Difference between pages "Chimera" and "Warhammer"

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{{Mech|
 
{{Mech|
| Image=[[File:Chimera02.jpg|300px]]
+
| Image =[[File:Warhammer.jpg|300px]]
| Name =Chimera
+
| Name=Warhammer
| Class=Medium
+
| Class=Heavy
 
| Faction=Inner Sphere
 
| Faction=Inner Sphere
| Tickets= 5
+
| Tickets=9
| Speed = 97
+
| Speed=64
| Rotation = 260°
+
| Rotation=260
| PitchStand = -34° to +45°
+
| PitchStand = -33° to +41°
| PitchCrouch = -34° to +55°
+
| PitchCrouch = -33° to +51°
  
| Prime = * 1 [[ERLBL]]
+
| Prime = * 2 [[PPC]]
* 2 [[ERMBL]]
+
* 2 [[MBL]]
* 1 [[MRM20]]
+
* 2 [[SBL]]
* 1 [[MGun]]
+
* 1 [[SRM6]]
| Price = 46 600
+
| Price = 65 900
| ArmorT Prime = 36 465
+
| ArmorT Prime = 61 312
| Prime Equip = * [[JJ]]
+
| Prime Equip = * 5 [[DHS]]
* 1 [[DHS]]
 
 
* 0 [[free tons]]
 
* 0 [[free tons]]
* 7.5t [[Armor]]
+
* 12t [[Armor]]
  
| A = * 1 [[ERPPC]]
+
| A = * 2 [[LtGauss]]
* 1 [[LRM15]]
+
* 1 [[ELRM15]]
* 2 [[MBL]]
+
* 2 [[MGun]]
| PriceA = 49 500
+
| PriceA = 86 000
| ArmorT A = 36 465
+
| ArmorT A = 61 312
| A Equip = * [[EOptics]]
+
| A Equip = * [[LAMS]]
* 1 [[DHS]]
+
* [[GECM]]
* 1 [[free ton]]
+
* [[EOptics]]
* 7.5t [[Armor]]
+
* 0 [[HS]]
 +
* 5 [[free tons]]
 +
* 12t [[Armor]]
  
| B = * 2 [[MXPL]]
+
| B = * 2 [[AC10]]
* 1 [[SSRM6]]
+
* 1 [[LPL]]
* 4 [[SBL]]
+
* 2 [[ERMBL]]
| PriceB = 52 600
+
* 2 [[MGun]]
| ArmorT B = 36 465
+
| PriceB = 76 600
| B Equip = * [[AECM]]
+
| ArmorT B = 61 312
* [[iJJ]]
+
| B Equip = * [[GECM]]
* 1 [[DHS]]
+
* 3 [[DHS]]
* 1 [[free ton]]
+
* 2 [[free tons]]
* 7.5t [[Armor]]
+
* 12t [[Armor]]
  
| C = * 1 [[MRM30]]
+
| C = * 2 [[MPL]]
* 1 [[PPC]]
+
* 2 [[SSRM4]]
* 4 [[SBL]]
+
* 2 [[LPL]]
| PriceC = 46 500
+
| PriceC = 93 550
| ArmorT C = 36 465
+
| ArmorT C = 61 312
| C Equip = * 1 [[DHS]]
+
| C Equip = * [[LAMS]]
* 0 [[free tons]]
+
* [[GECM]]
* 7.5t [[Armor]]
+
* [[BAP]]
 +
* [[EOptics]]
 +
* 8 [[DHS]]
 +
* 2 [[free tons]]
 +
* 12t [[Armor]]
  
| D = * 1 [[LtGauss]]
+
| D = * 1 [[UAC20]]
* 1 [[ELRM15]]
+
* 2 [[ERLBL]]
* 2 [[MGun]]
+
* 2 [[LRM5]]
| PriceD = 47 000
+
* 2 [[MG]]
| ArmorT D = 33 255
+
| PriceD = 80 500
 +
| ArmorT D = 61 312
 
| D Equip = * [[EOptics]]
 
| D Equip = * [[EOptics]]
* 0 [[DHS]]
+
* 4 [[DHS]]
* 2 [[free tons]]
+
* 1 [[free tons]]
* 6.5t [[Armor]]
+
* 12t [[Armor]]
  
| E = * 5 [[SXPL]]
+
| E = * 2 [[ERPPC]]
* 1 [[MBL]]
+
* 1 [[Gauss]]
* 1 [[DSRM6]]
+
* 2 [[ERMBL]]
| PriceE = 58 300
+
| PriceE = 87 100
| ArmorT E = 36 465
+
| ArmorT E = 61 312
 
| E Equip = * [[EOptics]]
 
| E Equip = * [[EOptics]]
* [[MASC]]
 
