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[[File:BTBlackWidow.jpeg|thumb|300px|Natasha Kerensky's Warhammer from her days as a Dragoon - arguably the most famous Warhammer in the setting.]]
[[File:BTBlackWidow.jpeg|thumb|300px|Natasha Kerensky's Warhammer from her days as a Dragoon - arguably the most famous Warhammer in the setting.]]


The '''WHM-6R Warhammer''' is one of the most iconic [[BattleMech]]s ever put out by [[BattleTech]]. How iconic, you ask? Well, it both [[Old school|was the cover 'Mech all the way back when the game was BattleDroids]] and is considered ''the'' Heavy 'Mech of the setting.  
{{Topquote|God Almighty, when I saw that Warhammer bearing down on me. I thought Satan himself was a-piloting it, so fast and furious was its moving.|Interview with Lieutenant Silas McCorkell, in ''The Commonwealth: Do We Stay?'' Skye Broadcasting Network, May 4, 2593}}
 
The '''WHM-6R "Warhammer"''' is one of the most iconic [[BattleMech]]s ever put out by [[BattleTech]]. How iconic, you ask? Well, it both [[Old school|was the cover 'Mech all the way back when the game was BattleDroids]] and is considered ''the'' Heavy 'Mech of the setting. (Second only to the [[Timber Wolf]] but c'mon, that's basically the mascot of BattleTech already.)


