Chimera
The Chimera is the standard armoured personnel carrier of the Astra Militarum, or Imperial Guard, and is the basis for a number of other armoured vehicles such as the Basilisk artillery and Salamander scout vehicles. The basic Chimera is equipped with a multi-laser, although other heavy weapons can be fitted, in a top mounted low profile turret. The forward hull mounts a heavy bolter or heavy flamethrowers. Along the sides are six lasguns, three each side, that allows carried troops to cover the flanks, with the weapons tied into the Chimera's power source. The rear is dominated by a large door that acts as a ramp, allowing two medium sized creatures to depart or embark at once. There is a top hatch atop the turret and a large hatch on the rear roof behind the turret to allow troops to fire out, or if they are equipped with jump packs. The top hatch can mount an infantry level weapon in a pintle mount, but leaves the gunner exposed. A large dozer blade can be fitted to the front, allowing the Chimera to clear obstacles, or even as a weapon to ram other vehicles or buildings with.
The Chimera is five squares long, four squares wide, weighing 38 tons empty. Provides full cover for crew and passengers. Anyone firing out the rear top hatch, room for 4, have half cover.
Chimera
(PL6, Imperium of Man)
Crew: 3Passengers: 12
Cargo: 550 lb with full passengers, tow 10 tons
Init: -2
Maneuver: -2
Top Speed: 77 (7) / 30 (3) on water
Defense: 8
Hardness: 26
Hit Points: 52
Size: Huge (-2 size)
Purchase DC: 41
Restriction: Res (+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 5 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent. Pintle mount weapon option, user is exposed with only half cover.
Notes:Weapons: Multi-laser turret, heavy bolter or flamer hull mount.
Patterns
Gryphonne IV
Gryphonne IV has its own pattern of Chimera replaces the multi-laser with a fire-linked twin heavy bolters in the turret.
Variants
Chimerax
This variant is one of the more common, armed with quad-linked autocannons and functions as an anti-air platform, with an expanded turret. It has the option to have optional Hunter-Killer Missile launcher attached to the side of the turret.
PDC: 42 Mil (+3) Imperium of Man
Notes: Quad autocannons are fire-linked, dealing 8d10 ballistic damage. Against ground targets has range of 150 ft, but when used in anti-air has a range increment of 1500 ft.
Chimedon
This heavier armed version of the Chimera is fitted with a Conqueror Cannon (90mm cannon) and functioned as a light tank.
PDC: 43 Mil (+3) Imperium of Man
MX1
The MX1 is a variant of the Chimera modified from captured and bought Chimeras by the US military. The MX1 has the communications systems replaced with US standard systems including GPS systems, the pintle mount has a gun shield installed, the heavy bolter is sometimes replaced with an M2B if supplies of bolter rounds are difficult to acquire. Smoke grenade launchers are added to the sides, Javelin TOW launchers fitted to the turret. The turret and control systems are modified to reduce the crew compliment to 2, but optional 3rd is possible, which increases the passenger capacity to 14, or increase cargo to 750 lbs with 12 passengers.
Changes:
Reduce crew to 2, but 3rd optional;
Increase passengers to 14;
Increase cargo to 750 lbs;
Add Gun Shield to pintle mount. Gun shield provides the user with three-quarters cover;
Add 2 smoke grenade launchers (4 smoke grenades each);
Heavy Bolter may be switched with M2B .50 cal machine gun with 700 rds;
Add 2 Javelin TOW launchers to turret, 2 missiles each.
PDC: 42 Mil (+3)
New Equipment
Autocannon
A common projectile weapon used by the Imperium of Man, either mounted on tripods or light trailers for heavy support troops to use, or light vehicle weapons.
Autocannon, 20mm (PL 5 Exotic or Vehicle Weapons Proficiency)
Damage: 4d10
Critical: 19-20 x2
Damage Type: Ballistic
Range Increment: 150 feet
Rate of Fire: S, A
Size: Gargantuan
Weight: Ammo: Linked
Purchase DC: 32
Notes: Military (+3)
Heavy Bolter
The heavy bolter is a larger and heavier version of the bolt gun, generally used for anti-infantry or fire support roles. These weapons are used by many factions of the Imperium of Man, from the Imperial Guard as a heavy squad weapon, to the Space Marines as a heavy weapon. The larger projectile with more propellant gives it longer range and higher stopping power, making it capable of destroying light vehicles. A heavy carry handle on the top allows it to be carried easier, and fed from either a disintegrating belt or a 40-round high capacity box magazine.
