“Darn! I can’t memorize all these different forms! Can’t I just stick with my favourite?”
-Ace pilot Captain Helmholtz “Ace” Diego comment on being forced to memorize the capabilities of each Chimera form.
Chimera
Designation: Prototype multi-form unit
Length: Variable
Height: Variable
Armour: Duratanium base, variable final shell
Shielding: Variable
Reactor: Variable
Weapons: Variable
The Chimera was originally intended to be an easily mass-produced light fighter. How it finally ended up as the base-controlling unit for a multitude of variable forms was due to the test pilot at the time Captain Helmholtz “Ace” Diego. He was known to pilot several heavily tricked out space fighters and so the base original fighter was quiet underwhelming. Applying his knowledge and passion he created a slightly up-gunned version by adding extra armour and equipment. This is when the chief engineer on the project applied his knowledge to the add-on armour idea and kept on adding more and more armour. What were created at the end of the day were massive shells, which could fit around the tiny base fighter and add on to its ability. Of course there was a certain point in which they could of stopped but driven by some weird vision they created several Mega class shells. The tricky thing with all this was what to do with all the technology, time and money put into this fighter.
What was decided was that Helmholtz would have exclusive use of the fighter as his own personal unit as well as a test bed for more exotic and hi-tech concepts. The technology gained from this unit would trickle down into the Grand Alliance forces adding to the wide technology base that was already being used.
The Chimera was deemed too expensive and maintenance heavy (a full engineering battalion was needed to service all the components, and 3 platoons of programmers were needed to work out bugs in the operating system) to be used as a mass-produced fighter. Based out of the engineering ship Dadeulus Helmholtz would continue to use the Chimera as his own personal unit. Due to the diverse nature of the components Helmholtz had to cross train with every type of force except Gaia to get a complete understanding of the capabilities of the unit.
Base unit (very center unit)
Length: 4 meters
Speed: Mach 20
Armour: Duratanium 1cm thick
Shielding: None
Reactor: 1 x Anti-matter
Weapons: 1 x light plasma cannon, 3 x micro missile launchers
The base unit is a light, fast, small fighter. The most distinguishing feature is that the fighter can fold itself in half or into a multitude of docking configurations. This allows for the base to form the core of a multitude of forms. The fully enclosed cockpit has unusually complicated control if one were not to know that it could attach itself to many other components. This form is not used much if at all, at most it is a heavily armed escape pod.
(Starting from fighter, going from light to medium to heavy to Mega. Then going clockwise to next form of unit, ie: heavy-fighter, heavy etc.)
Components
The components are launched from the Daudelus’ rail gun (guided by a small rocket sled) and docked with the base Chimera in mid flight. Due to enemy fighters targeting the components, most components have some micro-missile pods attached to them. A usual tactic is to launch several components at once to confuse the enemy on final configuration and provide a screen of debris (expensive practise but the only guaranteed way to deliver components). Components can be combined in multiple ways, what I have presented to you are the optimised forms.
Fighter
Made to go fast and dogfight enemy aces this form was both the fastest and weakest of the Chimera’s forms. Helmholtz preferred this form, as he was use to using fast interceptors.
Light
Components:
2 x upper booster add on armour, 1 x lower booster add on armour
Length: 4 meters
Speed: Mach 23
Armour: Duratanium 4cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter
Weapons: Whatever base form had and:
2 x 45 mm gatling, 6 x micro-missile launchers
A step up from the base fighter, this was close to the original up gunned unit Helmholtz created. Not much else going for it, comparable to most light space fighters of this class.
Medium
Components:
3 x heavy booster add-on
Length: 8 meters
Speed: Mach 35
Armour: Duratanium 4cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 3 x cold fusion reactor (1 in each booster)
Weapons: What light had and:
6 x micro-missile launchers
Even faster but no real addition to the weapons. It had good extended range thanks to additional fuel pods. Most medium space fighters could outgun this unit. Whether they could catch up or out manuver it was another story.