 
* 3 [[DHS]]
 
* 3 [[DHS]]
* 0 [[free tons]]
+
* 1 [[free tons]]
* 7.5t [[Armor]]
+
* 12t [[Armor]]
 +
 
 +
| F = * 2 [[RAC5]]
 +
* 1 [[MRM30]]
 +
* 4 [[Flamer]]
 +
| PriceF = 83 500
 +
| ArmorT F = 61 312
 +
| F Equip = * 3 [[DHS]]
 +
* 3 [[free tons]]
 +
* 12t [[Armor]]
  
| F = * 1 [[AC10]]
+
| G = * 1 [[ERPPC]]
* 2 [[ERMBL]]
+
* 1 [[HVAC10]]
 +
* 1 [[LRM15]]
 +
* 2 [[MPL]]
 
* 2 [[ERSBL]]
 
* 2 [[ERSBL]]
* 1 [[SRM6]]
+
| PriceG = 82 300
| PriceF = 44 300
+
| ArmorT G = 61 312
| ArmorT F = 36 465
 
| F Equip = * 0 [[DHS]]
 
* 1 [[free ton]]
 
* 7.5t [[Armor]]
 
 
 
| G = * 1 [[LXPL]]
 
* 1 [[NARC]]
 
* 1 [[LRM20]]
 
| PriceG = 51 500
 
| ArmorT G = 36 465
 
 
| G Equip = * [[EOptics]]
 
| G Equip = * [[EOptics]]
* 1 [[DHS]]
+
* 3 [[DHS]]
* 1 [[free tons]]
+
* 2 [[free tons]]
* 7.5t [[Armor]]
+
* 12t [[Armor]]
  
 
| Armor H = 2760
 
| Armor H = 2760
| Armor CT = 5147
+
| Armor CT = 8669
| Armor LT = 3088
+
| Armor LRT = 5635
| Armor RT = 4118
+
| Armor B = 5201
| Armor B = 3088
+
| Armor LRA = 4985
| Armor LRA = 2831
+
| Armor LRL = 3745 Internal +<br>6242 External
| Armor LRL = 2363 Internal +<br>3938 External
+
| Armor RE = 3468
 +
 
 
}}
 
}}
 +
<!-- Current for 0.8.5 -->
 +
The '''Warhammer''' is a heavily armed and moderately [[Armor|armored]] [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]], possessing modest speed and maneuverability.  Able to dish it out and take it in, the Warhammer is a powerful force on the battlefield, capable of shredding [[Light Mechs]] and [[Vehicles]], as well as standing toe to toe against other Heavies.
  
The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the [http://forum.mechlivinglegends.net/index.php/topic,18830.0.html MWLL Media Release: Alpha Tester Shenanigans] [http://www.youtube.com/watch?v=zUZny_B3MCQ Video]
+
The Warhammer possesses a large spotlight that can be turned on with the ['''L'''] key. It functions differently than the standard Mech spotlights, as it has a much longer range. When fighting [[Battle Armor]] in the Warhammer, players can turn on the spotlight to discern the battlearmor from the surroundings. It also has a narrow vertical field of view, which may make it hard to deal with [[Aerospace]] fighters and [[VTOL]]s.
 
 
Care should be taken when using this asset, as its flimsy armor means that it operates more like an oversized light mech rather than a workhorse medium, a fact mirrored in its cheap cbill and ticket cost.
 
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted [[MRM20]], accompanied by a single [[ERLBL]] reaching out to 800m and a pair of [[ERMBL]] that come into play at 600m, roughly the edge of its missile launcher's sweet spot. [[JJ|Jump Jets]] allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, but its single [[DHS]] means that a cooling period must follow each strike, as all of the variant's weapons generate a good deal of heat. A single [[MG|Machine Gun]] provides some extra defence against [[BA|Battle Armor]]. Being unable to afford any extra tons for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.
+
The Warhammer Prime is the signature mech of Natasha Kerensky. It is also a Knights of the Inner Sphere favorite. With its low price the Prime is a budget favorite and a well-armed mech, possessing a variety of weapons capable of inflicting damage at most any range. 2 [[PPC]]s provide the initial mid-range punch, disorienting enemy mechwarriors with cockpit shake and disabling [[night vision]]. The Prime's mid-range output is supplemented by 2 [[MBL]]s, but it reaches its full damage potential as it closes within 250m. The Prime's 2 [[SBL]]s and an [[SRM6]] allow it to step up its firepower as it closes on its foes. The [[SRM6]] provides the primary defense against [[Battle Armor]], allowing the Warhammer Prime to defend both itself and nearby allies from BA ambushes. Being primarily [[Energy Weapon]] based, the Prime sports five [[Double Heat Sinks]] allowing a disciplined mechwarrior to output fire continuously without fear of excess heat. The Prime has a major difference from all other variants. It is equipped with a standard engine which causes no bonus damage to be transferred to its center from a busted side torso. Spreading damage by torso twisting can allow a Prime ro survive far longer than its already hard to kill brethren. The Prime can often escape damaging encounters that would have destroyed many other mechs. The Warhammer Prime is dangerous mech capable of handling a variety of threats at a variety of ranges.
  