==Overview==
==Overview==
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*'''WHM-8R''' - Meant to be a second take of the original, tried-and-true formula the 6R is known for, this Warhammer mounts two ER PPCs, two medium lasers, two small lasers, two machine guns with one shared ton of ammo, and a Streak SRM-6 with one ton of reloads. The ammo and reloads are protected by CASE II, while its base is now an Endo Steel structure with 13 tons of standard armor, 16 double heat sinks, and a conventional 280 fusion engine. This all makes the 8R to be noted as a very long-lived and survivable 'Mech.
*'''WHM-8R''' - Meant to be a second take of the original, tried-and-true formula the 6R is known for, this Warhammer mounts two ER PPCs, two medium lasers, two small lasers, two machine guns with one shared ton of ammo, and a Streak SRM-6 with one ton of reloads. The ammo and reloads are protected by CASE II, while its base is now an Endo Steel structure with 13 tons of standard armor, 16 double heat sinks, and a conventional 280 fusion engine. This all makes the 8R to be noted as a very long-lived and survivable 'Mech.
*'''WHM-9D''' - Meant to be a straight upgrade to the original, the 9D is a 'Mech built around an Endo Steel chassis and an XL Engine - the latter allowing it to increase its top speed to 86 km/h while carrying around 13.5 tons of armor. It also upgraded the PPCs and Medium Lasers to be extended range and added a Targeting Computer on top of all of that so it can LARP as [[Team Fortress 2|an aimbot on 2Fort]]. And if that wasn't enough, it can quickly reposition with three jump jets which allow it to leap up to 90 meters at a time. [[Rage|Which means you have a sniper that has inhuman accuracy that'll just jump away the moment you get close enough to try and kill it]].
*'''WHM-9D''' - Meant to be a straight upgrade to the original, the 9D is a 'Mech built around an Endo Steel chassis and an XL Engine - the latter allowing it to increase its top speed to 86 km/h while carrying around 13.5 tons of armor. It also upgraded the PPCs and Medium Lasers to be extended range and added a Targeting Computer on top of all of that so it can LARP as [[Team Fortress 2|an aimbot on 2Fort]]. And if that wasn't enough, it can quickly reposition with three jump jets which allow it to leap up to 90 meters at a time. [[Rage|Which means you have a sniper that has inhuman accuracy that'll just jump away the moment you get close enough to try and kill it]].
*'''WHM-9K''' - A variant used by House Kurita of the Combine which focuses on long-range engagement, though, unlike the similar 8M, it drops the standard close-combat loadout entirely. Built on endo steel and a light engine, the 9K carries two Heavy PPCs and has a large MML-9 mounted in its right torso for close range and nothing else weapons-wise. It also utilizes 16 double heat sinks ([[Derp|noted to be easy to overtax even with the reduction of the number of weapons]]) and protects two tons of MML reloads with CASE II. So overall, [[FAIL|it's a sniper that becomes a paper tiger the moment something comes in range]].
*'''WHM-9K''' - A variant used by House Kurita of the Combine which focuses on long-range engagement, though, unlike the similar 8M, it drops the standard close-combat loadout entirely. Built on endo steel and a light engine, the 9K carries two Heavy PPCs and has a large MML-9 mounted in its right torso for close range and nothing else weapons-wise. It also utilizes 16 double heat sinks ([[Derp|noted to be easy to overtax even with the reduction of the number of weapons]]) and protects two tons of MML reloads with CASE II. So overall, [[FAIL|it's an overheat-prone sniper that becomes a paper tiger the moment something comes into close range]]. Though given it's made by the guys who send hordes of light 'Mechs manned by rookies to die, are we really surprised?
*'''WHM-9S'''
*'''WHM-9S''' - A Lyran Commonwealth variant, from the time they were the Lyran Alliance, that had its main claim to fame being the use of a Light Fusion Engine, which slashed 25% of the original reactor's weight off the 'Mech. Due to this reduction, it was free to add two more Heat Sinks for a total of 20 and makes them Double Heat Sinks, as well as up its armor to 13 tons. Weapons-wise, it changes to use two ER PPCs, two ER Medium Lasers, and a Streak SRM-6 launcher.
*'''WHD-10CT'''
*'''WHD-10CT''' - A bit of an odd case, this Warhammer is based on a [[Solaris VII|Solarian]] arena custom Warhammer known as the ''Lich'' as well as the [[Marauder (BattleTech)|Marauder]] and [[Nova Cat]], the latter making it a mixed-tech 'Mech. The D-10CT is built on an Endo Steel chassis, a Heavy Gyro, a light fusion engine, 13 double heat sinks, and 12.5 tons of light ferro-fibrous armor. Its main guns are now two Ceres Arms Thrasher Snub-Nose PPCs, while the medium lasers and small lasers are swapped out for Diverse Optics Sunfire ER medium lasers and Ceres Arms Model W medium pulse lasers respectively. The missile launcher is now a Sian/Ceres Stalking Cougar Streak SRM-6 Rack. Finally, electronics are updated with an O/P COM-500 with C3 module communication system and an O/P Scanoptics Type 9+ targeting and tracking system, alongside a Clantech Targeting Computer. The C3 module and Targeting Computer are a particularly dangerous combo.
*'''WHM-10K'''
*'''WHM-10K''' - Another mixed-tech variant of the Warhammer, though this one tries to stick to the original formula of the Warhammer. Its arm weapons are Inner Sphere ER PPCs, while the sides of the torso mount 1 ER medium laser, one ER small laser, and a Clantech machine gun each. A Clantech Streak SRM-6 is also attached on the right shoulder. Clantech CASE II protects 1 ton of streak SRM reloads as well as half a ton of machine gun reloads, while the platform itself is now an Endo-Composite structure, 16 double heat sinks, a 280 light fusion engine, and 18 tons of ballistic reinforced armor.
*'''WHM-10T'''
*'''WHM-10T''' - A refit of the Warhammer 9D that focuses on rapid redeployment. To this end, it replaces the ER PPCs with standard ones and ditches the Targeting Computer in exchange for upgrading to Improved Jump Jets, allowing it to vault up to 210 meters. Needless to say, a Heavy 'Mech jumping nearly one quarter of a kilometer just to shoot you at close range can make even veteran Mechwarrirors, albeit caught unaware, shit themselves.
*'''WHM-11T'''
*'''WHM-11T''' - A [[Taurian Concordat]] variant which overhauls the 'Mech with new specs, albeit keeping the same frame. It's powered by an XL Engine and protected by Light Ferro-Fibrous armor, while temperature is managed by 13 double heat sinks and ammo is protected by CASE. In terms of weapons, it mounts two Snub-Nose PPCs on its arms, two Light PPCs and two ER medium lasers on its torso, and a shoulder-mounted MML-5. It also uses 5 Improved Jump Jets, changing it to be more suited for skirmishing than the battleline role of the original.
*'''Warhammer C'''
*'''Warhammer C''' - A Clanner version of the OG Warhammer, developed as to assume the niche the Warhammer IICs no longer fill. It's intended for second-line or solahama (that is, old fucks that don't fight as well anymore who want to go out in honorable battle) troops. As one would expect for a Clan refit, it swaps a lot of its gear for Clantech - in particular, it swaps the PPCs for Large Pulse Lasers, upgrades the SRM-6s to Streak, and uses 2 ER Medium and ER Small lasers that are torso-mounted. The miniguns, oddly enough, are the same as the Inner Sphere variants.
*'''Warhammer C 2'''
*'''Warhammer C2''' - The Clans inevitably noticed the Inner Sphere miniguns on the Warhammer C and decided to finally get rid of them for total purity, while also making additional changes. The resulting variant is infamous for being somewhat of a glass cannon. The 'Mech wields two Clantech ER PPCs in its arms, while its torso has two Medium Pulse Lasers and two Small Pulse Lasers. The miniguns are replaced with two Clantech ER Small Lasers, and has the same Streak SRM-6 with its one ton of ammo in the right side of its torso. This ammo is not protected by any form of CASE, contributing to its reputation of being able to dish out a lot of damage but not being able to take much back; it also is vulnerable to infantry due to the complete lack of miniguns.
*'''Warhammer C 3'''
*'''Warhammer C3''' - A Golden Century complete overhaul popular with the <s>Clanner spies</s> mercenary group of Wolf's Dragoons, this variant likes to live dangerously. Built upon an Endo Steel chassis and an XL engine, it mounts two Clantech ER PPCs for its arm weapons much like the C2, but differs in torso loadout: each side of the torso mounts a Clan ER Medium Laser, a Clan Medium Pulse Laser, and a Streak SRM-6 with one ton of ammunition. The armor is presumably the same as the original Warhammer, except with the added quality that Clantech provides. Finally, an ECM Suite and Targeting Computer work in tandem to jam enemy locking while acquiring the 'Mech's own. Its reputation as a 'Mech on the edge comes from the fact it only has 17 double heat sinks, which aren't enough to keep the 'Mech cool, but the heat they store can be used to assist in firing its weapons. This encourages a dangerous combat style of keeping the Warhammer C3 dangerously close to overheating to squeeze out that extra bit of firepower.
*'''Dual Cockpit refits'''
*'''Dual Cockpit refits''' - The Draconis Combine and Capellan Confedration like to install a second cockpit onto their Warhammers, though which ones they did the modification to differed between the two Inner Sphere nations. The WHM-7M was the only one that both used for this kind of refit, removing one of the medium lasers in exchange. The Draconis Combine also did the refit to the standard WHM-6R, removing the two small lasers for the space necessary for the extra cockpit. Finally, the Capellan Confederation modified the "Hot Hammer" WHM-6L by removing a flamer in exchange for the dual cockpits.
===Warhammer IIC===
===Warhammer IIC===
[[File:Warhammeriic-special-concept.png|thumb|300px|Bigger, sleeker, and [[Dakka]]-ier. {{KRUMP|STILL IZN'T ENUFF!}}]]
[[File:Warhammeriic-special-concept.png|thumb|300px|Bigger, sleeker, and [[Dakka]]-ier. {{KRUMP|STILL IZN'T ENUFF!}}]]
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This gets traded out for losing the Rugged(2) and Ubiquitous design quirks of its Inner Sphere counterpart. Of course, having those is nice and the OG Warhammer fills a different niche than the IIC, hence why the Warhammer C variants exist.
This gets traded out for losing the Rugged(2) and Ubiquitous design quirks of its Inner Sphere counterpart. Of course, having those is nice and the OG Warhammer fills a different niche than the IIC, hence why the Warhammer C variants exist.