Heavy
Components:
1 x central ring, 4 x titan boosters, 1 x speed mask
Length: 20 meters
Speed: Mach 45, 70 overdrive booster
Armour: Duratanium 7cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 4 x cold fusion reactor capital ship class (1 in each titan booster), 3 x cold fusion reactor in medium boosters
Weapons: 2 x 45 mm gatling gun, 2 x medium bore laser, 1 x 60 mm gatling gun
Approaching psychotic speeds this fighter had no problem out running anything it didn’t want to fight. But once again the main problem was the lack of any substantial punch. Still with nearly unmatched speed and manuverability very few heavy fighters could even catch a glimpse of this unit.
Mega
“Damn! That thing can really book it!”
-Chief engineer of the Chimera project commenting on the Mega fighter form.
Nickname: Speedlord
Components:
1 x improved central ring, 1 x “Speedlord” Stabilizing sled, 2 x Mercury boosters, 1 x “Speedlord” speed mask
Length: 40 meters
Speed: Mach 80, TOO FAST! overdrive booster
Armour: Duratanium 8cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x Large Anti-matter (1 in each Mercury booster) 4 x cold fusion reactor capital ship class (1 in each titan booster), 3 x cold fusion reactor in medium boosters
Special ability: Super speed boost
Weapons: 2 x 45 mm gatling, 4 x micro-missile launchers, 1 x 250 mm cannon
The fastest thing in the Grand alliance fleet period, end of story. Nothing could match its speed though it wasn’t as manuverable as its previous forms. It was severely under gunned and it was use for hit and run tactics with its 250 mm cannon. This cannon could rip holes in capital ships but due to the speed it could only get a few shots in per strafing run. Still for the utmost in speed nothing could beat this form.
Heavy-fighter
While the fighter form seeked to be the quickest, the heavy fighter form seeked to pack as much firepower without cutting back on performance. Though it couldn’t hit the hardest or move the fastest it was a good all-round form. Came close to the ideal of the perfect space fighter.
Medium
Components:
1 x Battle mask, 2 x Weapon booster add on, 1 x manuver booster
Length: 10 meters
Speed: Mach 22
Armour: Duratanium 7cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x cold fusion reactor (1 in each booster)
Weapons: 1 x light plasma a cannon, 2 x small bore laser, 4 x 45 mm gatling, 11 x micro-missile launchers
A good all round fighter, which could compete, with any medium class space fighter. It was a perfect balance between firepower, speed and manuverability.
Heavy
Components:
1 x Heavy war mask, 2 x war boosters, 2 x fight boosters
Length: 30 meters
Speed: Mach 25, 35 overdrive booster
Armour: Duratanium 15cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 4 x cold fusion reactor capital ship class (2 in each war booster)
Weapons: 1 x rapid fire light plasma cannon, 4 x 75 mm gatling, 2 x medium bore laser, 2 x medium anti-mech missile pod
More firepower and a hidden ability of overdrive boosters. This fighter could definitely bash heads with other heavy fighters and expect to win. It’s armouring was heavier then most main battle mechs, and it had the firepower to match its punishment absorbing ability. Just that much closer to perfection.
Mega
“I don’t think I’ve ever seen a space fighter kick so much ass before!”
-A Grand alliance mecha pilot staring at disbelief after the Chimera Mega heavy-fighter form destroyed a small fleet all by itself.
Nickname: Double Deuce Lightning
Components:
2 x Army breaker boosters, 1 x Stratego fighter
Length: 60 meters
Speed: Mach 35, Mach 60 overdrive boosters, Mach 25 Stratego fighter
Armour: Duratanium 20cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x large anti-matter reactor (1 in each booster), 3 cold fusion reactors (Stratego fighter)
Special ability: 2 x bullet remote, 1 x hidden Stratego fighter
Weapons: Main body: 2 x long range increased speed Viggen class plasma cannons, 2 x mega pulse laser turrets, 2 x 150 mm gatling, 3 x 120 mm gatling, 2 x large bore laser, 2 x 75 mm gatling, 2 x large anti-mech missile launchers, 4 x medium anti-mech missile launchers, 1 x rapid fire light plasma gun
Stratego fighter: 2 x 120 mm stubby gatling, 2 x medium bore laser, 12 x micro-missile launchers, 1 x Mega plasma cannon (5 charges, recharges when attached to main body)
The ultimate space fighter, it was a very fast, very powerful, very slippery opponent. It was armed to the teeth with out resorting to really big guns, which could slow it down. It might not be able to take down capital ships in a hurry but if need be it could perform the anti-cap ship role. What it really excelled in was as an anti-swarm fighter role. It could tear thru whole squadrons of fighters in seconds, and had the speed to catch up with most enemies. Being a slippery foe, it had two secret abilities. Firstly it had 2 hidden bullet remotes that were controlled by a co-pilot; secondly the co-pilot could eject out in a Stratego fighter and aid the main fighter in battles. The Stratego fighter could be launched directly behind, above or below the main body. This allowed for the Double Deuce Lightning to get the drop on any opponents that tried to outmanuver it. Fairly well armed the sudden appearance of the Stratego fighter would spell the doom of most opponents. As a bonus the Stratego fighter had a one-shot one-kill anti-cap ship plasma cannon. The only down side was that it had to recharge this cannon after 5 uses.
