WHM-6R Warhammer Builds for MechWarrior Online

Warhammer WHM-6R Builds for MechWarrior Online

The goal in the configurations of the WHM-6R Warhammer for MechWarrior Online is to keep the cost at a minimum. The base WHM-6R does not have an XL Engine, upgraded weapons, Endo Steel structure, or Double Heat Sinks. In order to maximize potential, Double Heat Sinks were placed in each chassis. Structure was also upgraded to Endo Steel if there were enough critical spaces to allow it. This does require some C-bills, but as much as an XL Engine would.

WHM-6R (Dual Gauss)

Nothing says loving like a pair of Gauss Rifles. This particular configuration is a little slow, but is designed around long range sniper combat rather than close range hugging. Four Medium Lasers do provide finishing power or the ability to defend against smaller mechs.

Engine: 200 Standard

Armor: 432 of 434 Standard

Heat Sinks: 10 Double (8 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: Medium Laser

Left Torso: Medium Laser, Gauss Rifle

Right Torso: Medium Laser, Gauss Rifle

Right Arm: Medium Laser

To be placed: 2 Double Heat Sinks, 5.5 tons (55 rounds) of Gauss Ammo

Notes: This build was tested with a CPLT-K2. Unfortunately, the K2 has several quirks that made results inaccurate. The mech does run a little hot if constantly firing the Medium Lasers. If your play style uses the lasers often, 2 more heat sinks can be added (see below).

Options: An AMS can be added in exchange for 1.5 tons of ammo. Also, there are critical spaces for 2 more Double Heat Sinks if the Gauss Ammo or Medium Lasers are reduced.

Option Two: The engine can be upgraded to a 280 XL, providing more speed. This build fits more with the WHM-BW philosophy, however, and will be detailed there.

WHM-6R (Dual AC/20)

In MWO, the AC/20 is a formidable weapon. Although a pair of them suffers from ghost heat, they are incredibly devastating. The Warhammer WHM-6R can be fitted with a pair of these beasts. If fired together, they will create a lot of heat, but very little will be standing.

Engine: 225 Standard

Armor: 432 of 434 Standard

Heat Sinks: 12 Double (9 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: Medium Laser

Left Torso: AC/20

Right Torso: AC/20

Right Arm: Medium Laser

To be placed: 3 Double Heat Sinks (in arms), 4 tons (28 rounds) of AC/20 Ammo.

Notes: Due to the ghost heat of paired AC/20s, this mech will run very warm. The heat is manageable, however, either by firing and fading or by alternate firing the AC/20s. There is very little room left on the chassis for other upgrades, but a heat sink could be sacrificed for more ammo if needed.

WHM-6R (Ultra AC/5)

Keeping with the dual ballistic systems, the Ultra AC/5 version has room for several Medium Lasers. These have been all placed in the side torsos to allow the arms to act solely as shields. Of course, one can be moved to each arm if play style supports it.

Engine: 280 Standard

Armor: 432 of 434 Standard

Heat Sinks: 15 Double (11 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Torso: 2 x Medium Lasers, Ultra AC/5

Right Torso: 2 x Medium Lasers, Ultra AC/5

To be placed: 4 Double Heat Sinks, 4 tons (120 rounds) of Ultra AC/5 Ammo

Notes: I used the Catapult CPLT-K2 again to test this configuration. As before, the quirks will make the results less than perfect, but it was better than nothing.

Caustic Valley: The mech can overheat, but heat is also very manageable. The Atlas was destroyed before the mech overheated.

Frozen City: It is possible to overheat, but not easy. Again, this may be partially due to quirks, but the 15 Double Heat Sinks are plenty for most pilots.

Options: The arms are able to be reconfigured. Armor can be shed to allow more ammo. Heat sinks can be replaced with additional Medium Lasers.

WHM-6R (Base Upgrade)

Taking the original concept of the WHM-6R one step further provides better armor, better heat dissipation, and more focus on energy weapons. This particular build works as effectively on the WHM-6D.

Engine: 300 Standard

Armor: 432 of 434 Standard

Heat Sinks: 20 Double (12 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: PPC

Left Torso: 2 x Medium Lasers

Right Torso: 2 x Medium Lasers

Right Arm: PPC

To be placed: 8 Double Heat Sinks

Notes: Using the BL-7-KNT-L Black Knight as a proxy avoided some of the heat quirks. Depending on what quirks the WHM-6R has, it may not be 100% accurate.

Caustic Valley: It is not quite possible to get 3 full alpha-strikes before overheating, but it is also devastating. If you use the PPCs at range and the Medium Lasers against closer targets the heat is more manageable (8 PPC strikes to overheat, 10 Medium Laser strikes).

Frozen City: The third full alpha-strike will overheat the mech. When firing the systems separately, heat is nearly negligible.

Options: ER-PPCs can be used but the heat will go up significantly. Also, the engine could be downgraded (with loss of at least one heat sink) and the lasers can be traded to Medium Pulse Lasers.

Conclusion

The Warhammer WHM-6R has plenty of flexibility. The goal of this list was to minimize the additional cost to customize the mech while allowing the pilot to benefit from more advanced technology, such as Double Heat Sinks. Which builds will be seen in MechWarrior Online? We will find out in January.

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