*'''Warhammer IIC 1'''
*'''Warhammer IIC 1''' - The most popular Warhammer IIC configuration, which mounts two Clantech Mk. XVII ER PPCs (though some have newer Type DDS "Kingston" models), a Patern J7 SRM-6 launcher, and five 14a Medium Pulse Lasers (the new 5th one being mounted above the cockpit). The result is a 'Mech capable of overwhelming the defenses of 'Mechs of equal or lesser tonnage.
*'''Warhammer IIC 2'''
*'''Warhammer IIC 2''' - A long-range support 'Mech. Replaces the 5 Medium Pulse Lasers with two LRM-10s with 3 tons of ammo shared between them. Expect this one to be in the back taking opportunistic shots or launching missiles at priority targets.
*'''Warhammer IIC 3'''
*'''Warhammer IIC 3''' - A [[Clan Diamond Shark|Clan Diamond Shark/Sea Fox]]-created loadout that's an [[Cheese|aimbot sniper]] (though nowhere near as [[Rage]]-inducing as the [[Warhawk]]). It swaps the ER PPCs with Heavy Large Lasers and adds two more heat sinks and a half ton of armor. The aimbot part comes in with the advanced Targeting Computer added to assist in aiming the heavy lasers (which, to be fair, are unwieldy and benefit greatly from the artificial accuracy boost). [[FAIL|Despite clearly dominating at long range, the IIC 3 wasn't well-received by the merchant Clan's customers.]]
*'''Warhammer IIC 4'''
*'''Warhammer IIC 4''' - After the IIC 3 ''somehow'' undersold despite being a sniper with aimbot, Clan Diamond Shark went back to the drawing board and decided on making a complete overhaul instead. This results in a 'Mech that looks visibly different than its original configuration, and was notably given top-of-the-line comms and weapons that would normally be reserved for completely original Clan designs. These all have Type DDS "Kingston" ER PPCs, while their secondary weapons package is swapped out to be a pair of System 4 ATM-6 launchers and a Series 1 Mk. III ER Small Laser. The ATM-6s in particular means it can dole out a surprising amount of damage against a target closer to itself due to the inverse relationship ATM missiles have between their payload size and range bracket.
*'''Warhammer IIC 5'''
*'''Warhammer IIC 5''' - A light vehicle shredder configuration which shaves off six heat sinks and a half ton of armor in order to have an overhauled weapons package. In particular, each arm now has a Type 0 Hyper-Assault Gauss Rifle 20, which essentially means that [[Rape|it goes into battle armor and combat vehicles dry]]. The secondary weapons, meanwhile, are now a pair of Series 2D-2 Heavy Medium Lasers on each side of the torso, while above the head a Streak SRM-4 is mounted.
*'''Warhammer IIC 6'''
*'''Warhammer IIC 6''' - A variant of the IIC 4 that mounts a Hyper-Assault Gauss Rifle 30 with four tons of ammunition, in exchange for removing the missile launchers and five heat sinks. Essentially another light armor shredder, but more dangerous due to the larger bore.
*'''Warhammer IIC 7'''
*'''Warhammer IIC 7''' - Created by Clan Snow Raven (now the [[Outworlds Alliance|Raven Alliance]]) as a rare example of a 'Mech intended to operate in the vacuum of space. To this end it has 2 Fuel Tanks used to propel the IIC 7 in the void. Weapons-wise it keeps the ER PPCs of the IIC 1, but switches some of the Medium Pulse Lasers to ER Medium Lasers and replaces the SRM with an ATM-6 for all range brackets.
*'''Warhammer IIC 8'''
*'''Warhammer IIC 8''' - Yet another Clan Diamond Shark creation, intended to be an even more powerful heavy-hitter. The main guns of the IIC 8 are now two Zeta-series X Plasma Cannons and two Series 4D-2 Heavy Large Lasers (one of each per arm), making the 'Mech an absolute nightmare for other Assault 'Mechs due to the damage potential increase that entails. As for secondary weapons, those now consist of two Series 2b ER Medium Lasers and a Type VI Streak SRM-6. The number of double heat sinks is reduced by one, and to support all this equipment the power source is now a fuckhueg (for an extralight fusion engine, anyway) Type 79 400XL engine that as a side effect lets the 'Mech now reach a top speed of 85 km/h, a 20 km/h increase.
*'''Warhammer IIC 9'''
*'''Warhammer IIC 9''' - Somewhat of an experimental weapons platform. Mainly because it switches the ER PPCs with ExperimentalTech Rotary AC/5s. Backup weapons are now two ER Medium Lasers and two ER Medium Lasers, while the missile launcher is now a LRM-10. Other changes include using an ''XXL'' fusion engine, meaning a speed increase to 86 km/h. [[Derp|Only 1km faster than the XL engine-toting IIC 8 above.]] It also swaps the laser hardpoint on top for a ECM Suite to disrupt enemy systems.
*'''Warhammer IIC 10'''
*'''Warhammer IIC 10''' - Dark Age-era variant. This one carries four ER Large Lasers as its main armament, backed up by two torso-mounted SRM-6s and a head-mounted ER Small Laser.
*'''Warhammer IIC 11'''
*'''Warhammer IIC 11''' - Another Dark Ager. Its main guns are two Heavy Large Lasers, with an ER Medium Laser above the cockpit and two SRM-6s in the torso. The legs have A-Pods to deal with infantry.
*'''Warhammer IIC 12'''
*'''Warhammer IIC 12''' - Essentially an upscaled OG Warhammer. It uses an XXL fusion engine, letting it reach a top speed of 86 km/h like the IIC 9. ER PPCs remain the main guns, while the torso now mounts a pair of ER Small Lasers and ER Medium Lasers on each side. The right shoulder has a SRM-6, and an ECM Suite is installed to disrupt targeting. Overall, well-rounded like the famed 7M.
*'''Warhammer IIC 13'''
*'''Warhammer IIC 13''' - Created by the Raven Alliance, the IIC 13 ditches some armor to merge the secondary loadouts of the IIC 1 and 2 into a single package. It sports two arm-mounted ER PPCs as well as two shoulder-mounted LRM-15s. Finally, five Medium Pulse Lasers and two SRM-6s complete this extremely dangerous combatant able to lay down some serious firepower.
*'''"Heavy Laser Variant"''' - Doesn't have an official record sheet (so far only appearing in a pilot dossier), but this unnamed variant was first made as an informal mod made by Clan Smoke Jaguar right before it got ass-blasted into oblivion by the Second Star League. Its weapons are, as the name suggests, four Heavy Large Lasers, as well as two SRM-6s. [[Derp|Leaves the head hardpoint empty for some reason.]] Judging by the similar weapons layout, this probably was later adapted into the IIC 10.