Heavy pure
Mounting the heaviest weapons that could be found the heavy form made no compromises when it came to dishing out punishment. Slow and lumbering Helmholtz loathed when he had to test or use this form. The only thing that could be said was that no other form could possibly match the amount of firepower this form possessed.
Light
Component:
1 x Heavy plasma cannon
Length: 6 meters
Speed: Mach 4
Armour: Duratanium 1cm thick on thickest parts
Reactor: 1 x Anti-matter
Weapons: Whatever base form had and:
1 x heavy plasma cannon
It was an almost suicidal thought to put this weapon onto a light fighter. Everything was reduced, manuverability, speed, even the anti-matter reactor could barley power this weapon. The only thing going for it was the sheer firepower of this weapon. For a fighter of this size the weapon puts it’s firepower to size ratio was thru the roof. It could outgun all light space fighters, and even some mediums. Just a show of what potential heavier ordinances could be attached.
Medium
Components:
1 x micro-missile pod, 1 x small plasma gun, 1 x Juggernaught mask
Length: 6 meters
Speed: Mach 1
Armour: Duratanium 5cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 1 x small anti-matter reactor in Juggernaught mask
Weapons: Whatever light form had and:
1 x micro-missile pod, 1 x small plasma gun, 2 x 45 mm gatling cannon
Dangerously close to a complete flying brick in space, this form was almost handicapped by its own weapons. It was extremely slow and could not manuver at all. The only redeeming quality was the heavy amount of firepower. Compared to any medium fighter and it was definitely near the top of its class for firepower.
Heavy
Components:
1 x Mega plasma cannon, 1 x fight booster, 1 x micro-missile pod, 1 x left fight booster, 1 x large radar array, 1 x small radar array
Length: 11 meters
Speed: Mach .5
Armour: Duratanium 5cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 1 x small anti-matter reactor in Juggernaught mask, 1 x antimatter reactor in mega plasma cannon, 1 x antimatter reactor in fight booster
Weapons: Whatever medium form had and:
1 x mega plasma cannon, 2 x mega pulse laser, 2 x 45 mm gatling, 1 x micro missile pod, 1 x 6 tube medium missile launcher
The slowest Chimera form, it had nothing else but many, many guns. It could take down a capital ship by itself and had very far range sensors. Still Helmholtz had to be very careful in this form because it could dish out punishment but couldn’t really absorb it well.
Mega
“There is no such thing as too many guns”
-Chief engineer on the construction of the Big Boomer form.
Nickname: Big Boomer
Components:
1 x right Big Boomer booster, 1 x left Big Boomer booster
Length: 65 meters
Speed: Mach 5, Mach 60 overdrive booster
Armour: Duratanium 30cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 4 x large anti-matter reactor (2 in each booster)
Special ability: Sudden burst speed, fast burst speed cool down time (40 seconds)
Weapons: Whatever heavy form had and:
4 x Lucifer class plasma cannons, 16 x 150 mm gatlings, 2 x 120 mm gatlings, 2 x long range mega pulse laser array, 4 x extra large bore laser, 2 x 12 inch triple barrel howitzers, 2 x large missile array
Packing an insane amount of firepower the Big Boomer carried as much punch as a Zeus class mecha (heaviest Grand Alliance mecha). It could fire its Lucifer class cannons in sequentially non-stop, and if all at once it had to wait 4 seconds to charge them again. This meant that it could tear thru fleets with very little trouble. The rest of the guns just added to this insane amount of firepower. As enemies got closer to this beast the intensity of the firepower just picked up. Surprisingly it could run away at a very fast speed as well due to the oversized overdrive boosters under the body. This was the chief engineers favourite form but Helmholtz found it too brutish. Exercises in putting as much firepower in the smallest form possible.
