Witch Heavy OmniMech
The 75 ton member of the same family of OmniMechs as my
Spellbinder.
Witch Base
Mixed (Base Clan)
75 tons
Movement: 4/6
Engine: 300 XL
Heat Sinks: 12 [24]
Gyro: Standard Gyro
Internal: 114
Armor: 231/231 (Stealth)
Internal Armor
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Center Torso 23 35
Center Torso (rear) 11
Right Torso 16 24
Right Torso (rear) 8
Left Torso 16 24
Left Torso (rear) 8
Right Arm 12 24
Left Arm 12 24
Right Leg 16 32
Left Leg 16 32
Equipment Loc
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Angel ECM Suite CT
A pretty standard 75 ton chassis, with a clan 300 xl engine, filled with 12 double heat sinks. This design incorporates stealth armor and an Angel ECM in the base chassis as well.
Witch Prime
BV: 2,737
Cost: 22,344,219 C-bills
Heat Sinks: 22 [44]
Weapon Loc Heat
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ER PPC RT 15
ER PPC LT 15
ER PPC RT 15
AP Gauss Rifle LA 1
AP Gauss Rifle LA 1
AP Gauss Rifle LA 1
SRM 4 LA 3
SRM 4 RA 3
Ammo Loc Shots
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AP Gauss Rifle Ammo HD 40
SRM 4 (Clan) Inferno Ammo RA 25
As most of my Prime designated OmniMechs are, this one is a multi-threat machine. Five tons lighter and twice as fast as an Awesome, but with similar primary weapons, a trio of clan ER PPCs, make this a machine no one can afford to ignore. AP Gauss add in some short range fire than can sneak crits on opponents, or mow down infantry. Eight SRM tubes with inferno ammunition round out the load with the ability to quickly take care of Battle Armor or enemy tanks.
Witch A
BV: 2,421
Cost: 22,741,250 C-bills
Weapon Loc Heat
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LRM 20 RT 6
LRM 20 RT 6
LRM 20 LT 6
LRM 20 LT 6
AP Gauss Rifle RA 1
AP Gauss Rifle RA 1
AP Gauss Rifle RA 1
AP Gauss Rifle HD 1
AP Gauss Rifle LA 1
AP Gauss Rifle LA 1
AP Gauss Rifle LA 1
Ammo Loc Shots
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LRM 20 Ammo RA 6
LRM 20 Ammo RA 6
LRM 20 Ammo RA 6
LRM 20 Ammo RA 6
LRM 20 Ammo LA 6
LRM 20 Ammo LA 6
LRM 20 Ammo LA 6
LRM 20 Ammo LA 6
AP Gauss Rifle Ammo RA 40
AP Gauss Rifle Ammo LA 40
The OmniMech's Missile Carrier, with a full Eighty Long Range Missile tubes, coupled with the stealth armor, it can make this a difficult 'Mech to deal with. Close in, seven Anti-Personnel Gauss weapons provide a solid punch, and are absolute murder to infantry.
Witch B
BV: 2,431
Cost: 22,891,094 C-bills
Weapon Loc Heat
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HAG/20 RA 4
HAG/20 LA 4
Plasma Cannon HD 7
Ammo Loc Shots
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HAG/20 Ammo RA 6
HAG/20 Ammo RA 6
HAG/20 Ammo LA 6
HAG/20 Ammo LA 6
Plasma Cannon Ammo RT 10
Equipment Loc
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Targeting Computer LT
Light Active Probe RT
Designated for Anti-Aircraft duties, this variant primarily relies on long range but accurate fire from twin class-20 Heavy Assault Gauss weapons. Supplementing that is a solitary Plasma Cannon, designed to overheat a strafing fighter, causing it to lose control and crash, regardless of how skilled the pilot is at weathering the storm of gauss fletchettes.
Witch C
BV: 2,345
Cost: 23,190,234 C-bills
Weapon Loc Heat
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Heavy Flamer HD 5
iATM 12 RT 8
MML 9 (IS) RA 5
Arrow IV LT/LA 10
Ammo Loc Shots
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Heavy Flamer Inferno Fluid LA 10
iATM 12 IIW Ammo RT 5
MML 9 LRM Thunder-Inferno Ammo RA 6
MML 9 SRM Inferno Ammo RA 11
Arrow IV Inferno Ammo LA 5
Arrow IV FASCAM Ammo LA 5
iATM 12 IMP Ammo RT 5
Note: Ruling about mixed tech ammo: http://bg.battletech.com/forums/index.php?topic=47832.msg1105783#msg1105783
The answer to the question "How do you make a
Firestarter jealous?" Generally equipped with inferno ammunition for all weapons, unless a different load is specified, this mech is designed to burn a city to the ground. From artillery ranges it can lay down inferno Arrow IV missiles or FASCAM rounds. Closer in an opponent would have to deal with thunder-inferno rounds at long range, improved inferno rounds at midrange, standard inferno rounds at short range, and at point blank the Heavy Flamer opens up with even more inferno fluid. This variant is often only deployed to shroud a battlefield in long lasting smoke and fire, or to decimate infantry or tank formations. Though it can also be loaded with a variety of other ammunition types for any number of roles.
Witch D
BV: 2,444
Cost: 24,640,000 C-bills
Movement: 4/6/6
Weapon Loc Heat
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Centurion Weapon System LT 4
Plasma Cannon RT 7
ER Large Laser LA 12
ER Large Laser RA 12
Ammo Loc Shots
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Plasma Cannon Ammo RT 10
Equipment Loc
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Retractable Blade RA
This variant adds improved jump jets that can propel the machine 180 meters in a bound. A pair of Extended Range Large Lasers allow the 'Mech to dual at long range taking every advantage of the stealth armor and speed. It can also throw plasma at an enemy, causing them heat issues, and further allowing the 'Mech to act unhindered by enemies. The 'Mech's Centurion Weapons System capitalizes on Plasma Cannon's effects by disabling the fusion reactor's shielding on a target that gets to close, causing the safeties to shut the 'Mech down, leaving the victim at the mercy of the retractable blade that is this variant's last line of attack, a surprise for most who encounter it.