 
===Variant A===
 
===Variant A===
The Chimera A is a pretty straightforward long range fire support unit. Its main firepower comes in the form of an indirect [[LRM15]] launcher fed by a single free ton and a direct fire [[ERPPC]] capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at half capacity against NARCed targets. Backing those up against enemies that close with 500m is a pair of [[MBL]]. Not being able to afford the extended range models means that the sweet spot between all guns firing and its missile launcher's minimum range is even smaller, and pilots are better off outright avoiding close range engagements, using their backup lasers' range as a cue to break off and increase the distance. Its sole [[DHS]] struggles to manage the heat generated by continuous fire.
+
The Warhammer A is a long range support mech, equipped with weapons meant to dish out damage at extreme range. 2 [[LtGauss]], 1 [[ELRM15]], and a set of [[EOptics]] allow the A variant to sit behind the front lines, supporting its allies while staying away from any return fire. Should any missiles happen to fly its way, a [[LAMS]] helps mitigate any damage the Warhammer A or its allies might take. 2 [[MGun]]s give the Warhammer A some anti-BA punch, while a [[GECM]] suite allows it to stay off the radar of all but the closest enemies. A whopping 5 free tons for ammunition means that the A variant has tremendous staying power, and will rarely, if ever, need to leave the fight to rearm.
  
 
===Variant B===
 
===Variant B===
The Chimera B is best used as bait that bites back. Players shouldn't be misled by its close range complement of an [[SSRM6]], two [[MXPL]] and four [[SBL]] and consider this just another brawler, as this variant's defining feature is its [[AECM]] suite and mobility. The Chimera B works best in a lance, hiding its allies' radar signals, delaying lock-on and breaking NARC beacons. Its [[iJJ|Improved Jump Jets]] allow it some flexibility in deciding when to jump into the close range required to make full use of its weapons, or put some distance and preferably allies between itself and the enemy, due to its long window of engagement and the Chimera's inherently flimsy armor and unfavourable hitboxes. A single [[DHS]] doesn't afford it the heat dissipation necessary for prolonged engagements.
+
The Warhammer B packs 2 [[AC10]]s, a single [[LPL]], 2 [[ERMBL]]s, and 2 [[MG]]s. This loadout allows the B variant to shred Light and [[Medium Mechs|Medium]] Mechs as long as the mechwarrior can lead his weapons properly. The B can also stand face-to-face with most other heavies, their large size making them ideal targets. By chainfiring the 2 [[AC10]]s, the B can maintain a steady stream of cockpit shake, disorienting their enemies. The 2 [[MG]]s allow supplemental firepower against lighter assets, BA, and to a limited extent, enemy aeros. The B has an additional 2 free tons of ammo helping to make it a better mid-range fire support mech. Even with 2 free tons, the Warhammer B can be in need of a short supply line during extended engagements, as its autocannons can become very ammo hungry during intense firefights. The B suffers at long-range combat, but utilizing its [[GECM]] can prevent early detection and long-range confrontations.
  
 
===Variant C===
 
===Variant C===
A mid range skirmisher similar to the Prime, the Chimera C sacrifices its jumpjets for increased damage potential. Upgrading its [[MRM30|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a meaner alpha at medium range, but increases the pilot's need to lead their aim and gives them a harder time against small targets. 4 [[SBL]] and the MRM launcher's short minimum range mean that despite not usually being the one to enter close combat, it's more likely to be the one to leave it, but at the same time it has a hard time bringing out its full firepower without being cornered. A single [[DHS]] necessitates avoiding prolonged engagements and no free tons for its missile launcher will leave it dry after just over a minute of continuous fire.
+
The Warhammer C is a brawler with some mid-range capabilities that uses its electronics to safely close the distance. Within a range of 650m a pair of [[LPL]] deal a straightforward pinpoint punch, but pilots need to break into close combat to make use of the mech's firepower, with another pair of pulse lasers of the [[MPL|Medium variety]] entering the fray at 400m and two [[SSRM4]]s roaring into life 50m later. Warhammers normally don't have the mobility to take advantage of such close range firepower, but the C is equipped with an electronics package of [[GECM]] and [[BAP]] Allowing it to pick its targets and approach unnoticed until it's just a step outside of its nominal range against assets without radar probes. A [[LAMS]] system is also present to reduce damage from enemy missile fire, although its [[EOptics]] are kind of wasted without any real long range weapons. 8 [[DHS]] and two free tons for extra missiles make it a very sustainable mech, both heat and ammo-wise.
  