Heavy-melee
A combination of heavy firepower and close in fighting. This form seeked to balance both of these offensive capabilities. A good form when some punishment needed to be dished out.
Medium
Components:
1 x Under slung 45 mm gatling cannon, 2 x micro-missile pods, 1 x high manuver booster, 2 x battle arms
Length: 4 meters
Speed: Mach 20
Armour: Duratanium 5cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x cold fusion reactor (1 in each battle arm)
Weapons:
1x 45 mm gatling, 2 x micro-missile pods, 2 x battle arms
Good close combat ability combined with some long-range punch. Was a good all-rounder.
Heavy
Components
1 x Under slung 45 mm gatling cannon, 2 x weapon pods, 1 x long range booster and manuver package, 2 x Herc arms
Length: 8 meters
Speed: Mach 30
Armour: Duratanium 12cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x cold fusion reactor (1 in each Herc arm), 1 x large cold fusion reactor (in long range booster)
Weapons:
1x 45 mm gatling, 2 x weapon pods (consist of: micro-missile pod, 45 mm gatling, 4 x medium missile pod) 2 x Her arms (5 x medium plasma cannon/ beam sabre, 1 x beam projector), 3 x beam sabre tipped wings
An even bigger and deadlier version of the medium unit, the heavy unit was fast, powerful, and loaded with weapons. Be it quick strikes, heavy melee fighting, or long-range bombardments it was well equipped for any situation. With a booster it could build up quick speed and had very long endurance.
Mega
“I did not just see that!”
-A Grand Alliance engineer commenting on the Mega unit ripping a capital ship in half
Nickname: Crabby Dreadnaught, Crabby for short
Components:
1 x Titan dreadnaught shell
Length: 84 meters
Speed: Mach 10
Armour: Duratanium 20cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x large anti-matter reactor (in dreadnaught shell)
Special ability: Remote swarm
Weapons:
1 x 250 mm gatling, 2 x Gabriel class plasma cannons, 15 x cruise missiles, 2 x tactical nukes, 2 x small anti-mech missile pods, 3 x large anti-mech missile pod, remote x many, 2 x titan arms
A massive mobile armour, which could literally rip a capital ship in half. It was not particularly fast but had enough missile and guns to bombard a small fleet and then finish anything left with its power grippers. The only downside was that due to the dependence on a large amount of missiles it could run out of firepower at inopportune moments if the pilot was not careful enough. Its firepower was impressive but less so then the Big Boomer. Still one on one very few mechs could boast so much power. If this was not enough a small remote fleet was at its disposal. Controlled by a co-pilot this remote fleet gave some great offensive punch for any situation.
Melee
Made for close in fighting with detriment to everything else, melee form was made for brawlers. Size and intimidation was key for this form.
Light
Components:
1 x brawler body
Height: 4 meters
Speed: Mach 5
Armour: Duratanium 5cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 1 x cold fusion reactor (in upper body)
Weapons:
1 x sword
Made to fight up close and personal. Major lack of long range weapons but had some definite melee ability. Well armoured it could take a ton of punishment.
Medium
Components:
1 x struggler body, 1 x struggler mask
Length: 8 meters
Speed: Mach 10
Armour: Duratanium 8cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x cold fusion reactor (in main body)
Weapons:
1 x body ripper, 1 x 45 mm auto cannon, 1 x medium bore laser
Made to fight even tougher opponents this unit was an even deadlier enemy. It had some long-range weapons to keep enemies at bay or limit their movements. However its main weapon was a large gutting knife that could rip thru most medium mechs easily.