==Gallery==
==Gallery==
<gallery>
<gallery>
File:Batdroid.jpg|Where it all began. (Also [[Retcon|Unseen]] since the design is pretty blatantly [[Blood Ravens|"borrowed"]] from Destroid with dubious legality. [[Star Wars|And let's not get started with the original name]]...)
File:Batdroid.jpg|Where it all began. (Also [[Retcon|Unseen]] since the design is pretty blatantly a [[Blood Ravens|"borrowed"]] Destroid with dubious legality. [[Star Wars|And let's not get started with the original name]]...)
File:BTWarhammer.webp|A Warhammer headlining a squad of 'Mechs.
File:Destroid-tomahawk.webp|Proof of pudding: the MBR-04-Mk.VI Tomahawk Destroid from [[Robotech|Macross/Robotech]]. Therefore this art [[counts as]] a depiction of a Warhammer.
File:BTWarhammer.webp|A Warhammer headlining a Lance of [[Black Knight (BattleTech)|Black Knight]]s.
</gallery>
</gallery>
[[Category:BattleTech]]
 
[[Category:BattleMech]]
[[Category:BattleTech]][[Category:BattleMech]]

Latest revision as of 17:18, 12 February 2025

This page is for the 'Mech from BattleTech. If you are looking for the page about the weapon (and Geedubs' various games under that name), please see Warhammer.


Natasha Kerensky's Warhammer from her days as a Dragoon - arguably the most famous Warhammer in the setting.

"God Almighty, when I saw that Warhammer bearing down on me. I thought Satan himself was a-piloting it, so fast and furious was its moving."

– Interview with Lieutenant Silas McCorkell, in The Commonwealth: Do We Stay? Skye Broadcasting Network, May 4, 2593

The WHM-6R "Warhammer" is one of the most iconic BattleMechs ever put out by BattleTech. How iconic, you ask? Well, it both was the cover 'Mech all the way back when the game was BattleDroids and is considered the Heavy 'Mech of the setting. (Second only to the Timber Wolf but c'mon, that's basically the mascot of BattleTech already.)

Overview[edit | edit source]

The Warhammer was rolled out in 2515 by StarCorps Industries with the intent of the 'Mech being an absolute menace to other 'Mechs of the same or lower weight class. It achieved this using balls-to-the-wall firepower while making itself hard to kill by being relatively heavy-armored. Needless to say, it did its job and went on to practically define its weight class. Back in the heyday of the Star League, it was both a mainstay of their Defense Force and one of the 'Mechs selected for the Gunslinger Program.

After the collapse of the League brought everything to shit due to the Succession Wars, the Warhammer remained a mainstay since the factories to make it were still prevalent across the Inner Sphere, though the rate of production was a shadow of what it once was. This also saved the design from having its original specs become LosTech like several other 'Mechs, though some of its League-era variants would meet that fate. Eventually, the Helm Memory Core would allow the Warhammer to regain its former glory, especially after the Clan Invasion made StarCorps get off their asses and start producing significant numbers of the 'Mech again, this time making variants for each of the major Successor States.

Of course, the 'Mech is also found in the Periphery, with some Periphery powers making their own variants of the 'Mech. And The Clans get their own lineage in the form of IIC variants, based on OG Warhammers brought with them during Kerensky's Exodus and going up a weight class.

Specs[edit | edit source]

Weighing in at a chunky 70 tons, the Warhammer sits at the upper limit of the Heavy size class - any heavier and it'd be an Assault 'Mech. It's built on a StarCorp 100 chassis and powered by a VOX 280 fusion engine, the latter of which allows the 'Mech to reach a top speed of 64.8 kilometers per hour. This is in spite of its heavy protection of 10 tons of Leviathon Plus armor. The Warhammer is also noted as having an O/P 3000 COMSET communications system that, while dated by the 31st Century, is still considered reliable enough for the Mech to be able to assume a command role. An O/P 1500 ARB provides targeting and tracking, which is supported by a spotlight mounted on the left shoulder which made the 'Mech adept at night fighting. Finally, 18 single heat sinks are the standard cooling package that keeps a Mechwarrior from being microwaved by its own waste heat.