 
===Variant D===
 
===Variant D===
A straightforward ultra-long range fire support unit. Equipped with a [[LtGauss|Light Gauss Rifle]] and [[ELRM15]] launcher, the Chimera D works best perched on a hill outside the range of most return fire and harassing enemies kept at bay by its allies. Two free tons give each of the weapons an extension to their operating time and a pair of [[MG|Machine Guns]] offer some protection against BA and extra ultra-long range harassment. The nature of its weapons allows it to attack the air as competently as the ground, but having another ton stripped off the Chimera's already weak armor means distance is its defence, and it's unlikely to survive any kind of retaliation, attack runs included. Like most ultra-long range assets its damage isn't overly impressive, while its missile launcher necessitates running active, making spotting it a trifle for flanking enemies. Despite lacking any heatsinks outside of its reactor whatsoever, it doesn't generate significant heat either.
+
The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 [[ERLBL]]s and 2 [[LRM5]]s will convince your targets that your long range firepower, while annoying, is no big deal. Brawlers will weather the storm, closing on you with the intent of scoring a quick kill. Once they arrive, however, they'll be in for a nasty surprise as the D variant's main weapon, a single [[UAC20]], roars into life. This weapon is capable of immense burst damage, and will quickly tear into any dents the enemy took from their approach, coring smaller enemy mechs in a few seconds of fire. 4 [[DHS]] give the D variant acceptable heat management, and an extra ton of free space ensures that its autocannon has more ammo should the enemy prove tougher than expected.
  
 
===Variant E===
 
===Variant E===
The most expensive and dedicated to brawling Chimera variant, Chimera E offers some blistering close range firepower and the speed to close the distance, while still suffering from the asset's glass jaw. Its opening punch is offered by a [[DSRM6]], the Chimera E being the cheapest asset to sport it, accompanied by the sustained firepower of five(!) [[SXPL]]. Antsy to close the distance and turn metal into slag, it sacrificed one of its old pair of [[MBL]]s for a [[MASC]], allowing it to catch up to anything slower than a solitaire that doesn't sport MASC of its own. All of this heat is barely contained by 3 [[DHS|Double Heat Sinks]], so care should be taken not to MASC straight into an fight, affording some time for heat levels to drop, and generally avoiding prolonged engagements. No free tons mean that the Chimera E will be putting its speed to use for ammo runs after every couple of fights.
+
The E is a superb sniper mech. Armed with 2 [[ERPPC]]s and a single [[Gauss]] rifle, it is able to quickly deal crippling damage to enemies before they can get into the range necessary to return fire. The gauss rifle's cool nature gives you a good weapon to use while the 3 [[DHS]] tries to dissipate the heat produced by the two ERPPCs. Most pilots chain fire their ERPPCs to prevent overheating. 2 [[ERMBL]]s mounted in the torsos give the Warhammer E a not-insubstantial tertiary punch that can be used to hasten the destruction of any mech that survives the salvos from its primary weapon systems. [[EOptics]] and a single free ton allow the E variant to accurately maintain its full firepower for a decent amount of time.
  
 
===Variant F===
 
===Variant F===
The cheapest of its variants, Chimera F is a close range skirmisher and brawler, combining mid and close range weapons. Within 600m the F opens up with an explosive round firing [[AC10]] and a pair of always reliable [[ERMBL]], giving it the ability to harass opponents while looking for an opportune moment to enter into close combat. At close range a pair of [[ERSBL]] strengthens its pinpoint strike, quickly followed by a [[SRM6]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage, followed by a pinpoint energy strike. One free ton for ammo is usually reserved for the more ammo-hungry missile launcher, while a complete lack of extra heatsinks limits the unit's effectiveness to hit and fade tactics and short engagements.
+
The Warhammer F excels at close combat and can provide modest mid-range support. 2 [[RAC5]]s, the F's primary weapon systems, are able to dish out serious damage allowing the F to engage other heavies as well as strip the armor from assaults at close range. A single [[MRM30]] supplements the already great damage provided by the rotary autocannons, and 4 [[flamers]] give the Warhammer F the ability to punish any energy-focused mechs that are foolish enough to get close. 3 [[DHS]] help dump the waste heat flamers will saddle you with, while 3 free tons give you the staying power to handle a good amount of engagements before returning to rearm.
  
