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BattleMech Technical Readout
Name/Model: Warhammer WHM-6R
Designer: Catalyst Game Labs
Source(s): Battle of Tukayyid Supplemental
BattleMech Recognition Cards
Combat Manual: Mercenaries
Record Sheets: 3025 & 3026
Record Sheets: 3039
Record Sheets: 3039 Unabridged
Record Sheets: Phoenix Upgrade, Clans
Record Sheets: Phoenix Upgrade, Complete
Record Sheets: Phoenix Upgrade, ComStar & Word of Blake
Record Sheets: Phoenix Upgrade, Davion
Record Sheets: Phoenix Upgrade, Kurita
Record Sheets: Phoenix Upgrade, Liao
Record Sheets: Phoenix Upgrade, Marik
Record Sheets: Phoenix Upgrade, Mercenary
Record Sheets: Phoenix Upgrade, Periphery
Record Sheets: Phoenix Upgrade, Steiner
Technical Readout: 3025
Technical Readout: 3039
Technology: Inner Sphere
Technology Rating: D
Tonnage: 70
Role: Brawler
Configuration: Biped BattleMech
Era/Year: Age of War / 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 SperryBrowning 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:
Battle Value Breakdown
Name/Model: Warhammer WHM-6R
Technology: Inner Sphere
Tonnage: 70
Configuration: Biped BattleMech
=================================================================================================
Defensive Battle Rating
-------------------------------------------------------------------------------------------------
Armor (Standard): 160 x 2.5 x 1 400.000
Internal Structure (Standard w/ Fusion Engine): 107 x 1.5 x 1 x 1 (+) 160.500 = 560.500
Gyro (Standard): 70 x 0.5 (+) 35.000 = 595.500
Explosive Ammunition: 2 Critical Spaces (-) 30.000 = 565.500
Defensive Movement Factor: +2 (*) 1.20 = 678.600
-------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 678.600
=================================================================================================
Offensive Battle Rating
-------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 18 (Heat Sinks) - 2 (Movement) - 32 (Weapons) = -10
Offensive Equipment:
PPC 176.000
PPC (+) 176.000 = 352.000
SRM 6 (+) 59.000 = 411.000
Medium Laser [Inefficient] (+) 23.000 = 434.000
Medium Laser [Inefficient] (+) 23.000 = 457.000
SRM 6 (Ammo 15) (+) 7.000 = 464.000
Machine Gun (+) 5.000 = 469.000
Machine Gun (+) 5.000 = 474.000
Small Laser [Inefficient] (+) 4.500 = 478.500
Small Laser [Inefficient] (+) 4.500 = 483.000
Machine Gun (Ammo 200) (+) 1.000 = 484.000
Total 'Mech Tonnage: (+) 70.000 = 554.000
Speed Factor: 6 (Run) + 0 (Jump) (*) 1.120 = 620.480
-------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 620.480
=================================================================================================
BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 678.600
Offensive Battle Rating: (+) 620.480 = 1,299.080
-------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 1,299
Cost Breakdown
Name/Model: Warhammer WHM-6R
Technology: Inner Sphere
Tonnage: 70
Configuration: Biped BattleMech
========================================================================================================================
Structural Cost
------------------------------------------------------------------------------------------------------------------------
Armor (Standard): (160 pts) 10.0 x 10,000 100,000.00
Internal Structure (Standard): 70 x 400 x 1 (+) 28,000.00 = 128,000.00
Myomer (Standard): 70 x 2,000 (+) 140,000.00 = 268,000.00
Engine (Fusion): (5,000 x 280 x 70) / 75 (+) 1,306,666.67 = 1,574,666.67
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 2,474,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 2,674,666.67
Life Support: 50,000 (+) 50,000.00 = 2,724,666.67
Sensors: 70 x 2,000 (+) 140,000.00 = 2,864,666.67
Heat Sinks (Single): 8 x 2,000 (+) 16,000.00 = 2,880,666.67
Arm Actuators: 70 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 21,000.00 = 2,901,666.67
Leg Actuators: 70 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 49,000.00 = 2,950,666.67
------------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 2,950,666.67
========================================================================================================================
Weapons and Equipment Cost
------------------------------------------------------------------------------------------------------------------------
Machine Gun 5,000 5,000.00
Machine Gun 5,000 (+) 5,000.00 = 10,000.00
Machine Gun (Ammo 200) [Empty Bin] 0 (+) 0.00 = 10,000.00
Medium Laser 40,000 (+) 40,000.00 = 50,000.00
Medium Laser 40,000 (+) 40,000.00 = 90,000.00
PPC 200,000 (+) 200,000.00 = 290,000.00
PPC 200,000 (+) 200,000.00 = 490,000.00
Small Laser 11,250 (+) 11,250.00 = 501,250.00
Small Laser 11,250 (+) 11,250.00 = 512,500.00
SRM 6 80,000 (+) 80,000.00 = 592,500.00
SRM 6 (Ammo 15) [Empty Bin] 0 (+) 0.00 = 592,500.00
------------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 592,500.00
========================================================================================================================
BattleMech Cost
------------------------------------------------------------------------------------------------------------------------
Structural Cost: 2,950,666.67
Weapons and Equipment Cost: (+) 592,500.00 = 3,543,166.67
BattleMech Cost Multiplier: 1 + (70 / 100) (*) 1.70 = 6,023,383.33
------------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 6,023,383.00
Dark Age (3131 - 3150)
Introductory
Introductory
Tournament Legal
Advanced
Experimental
3150
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3141
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Republic (3086 - 3130)
Introductory
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Tournament Legal
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Tournament Legal
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Civil War (3062 - 3067)
Introductory
Introductory
Tournament Legal
Advanced
Experimental
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Clan Invasion (3050 - 3061)
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Tournament Legal
Advanced
Experimental
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Late Succession Wars (2901 - 3049)
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Tournament Legal
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Early Succession Wars (2781 - 2900)
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Tournament Legal
Advanced
Experimental
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Star League (2571 - 2780)
Introductory
Introductory
Tournament Legal
Advanced
Experimental
2780
