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====Forge World==== *'''Centaur Light Carrier:''' "Light" is sort of an understatement - with only a 5-man capacity and two heavy stubbers as its weapon, the thing is barely a transport. Its real role is to haul around your otherwise-immobile {{W40Kkeyword|<regiment>}} {{W40Kkeyword|artillery}} batteries, taking them along for its move. The artillery in question can't fire that turn, but it's useful enough to keep them out of range of opponents. Best used for 4-man command squads with their Officer; its big benefits are that it's cheaper than any other transport you have access to, and while it has -1S, -1T, -3W and -1A compared to a Chimera, but you don't care about the S or the A. One benefit of the lower wound count is that it carries the vehicle below the threshold for stat deterioration, which is a huge boon in 8th. After suffering 5 or 6 wounds, the Centaur actually has higher M (assuming the Chimera hasn't got Track Guards) and BS than a Chimera, and equivalent A. It's pretty even, as by the point a Centaur would be dead, a Chimera's so crippled it doesn't matter anyway. *'''Chimera, Gryphonne-Pattern:''' Replaces the Multilaser with a Twin Heavy Bolter for extra dakka, or an Autocannon (per FAQ); it can't take an Augur Array, Dozer Blade, or Track Guards, although Track Guards are the only one of those you'll miss. Supplementing the Heavy Bolters with the one on the hull can turn this into a surprisingly nasty bullet-hose, while the Autocannon can provide some extra light anti-tank (but is probably surpassed by the THB loadout against just about everything but T10). It's not as strong in the fire support category as a Taurox Prime (see below), but it's tougher, and offers better transport capacity. This Chimera variant is your friend if you're Cadian - it packs the most long-range heavy firepower, so it can sit pretty on objectives in your half of the board and provide fire support while enjoying the Cadian reroll-1s doctrine. It's only an 8.33% accuracy bonus, but with fixed shot counts and no need to move, it's certainly worth considering. **You'll need to kitbash the twin heavy bolter turret since only the autocannon one is sold these days, but this is pretty easy to do, even for a novice kitbasher. Also, it's worth mentioning that the Baneblade THB miniturret uses the same turret ring size as Chimeras, so if you got a Baneblade variant of some kind, you have a THB turret for a Chimera on those days you don't feel like breaking out the Lord of War. ***The Gryphonne Chimera with 3 HB costs 21 points more than the normal Chimera with 2 HB. A HB for 21 does not sound like a very good deal. *'''Trojan Support Vehicle:''' This Forgeworld model was updated to be effectively a very cramped (Transport Capacity 6) Chimera for a rather stunning increase to the original base cost to a painful minimum of 98. In return, however, it brings the one and only source of full failure re-rolls in the Guard, granting one {{W40Kkeyword|astra militarum vehicle}} within 6" re-rolls to hit in the shooting phase. Pairing this adorable little box with a Lord of War is a match made on Holy Terra - if you're not using it as the portable [[Elf Slave, Wat Do?|love slave]] of your Stormlord or Shadowsword, you're doing it wrong. **To go from 'wow' to 'what the fuck why' pair this with a Salamander Command Vehicle. The abilities stack, taking your buffed vehicle from a 50% hitrate to an 89% hitrate. A Shadowsword with this sort of buffage is absolute horror - its Volcano Cannon will hit on ''2s'' versus Titanic units, wound on 2s versus anything smaller than a Warhound Titan, and ''rerolls everything except damage.'' We're talking enough power to, with a bit of assistance from the sponsons, bring down a ''Knight Castellan.'' Use wisely. ***And that just got easier thanks to the April 2019 FAQ stating that a Knight's maximum invulnerable save is 4+. Enjoy.
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