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BattleTech

’Mech Manual: Wolverine WVR-6M

The Wolverine WVR-6M is a Free Worlds League variant of the WVR-6R. It was introduced in 2816 during the First Succession War and replaces the autocannon with a pair of lasers. The WVR-6M remained exclusive to the League until the Civil War era when pirates and the Marian Hegemony began to field it as well. By the Dark Ages, it had been replaced by more modern designs in the Free Worlds League but could still be found in Marian forces and amongst pirate bands.

Read This First

  • Use your mobility to get close to targets and maintain a high target movement modifier
  • Hold back fire with some weapons to manage your heat levels
  • As a Command ’Mech, you help with initiative as long as you stay in the fight
  • Be careful if you start taking internal damage to your right torso

Wolverine WVR-6M

  • Role: Skirmisher
  • Tech Base: Inner Sphere (2816)
  • Chassis: 55 tons
  • Movement: 5 / 8
    • Jumping: 5
  • Armor: 168
  • Heat Sinks: 14 (14)
  • Weapons:
    • Large Laser
    • SRM 6 (ammo: 15)
    • Medium Laser × 2
  • Design Quirks:
    • Command ’Mech
    • Cramped Cockpit
    • Extended Torso Twist
    • Improved Communications
    • Protected Actuators
    • Ubiquitous
  • Cost: 4,865,657 C-Bills
  • Battle Value: 1,291

Mobility

The WVR-6M maintains the good mobility of the Wolverine WVR-6R that it was based on. Its 5/8 ground speed is about average for a medium ’Mech, and then its 5 jump jets allow it to bypass rough terrain. That allows it to hit a +3 target movement modifier when running or jumping. One drawback of the design is the Cramped Cockpit quirk which increases the difficulty of Piloting Skills Rolls, so it can have a harder time traversing some terrain or getting back up after a fall.

Durability

The WVR-6M is more durable than the WVR-6R it was based on thanks to carrying less ammunition and having a ton of additional armor. That gives it 91% of the maximum protection for its 55-ton chassis. The SRM ammunition means that its right torso has a 25% chance to explode when taking a critical hit, but no other locations carry explosive components. The Protected Actuators quirk also means that the Wolverine is more resistant to anti-’Mech infantry attacks than other designs.

Weaponry

The Wolverine WVR-6M carries a single long-range weapon that is backed up by a good amount of firepower that can reach out to 9 hexes. None of its weapons suffer from minimum ranges, so a MechWarrior can focus on getting close to targets in order to maximize their damage output.

Maximum and Expected Damage

The Wolverine’s Extended Torso Twist quirk allows it to engage enemies in any direction. Given the design’s short-range focus, that is particularly useful since it is easier for an enemy to slip around it when fighting up close.

Maximum Damage for Firing Arcs

The SRM 6 is the only weapon on the WVR-6M that requires ammunition. The ton of ammo provides it with 15 shots which is enough that a MechWarrior shouldn’t need to hold back to preserve ammo in most battles.

Heat Management

The move to laser weapons means that the WVR-6M runs hot in combat. It can generate 18 points of heat with its weapons plus 5 from jumping, and then it only carries 14 single heat sinks. That can result in a single round overheat of 9 points. Without jumping, it is still looking at an overheat of 5-6 points each round. In order to manage that, a MechWarrior should hold fire with some weapons. At ranges of 4-9 hexes, that generally means holding fire with one of the medium lasers and firing SRMs only every other round. Then at ranges of 1-3 hexes, a MechWarrior should hold fire with the large laser. At exactly 6 hexes, that same short range firing pattern should be used due to the medium laser and SRM being at medium range and the large laser not yet being at short range.

Heat-Adjusted Maximum and Expected Damage

Brawling

The Wolverine WVR-6M is an effective brawler. It can punch for 6 damage. The right arm is generally better used to fire its lasers since they can deal 12 damage with more accuracy, but the left arm can punch without interfering with any weapons. The Wolverine can deal 11 damage with a kick.

Other Capabilities

Two quirks give the Wolverine WVR-6M additional capabilities. As a Command ’Mech, it improves the chance of its side winning initiative. Then the Improved Communications quirk can counteract ghost targets from enemy ECM systems or enable more efficient satellite uplinks.

Cost & Upkeep

The WVR-6M is fairly inexpensive to field. It only makes use of intro-level technology and has only a single ton of ammo to replace between battles. The Ubiquitous quirk makes finding replacement parts easier during a campaign.

When using the Warchest Point system, these are the expected costs for the Wolverine WVR-6M:

ActionCost
Purchase550 SP
Armor Repair55 SP
Structure Repair110 SP
Reload5 SP

Miniature

A plastic Wolverine WVR-6R is included in both the Beginner Box and A Game of Armored Combat. It can be used to represent the WVR-6M or any other Wolverine variant.

Sources

More ’Mech Manuals

By Scott Boehmer

A game enthusiast and software engineer.

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