BattleMech Technical Readout
Name/Model: Witch WIC-600T
Designer: Serf
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 45
Role: Skirmisher
Configuration: Biped BattleMech
Era/Year: Jihad / 3071
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 6,739,745 C-Bills
Battle Value: 1,207
Chassis: Endo Steel
Power Plant: 270 Light Fusion
Walking Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Standard with CASE
Armament:
1 SRM 6
4 Medium Lasers
1 Narc Missile Beacon
1 Flamer
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Irian E.A.R
Targeting & Tracking: Wasat Aggressor
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Overview:
Originally a late Star League design that never made it to production before the Amaris
Civil War, the Witch was meant to be a multi-role urban combat, fire support, and
anti-insurgency platform.
Although the Amaris Civil War halted its development in favor for more immediate production
of war material, the Witch's specifications would eventually end up rediscovered in the Free
Worlds League by Kong Interstellar. Strained from the Clan Invansion, and with the quick
depletion of war material to a technologically superior enemy, the Witch went from merely a
viable design to a greatly desireable one for its use of simpler and more cost effective
systems and lower tech components, allowing it to be manufactured quickly to fill depleted
mechbays, making it a very lucrative export out of the Free Worlds League. With the
simplicity of construction and affordability of materials, the crippled Connaught plant was
able to produce limited amounts of the Witch, as well as sell the license to the designs to
other plants in order to fund Kong's eventual recovery in 3065.
The 003R is the model produced under liscence by Irian Battlemechs Unlimited. Like Kong
Interstellar's limited productions of the Witch, the 003R mainly used pre-existing hardware
from Irian's production line, sharing many parts with the Hermes, Hermes II, and Wasp. It
was with the 003R that the Witch started to gain a reputation for modularity, as the primary
weapons were mounted in the large side torso hard points which, Irian engineers found,
required minimal tooling and modification for the weapon mounts to adapt to new hardware.
The most complicated component is the 225 rated Fusion Engine, as 225 rated engines are
somewhat uncommon. A lot of these engines were downgraded and/or refurbished Hermes 240
engines initially meant for the Hermes II. Given this second-hand hardware, and to split the
tonnage difference, some of these engines were under-clocked in order to operate in safe
perameters with reduced shielding mass that, in the end, did not overload the WIC chassis
tonnage rating and still roughly hit the 225 rate mark. To augment the new mobility of the
003R, and exploiting the WIC chassis's notoriously sturdy legs, a MASC unit was installed to
help the 003R pursue Clan skirmisher units and give the option to out-manuever larger
opponents.
Because of these modified engines, the 003R gained a reputation for being somewhat
tempermental. Often times, the Hermes 225 engines required service straight out of the
factory because Irian's quality control laxened in order to get the 003R to market. Since
the 003R's engine was technically a downgraded 240 engine, the more eclectic mechtechs and
mechwarriors had a tendancy to restore these engines to the original 240 rating to squeeze
out more power and performance out of it and the MASC system, without restoring the reactor
shielding in turn. These modifications had mixed results.
Capabilities:
The Witch is named for the white witch moth, as the shape of the sloped chassis and armor
plates somewhat resemble a pair of wings. The shape of the Witch was an intentional design
choice, as the Witch's lower-rated engine meant that it relied on positioning and cover
rather than speed for survival, and so the shape was meant to make the most of the 8.5 tons
of standard armor as possible by increasing the front-arc's effective armor thickness by
65%.
Because of this, the Witch's main anti-mech armaments were mounted in the high in the side
torsoes, so that the Witch could position itself hull-down in cover.
