Vindicare Assassins cannot man guns although they still take up a transport position. Ogryns count for two positions in the transport but only man one set of guns. The Command Squad and Techpriests man guns as normal.

Lasguns are mounted on both sides of the Chimera and can fire at their own targets without reducing the damage dealt by any other gun. This allows the Hull Lasguns to target and attack at full damage two different targets when completely surrounded. The first squad mans the two Lasguns on the right side of the vehicle and one on the left, the second squad mans the remaining three.

Hull Lasguns
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 28.7 26.3 23.9 21.5 16.7 7.8 21.5 16.7 12.0 21.5 12.0 9.6 7.8 19.4 7.8 2.6 10.5 80.6 110.6 15.5

Cost Default Weapon Range 30 Setup Time 0 s
Build Time Default Weapon Accuracy 50% Refire Rate 1 s
Area of Effect 0 Requires Nothing


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