 
===Variant G===
 
===Variant G===
The Chimera G is a bit of an awkward NARC carrier. Equipped with a standard [[NARC]] launcher, not the improved variant, the Chimera G will have to get within 500m of its targets, well into medium range, in order to successfully mark one with a NARC beacon. Unfortunately, it doesn't have any of the supporting equipment these units usually come with, so it's more suited to mingling with skirmishers or approaching brawlers rather than being relied upon to designate targets in long range stand-offs. Its main point defence is a single [[LXPL]] usable from 750m away, but its direct fire, long window of engagement nature means it's not too helpful when making a weary approach with the intent of NARCing and running, neither is its [[LRM20]]'s long lock-on time. While the missile launcher can take advantage of its own NARC beacon, it's useless against enemies that manage to close within 200m and with a single free ton for ammo, reserved for six extra NARC shots, it will be left dry after a handful of salvoes. A single [[DHS]] can't manage the intense heat generated both in streams and bursts by its two weapons, but it was never designed for prolonged engagements in the first place.
+
The Warhammer G is not for the faint of heart. Often called the "Schizo-hammer", the G is a conglomeration of vastly disparate weapons systems, comprising a total of 4 distinct weapon groups. The G is a jack of all trades in the long-range department. At 1000m the G brings in some real firepower with a single [[LRM15]]. At 900m the G has an [[ERPPC]] for sniping and an [[HVAC10]] for persistent supressing fire. As point defense, at 400m, the G has two [[ERSBL]]s and a pair of [[MPL]]s that will strain the G's heat dissipation. Except for the [[HVAC]], every weapons system on the G produces a moderate amount of heat. While at long range its three [[DHS]] can manage to dissipate waste heat between volleys, its close range lasers are more heat intensive. In prolonged short range combat, an engagement range that the Warhammer G has no job seeking, pilots will find themselves reluctant to strain their heat levels with their PPC's heats spike, although they should be able to afford a last volley of missiles against an enemy about to close into its minimum range. In such situations the G's heat capacity would be better spent on its [[HVAC10]]. Though it sports 2 free tons, enough to carry a single reload for its autocannon and LRMs, mechwarriors should fire conservatively to avoid running out of ammo too quickly. The Warhammer G is an excellent mech to learn about how to manage many weapons systems simultaneously.
  
 
==Variant Evaluations==
 
==Variant Evaluations==
Line 154: Line 161:
 
| Prime
 
| Prime
 
|
 
|
| <!--vs. Ground-->
+
| <!--vs. Ground-->* * * *
| <!--vs. Air-->
+
| <!--vs. Air-->* *
| <!--vs. BA-->
+
| <!--vs. BA-->* * *
 
|
 
|
| <!--Short Range-->
+
| <!--Short Range-->* * * *
| <!--Medium Range-->
+
| <!--Medium Range-->* * *
| <!--Long Range-->
+
| <!--Long Range-->*
| <!--Extreme Range-->
+
| <!--Extreme Range-->n/a
 
|
 
|
| <!--Support-->
+
| <!--Support-->n/a
| <!--Efficiency-->
+
| <!--Efficiency-->* * * *
 
|-
 
|-
 
| A
 
| A
 
|
 
|
| <!--vs. Ground-->
+
| <!--vs. Ground-->* * *
| <!--vs. Air-->
+
| <!--vs. Air-->* * *
| <!--vs. BA-->
+
| <!--vs. BA-->* * * *
 
|
 
|
| <!--Short Range-->
+
| <!--Short Range-->* *
| <!--Medium Range-->
+
| <!--Medium Range-->* * *
| <!--Long Range-->
+
| <!--Long Range-->* * * *
| <!--Extreme Range-->
+
| <!--Extreme Range-->* * * *
 
|
 
|
| <!--Support-->
+
| <!--Support-->*
| <!--Efficiency-->
+
| <!--Efficiency-->* * * *
 
|-
 
|-
 
| B
 
| B
 
|
 
|
| <!--vs. Ground-->
+
| <!--vs. Ground-->* * * *
| <!--vs. Air-->
+
| <!--vs. Air-->* *
| <!--vs. BA-->
+
| <!--vs. BA-->* * *
 
|
 
|
| <!--Short Range-->
+
| <!--Short Range-->* * *
| <!--Medium Range-->
+
| <!--Medium Range-->* * * *
| <!--Long Range-->
+
| <!--Long Range-->*
| <!--Extreme Range-->
+
| <!--Extreme Range-->n/a
 
