BattleMech Technical Readout
Name/Model: Warhammer WHM-6R
Designer: Catalyst Game Labs
Source(s): ForcePack Record Sheets: Wave One
Battle of Tukayyid Supplemental
Record Sheets: 3039 Unabridged
Record Sheets: Phoenix Upgrade, Complete
Record Sheets: Phoenix Upgrade, Periphery
Record Sheets: Phoenix Upgrade, Mercenary
Record Sheets: Phoenix Upgrade, ComStar & Word of Blake
Record Sheets: Phoenix Upgrade, Clans
Record Sheets: Phoenix Upgrade, Steiner
Record Sheets: Phoenix Upgrade, Marik
Record Sheets: Phoenix Upgrade, Liao
Record Sheets: Phoenix Upgrade, Kurita
Record Sheets: Phoenix Upgrade, Davion
Record Sheets: 3039
Record Sheets: 3025 & 3026
Technology: Inner Sphere
Technology Rating: D
Tonnage: 70
Role: Brawler
Configuration: Biped BattleMech
Era/Year: Star League / 2515
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 6,023,383 C-Bills
Battle Value: 1,299
Chassis: StarCorps 100
Power Plant: VOX 280
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Leviathon Plus
Armament:
2 Donal PPCs
1 Holly SRM 6
2 Martell Medium Lasers
2 Magna Small Lasers
2 Sperry Browning Machine Guns
Manufacturer: Olivetti Weaponry, StarCorps Industries, Taurus Territorial Industries, Vandenberg Mechanized Industries
Primary Factory: Sudeten (OW), Emris IV (SCI), Taurus (TTI), Pinard (VMI)
Communications: O/P 300 COMSET
Targeting & Tracking: O/P 1500 ARB
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 7.00
Engine: 280 Fusion 16.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Single): 18 8.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 160 10.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 22 22
Center Torso (rear): 9
R/L Torso: 15 17
R/L Torso (rear): 8
R/L Arm: 11 20
R/L Leg: 15 15
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Machine Gun (Ammo 200) CT 1 1.00
Machine Gun RT 1 0.50
Medium Laser RT 1 1.00
SRM 6 RT 2 3.00
SRM 6 (Ammo 15) RT 1 1.00
Small Laser RT 1 0.50
Machine Gun LT 1 0.50
Medium Laser LT 1 1.00
Small Laser LT 1 0.50
PPC RA 3 7.00
PPC LA 3 7.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 32
TP: BM, SZ: 3, TMM: 1, MV: 8"
Damage: (S) 3 / (M) 3 / (L) 2, OV: 1
Armor (A): 5, Structure (S): 6
Specials:
Distribution
Name/Model: Warhammer WHM-6R
Technology: Inner Sphere
Tonnage: 70
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. Heat Sink 4. Heat Sink 4. Heat Sink
5.PPC 5. Sensors 5.PPC
6.PPC 6. Life Support 6.PPC
1.PPC 1.PPC
2. Roll Again 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. Medium Laser 1. Fusion Engine 1.SRM 6
2. Small Laser 2. Fusion Engine 2.SRM 6
3. Machine Gun 3. Fusion Engine 3. Medium Laser
4. Roll Again 4. Gyro 4. Small Laser
5. Roll Again 5. Gyro 5. Machine Gun
6. Roll Again 6. Gyro 6. SRM 6 (Ammo 15)
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. Machine Gun (Ammo 200) 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. Heat Sink 5. Heat Sink
6. Heat Sink 6. Heat Sink
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
This was the first mech I´ve ever seen: It was on the cover of the first german box-set The Warhammer just looks great. The weaponry is well rounded: 2 heavy weapons can give the enemy hell though you have to alternate your fire, good shortrange firepower with a crit-seeker and some anti infantry capability. On the other side you have to have a close look on the heatscale and your armor is somewhat weak especially on the legs.
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Member Review - Sleeping Dragon : 27-Jan-2007 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
Even if not ideal in that role, the 6R Warhammer can be used as a line fighter, but true place of the WHM, as it was already said, is elsewhere.
It has PPCs and heat sinks to use them often, so if you hang back behind some brawler you may pour heavy hits on your target, ensuring that you eliminate the enemy as soon as possible. Sooner than the brawler suffers too many hits. Backup weapons produce too much heat to be often used with both PPCs, but they have a good crit seeking ability, so they can act as a tool for dispatching wounded foe, or as deterrent against those who would dare to enter PPC min. range. If you want something to cover your back then the Warhammer is one of the best candidates for this job. (Beware of traitorous pilots, you don't want this arsenal unloaded on your back in the middle of a firefight ;) !)
Aside form that, it looked awesome before the Phoenix came and burned it.
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Member Review - Paul : 07-Nov-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
Solid design. Excellent ranged firepower, with an easier time deploying it than the Marauder. Strong firepower up close with the 2 ML's and SRM6 firing instead of a PPC. Point blank firepower is interesting, but you'd typically want to keep the range no closer than 3-6 hexes to make the best use of your weapons.
Another reason to do that is because your leg armor is rather pitiful. Most heavies will kick through your leg on the second punt, thus forcing your opponent to pretty much close as fast as possible. Use that tendency to your advantage by either staggering your Warhammers (IE, yes, you got to range 1 with Warhammer A, but B, C and D now all have you at range 3.) or by having some support nearby. In duels, the Warhammer's armor is very adequate. It's only 3.5 tons shy of the maximum, but you only really feel that on the legs. The arms, and torso have solid armor.
So, whether you use it as firesupport, or your main battle line, the Warhammer 6R will do right by you as long as you keep an eyeball on that heat gauge.
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Member Review - Blackhand : 07-Sep-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
As many ways to kill the enemy and to kill yourself in one design you'll never see again in one package.
Pretending your really a main battle mech in a combat company will kill you. As a fire support mech this thing rules.
Lots of weapons let you run the heat, ammo lets you kill yourself.
Low armour means more weapons. Low armour means easier to die.
All in all I like the mech because it takes skill.
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Member Review - ralgith : 23-Feb-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
I would trade the MG and ammo back up to the variant with 2 more HS. That ammo is an accident waiting to happen that just isnt outweighed by it's crit hunter possibility. I'd rather have just the 2ML and 2SL for close in/crit hunting.
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