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                 BattleMech Technical Readout

Name/Model:         Witch WIC-003R
Designer:           Serf
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            45
Role:               Skirmisher
Configuration:      Biped BattleMech
Era/Year:           Clan Invasion / 3051
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         4,794,570 C-Bills
Battle Value:       1,330

Chassis:              Kong Type WIC 
Power Plant:          Hermes 225 
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  [108 kph] 
Jump Jets:            Rawlings 50 
    Jump Capacity:    150 meters
Armor:                Jolassa 328 Ferro-Fibrous with CASE
Armament:             
    1 Diverse Optics Sunbeam ER Large Laser
    1 Intek Medium Pulse Laser
    4 Bical SRM 2s
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Irian E.A.R
Targeting & Tracking: Wasat Aggressor

================================================================================================
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.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  4.50                     
Engine:                                     225 Fusion                10.00                     
    Walking MP:                                 5                                               
    Running MP:                               8 [10]                                            
    Jumping MP:                                 5                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  134                     7.50                     
    Type:                                 Ferro-Fibrous                                         

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      14             21       
    Center Torso (rear):                               6       
    R/L Torso:                         11             18       
    R/L Torso (rear):                                  4       
    R/L Arm:                            7             12       
    R/L Leg:                           11             15       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Jump Jet                                                  CT                1          0.50             
CASE                                                      RT                1          0.50             
MASC                                                      RT                2          2.00             
3 SRM 2s                                                  RT                3          3.00             
SRM 2 (Ammo 50)                                           RT                1          1.00             
ER Large Laser                                            LT                2          5.00             
SRM 2                                                     RA                1          1.00             
Medium Pulse Laser                                        LA                1          2.00             
2 Jump Jets                                               RL                2          1.00             
2 Jump Jets                                               LL                2          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 28
TP: BM,  SZ: 2,  TMM: 2,  MV: 12"/10"j
Damage: (S) 2 / (M) 2 / (L) 1,  OV: 1
Armor (A): 4,  Structure (S): 4
Specials: CASE