|
 
|
| <!--Support-->
+
| <!--Support-->n/a
| <!--Efficiency-->
+
| <!--Efficiency-->* * *
 
|-
 
|-
 
| C
 
| C
 
|
 
|
| <!--vs. Ground-->
+
| <!--vs. Ground-->* * * *
| <!--vs. Air-->
+
| <!--vs. Air-->* * *
| <!--vs. BA-->
+
| <!--vs. BA-->* * *
 
|
 
|
| <!--Short Range-->
+
| <!--Short Range-->* * * *
| <!--Medium Range-->
+
| <!--Medium Range-->* * *
| <!--Long Range-->
+
| <!--Long Range-->*
| <!--Extreme Range-->
+
| <!--Extreme Range-->n/a
 
|
 
|
| <!--Support-->
+
| <!--Support-->*
| <!--Efficiency-->
+
| <!--Efficiency-->* * *
 
|-
 
|-
 
| D
 
| D
 
|
 
|
| <!--vs. Ground-->
+
| <!--vs. Ground-->* * * *
| <!--vs. Air-->
+
| <!--vs. Air-->* *
| <!--vs. BA-->
+
| <!--vs. BA-->* * *
 
|
 
|
| <!--Short Range-->
+
| <!--Short Range-->* * * *
| <!--Medium Range-->
+
| <!--Medium Range-->* * *
| <!--Long Range-->  
+
| <!--Long Range--> *
| <!--Extreme Range-->  
+
| <!--Extreme Range--> n/a
 
|
 
|
| <!--Support-->
+
| <!--Support-->n/a
| <!--Efficiency-->
+
| <!--Efficiency-->* * *
 
|-
 
|-
 
| E  
 
| E  
 
|
 
|
| <!--vs. Ground-->
+
| <!--vs. Ground-->* * * *
| <!--vs. Air-->
+
| <!--vs. Air-->* * *
| <!--vs. BA-->
+
| <!--vs. BA-->* *
 
|
 
|
| <!--Short Range-->
+
| <!--Short Range-->* * *
| <!--Medium Range-->
+
| <!--Medium Range-->* * * *
| <!--Long Range-->
+
| <!--Long Range-->* * * *
| <!--Extreme Range-->
+
| <!--Extreme Range-->n/a
 
|
 
|
| <!--Support-->
+
| <!--Support-->n/a
| <!--Efficiency-->
+
| <!--Efficiency-->* * * *
 
|-
 
|-
| F  
+
| F
 
|
 
|
| <!--vs. Ground-->
+
| <!--vs. Ground-->* * * *
| <!--vs. Air-->
+
| <!--vs. Air-->* *
| <!--vs. BA-->
+
| <!--vs. BA-->* * * *
 
|
 
|
| <!--Short Range-->
+
| <!--Short Range-->* * * * *
| <!--Medium Range-->
+
| <!--Medium Range-->* * *
| <!--Long Range-->
+
| <!--Long Range-->*
| <!--Extreme Range-->
+
| <!--Extreme Range-->n/a
 
|
 
|
| <!--Support-->
+
| <!--Support-->n/a
| <!--Efficiency-->
+
| <!--Efficiency-->* * *
 
|-
 
|-
| G  
+
| G
 
|
 
|
| <!--vs. Ground-->
+
| <!--vs. Ground-->* * *
| <!--vs. Air-->
+
| <!--vs. Air-->* * *
| <!--vs. BA-->
+
| <!--vs. BA-->* * *
 
|
 
|
| <!--Short Range-->
+
| <!--Short Range-->* * *
| <!--Medium Range-->
+
| <!--Medium Range-->* * *
| <!--Long Range-->
+
| <!--Long Range-->* * *
| <!--Extreme Range-->
+
| <!--Extreme Range-->n/a
 
|
 
|
| <!--Support-->
+
| <!--Support-->n/a
| <!--Efficiency-->
+
| <!--Efficiency-->* * *
 +
|-
 
|}
 
|}
  
 +
==Canon==
 +
In BattleTech, the Warhammer was designed to "''destroy or severely damage any 'mech of the same weight class or lower''".  Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.
  
