BattleMech Technical Readout
Name/Model: Witch WIC-200R
Designer: Serf
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 45
Role: Skirmisher
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3051
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 3,792,620 C-Bills
Battle Value: 1,090
Chassis: Kong Type WIC
Power Plant: Hermes 225
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Rawlings 50
Jump Capacity: 150 meters
Armor: Standard
Armament:
1 Large Laser
1 SRM 6
1 Medium Laser
2 Machine Guns
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: Standard 4.50
Engine: 225 Fusion 10.00
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Single): 12 2.00
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
Machine Gun (Ammo 100) RT 1 0.50
SRM 6 RT 2 3.00
SRM 6 (Ammo 15) RT 1 1.00
Large Laser LT 2 5.00
2 Machine Guns RA 2 1.00
Medium Laser LA 1 1.00
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 29
TP: BM, SZ: 2, TMM: 2, MV: 10"j
Damage: (S) 2 / (M) 2 / (L) 0, OV: 1
Armor (A): 5, Structure (S): 4
Specials:
Distribution
Name/Model: Witch WIC-200R
Technology: Inner Sphere
Tonnage: 45
Configuration: Biped BattleMech
======================================================================================
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. Machine Gun
5. Medium Laser 5. Sensors 5. Machine Gun
6. Roll Again 6. Life Support 6. Roll Again
1. Roll Again 1. Roll Again
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Heat Sink 1. Fusion Engine 1. Heat Sink
2. Heat Sink 2. Fusion Engine 2.SRM 6
3.Large Laser 3. Fusion Engine 3.SRM 6
4.Large Laser 4. Gyro 4. SRM 6 (Ammo 15)
5. Roll Again 5. Gyro 5. Machine Gun (Ammo 100)
6. Roll Again 6. Gyro 6. Roll Again
1. Roll Again 1. Gyro 1. Roll Again
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
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