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| healthscale = 3
 
| healthscale = 3
 
| hungerrate =  
 
| hungerrate =  
| diet = none
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| diet = None
 
| leathername = dread leather
 
| leathername = dread leather
 
| meatname = twisted meat
 
| meatname = twisted meat
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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, 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.
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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, 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 pile up behind a door blocked by melee colonists.  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 lance]]s or berserk [[psycasts]]{{RoyaltyIcon}} - notably, they're affected by the [[Manhunter pulse]] psycast{{RoyaltyIcon}}, which has a very large area of affect and can often turn entire raids of Chimeras against themselves. Chimeras are also hostile to non-entity raidersSummoning 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.
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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 fashionIf you're lucky, a raid may show up and the problems may resolve each other.
  
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 lance]]s are another option, if available.
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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 ==
 
== Gallery ==

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