Armament[edit | edit source]

The standard loadout of a Warhammer as intended by the Star League focused on being an all-rounder of a damage dealer. For its main weapons, a pair of arm-mounted Donal PPCs were mounted for long-range shredding of other 'Mechs. When fired in unison, the resulting damage was basically like if you were hit by an Autocannon/20 that somehow could nail you from dozens of meters away. For CQC it relies on two Martell Medium Lasers and two Magna Small Lasers, as well as a Holly SRM-6 launcher on the right shoulder which was fed by 1 ton of missiles within the right side of its torso. Finally, anti-infantry was provided by two Sperry Browning Machine Guns mounted on each side of the torso with one ton of HMG ammo split between them stored in the center of said torso.

Design Quirks[edit | edit source]

In terms of crunch, a Warhammer has the design quirks of being Rugged(2) (not needing maintenance nearly as often as other 'Mechs do), having a Searchlight as previously mentioned, being Stable (needing more force for a melee attack to knock it down), and Ubiquitous (since factories to make parts for it are still prevalent, swapping a blown-out PPC is relatively easy).

Variants[edit | edit source]

Since the Warhammer's one of the oldest 'Mechs around both in-universe and out, it's accrued a long list of alternate loadouts over the years. Also, something to note is that a Warhammer variant's numerical designation does not reflect what iteration it is chronologically unlike some other 'Mech designations.