Heavy
Components:
1 x warrior body, 1 x warrior mask
Length: 24 meters
Speed: Mach 15
Armour: Duratanium 18cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x cold anti-matter reactor (in main body)
Weapons:
1 x large bore laser, 1 x 60 mm gatling cannon, 4 x micro-missile pod, 2 x mega pulse laser, 2 x 45 mm auto cannon, 1 x battle jian, 1 x battle dao, 6 x rocket propelled dagger, 2 x small battle knives, 1 x Destroyer blade
An extremely tough opponent, it was a well-rounded unit specializing heavily in close combat. It was no slouch in the range department but close in was its specialty. Large and intimidating most enemies would run away rather then fight it. Its destroyer blade could slice thru most mechs in one blow.
Mega
“I wonder if the sword is big enough?”
-A Grand Alliance engineer commenting on the Mega unit’s sword size
Nickname: Chop-Chop
Components:
1 x Sword master body
Length: 96 meters
Speed: Mach 15
Armour: Duratanium 30cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x large anti-matter reactor (in main body)
Special ability: Super shielding
Weapons:
1 x Grand Destroyer blade, 1 x Grand destroyer quick blade, 2 x large bore laser, 8 x extra large laser, 6 x large missile pods
Made to slice capital ships in half in one blow, this unit was one tough customer. It had 2 blades, one was physical and one was a beam blade. It had some heavy weapons but compared to the other Mega forms the firepower was modest. This unit required extra large turbines to power the arm and the special shield generator. This unit could take the most punishment out of all the Chimera form, which was perfect for the type of work it was expected to do. Wading thru a fleet it could slice thru capital ship after capital ship in minutes.
Fighter-melee
If the melee was made for brawling and dishing out punishment then this unit was made to strike quick and get out of the way. The close range combat version of an anti-swarm fighter.
Medium
Components:
2 x medium rocket punch arms, 1 x speed and manuver booster, 2 x assault pack
Length: 8 meters
Speed: Mach 25
Armour: Duratanium 5cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x cold fusion reactor (1 in each assault pack)
Weapons:
1 x light plasma cannon, 2 x medium rocket punch fist, 2 x medium spike launcher, 2 x 45 mm auto cannon
Optimised for quick close in strikes this unit was fast and deadly. It however could not take punishment like other melee-derived units. Good for quick assaults Helmholtz used this unit whenever he was not allowed to use fighter form.
Heavy
Components:
1 x heavy rocket punch arms, 1 x heavy assault arm, 1 x centerline assault prow, 2 x heavy assault pack, 1 x hyper boost pack
Length: 12 meters
Speed: Mach 35, Mach 55 overdrive booster
Armour: Duratanium 10cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x large cold fusion reactor (1 in each heavy assault pack)
Weapons:
1 x heavy dense “death” ball, 1 x medium short range plasma cannon, 1 x assault prow, 1 x heavy chainsaw, 1 x 100mm plasma laser, 4 x mega pulse laser, 8 x medium spike launchers, 4 x 45 mm autocannon
A devastating dervish of death, this form was deadlier then the one before it. It had the added advantage of overdrive boosters to catch up with enemies. A feared form, which could also fight up real close thanks to its chainsaw.
Mega
“Ok, Ok it’s a little too fanciful looking, but believe me it works!”
-Chief engineer trying to assure Helmholtz about the capability of the Scorpion Lancer
Nickname: Scorpion Lancer, Pinchy for short
Components:
1 x Scorpion lancer body, 2 x death boxes
Length: 54 meters
Speed: Mach 45
Armour: Duratanium 25cm thick on thickest parts
Shielding: magnetic field barrier
Reactor: 1 x Anti-matter, 2 x large anti-matter reactor (in main body)
Special ability: Super manuverability
Weapons:
4 x mega pulse laser, 1 x mega spike launcher, 4 x assault grapple claw, 2 x death boxes (consist of 15 medium spike launchers), medium spike launchers x many, 6 x 120 mm gatling, 2 x large bore laser, 2 x heavy assault claw
The ultimate evolution of the melee-fighter form. It was good for quick deadly assaults. Outfitted with the deadliest of fast melee weapons it could take down any unit in a one on one fight. Super manuverable it could out turn any other Mega unit and was very manuverable for a unit this big. Neglected because of its light mass area of effect ability it still showed the types of units that the Grand Alliance could whip up.