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Age of War (2439 - 2570)
Introductory
Introductory
Tournament Legal
Advanced
Experimental
2570
2569
2568
2567
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Alpha Strike Conversion
Name/Model: Warhammer WHM-6R
Technology: Inner Sphere
Tonnage: 70
Configuration: Biped BattleMech
==================================================================================================================
Determine Unit Type
------------------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
------------------------------------------------------------------------------------------------------------------
Final Unit Type: BM
==================================================================================================================
Determine Weight/Size Class
------------------------------------------------------------------------------------------------------------------
Tonnage: 70 (greater than or equal to 60 and less than 80) = 3
------------------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 3
==================================================================================================================
Convert Movement and Movement Modes
------------------------------------------------------------------------------------------------------------------
Ground Movement: 4 (Walk) = 8"
Ground Target Movement Modifier at 8" is 1
------------------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 8"
==================================================================================================================
Determine Short Range Damage Value
------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
18 (Heat Sinks) = 18
2 (Movement) + 32 (Weapons) - 4 (Base) (-) 30 = -12
Offensive Equipment: = 0.000
Machine Gun (+) 0.200 = 0.200
Machine Gun (+) 0.200 = 0.400
Small Laser (+) 0.300 = 0.700
Small Laser (+) 0.300 = 1.000
Medium Laser (+) 0.500 = 1.500
Medium Laser (+) 0.500 = 2.000
PPC (+) 0.750 = 2.750
PPC (+) 0.750 = 3.500
SRM 6 (+) 0.800 = 4.300
Heat-modified damage value:
Damage subtotal multipled by the total heat dissipation (*) 18 = 77.400
Divided by the maximum heat output - 4 (/) 30 = 2.580
Rounded up to the nearest tenth = 2.6
------------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 3
==================================================================================================================
Determine Medium Range Damage Value
------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
18 (Heat Sinks) = 18
2 (Movement) + 32 (Weapons) - 4 (Base) (-) 30 = -12
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
SRM 6 (+) 0.800 = 1.800
PPC (+) 1.000 = 2.800
PPC (+) 1.000 = 3.800
Heat-modified damage value:
Damage subtotal multipled by the total heat dissipation (*) 18 = 68.400
Divided by the maximum heat output - 4 (/) 30 = 2.280
Rounded up to the nearest tenth = 2.3
Unit receives Overheat (OV) value of 1
------------------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 3
==================================================================================================================
Determine Long Range Damage Value
------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
18 (Heat Sinks) = 18
2 (Movement) + 20 (Weapons) - 4 (Base) (-) 18 = 0
Offensive Equipment: = 0.000
PPC (+) 1.000 = 1.000
PPC (+) 1.000 = 2.000
Heat-modified damage value:
Rounded up to the nearest tenth = 2.0
------------------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 2
==================================================================================================================
Convert Armor
------------------------------------------------------------------------------------------------------------------
Standard: 160 armor points x 1 160.000 = 160.000
Armor Factor Conversion (/) 30 = 5.333
------------------------------------------------------------------------------------------------------------------
Final Armor Value: 5
==================================================================================================================
Convert Structure
------------------------------------------------------------------------------------------------------------------
Engine: Inner Sphere Fusion on a 70 ton BattleMech = 6.0
------------------------------------------------------------------------------------------------------------------
Final Structure Value: 6
==================================================================================================================
Determine Special Abilities
------------------------------------------------------------------------------------------------------------------
No special abilities identified for this unit
==================================================================================================================
Determine Point Value
------------------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 2 (Long) = 11.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 12.500
Overheat Factor 1 (Overheat) (+) 1.000 = 13.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 13.500
Defensive Interaction Rating:
Armor Factor 5 (Armor) x 2.0 (Non-Vehicle Unit) = 10.000
Structure Factor 6 (Structure) x 1.0 (Other Unit) (+) 6.000 = 16.000
Defense Factor 1 + {[1 (8" Move)] x 0.1} (*) 1.100 = 17.600
Final DIR Round to nearest half point = 17.500
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") = 1.000
Final DIR Defensive Interaction Rating (+) 17.500 = 18.500
Unit's Final Point Value:
Offensive Value = 13.500
Defensive Value (+) 18.500 = 32.000
------------------------------------------------------------------------------------------------------------------
Final Point Value: 32
Number of Reviews: 10
Write Review
Average Member Rating: 3.10
Member Review - Rudel Gurken : 2019-03-23 05:26
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.
No topic has been started for this review [Start Topic ]
Member Review - Sleeping Dragon : 2007-01-26 23:00
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.
No topic has been started for this review [Start Topic ]
Member Review - Paul : 2004-11-06 23:00
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.
No topic has been started for this review [Start Topic ]
Member Review - Blackhand : 2004-09-06 23:00
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.
No topic has been started for this review [Start Topic ]
Member Review - ralgith : 2004-02-22 23:00
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.
No topic has been started for this review [Start Topic ]