  • WHM-4L - One of the 31st-century StarCorp variants, this one for the Capellan Confederation and their Shadow Lances. This 3067 'Mech completely overhauls the Warhammer to be a sneaky fucker. It now uses an XL Engine, Double Heat Sinks, and Stealth Armor, while its weapons are now two ER PPCs, four Medium Pulse Lasers, and a Streak SRM-6.
  • WHM-5L - Another Capellan variation introduced in 3081, though this one is in-house. The 5L utilizes plasma rifles in place of PPCs, three ER medium lasers, and a Streak SRM-4 launcher. However, the most important addition was 5 Improved Jump Jets allowing it to rocket across the battlefield with a 150-meter jump range.
  • WHM-6D - A Federated Suns-favored alternate loadout introduced in 2835, this variant of the standard 6R ditches the machine guns and SRM-6 launcher in favor of 4 more tons of armor, reinforced legs, and two more heat sinks.
  • WHM-6K - Another 6R mod, this time common to the Draconis Combine. It simply removes the machine guns and their ammo in favor of two more heat sinks. This was explicitly done in order to make the Warhammer's PPCs more efficient.
  • WHM-6L - Yet another Capellan variant, but much older than the first two above. It swapped the Machine Guns for Flamers, earning the 6L the nickname of the "Hot Hammer".
  • WHM-6Rb - A Star League-era Warhammer used by the SLDF Royal units. No weapon changes for this one - instead, this 2599 variant upgraded to use 17 double heat sinks and ferro-fibrous armor, as well as an Artemis IV fire control system.
  • WHM-6Rk - A Combine variant that's also from the days of the Star League. It uses an XL Engine and 15 double heat sinks, and has 13 tons of armor. This weight reduction brings its top speed to an abnormally high for its weight 86 km/h.
  • WHM-7A - An upgraded 6Rb also used by the SLDF Royal units during the time of the First Star League. Its internal structure is now Endo Steel, and it now uses 16 double heat sinks instead of 18 standard ones. Its PPCs are upgraded to have extended range, and the SRM-6 had an Artemis IV FCS installed. The machine guns and small lasers, meanwhile, are swapped for two Small Pulse Lasers and two more Medium Lasers.
  • WHM-7CS - Created by ComStar for the express purpose of turning back the Clanner tide at the Battle of Tukayyid (though in a bout of irony it'd be turned against the Inner Sphere it was supposed to protect by the Word of Blake), the 7CS is designed for traversing difficult terrain and engaging in ambush tactics. Its main weapons are now two Fusigon Longtooth ER PPCs, and the secondary weapons systems have been completely swapped out in favor of two Martel medium lasers and three Hovertec Streak SRM-2 launchers with one ton of ammo protected by CASE. Other mods include adding four Leviathon Plus jump jets to allow it to jump 120 meters max, changing to a VOX 280 XL engine, and upgrading to Double Heat Sinks.
  • WHM-7K - A variant used by House Kurita of the Combine for the purpose of coordinating artillery by being a walking Markerlight. This is achieved with a Target Acquisition Gear system installed on the 7K which allows targeting data to be relayed between the 'Mech and the big guns several kilometers away. However, it's still a tough cookie without its shelling friends - built on an Endo Steel chassis, it totes around two ER PPCs, two medium lasers, two small pulse lasers, and two Streak SRM-2s.
  • WHM-7M - A Warhammer variant utilized by the Free Worlds League and produced by Ronin Inc., the 7M is built on a Kell Reinforced 270 Standard chassis and is now powered by a Magna 280 fusion engine, the latter granting it a top speed of 64.5 km/h. It also upgraded to Double Heat Sinks. Weapons-wise, its main guns are two Fusigon Longtooth ER PPCs while the secondaries are now two Martell medium lasers and a Shannon SH-60 SRM-6. For anti-infantry, it mounts an LFN Lindblad machine gun, and it also incorporates missile defense in the form of an LFN Lindblad Shotgun anti-missile system. The machine gun, SRM-6, and AMS all have one ton of ammo each. Finally, the aging electronics of the standard Warhammer were swapped out for newer options of a Barret Party Line-200 comms system and a Wasat Watchdog W100 targeting system.
  • WHM-7M-DC - A dedicated command version of the 7M which installs a Command Console at the expense of a Medium Laser, the AMS, and half a ton of machine gun ammo.
  • WHM-7S - The 7S is an upgraded version used by the Federated Commonwealth and later by its ex-constituents post-Civil War. Its loadout only kept the small lasers, everything else went into the dumpster. What replaced them were two ER PPCs, two Defiance P5M medium pulse lasers, and two Coventry T4H Streak SRM-2 launchers (which have one ton of reloads between them). The heat sinks were also upgraded to doubles.
  • WHM-8D - A nigh-total overhaul made as the first of StarCorp's modern upgrades to the Warhammer, this one being rolled out to the then-extant Federated Commonwealth and later to the Federated Suns and Lyran Commonwealth after they split up. The 8D is built on a Star Frame Heavy Endo Steel chassis, protected by 13.5 tons of Durallex Heavy armor, and powered by a GM 280 Fusion power plant, the latter of which ensures there's no loss in speed compared to the original despite toting around a fuckton more weight. It also uses 17 double heat sinks instead of 18 singles, ensuring the 'Mech can deal with a lot more waste heat before either shutting down or frying the Mechwarrior inside. Weapons-wise, its main guns are two Johnston High Speed ER PPCs, with supplementary weapons being two Defiance Model XII ER medium lasers, two BlazeFire Longshot ER Small Lasers, and a Harpoon-6S Streak SRM-6 launcher with one ton of reloads protected by CASE. Finally, its electronics were updated to be a Garret T-60 FastScan comms system and Garret F22C targeting computer, and adding on a C3 slave unit so it can share targeting data with its mates to collectively ruin some poor sod's day.
  • WHM-8D2 - An 8D made in the Dark Age after the Jihad, this Warhammer upgrades to a C3 boosted slave and switches the Streak SRM-6 for a Thunderbolt-5 missile launcher. Expect LRM salvos aplenty if you face off against a group of these.
  • WHM-8K - Originally made as a field retrofit by the Draconis Combine during the Blakists' temper tantrum, the 8K switches to Valiant Ringmail Light Ferro-Fibrous armor for additional protection and lighter weight. For weapons, it dumps everything the 8D uses in exchange for two Lord's Light 3 Heavy PPCs and a Guided Technologies Streak SRM-4 with CASE ammo protection. Heat dissipation is provided by 16 Double Heat Sinks, and it maintains the C3 slave of the 8D. Overall, a lighter Warhammer that'll coordinate volleys of Heavy PPC fire with its peers to remove anything that stands in its way.
  • WHM-8M - A variant made to focus on long-range combat, the Warhammer 8M utilizes two ER PPCs and a Light Gauss Rifle that turns the 'Mech into a sniper. Its medium lasers are also upgraded to be extended range. Finally, it reduced the number of heat sinks to 12 double ones in exchange for being able to take 13 tons of armor and the aforementioned Gauss Rifle.
  • WHM-8R - Meant to be a second take of the original, tried-and-true formula the 6R is known for, this Warhammer mounts two ER PPCs, two medium lasers, two small lasers, two machine guns with one shared ton of ammo, and a Streak SRM-6 with one ton of reloads. The ammo and reloads are protected by CASE II, while its base is now an Endo Steel structure with 13 tons of standard armor, 16 double heat sinks, and a conventional 280 fusion engine. This all makes the 8R to be noted as a very long-lived and survivable 'Mech.