==Canon==
+
Amongst BT fans, the Warhammer, along with other Mechs designed for the ''Macross'' Anime series, is referred as the ''Unseen''. Another ''Unseen'' Mech (which was originally planned to appear in MWLL) is the [[Marauder]].
[http://www.sarna.net/wiki/Chimera BattleTech Reference]
 
  
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[http://www.sarna.net/wiki/Warhammer BattleTech Reference]
 
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Revision as of 15:58, 4 August 2017

Warhammer
[[Warhammer.jpg | 350px]]
[[Warhammer.jpg | 350px]]
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 9 upon destruction
Tier: {{{Tier}}}
Speed: 64 km/h
Torso yaw: 260°
Torso pitch: -33° to +41° while standing.
-33° to +51° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: {{{Price Prime}}} CBills
Total armor: 61 312
Engine Size:
{{{Weapons Prime}}} {{{Equip Prime}}}
Armor Points Distribution
BT
RE
HD
LA
LL
LT
CT
RT
RA
RL
INT
5201
3468
2760
4985
4985
3745 Internal +
6242 External
5635
8669
5635
4985
3745 Internal +
6242 External

All stats current as of release 0.15.3

The Warhammer is a heavily armed and moderately armored Inner Sphere Heavy Mech, possessing modest speed and maneuverability. Able to dish it out and take it in, the Warhammer is a powerful force on the battlefield, capable of shredding Light Mechs and Vehicles, as well as standing toe to toe against other Heavies.

The Warhammer possesses a large spotlight that can be turned on with the [L] key. It functions differently than the standard Mech spotlights, as it has a much longer range. When fighting Battle Armor in the Warhammer, players can turn on the spotlight to discern the battlearmor from the surroundings. It also has a narrow vertical field of view, which may make it hard to deal with Aerospace fighters and VTOLs.

Roles and Gameplay Hints

Prime

The Warhammer Prime is the signature mech of Natasha Kerensky. It is also a Knights of the Inner Sphere favorite. With its low price the Prime is a budget favorite and a well-armed mech, possessing a variety of weapons capable of inflicting damage at most any range. 2 PPCs provide the initial mid-range punch, disorienting enemy mechwarriors with cockpit shake and disabling night vision. The Prime's mid-range output is supplemented by 2 MBLs, but it reaches its full damage potential as it closes within 250m. The Prime's 2 SBLs and an SRM6 allow it to step up its firepower as it closes on its foes. The SRM6 provides the primary defense against Battle Armor, allowing the Warhammer Prime to defend both itself and nearby allies from BA ambushes. Being primarily Energy Weapon based, the Prime sports five Double Heat Sinks allowing a disciplined mechwarrior to output fire continuously without fear of excess heat. The Prime has a major difference from all other variants. It is equipped with a standard engine which causes no bonus damage to be transferred to its center from a busted side torso. Spreading damage by torso twisting can allow a Prime ro survive far longer than its already hard to kill brethren. The Prime can often escape damaging encounters that would have destroyed many other mechs. The Warhammer Prime is dangerous mech capable of handling a variety of threats at a variety of ranges.

Variant A

The Warhammer A is a long range support mech, equipped with weapons meant to dish out damage at extreme range. 2 LtGauss, 1 ELRM15, and a set of EOptics allow the A variant to sit behind the front lines, supporting its allies while staying away from any return fire. Should any missiles happen to fly its way, a LAMS helps mitigate any damage the Warhammer A or its allies might take. 2 MGuns give the Warhammer A some anti-BA punch, while a GECM suite allows it to stay off the radar of all but the closest enemies. A whopping 5 free tons for ammunition means that the A variant has tremendous staying power, and will rarely, if ever, need to leave the fight to rearm.

Variant B

The Warhammer B packs 2 AC10s, a single LPL, 2 ERMBLs, and 2 MGs. This loadout allows the B variant to shred Light and Medium Mechs as long as the mechwarrior can lead his weapons properly. The B can also stand face-to-face with most other heavies, their large size making them ideal targets. By chainfiring the 2 AC10s, the B can maintain a steady stream of cockpit shake, disorienting their enemies. The 2 MGs allow supplemental firepower against lighter assets, BA, and to a limited extent, enemy aeros. The B has an additional 2 free tons of ammo helping to make it a better mid-range fire support mech. Even with 2 free tons, the Warhammer B can be in need of a short supply line during extended engagements, as its autocannons can become very ammo hungry during intense firefights. The B suffers at long-range combat, but utilizing its GECM can prevent early detection and long-range confrontations.

Variant C

The Warhammer C is a brawler with some mid-range capabilities that uses its electronics to safely close the distance. Within a range of 650m a pair of LPL deal a straightforward pinpoint punch, but pilots need to break into close combat to make use of the mech's firepower, with another pair of pulse lasers of the Medium variety entering the fray at 400m and two SSRM4s roaring into life 50m later. Warhammers normally don't have the mobility to take advantage of such close range firepower, but the C is equipped with an electronics package of GECM and BAP Allowing it to pick its targets and approach unnoticed until it's just a step outside of its nominal range against assets without radar probes. A LAMS system is also present to reduce damage from enemy missile fire, although its EOptics are kind of wasted without any real long range weapons. 8 DHS and two free tons for extra missiles make it a very sustainable mech, both heat and ammo-wise.