Heavy Bolter (PL6 Personal Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 3d12+4 + 2d6
Critical: 20
Damage Type: balllistic +fire
Range Increment: 100 ft
Rate of Fire: S, A
Size: Large
Weight: 30 lb
Ammo: 40 box or linked
Purchase DC: 27 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Heavy Bolter. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
Lasgun (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: Fire
Range Increment: 80 ft
Rate of Fire: S
Size: Large
Weight: 9 lbs
Ammo: 50 box
Purchase DC: 20 Res (+2)
Notes: Low Power Setting, bayonet lug
Low Power Setting - the lasgun can be switched to two lower power settings, 2d8 which increases number of shots in the magazine by 50% (75 shots if none fired yet), or 1d8 with double number of shots (100 if none fired). Takes a free action to switch between the settings but can only do so once per round.
Multi-Laser (PL6 Exotic Weapons Proficiency, Imperium of Man)
Damage: 4d8
Critical: 20x2
Damage Type: Fire
Range Increment: 90 ft
Rate of Fire: A
Size: Large
Weight: 55 lbs
Ammo: 50 box*
Purchase DC: 25 Mil (+3) Imperium of Man
Note: Requires dedicated power source, 50 round capacitor, recharges 1 round every 5 rounds of inactivity.
Javelin TOW Missiles
Next-generation of guided anti-armour weapon system. Developed late in the 20th century, it become quite common amongst some of the major militaries.It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces.
Javelin (PL5 Exotic Weapon Proficiency)
Damage: 11d6, ignore 13 points of hardness
Blast Radius: 15 ft
Critical: 20 x2
Damage Type: fire
Range Increment: 200 ft
Notes: Ignores 13 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action.
The Chimera is the standard armoured personnel carrier of the Astra Militarum, or Imperial Guard, and is the basis for a number of other armoured vehicles such as the Basilisk artillery and Salamander scout vehicles. The basic Chimera is equipped with a multi-laser, although other heavy weapons can be fitted, in a top mounted low profile turret. The forward hull mounts a heavy bolter or heavy flamethrowers. Along the sides are six lasguns, three each side, that allows carried troops to cover the flanks, with the weapons tied into the Chimera's power source. The rear is dominated by a large door that acts as a ramp, allowing two medium sized creatures to depart or embark at once. There is a top hatch atop the turret and a large hatch on the rear roof behind the turret to allow troops to fire out, or if they are equipped with jump packs. The top hatch can mount an infantry level weapon in a pintle mount, but leaves the gunner exposed. A large dozer blade can be fitted to the front, allowing the Chimera to clear obstacles, or even as a weapon to ram other vehicles or buildings with.
The Chimera is five squares long, four squares wide, weighing 38 tons empty. Provides full cover for crew and passengers. Anyone firing out the rear top hatch, room for 4, have half cover.
Chimera
(PL6, Imperium of Man)
Crew: 3Passengers: 12
Cargo: 550 lb with full passengers, tow 10 tons
Init: -2
Maneuver: -2
Top Speed: 77 (7) / 30 (3) on water
Defense: 8
Hardness: 26
Hit Points: 52
Size: Huge (-2 size)
Purchase DC: 41
Restriction: Res (+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 5 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent. Pintle mount weapon option, user is exposed with only half cover.
Notes:Weapons: Multi-laser turret, heavy bolter or flamer hull mount.
Weapon | Damage | Critical | Dam Type | Range Inc | ROF | Ammo |
Multi-Laser | 4d8 | 20x2 | Fire | 100 ft | A | 50* |
or Autocannon | 4d10 | 20x2 | Ball | 150 ft | S, A | 100 rds |
Heavy Bolter | 3d12+4 +2d6 | 20x2 | Ball | 100 ft | S, A | 400 rds |
Or Heavy Flamer | 4d6 | - | Fire | 60 ft long, 10 ft wide line | S | 10 shots |
Lasgun (6) | 3d8 | 20x2 | Fire | 80 ft | S | Unlimted |
Patterns
Gryphonne IV
Gryphonne IV has its own pattern of Chimera replaces the multi-laser with a fire-linked twin heavy bolters in the turret.
Weapon | Damage | Critical | Dame Type | Range Inc | ROF | Ammo |
Fire-Linked Twin Heavy Bolter | 4d12+4 +2d6 | 20x2 | Ball | 100 ft | S, A | 1000 rds |
Variants
Chimerax
This variant is one of the more common, armed with quad-linked autocannons and functions as an anti-air platform, with an expanded turret. It has the option to have optional Hunter-Killer Missile launcher attached to the side of the turret.