  • WHM-9D - Meant to be a straight upgrade to the original, the 9D is a 'Mech built around an Endo Steel chassis and an XL Engine - the latter allowing it to increase its top speed to 86 km/h while carrying around 13.5 tons of armor. It also upgraded the PPCs and Medium Lasers to be extended range and added a Targeting Computer on top of all of that so it can LARP as an aimbot on 2Fort. And if that wasn't enough, it can quickly reposition with three jump jets which allow it to leap up to 90 meters at a time. Which means you have a sniper that has inhuman accuracy that'll just jump away the moment you get close enough to try and kill it.
  • WHM-9K - A variant used by House Kurita of the Combine which focuses on long-range engagement, though, unlike the similar 8M, it drops the standard close-combat loadout entirely. Built on endo steel and a light engine, the 9K carries two Heavy PPCs and has a large MML-9 mounted in its right torso for close range and nothing else weapons-wise. It also utilizes 16 double heat sinks (noted to be easy to overtax even with the reduction of the number of weapons) and protects two tons of MML reloads with CASE II. So overall, it's an overheat-prone sniper that becomes a paper tiger the moment something comes into close range. Though given it's made by the guys who send hordes of light 'Mechs manned by rookies to die, are we really surprised?
  • WHM-9S - A Lyran Commonwealth variant, from the time they were the Lyran Alliance, that had its main claim to fame being the use of a Light Fusion Engine, which slashed 25% of the original reactor's weight off the 'Mech. Due to this reduction, it was free to add two more Heat Sinks for a total of 20 and makes them Double Heat Sinks, as well as up its armor to 13 tons. Weapons-wise, it changes to use two ER PPCs, two ER Medium Lasers, and a Streak SRM-6 launcher.
  • WHD-10CT - A bit of an odd case, this Warhammer is based on a Solarian arena custom Warhammer known as the Lich as well as the Marauder and Nova Cat, the latter making it a mixed-tech 'Mech. The D-10CT is built on an Endo Steel chassis, a Heavy Gyro, a light fusion engine, 13 double heat sinks, and 12.5 tons of light ferro-fibrous armor. Its main guns are now two Ceres Arms Thrasher Snub-Nose PPCs, while the medium lasers and small lasers are swapped out for Diverse Optics Sunfire ER medium lasers and Ceres Arms Model W medium pulse lasers respectively. The missile launcher is now a Sian/Ceres Stalking Cougar Streak SRM-6 Rack. Finally, electronics are updated with an O/P COM-500 with C3 module communication system and an O/P Scanoptics Type 9+ targeting and tracking system, alongside a Clantech Targeting Computer. The C3 module and Targeting Computer are a particularly dangerous combo.
  • WHM-10K - Another mixed-tech variant of the Warhammer, though this one tries to stick to the original formula of the Warhammer. Its arm weapons are Inner Sphere ER PPCs, while the sides of the torso mount 1 ER medium laser, one ER small laser, and a Clantech machine gun each. A Clantech Streak SRM-6 is also attached on the right shoulder. Clantech CASE II protects 1 ton of streak SRM reloads as well as half a ton of machine gun reloads, while the platform itself is now an Endo-Composite structure, 16 double heat sinks, a 280 light fusion engine, and 18 tons of ballistic reinforced armor.
  • WHM-10T - A refit of the Warhammer 9D that focuses on rapid redeployment. To this end, it replaces the ER PPCs with standard ones and ditches the Targeting Computer in exchange for upgrading to Improved Jump Jets, allowing it to vault up to 210 meters. Needless to say, a Heavy 'Mech jumping nearly one quarter of a kilometer just to shoot you at close range can make even veteran Mechwarrirors, albeit caught unaware, shit themselves.
  • WHM-11T - A Taurian Concordat variant which overhauls the 'Mech with new specs, albeit keeping the same frame. It's powered by an XL Engine and protected by Light Ferro-Fibrous armor, while temperature is managed by 13 double heat sinks and ammo is protected by CASE. In terms of weapons, it mounts two Snub-Nose PPCs on its arms, two Light PPCs and two ER medium lasers on its torso, and a shoulder-mounted MML-5. It also uses 5 Improved Jump Jets, changing it to be more suited for skirmishing than the battleline role of the original.
  • Warhammer C - A Clanner version of the OG Warhammer, developed as to assume the niche the Warhammer IICs no longer fill. It's intended for second-line or solahama (that is, old fucks that don't fight as well anymore who want to go out in honorable battle) troops. As one would expect for a Clan refit, it swaps a lot of its gear for Clantech - in particular, it swaps the PPCs for Large Pulse Lasers, upgrades the SRM-6s to Streak, and uses 2 ER Medium and ER Small lasers that are torso-mounted. The miniguns, oddly enough, are the same as the Inner Sphere variants.
  • Warhammer C2 - The Clans inevitably noticed the Inner Sphere miniguns on the Warhammer C and decided to finally get rid of them for total purity, while also making additional changes. The resulting variant is infamous for being somewhat of a glass cannon. The 'Mech wields two Clantech ER PPCs in its arms, while its torso has two Medium Pulse Lasers and two Small Pulse Lasers. The miniguns are replaced with two Clantech ER Small Lasers, and has the same Streak SRM-6 with its one ton of ammo in the right side of its torso. This ammo is not protected by any form of CASE, contributing to its reputation of being able to dish out a lot of damage but not being able to take much back; it also is vulnerable to infantry due to the complete lack of miniguns.
  • Warhammer C3 - A Golden Century complete overhaul popular with the Clanner spies mercenary group of Wolf's Dragoons, this variant likes to live dangerously. Built upon an Endo Steel chassis and an XL engine, it mounts two Clantech ER PPCs for its arm weapons much like the C2, but differs in torso loadout: each side of the torso mounts a Clan ER Medium Laser, a Clan Medium Pulse Laser, and a Streak SRM-6 with one ton of ammunition. The armor is presumably the same as the original Warhammer, except with the added quality that Clantech provides. Finally, an ECM Suite and Targeting Computer work in tandem to jam enemy locking while acquiring the 'Mech's own. Its reputation as a 'Mech on the edge comes from the fact it only has 17 double heat sinks, which aren't enough to keep the 'Mech cool, but the heat they store can be used to assist in firing its weapons. This encourages a dangerous combat style of keeping the Warhammer C3 dangerously close to overheating to squeeze out that extra bit of firepower.
  • Dual Cockpit refits - The Draconis Combine and Capellan Confedration like to install a second cockpit onto their Warhammers, though which ones they did the modification to differed between the two Inner Sphere nations. The WHM-7M was the only one that both used for this kind of refit, removing one of the medium lasers in exchange. The Draconis Combine also did the refit to the standard WHM-6R, removing the two small lasers for the space necessary for the extra cockpit. Finally, the Capellan Confederation modified the "Hot Hammer" WHM-6L by removing a flamer in exchange for the dual cockpits.