Variant D

The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 ERLBLs and 2 LRM5s will convince your targets that your long range firepower, while annoying, is no big deal. Brawlers will weather the storm, closing on you with the intent of scoring a quick kill. Once they arrive, however, they'll be in for a nasty surprise as the D variant's main weapon, a single UAC20, roars into life. This weapon is capable of immense burst damage, and will quickly tear into any dents the enemy took from their approach, coring smaller enemy mechs in a few seconds of fire. 4 DHS give the D variant acceptable heat management, and an extra ton of free space ensures that its autocannon has more ammo should the enemy prove tougher than expected.

Variant E

The E is a superb sniper mech. Armed with 2 ERPPCs and a single Gauss rifle, it is able to quickly deal crippling damage to enemies before they can get into the range necessary to return fire. The gauss rifle's cool nature gives you a good weapon to use while the 3 DHS tries to dissipate the heat produced by the two ERPPCs. Most pilots chain fire their ERPPCs to prevent overheating. 2 ERMBLs mounted in the torsos give the Warhammer E a not-insubstantial tertiary punch that can be used to hasten the destruction of any mech that survives the salvos from its primary weapon systems. EOptics and a single free ton allow the E variant to accurately maintain its full firepower for a decent amount of time.

Variant F

The Warhammer F excels at close combat and can provide modest mid-range support. 2 RAC5s, the F's primary weapon systems, are able to dish out serious damage allowing the F to engage other heavies as well as strip the armor from assaults at close range. A single MRM30 supplements the already great damage provided by the rotary autocannons, and 4 flamers give the Warhammer F the ability to punish any energy-focused mechs that are foolish enough to get close. 3 DHS help dump the waste heat flamers will saddle you with, while 3 free tons give you the staying power to handle a good amount of engagements before returning to rearm.

Variant G

The Warhammer G is not for the faint of heart. Often called the "Schizo-hammer", the G is a conglomeration of vastly disparate weapons systems, comprising a total of 4 distinct weapon groups. The G is a jack of all trades in the long-range department. At 1000m the G brings in some real firepower with a single LRM15. At 900m the G has an ERPPC for sniping and an HVAC10 for persistent supressing fire. As point defense, at 400m, the G has two ERSBLs and a pair of MPLs that will strain the G's heat dissipation. Except for the HVAC, every weapons system on the G produces a moderate amount of heat. While at long range its three DHS can manage to dissipate waste heat between volleys, its close range lasers are more heat intensive. In prolonged short range combat, an engagement range that the Warhammer G has no job seeking, pilots will find themselves reluctant to strain their heat levels with their PPC's heats spike, although they should be able to afford a last volley of missiles against an enemy about to close into its minimum range. In such situations the G's heat capacity would be better spent on its HVAC10. Though it sports 2 free tons, enough to carry a single reload for its autocannon and LRMs, mechwarriors should fire conservatively to avoid running out of ammo too quickly. The Warhammer G is an excellent mech to learn about how to manage many weapons systems simultaneously.

Variant Evaluations

Section Out of Date
This section contains out-of-date information since the release of version 0.8.5. You may help MWLL Wiki by logging in and updating it.

These charts are supposed to give a rough evaluation on how useful the Variant in question is in different situations, and to show a more visible impression of its strengths and weaknesses.
For an explanation of the terms used visit the Evaluation Charts help page.

Variant vs. Ground vs. Air vs. BA Short Range Med. Range Long Range Extreme Range Support Efficiency
Prime * * * * * * * * * * * * * * * * * n/a n/a * * * *
A * * * * * * * * * * * * * * * * * * * * * * * * * * * *
B * * * * * * * * * * * * * * * * * n/a n/a * * *
C * * * * * * * * * * * * * * * * * * n/a * * * *
D * * * * * * * * * * * * * * * * * n/a n/a * * *
E * * * * * * * * * * * * * * * * * * * * n/a n/a * * * *
F * * * * * * * * * * * * * * * * * * * n/a n/a * * *
G * * * * * * * * * * * * * * * * * * n/a n/a * * *

Canon

In BattleTech, the Warhammer was designed to "destroy or severely damage any 'mech of the same weight class or lower". Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.

Amongst BT fans, the Warhammer, along with other Mechs designed for the Macross Anime series, is referred as the Unseen. Another Unseen Mech (which was originally planned to appear in MWLL) is the Marauder.

BattleTech Reference