PDC: 42 Mil (+3) Imperium of Man
Notes: Quad autocannons are fire-linked, dealing 8d10 ballistic damage. Against ground targets has range of 150 ft, but when used in anti-air has a range increment of 1500 ft.
Weapon | Damage | Critical | Dam Type | Range Inc | ROF | Ammo |
Quad-Linked Autocannon | 8d10 | 20x2 | Ball | 150 ft/ 1500 ft | S, A | 300 rds ea |
Chimedon
This heavier armed version of the Chimera is fitted with a Conqueror Cannon (90mm cannon) and functioned as a light tank.
PDC: 43 Mil (+3) Imperium of Man
Weapon | Damage | Crit | Dam Type | Range Inc | ROF | Ammo |
Conqueror Cannon | 8d12 | 20x2 | Ball | 150 ft | S | 30 rds |
MX1
The MX1 is a variant of the Chimera modified from captured and bought Chimeras by the US military. The MX1 has the communications systems replaced with US standard systems including GPS systems, the pintle mount has a gun shield installed, the heavy bolter is sometimes replaced with an M2B if supplies of bolter rounds are difficult to acquire. Smoke grenade launchers are added to the sides, Javelin TOW launchers fitted to the turret. The turret and control systems are modified to reduce the crew compliment to 2, but optional 3rd is possible, which increases the passenger capacity to 14, or increase cargo to 750 lbs with 12 passengers.
Changes:
Reduce crew to 2, but 3rd optional;
Increase passengers to 14;
Increase cargo to 750 lbs;
Add Gun Shield to pintle mount. Gun shield provides the user with three-quarters cover;
Add 2 smoke grenade launchers (4 smoke grenades each);
Heavy Bolter may be switched with M2B .50 cal machine gun with 700 rds;
Add 2 Javelin TOW launchers to turret, 2 missiles each.
PDC: 42 Mil (+3)
New Equipment
Autocannon
A common projectile weapon used by the Imperium of Man, either mounted on tripods or light trailers for heavy support troops to use, or light vehicle weapons.
Autocannon, 20mm (PL 5 Exotic or Vehicle Weapons Proficiency)
Damage: 4d10
Critical: 19-20 x2
Damage Type: Ballistic
Range Increment: 150 feet
Rate of Fire: S, A
Size: Gargantuan
Weight: Ammo: Linked
Purchase DC: 32
Notes: Military (+3)
Heavy Bolter
The heavy bolter is a larger and heavier version of the bolt gun, generally used for anti-infantry or fire support roles. These weapons are used by many factions of the Imperium of Man, from the Imperial Guard as a heavy squad weapon, to the Space Marines as a heavy weapon. The larger projectile with more propellant gives it longer range and higher stopping power, making it capable of destroying light vehicles. A heavy carry handle on the top allows it to be carried easier, and fed from either a disintegrating belt or a 40-round high capacity box magazine.
Heavy Bolter (PL6 Personal Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 3d12+4 + 2d6
Critical: 20
Damage Type: balllistic +fire
Range Increment: 100 ft
Rate of Fire: S, A
Size: Large
Weight: 30 lb
Ammo: 40 box or linked
Purchase DC: 27 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Heavy Bolter. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
Lasgun (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: Fire
Range Increment: 80 ft
Rate of Fire: S
Size: Large
Weight: 9 lbs
Ammo: 50 box
Purchase DC: 20 Res (+2)
Notes: Low Power Setting, bayonet lug
Low Power Setting - the lasgun can be switched to two lower power settings, 2d8 which increases number of shots in the magazine by 50% (75 shots if none fired yet), or 1d8 with double number of shots (100 if none fired). Takes a free action to switch between the settings but can only do so once per round.
Multi-Laser (PL6 Exotic Weapons Proficiency, Imperium of Man)
Damage: 4d8
Critical: 20x2
Damage Type: Fire
Range Increment: 90 ft
Rate of Fire: A
Size: Large
Weight: 55 lbs
Ammo: 50 box*
Purchase DC: 25 Mil (+3) Imperium of Man
Note: Requires dedicated power source, 50 round capacitor, recharges 1 round every 5 rounds of inactivity.
Javelin TOW Missiles
Next-generation of guided anti-armour weapon system. Developed late in the 20th century, it become quite common amongst some of the major militaries.It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces.
Javelin (PL5 Exotic Weapon Proficiency)
Damage: 11d6, ignore 13 points of hardness
Blast Radius: 15 ft
Critical: 20 x2
Damage Type: fire
Range Increment: 200 ft
Notes: Ignores 13 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action.