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Equipment Mass
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Internal Structure: Endo Steel 2.50
Engine: 270 Light Fusion 11.00
Walking MP: 6
Running MP: 9
Jumping MP: 5
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 136 8.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 21
Center Torso (rear): 6
R/L Torso: 11 17
R/L Torso (rear): 4
R/L Arm: 7 12
R/L Leg: 11 17
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Weapons and Ammo Location Critical Tonnage
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Jump Jet CT 1 0.50
3 Medium Lasers RT 3 3.00
CASE LT 1 0.50
Narc Missile Beacon LT 2 3.00
Narc Missile Beacon (Ammo 12) [Homing] LT 2 2.00
SRM 6 LT 2 3.00
SRM 6 (Ammo 15) LT 1 1.00
Flamer RA 1 1.00
Medium Laser LA 1 1.00
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
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Alpha Strike Statistics
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Point Value (PV): 31
TP: BM, SZ: 2, TMM: 2, MV: 12"/10"j
Damage: (S) 3 / (M) 3 / (L) 0, OV: 0
Armor (A): 5, Structure (S): 2
Specials: CASE, SNARC
Distribution
Name/Model: Witch WIC-600T
Technology: Inner Sphere
Tonnage: 45
Configuration: Biped BattleMech
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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. Hand Actuator 4. Roll Again 4. Flamer
5. Medium Laser 5. Sensors 5. Endo Steel
6. Endo Steel 6. Life Support 6. Endo Steel
1. Endo Steel 1. Endo Steel
2. Endo Steel 2. Endo Steel
3. Endo Steel 3. Endo Steel
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Light Fusion Engine 1. Light Fusion Engine 1. Light Fusion Engine
2. Light Fusion Engine 2. Light Fusion Engine 2. Light Fusion Engine
3.Narc Missile Beacon 3. Light Fusion Engine 3. Medium Laser
4.Narc Missile Beacon 4. Gyro 4. Medium Laser
5.SRM 6 5. Gyro 5. Medium Laser
6.SRM 6 6. Gyro 6. Endo Steel
1. Narc Missile Beacon (Ammo 6) [Homing] 1. Gyro 1. Endo Steel
2. Narc Missile Beacon (Ammo 6) [Homing] 2. Light Fusion Engine 2. Endo Steel
3. SRM 6 (Ammo 15) 3. Light Fusion Engine 3. Endo Steel
4. CASE 4. Light Fusion Engine 4. Endo Steel
5. Roll Again 5. Jump Jet 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. Jump Jet 5. Jump Jet
6. Jump Jet 6. Jump Jet
Battle Value Breakdown
Name/Model: Witch WIC-600T
Technology: Inner Sphere
Tonnage: 45
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 136 x 2.5 x 1 340.000
Internal Structure (Endo Steel w/ Light Fusion Engine): 75 x 1.5 x 1 x 0.75 (+) 84.375 = 424.375
Gyro (Standard): 45 x 0.5 (+) 22.500 = 446.875
Defensive Movement Factor: +3 (*) 1.30 = 580.938
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Final Defensive Battle Rating: 580.938
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 20 (Heat Sinks) - 5 (Movement) - 19 (Weapons) = 2
Offensive Equipment:
SRM 6 59.000
Medium Laser (+) 46.000 = 105.000
Medium Laser (+) 46.000 = 151.000
Medium Laser (+) 46.000 = 197.000
Medium Laser (+) 46.000 = 243.000
Narc Missile Beacon (+) 30.000 = 273.000
SRM 6 (Ammo 15) (+) 7.000 = 280.000
Flamer (+) 6.000 = 286.000
Total 'Mech Tonnage: (+) 45.000 = 331.000
Speed Factor: 9 (Run) + 3 (Jump) (*) 1.890 = 625.590
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Final Offensive Battle Rating: 625.590
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BattleMech Battle Value
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Defensive Battle Rating: 580.938
Offensive Battle Rating: (+) 625.590 = 1,206.528
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Final BattleMech Battle Value: 1,207
Alpha Strike Conversion
Name/Model: Witch WIC-600T
Technology: Inner Sphere
Tonnage: 45
Configuration: Biped BattleMech
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Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
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Determine Weight/Size Class
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Tonnage: 45 (greater than or equal to 40 and less than 60) = 2
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Final Weight/Size Class: 2
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Convert Movement and Movement Modes
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Ground Movement: 6 (Walk) = 12"
Ground Target Movement Modifier at 12" is 2
Jumping Movement: 5 (Jump) = 10"j
Jumping Target Movement Modifier at 10" is 2
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Final Movement and Movement Modes: 12"/10"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
5 (Movement) + 19 (Weapons) - 4 (Base) (-) 20 = 0
Offensive Equipment: = 0.000
Flamer (+) 0.200 = 0.200
Medium Laser (+) 0.500 = 0.700
