Designer:StarColonel / Armory:StarCorp Advanced Battlemech Division
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- Last Post 11 July 2017
SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8674
WEDNESDAY, JULY 11, 2007
Cockpit: Standard 3T
Engine: Fusion 280 16T
Gyro: Standard 3T
Walk: 4 MP
Run: 6 MP
Jump: 0 MP
Standard Heat Sinks: 19 9T
11 in Engine
Internal Structure Armor
Tons 7 14
Head 3 9
Center Torso 22 34/10
L/R Torso 15 23/7
L/R Arm 11 22
L/R Leg 15 30
Battle Value: 1,059
C-Bill Cost: 5,825,334
Qty Weapons and Equipment Location Critical Tonnage
1 Large Laser LA 2 5
3 SRM-4 LT 3 6
2 Ammo (SRM-4) 25 LT 2 2
1 Large Laser RA 2 5
2 Heat Sink LL 2 2
2 Heat Sink CT 2 2
2 Heat Sink RL 2 2
1 Heat Sink H 1 1
1 Heat Sink RT 1 1
Construction of the Warhammer BattleMech, which was designed primarily as an assault 'Mech, began in 2515 and continued up until after the fall of the Star League. The original requisition by General Sternson to StarCorp Industries called for "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower". StarCorp's answer was the Warhammer. There were several different production runs of the 'Mech, including the Class 6D and the Class 6K. In the current era, several modified versions have also been developed within the Successor States.
Because of its size and weaponry, the WHM-HR HammerStroke is one of the most dangerous and powerful 'Mechs ever placed in the field. In particular, its Star Fire Large Lasers and support weapons give it the sheer firepower a first-line fighter needs. All Warhammers are equipped with a special searchlight that ties directly into their O/P 1500 ARB tracking system, making the 'Mech a formidable night-fighter. Mounted on the 'Mech's left torso, the system can function either as a simple searchlight or as part of the targeting system. The HR carries 19 heat sinks, while some of the variant versions have as many as 20 heat sinks. Thus, the Warhammer has the heavy weapons as well as the means to fire those weapons on a semi-prolonged basis.
Configuration / Variants:
Several variants on the Warhammer have appeared since the fall of the Star League, and usually involve additional heat sinks and altered weaponry. The WHM-6D supports less weapons, lacking the machine guns as well as the missile delivery system of the 6R. However, it also adds two heat sinks and increases the 'Mech's leg armor. House Davion uses the WHM-6D, as well as the WHM-6K variant, which retains the missile systems, but adds two heat sinks in place of the machine guns. Also known as the "Hot Hammer", the WHM-6L is a House Liao variant that replaces the machine guns with two flamers.
During the battle with Stefan the Usurper near the end of the Star League era, the WHM-6R Warhammer played an important role as a front-line combat 'Mech. With the fall of the Star League, the 'Mech remained in wide use by all five Houses. At Carl Davion's request in 2876, House Davion forces created two crack lances almost totally from Warhammers, with some Riflemen support 'Mechs. These functioned as heavy attack lances in several battles on the planets David and Mara against House Kurita. Using the tactic of combined firepower, the Warhammer lances easily punched a hole in the Kurita defense. The victorious units eventually became a part of the Syrtis Fusiliers, but many of the Warhammers had to be replaced with other 'Mech classes, due to losses and damage. In 2990, House Marik's 6th regiment of the Defenders of Andurien successfully launched several critical attacks against House Liao in the Alder Highlands of the planet Teng. Using a combat lance made up mainly of Warhammers, the Marik victories showed how powerful the Warhammer could be when properly supported in combat. Their losses were minimal, while House Liao forces were driven to a drastic change of strategy due to the damage their forces took. In 3021, the Warhammer proved itself again in battles fought by the Black Widow Company of Wolf's Dragoons while in service to House Steiner. In that year, Wolf sent The Black Widows to the planet New Wessex, a forward base and staging are for several of Kurita's 'Mech regiments. In the famous battle for Harlow's Wood, Kerensky's Warhammer led The Black Widows in a running, week-long battle that mauled two of Kurita's 20th Draconis battalions, then escaped offworld.
IH does have a good point. This design has no JJs. I would suggest replacing one SRM with JJs and you would have a golden arena 'Mech with short and medium-long range firepower.
watch what you preach chameleon, this mech is FAR from outgunned. Great job on a old mech. the best thing is you got the heatsinks to fire all the weapons at once near all the time. great job.
As a lvl 1 design, it is quite efficient: it has decent range (this is 3025 after all) and an efficient firepower (meaning useful).
And if it is designed for arenas, it is even better. Its only "weakness" is the lack of jump jets but with lvl 1, you cannot get everything.
Nice job (if only the fluff was not a cut and paste of the original Warhammer).
4 Prince of Darkness
Finally a level 1 design!
I agree with Doc more- in level 1, it is not so much of a disadvantage, especially with good heat dissapation. Sure, you may get outranged, but it's not like level 2 can't solve it.
Good job, and nice bracketed firepower.
Well, its not as bad as all that. What I don't get is why the fluff wasn't changed to reflect the 'Mech, and its intended arena of combat, Solaris 7. The outranged part isn't much of a problem on a L1 battlefield. On a single map or even two maps it won't be such a disadvantage. And from trials I've participated in, it was the victor.
mediocre mech. Sure the 2 large lasers keep the heat down, but their shorter range (coupled with this mechs lack of long range firepower) leave me with the feeling that this mech would find itself outranged, outgunned, or outran more often than not.