BattleMech Technical Readout
Name/Model: Whirlwind WLD-1A
Designer: master arminas
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 60
Configuration: Biped BattleMech
Era/Year: Succession Wars / 3025
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 4,993,600 C-Bills
Battle Value: 1,268
Chassis: Standard
Power Plant: 300 Fusion
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
1 PPC
1 Autocannon/5
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
In the year 2800, the WLD-1A Whirlwind was one of two designs submitted to the Taurian
Defense Forces as a fast, mobile, heavy BattleMech, with the capability to provide
long-range fire support. While the LTN-1A Lightning produced by Taurian Territorial
Industries won the contract, TDF procurement officers were so impressed with the performance
of the Vandenberg Mechanized Industries Whirlwind that they managed to secure a sub-contract
for a limited number of test models. A highly reliable design, the Whirlwind sacrificed all
short-range weaponry for heavy long-range direct fire capability. MechWarriors of the TDF
gained a healthy respect for the sixty-ton machine. Though only produced in small numbers in
any given year, the Whirlwind has remained in constant production since 2800.
Capabilities:
With 12 tons of standard armor and a maximum land speed of 83.2 kilometers per hour, the
Whirlwind sacrifices all anti-personnel weapons and both hand actuators to mount a
Martin-Gordan White Lightning PPC and a Hyades Weapons Consortium Reprisal Class 5 AC with
20 bursts of ammunition. No secondary weapons are mounted on the design. Both of the main
guns provide the Whirlwind with a direct fire range of 540 meters, while at the same time
keeping heat build up to a mininum. A single additional heat sink was added to base of 10
included in the fusion engine (for a total of 11), allowing the Whirlwind to fire both
weapons without overheating. While long-range direct fire is superb, and the speed is above
average, both of these weapons have a mininum range of 90 meters, making close combat rather
unhealthly for a MechWarrior piloting a Whirlwind.
Deployment:
While not as common as the Lightning, the Whirlwind can be found in nearly all of the medium
and heavy units of the TDF. Approved for export in 2952, both the WLD-1A and WLD-2A have
been sold to mercenary outfits in the Inner Sphere, as well as to the Magistracy of Canopus
and the Outworlds Alliance. While approved for export, the WLD-3A has yet to be sold to any
mercenary unit--a testimony to the poor design of that variant.
Variants:
The WLD-2A first debuted in 2915 when PPC production in the Concordat fell to its lowest
level since the collapse of the Star League. The -2A replaces the Martin-Gordan PPC, one
heat sink, and one ton of armor with a second HWC Reprisal AC-5 and ammuntion. Often touted
as a 'poor man's Rifleman', the -2A was not well received by the TDF. When the production
bottleneck of PPC's was solved in 2949, the -2A was no longer produced by VMI, though some
still remain in TDF inventory. The -3A was introduced in 2998 and was quickly seen as a
complete failure. Only 34 -3A models were produced on New Vandenberg before the TDF stopped
the experiment. The -3A replaces both weapons of the -1A and one heat sink with a matched
pair of HWC Rapid-fire AC-2 and two tons of ammunition, a pair of Martin-Gordan Rapier
medium lasers, and a Jamestown Incendiaries Flamelord flamer. Of the 34 -3A models produced,
only 17 remain in TDF inventory. These 'Mechs are often given to 'problem' MechWarriors as a
punishment detail.
Notable MechWarriors:
The most famous use of the Whirlwind occured not with the TDF, but with a mercenary outfit
known as the Lords of War. In 2994, the Lords purchased three WLD-1A Whirlwinds from VMI.
Two years later, in service to House Marik, the Lords of War defended the planet Talithia
from a Steiner invasion. Outnumbered and outgunned by the 4th Donegal Guards, the Lords of
War began a hit-and-run guerilla campaign that last for three months until the planet was
relieved by the 3rd and 5th Brigades of the Fusiliers of Oriente. During this grueling
fight, the three Whirlwinds of the Lords proved themselves as capable, deadly 'Mechs--even
after exhausting their ammunition. Though the Lords did survive the invasion, they took such
casulaties that they disbanded the following year. All three of the Whirlwinds survived and
were absorbed into the 5th Fusiliers.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 6.00
Engine: 300 Fusion 19.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks (Single): 11 1.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 192 12.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 28
Center Torso (rear): 7
R/L Torso: 14 20
R/L Torso (rear): 6
R/L Arm: 10 20
R/L Leg: 14 28
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
PPC RA 3 7.00
Autocannon/5 LA 4 8.00
Autocannon/5 (Ammo 20) LA 1 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 33
TP: BM, SZ: 3, TMM: 2, MV: 10"
Damage: (S) 2 / (M) 2 / (L) 2, OV: 0
Armor (A): 6, Structure (S): 5
Specials:
Distribution
Name/Model: Whirlwind WLD-1A
Technology: Inner Sphere
Tonnage: 60
Configuration: Biped BattleMech
======================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4.Autocannon/5 4. Roll Again 4.PPC
5.Autocannon/5 5. Sensors 5.PPC
6.Autocannon/5 6. Life Support 6.PPC
1.Autocannon/5 1. Roll Again
2. Autocannon/5 (Ammo 20) 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Roll Again 1. Fusion Engine 1. Roll Again
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Gyro 4. Roll Again
5. Roll Again 5. Gyro 5. Roll Again
6. Roll Again 6. Gyro 6. Roll Again
1. Roll Again 1. Gyro 1. Roll Again
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Member Review - Sleeping Dragon : 09-Mar-2010 23:49
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
This 'Mechs clearly demonstrates that at sixty tons you start to get severely limited if you try to keep the 5/8 movement profile. While the armour is excellent the weapons are a bit light. There is little trouble that you can have trying to modify the Enforcer to serve in the same role. Once again the design wins by surviving, but it needs partners like the Typhoon to make whole thing work. The fluff is again the serving grace of the design.
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Member Review - Rudel Gurken : 10-Oct-2008 15:55
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
Not that bad in it's intended role. Only two weapons are quite a risk but if used in Lance-formations it will deliver some respectable firepower. The heatsinks are enough to fire from a secured position with no or only minor movement. If caught in the middle of the fight (where it should be kept away from) problems with overheating and/or minimum range will occur.
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"There never was a good war or a bad peace." - Benjamin Franklin