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Warhammer spin.gif
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
Price: 67 900 CBills
Total armor: 64 474
Engine Size: VOX 280 STD
Price: 89 200 CBills
Total armor: 61 312
Engine Size: VOX 280 XL
Price: 77 500 CBills
Total armor: 61 312
Engine Size: VOX 280 XL
Price: 89 150 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
Price: 78 500 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
Price: 78 250 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
Price: 79 250 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
Price: 77 500 CBills
Total armor: 61 312
Engine Size: VOX 280 XL
Armor Points Distribution

All stats current as of release 0.14.10

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


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 significant damage at short range and modest damage at medium 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

The Warhammer A operates a bit hot, but is a formidable asset with robust pinpoint accuracy and screen shake backup weapons - an excellent medium range mech that can turn into a brawler in a pinch. The A, however, has no spare ammo for its pair of SSRM6s. The A should focus on being sustainable medium range firepower when in long engagements and avoid close combat unless resupply is near. Players should utilize group fire for the A's impressive array of three Large Pulse Lasers and chain fire for its SSRM6s to maximize screen shake. If more than two mouse buttons are available, a third, chain fired group containing the three pulse lasers will help when trying to even out heat or shoot at pesky BA.

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 deliver more damage than two heavy Auto Cannons would all the while still reaching beyond even the nimbler 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 SPL, reaching out to 250m bring on the hurt at close range. 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, although 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. 5 DHS and 13t Armor round out this Whammy that has all the toys. God help the fool that gets in your way!

Variant D

The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 LLs 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

The E is a vicious and inexpensive, but somewhat unfocused, Warhammer. It is more than capable of serving as a back-of-the-line- or midrange-, fire support mech with its LRM20 and two AC5s. Unlike most fire support mechs, the E can fend for itself in close combat. While its LRM20 becomes useless in close combat, all of its other weapons remain effective, including one AC10, two Small lasers, and one Medium pulse laser.

Players that constantly position the E for midrange combat will find themselves juggling many different weapon groups while simultaneously attempting to maintain missile lock. Although difficult, this tactic allows the player to put down withering fire on their opponents, especially with the screen shake from the AC10. Players will also find that the E particularly shines when allies are using TAG or NARC effectively, as this allows the E to focus on its other weapons and allows it to damage spread since it doesn't have to stare to maintain missile lock.

Weapon groups should be customized depending on the number of available mouse buttons. For four or more mouse buttons, group the MPL and two SLs together. When only three mouse buttons are available, the AC10 can be grouped with the AC5s at only a slight reduction in effectiveness. Regardless of how many mouse buttons are available, players should ensure that the AC10 is mapped to a button that can be held down continually.

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.


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