Warhammers return to MechWarrior Online

The Unseen Warhammer Enters the Battlefield of MechWarrior Online

In January of 2016, another Unseen mech will again return to the battlefield. The Warhammer is coming to MechWarrior Online! This 70 ton mech has long been a crowd favorite and the pilots of the Inner Sphere are excited to jump back in the cockpit of these beasts. Below is a quick recap of what the default configurations are and what hardpoints they provide. This is based on initial details provided by PGI.

WHM-6R

This is the basic Warhammer from everyone’s childhood memory. It has enough firepower to destroy a small city across several different weapon ranges. It is a little lacking in armor but can be upgraded. It also packs a lot of Single Heat Sinks.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 320 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Single (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: PPC (1 Energy)

Left Torso: Medium Laser, Small Laser, Machine Gun (2 Energy, 1 Ballistic)

Center Torso: (1 AMS)

Right Torso: SRM 6, Medium Laser, Small Laser, Machine Gun (2 Energy, 1 Ballistic, 1 Missile)

Right Arm: PPC (1 Energy)

Total Hardpoints: 6 Energy, 2 Ballistic, 1 Missile, 1 AMS

Pros: This chassis has a good balance of hardpoints. Its tonnage is a little low, but dual Gauss Rifle and dual AC/20 designs are feasible, depending on how high or low the ballistic ports sit. I foresee a lot of brawler builds with this configuration as well as sniper builds.

Cons: Due to the initial low cost (standard engine, single heat sinks), this will be an expensive mech to upgrade. Obviously, we don’t know how susceptible the mech is to losing a side torso, so we cannot predict if upgrading to an XL or keeping with the standard engine is the better option.

WHM-6D

This chassis is designed as a typical laser vomit energy boat. The default configuration has more heat dissipation than the WHM-6R and more armor. With only energy hardpoints, however, the WHM-6D is going to run very warm.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 434 of 434 Standard

Internal Structure: Standard

Heat Sinks: 20 Single (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: PPC (2 Energy)

Left Torso: Medium Laser, Small Laser (3 Energy)

Center Torso: (1 AMS)

Right Torso: Medium Laser, Small Laser (2 Energy)

Right Arm: PPC (2 Energy)

Total Hardpoints: 9 Energy, 1 AMS

Pros: The base WHM-6D has better heat dissipation and armor than the WHM-6R. By removing the secondary weapons of SRM and Machine Guns, it frees up some tonnage.

Cons: The WHM-6D will suffer from a serious identity crisis. In the heavy mech energy boat arena there are many contenders: the Black Knight (which is heavier), the Grasshopper (which jumps), and some Thunderbolts. It will need either quirks or re-balancing to stand out and find a specific role. And, as mentioned, with only energy hardpoints, the WHM-6D will run hot.

WHM-7S

The Warhammer WHM-7S comes with Double Heat Sinks and advanced weapons. It focuses heavily on missile hardpoints, making it either a nasty SRM or Streak based brawler or an LRM boat.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 320 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Double (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: ER-PPC (1 Energy)

Left Torso: Medium Pulse Laser, Streak SRM-2, Small Laser (2 Energy, 1 Missile)

Center Torso: (1 AMS)

Right Torso: Medium Pulse Laser, Streak SRM-2, Small Laser (2 Energy, 2 Missile)

Right Arm: ER-PPC (1 Energy)

Total Hardpoints: 6 Energy, 3 Missile, 1 AMS

Pros: The mix of hardpoints allows more flexibility than the WHM-6D. Starting with Double Heat Sinks can be an advantage as well, being more heat efficient, but it also requires more careful placement of the heat sinks.

Cons: Purchasing this variation at a later time will be more expensive than the other Warhammers, but not drastically. Without the ballistic ports, all weapons will generate heat, but it should be very manageable.

WHM-BW

Natasha Kerensky, the Black Widow, is one of the best known warriors in the Inner Sphere. In command of the dreaded Black Widow Company of Wolf’s Dragoons, she led her comrades to victory from her Warhammer. The WHM-BW is based on that ‘Mech and provides full armor, upgraded weapons, an XL engine, and a variety of hardpoints.

Tonnage: 70

Engine: 280 XL (340 Max)

Armor: 432 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Double (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: ER-PPC (1 Energy)

Left Torso: Medium Pulse Laser, 2 x Machine Guns (1 Energy, 2 Ballistic)

Center Torso: (1 AMS)

Right Torso: SRM-6, Medium Pulse Laser, 2 x Machine Guns (1 Energy, 2 Ballistic, 1 Missile)

Right Arm: ER-PPC (1 Energy)

Total Hardpoints: 4 Energy, 4 Ballistic, 1 Missile, 1 AMS

Pros: With an XL engine, near full armor (the other two points would cost a half a ton), Double Heat Sinks, and a variety of hardpoints, the WHM-BW will be devastating on the battlefield. There are many different roles that could be embraced.

Cons: Depending on the hit locations, the XL engine may be detrimental. Unfortunately, this cannot be tested until January.

Conclusion:

The Warhammers offer a variety of weapon platforms and potential to fit many roles. The few shortcomings of the variants, such as lack of armor, can easily be addressed. They all have the potential to overheat with the WHM-6D being the most likely, but are also upgradeable and can be managed. When they hit the battlefield of MechWarrior Online in January of 2016, the Warhammer (previously Unseen) will be a fan favorite again.

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