Warhammer

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Warhammer
Warhammer.png
Warhammer.png
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 8 upon destruction
Tier: 10
Tonnage: 70 tons
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: 67 900 CBills
Total armor: 64 474
Engine Size: VOX 280 STD
A:
Price: 88 700 CBills
Total armor: 61 312
Engine Size: VOX 280 XL
B:
Price: 77 500 CBills
Total armor: 61 312
Engine Size: VOX 280 XL
C:
Price: 89 750 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
D:
Price: 80 500 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
E:
Price: 81 100 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
F:
Price: 79 250 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
G:
Price: 78 000 CBills
Total armor: 61 312
Engine Size: VOX 280 XL
Armor Points Distribution
BT
RE
HD
LA
LL
LT
CT
RT
RA
RL
INT
5483
3655
2760
5254
5254
6579
5939
9138
5939
5254
6579
3947

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.

Warhammer's large spotlight 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. The Mech 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 MLs, but it reaches its full damage potential as it closes within 250m. The Prime's 2 SLs 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 4 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 vital center torso from a busted side torso. Spreading damage by torso twisting can allow a Prime to 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

A hot mech. By being hot means, the weapons, if fired in strict succession and as soon as they come back online, will produce more heat than the six double Heat sinks can dissipate.
The mech can be set up simply - the three LPL battery can be assigned the primary group and the backup SSRM6 pair can be used as the secondary group. The latter, if fired in succession will provide twice the screen shake for the while the Large Pulse Lasers come back online. Either way, the main load on the Heat Sinks will be from the Large Pulse Laser battery, up to the level the SSRM6 won't really make a difference if fired or not. Only difference is how soon they will empty the spare ammo bins.
Two noteworthy warnings:

  1. - When going back to base for Streak reloads you will most certainly go for coolant replenish too, so try to go to factories that can both service ammo purchase as well as repairs, since coolant is replenished only on repair gantries.
  2. - You will be replenishing coolant in the first place, because going over the yellow line, not only denies your GECM cover and damages your internals, but moreover might lead to weapons lock out should you run in heat override safe mode.

The selling point for this formidable asset is it's robust pinpoint accuracy with screen-shake backup to spare - an excellent second liner that can turn into a brawler in a pinch, be it in defense or attack.

Variant B

Many famous warriors where seduced by beauty, several by that of weapons yet only few came to know the HVAC10. If there ever where warriors guided by the beauty of the weapon, then the admirers of the HVAC10 certainly are some of those.
This War Hammer puts its stakes on the fact that the two HVAC10 have damage beyond that of an heavy Auto Cannon all the while reaching beyond the standard Auto Cannon, rivaling the Gauss and ERPPC. In contrast to all but ERPPC it also induces heavy screen shake to the target.
This alone makes this asset capable of shaking the object of his attention almost out of the ability to retaliate all the way up to 900m out.
Besides the 4 tons for spare reloads, most certainly reserved for the HVAC10s, the Mech also carries an somewhat disparate array of tertiary (in the sense of weapons grouping) backup weapons:
Once we realize the bulk of that arrays damage reaches out up to between 350 and 200m, we can see the group is less unfortunate but rather a dissonant one. Just fire it all and at once - to your hearts content, or until the two "Beauties" come to wake again.

This one is devoted for those who are able to step in the thick of the battle and are intimate to the intricacies of the equipment.

Variant C

Nothing reaches beyond 500 meters on this one - GECM suite ensures not even radar microwaves. With the least of an firing discipline the 4 LPPC can be fired indefinitely and in short succession - rendering any opponent blind at night, out to 450m. This sole property renders this variant an night hunter of supreme potential. The 2 MPL, reaching out to 400m really add more damage over time than the four PPCs do.
While the main trump card of this variant, however, is the persuading potential of the LBX20 cannon and it is backed up by the usual ton of spare ammunition. Utmost care is to be taken that each hit counts as the LBX20 cannon does the majority of the C variant's damage.
The selling points of this top priced Warhammer is its night hunting potential backed up by the GECM suite's stealth and extended sensor range provided by BAP, altho note that the stealth can be too easily broken by any stray enemy missile on a fly-by, by the treacherous LAMS. This only applies if the radar is held in the active mode.

Variant D

The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 ERLLs and 2 Tbolt5s will lure your targets in for an easy kill of an long ranged helpless low DPS sniper. 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. Furthermore, it is also placed high on the mech's shoulder, allowing the mechwarrior to fire double AC rounds at enemies while in partial cover. 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.
The selling point of this Variant is to have a foot in both of the worlds - snipers and brute brawlers.

Variant E - "Triple H"

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 2 DHS tries to dissipate the heat produced by the two ERPPCs. Most pilots chain fire their ERPPCs to prevent overheating. 2 ERMLs 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 3 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 some staying power before returning to rearm.

Variant G

When we speak about this War Hammer, we speak about minding busyness in our neighbor's back yard and in his neighbor's back yard too. We are speaking serious long range and serious punch.
Speaking of serious, be sure you will be facing serious heat levels as well, for the while the two Double Heat Sinks struggle to cool off the waste heat from the two mighty ERPPC. The trusty Extended Long Range Missile launcher of class 15 isn't too cold either, so the only slack that's cut to you is from the four extremely ranged AC2.
If you come to haste, due to an stray Battle Armor trying to take it out on you, the very situational BPod might bring the tide of the battle in your favor, but only if you manage to capitalize on it otherwise - alone it won't matter too much.
On the other hand, if you look on the ELRM15 launcher as a spare weapon, and use the two ERPPC as a primary group each, putting the four AC2 in the tertiary group, forgoing any DPS plan in favor of opportune lucky strikes by either single ERPPC jolt or "Alpha" shooting form a totally cold state, you might actually secure a kill steal from an unsuspected angle. This implies superb position seeking and that extrasensory feeling for the battle tide.
A long range sniper with a backup ELRM15 launcher.

Canon

The Warhammer BattleMech was introduced by StarCorps Industries in 2515 to be "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower." In the mission it was designed for, the Warhammer proved to be a very capable 'Mech, and for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring, the Warhammer served prominently in the Star League Defense Force and was one of the premier 'Mechs in the Gunslinger Program. Indeed, many of the greatest MechWarriors in history were Warhammer pilots. 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. Date Introduced 2515 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Brawler

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