Medium Laser (+) 0.500 = 1.200
Medium Laser (+) 0.500 = 1.700
Medium Laser (+) 0.500 = 2.200
SRM 6 (+) 0.800 = 3.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.0
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
5 (Movement) + 19 (Weapons) - 4 (Base) (-) 20 = 0
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
Medium Laser (+) 0.500 = 1.500
Medium Laser (+) 0.500 = 2.000
SRM 6 (+) 0.800 = 2.800
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.8
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
5 (Movement) - 4 (Base) (-) 1 = 19
Offensive Equipment: = 0.000
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Final Long Range Damage Value: 0
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Convert Armor
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Standard: 136 armor points x 1 136.000 = 136.000
Armor Factor Conversion (/) 30 = 4.533
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Final Armor Value: 5
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Convert Structure
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Engine: Inner Sphere Light Fusion on a 45 ton BattleMech = 2.0
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Final Structure Value: 2
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Determine Special Abilities
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Unit is equipped with CASE = CASE
Unit is equipped with one Narc Missile Beacon = SNARC
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 0 (Long) = 9.000
Unit Size Factor 2 (Weight/Size Class) / 2 (+) 1.000 = 10.000
Overheat Factor 0 (Overheat) (+) 0.000 = 10.000
Special Ability Factor [SNARC] 1 (Ability Rating) (+) 1.000 = 11.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 11.000
Defensive Interaction Rating:
Armor Factor 5 (Armor) x 2.0 (Non-Vehicle Unit) = 10.000
Structure Factor 2 (Structure) x 1.0 (Other Unit) (+) 2.000 = 12.000
Defense Factor 1 + {[2 (12" Move)] x 0.1} (*) 1.200 = 14.400
Final DIR Round to nearest half point = 14.500
Unit's Defensive Value:
Movement Factor 1.5 (0.25 per 2") + 0.5 (Jump-capable) = 2.000
Final DIR Defensive Interaction Rating (+) 14.500 = 16.500
Unit's Final Point Value:
Offensive Value = 11.000
Defensive Value (+) 16.500 = 27.500
Agile [2 (TMM) - 1] x 3 (Medium) (+) 3.000 = 30.500
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Final Point Value: 31
Cost Breakdown
Name/Model: Witch WIC-600T
Technology: Inner Sphere
Tonnage: 45
Configuration: Biped BattleMech
=======================================================================================================================================
Structural Cost
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Armor (Standard): (136 pts) 8.5 x 10,000 85,000.00
Internal Structure (Endo Steel): 45 x 1,600 x 1 (+) 72,000.00 = 157,000.00
Myomer (Standard): 45 x 2,000 (+) 90,000.00 = 247,000.00
Engine (Light Fusion): (15,000 x 270 x 45) / 75 (+) 2,430,000.00 = 2,677,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 3,577,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 3,777,000.00
Life Support: 50,000 (+) 50,000.00 = 3,827,000.00
Sensors: 45 x 2,000 (+) 90,000.00 = 3,917,000.00
Heat Sinks (Double): 10 x 6,000 (+) 60,000.00 = 3,977,000.00
Arm Actuators: 45 x ((100 x 2) + (50 x 2) + (80 x 1)) (+) 17,100.00 = 3,994,100.00
Leg Actuators: 45 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 31,500.00 = 4,025,600.00
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Total Structural Cost: 4,025,600.00
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Weapons and Equipment Cost
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CASE 50,000 50,000.00
Flamer 7,500 (+) 7,500.00 = 57,500.00
Jump Jets 45 x (5 x 5) x 200 (+) 225,000.00 = 282,500.00
Medium Laser 40,000 (+) 40,000.00 = 322,500.00
Medium Laser 40,000 (+) 40,000.00 = 362,500.00
Medium Laser 40,000 (+) 40,000.00 = 402,500.00
Medium Laser 40,000 (+) 40,000.00 = 442,500.00
Narc Missile Beacon 100,000 (+) 100,000.00 = 542,500.00
Narc Missile Beacon (Ammo 6) [Homing] [Empty Bin] 0 (+) 0.00 = 542,500.00
Narc Missile Beacon (Ammo 6) [Homing] [Empty Bin] 0 (+) 0.00 = 542,500.00
SRM 6 80,000 (+) 80,000.00 = 622,500.00
SRM 6 (Ammo 15) [Empty Bin] 0 (+) 0.00 = 622,500.00
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Total Weapons and Equipment Cost 622,500.00
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BattleMech Cost
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Structural Cost: 4,025,600.00
Weapons and Equipment Cost: (+) 622,500.00 = 4,648,100.00
BattleMech Cost Multiplier: 1 + (45 / 100) (*) 1.45 = 6,739,745.00
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Final BattleMech Cost 6,739,745.00