Warhammer IIC[edit | edit source]

Bigger, sleeker, and Dakka-ier. STILL IZN'T ENUFF!

The Clans, when presented with the challenge of updating the aging Warhammer, decided to have their Warhammer variants cross the weight line and become outright Assault 'Mechs capable of going toe-to-toe with the biggest boys. Now weighing 80 tons, the beefier Warhammer IIC is built upon an SFX-80 Endo Steel chassis, powered by a Type 10 320 standard fusion engine (giving a top speed of 65 km/h), and protected by 12 tons of Forging ZM15 Ferro-Fibrous armor - protection that lets it stand up to even 100-ton Assault 'Mechs. Comms are provided by a TDWS-37 Mk 2.2 and targeting/tracking by a "Hermes" CT-44. Finally, 20 double heat sinks are more than enough to keep everything nice and chill.

This gets traded out for losing the Rugged(2) and Ubiquitous design quirks of its Inner Sphere counterpart. Of course, having those is nice and the OG Warhammer fills a different niche than the IIC, hence why the Warhammer C variants exist.

  • Warhammer IIC 1 - The most popular Warhammer IIC configuration, which mounts two Clantech Mk. XVII ER PPCs (though some have newer Type DDS "Kingston" models), a Patern J7 SRM-6 launcher, and five 14a Medium Pulse Lasers (the new 5th one being mounted above the cockpit). The result is a 'Mech capable of overwhelming the defenses of 'Mechs of equal or lesser tonnage.
  • Warhammer IIC 2 - A long-range support 'Mech. Replaces the 5 Medium Pulse Lasers with two LRM-10s with 3 tons of ammo shared between them. Expect this one to be in the back taking opportunistic shots or launching missiles at priority targets.
  • Warhammer IIC 3 - A Clan Diamond Shark/Sea Fox-created loadout that's an aimbot sniper (though nowhere near as Rage-inducing as the Warhawk). It swaps the ER PPCs with Heavy Large Lasers and adds two more heat sinks and a half ton of armor. The aimbot part comes in with the advanced Targeting Computer added to assist in aiming the heavy lasers (which, to be fair, are unwieldy and benefit greatly from the artificial accuracy boost). Despite clearly dominating at long range, the IIC 3 wasn't well-received by the merchant Clan's customers.
  • Warhammer IIC 4 - After the IIC 3 somehow undersold despite being a sniper with aimbot, Clan Diamond Shark went back to the drawing board and decided on making a complete overhaul instead. This results in a 'Mech that looks visibly different than its original configuration, and was notably given top-of-the-line comms and weapons that would normally be reserved for completely original Clan designs. These all have Type DDS "Kingston" ER PPCs, while their secondary weapons package is swapped out to be a pair of System 4 ATM-6 launchers and a Series 1 Mk. III ER Small Laser. The ATM-6s in particular means it can dole out a surprising amount of damage against a target closer to itself due to the inverse relationship ATM missiles have between their payload size and range bracket.
  • Warhammer IIC 5 - A light vehicle shredder configuration which shaves off six heat sinks and a half ton of armor in order to have an overhauled weapons package. In particular, each arm now has a Type 0 Hyper-Assault Gauss Rifle 20, which essentially means that it goes into battle armor and combat vehicles dry. The secondary weapons, meanwhile, are now a pair of Series 2D-2 Heavy Medium Lasers on each side of the torso, while above the head a Streak SRM-4 is mounted.
  • Warhammer IIC 6 - A variant of the IIC 4 that mounts a Hyper-Assault Gauss Rifle 30 with four tons of ammunition, in exchange for removing the missile launchers and five heat sinks. Essentially another light armor shredder, but more dangerous due to the larger bore.
  • Warhammer IIC 7 - Created by Clan Snow Raven (now the Raven Alliance) as a rare example of a 'Mech intended to operate in the vacuum of space. To this end it has 2 Fuel Tanks used to propel the IIC 7 in the void. Weapons-wise it keeps the ER PPCs of the IIC 1, but switches some of the Medium Pulse Lasers to ER Medium Lasers and replaces the SRM with an ATM-6 for all range brackets.
  • Warhammer IIC 8 - Yet another Clan Diamond Shark creation, intended to be an even more powerful heavy-hitter. The main guns of the IIC 8 are now two Zeta-series X Plasma Cannons and two Series 4D-2 Heavy Large Lasers (one of each per arm), making the 'Mech an absolute nightmare for other Assault 'Mechs due to the damage potential increase that entails. As for secondary weapons, those now consist of two Series 2b ER Medium Lasers and a Type VI Streak SRM-6. The number of double heat sinks is reduced by one, and to support all this equipment the power source is now a fuckhueg (for an extralight fusion engine, anyway) Type 79 400XL engine that as a side effect lets the 'Mech now reach a top speed of 85 km/h, a 20 km/h increase.
  • Warhammer IIC 9 - Somewhat of an experimental weapons platform. Mainly because it switches the ER PPCs with ExperimentalTech Rotary AC/5s. Backup weapons are now two ER Medium Lasers and two ER Medium Lasers, while the missile launcher is now a LRM-10. Other changes include using an XXL fusion engine, meaning a speed increase to 86 km/h. Only 1km faster than the XL engine-toting IIC 8 above. It also swaps the laser hardpoint on top for a ECM Suite to disrupt enemy systems.
  • Warhammer IIC 10 - Dark Age-era variant. This one carries four ER Large Lasers as its main armament, backed up by two torso-mounted SRM-6s and a head-mounted ER Small Laser.
  • Warhammer IIC 11 - Another Dark Ager. Its main guns are two Heavy Large Lasers, with an ER Medium Laser above the cockpit and two SRM-6s in the torso. The legs have A-Pods to deal with infantry.
  • Warhammer IIC 12 - Essentially an upscaled OG Warhammer. It uses an XXL fusion engine, letting it reach a top speed of 86 km/h like the IIC 9. ER PPCs remain the main guns, while the torso now mounts a pair of ER Small Lasers and ER Medium Lasers on each side. The right shoulder has a SRM-6, and an ECM Suite is installed to disrupt targeting. Overall, well-rounded like the famed 7M.
  • Warhammer IIC 13 - Created by the Raven Alliance, the IIC 13 ditches some armor to merge the secondary loadouts of the IIC 1 and 2 into a single package. It sports two arm-mounted ER PPCs as well as two shoulder-mounted LRM-15s. Finally, five Medium Pulse Lasers and two SRM-6s complete this extremely dangerous combatant able to lay down some serious firepower.
  • "Heavy Laser Variant" - Doesn't have an official record sheet (so far only appearing in a pilot dossier), but this unnamed variant was first made as an informal mod made by Clan Smoke Jaguar right before it got ass-blasted into oblivion by the Second Star League. Its weapons are, as the name suggests, four Heavy Large Lasers, as well as two SRM-6s. Leaves the head hardpoint empty for some reason. Judging by the similar weapons layout, this probably was later adapted into the IIC 10.

Gallery[edit | edit source]