I don't think the Main weapon is up to par--I don't like that it can be intercepted..., also with this things pedigree, how can it not have a flight computer managing its psychic crew???
Chimera: Armageddon
Speed: 15
Turns: SM (same as Shadows)
Hull: 6
Damage: 2
Traits: Adaptive Armour, Advanced Anti-Fighter 8, Advanced Jump Engines, Afterburner, Command +0, Dodge 3+, Gravitic Energy Grid 4, Huge Hangars, Carrier, Fleet Carrier, Interceptors 5, Scout, Self Repair 2, Shields 20/10, Stealth 6+, Flight computer, Escort, Psychic Crew 5
Weapons:
Very Light Neutron Cannon: range 4, B, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, F, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, A, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, P, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, S, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, B(a), 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, T, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, T, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, T, 1AD, Accurate, Beam, Precise
Super Phasing Pulse Cannon: range 16, T, 18AD, Accurate, Double Damage. Precise, Super AP. Mini Beam, Twin-Linked
Special Actions: Chimera can use the following special actions: Close Blast Doors, Initiate Jump Point, Intensify Defensive Firepower, Run Silent.
Special Rules: Chimera has no maximum range when scouting
No matter how many ships the opposing fleet has, Chimera always moves last. When firing, Chimera follows the normal initiative order.
Chimera will always start in hyperspace, regardless of the scenario rules.
Chimera ignores Shadow effects on its psychic crew