Difference between pages "Madcat MKII" and "Masakari"

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{{Mech|
 
{{Mech|
| Image = File:Madcat2.jpg
+
| Image = File:Warhawk.jpg
 
| Class = Assault
 
| Class = Assault
 
| Faction = Clan
 
| Faction = Clan
| Tickets = 14
+
| Tickets = 12
| Tier = 15
+
| Tier = 14
| Tonnage = 90
+
| Tonnage = 85
 
| Speed = 64
 
| Speed = 64
| Rotation = 90
+
| SpeedWithMasc =
| PitchStand = -25° to +40°
+
| Rotation = 180
| PitchCrouch = -25° to +50°
+
| PitchStand = -35° to +45°
 +
| PitchCrouch = -35° to +55°
  
| Price Prime = 122 900
+
| Price Prime = 122 700
| ArmorT Prime = 76 984
+
| ArmorT Prime = 81 073
| Engine Prime = Type 79 360 Fusion XL
+
| Engine Prime = General Systems 340 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>2x [[CGauss]]
+
<li>4x [[CERPPC]]
<li>2x [[CLRM10]]
+
<li>1x [[CLRM10]]
<li>2x [[CERMBL]]
 
<li>2x [[CERSBL]]
 
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[JJ]]
+
<li>13 [[DHS]]
<li>3 [[DHS]]
+
<li>0 [[free tons]]
<li>2 [[free tons]]
+
<li>16.5t [[Armor]]
<li>16t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price A = 117 600
+
| Price A = 112 550
| ArmorT A = 76 984
+
| ArmorT A = 81 073
| Engine A = Type 79 360 Fusion XL
+
| Engine A = General Systems 340 XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>4x [[CERSBL]]
+
<li>2x [[CERLBL]]
<li>2x [[CLBX20]]
+
<li>2x [[CERMBL]]
<li>2x [[ATM6#High Explosive|ATM6 (HE)]]
+
<li>2x [[ATM3#Extended Range|ATM3 (ER)]]
 +
<li>1x [[HAG30]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
<li>[[iJJ]]
+
<li>[[EOptics]]
<li>4 [[DHS]]
+
<li>[[GECM]]
<li>0 [[free tons]]
+
<li>[[BAP]]
<li>16t [[Armor]]
+
<li>6 [[DHS]]
 +
<li>3 [[free tons]]
 +
<li>16.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 113 200
+
| Price B = 110 300
| ArmorT B = 69 436
+
| ArmorT B = 81 073
| Engine B = Type 79 360 Fusion XL
+
| Engine B = General Systems 340 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>2x [[CUAC20]]
+
<li>4x [[cERLBL]]
<li>2x [[CSSRM6]]
+
<li>2x [[ATM6#Standard|ATM6 (Std)]]
 +
<li>1x [[ATM9#Extended Range|ATM9 (ER)]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
<li>[[iJJ]]
+
<li>[[EOptics]]
<li>4 [[DHS]]
+
<li>12 [[DHS]]
<li>2 [[free tons]]
+
<li>0 [[free tons]]
<li>14.5t Armor
+
<li>16.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price C = 115 000
+
| Price C = 110 900
| ArmorT C = 76 984
+
| ArmorT C = 81 073
| Engine C = Type 79 360 Fusion XL
+
| Engine C = General Systems 340 XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>4x [[MG]]
+
<li>6x [[HML]]
<li>2x [[ArrowIV|Clan ArrowIV]]
+
<li>2x [[ATM3#High Explosive|ATM3 (HE)]]
<li>2x [[CERLBL]]
+
<li>1x [[CLBX20]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li>[[JJ]]
+
<li>[[GECM]]
<li>6 [[DHS]]
+
<li>9 [[DHS]]
<li>4 [[free tons]]
+
<li>1 [[free ton]]
<li>16t [[Armor]]
+
<li>16.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 117 700
+
| Price D = 108 700
| ArmorT D = 76 984
+
| ArmorT D = 81 073
| Engine D = Type 79 360 Fusion XL
+
| Engine D = General Systems 340 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>2x [[ATM12#Standard|ATM12 (Std)]]
+
<li>4x [[CLPL]]
<li>2x [[CERLBL]]
+
<li>1x [[CLRM10]]
<li>2x [[CERMBL]]
 
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[iJJ]]
+
<li>17 [[DHS]]
<li>8 [[DHS]]
+
<li>0 [[free ton]]
<li>2 [[free tons]]
+
<li>16.5t [[Armor]]
<li>16t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price E = 105 900
+
| Price E = 112 300
| ArmorT E = 76 984
+
| ArmorT E = 81 073
| Engine E = Type 79 360 Fusion XL
+
| Engine E = General Systems 340 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>4x [[CUAC5]]
+
<li>4x [[CMPL]]
<li>4x [[MG]]
+
<li>2x [[CDSSRM4]]
<li>2x [[ATM9#Standard|ATM9 (Std)]]
+
<li>1x [[CDSSRM6]]
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>2 [[DHS]]
+
<li>10 [[DHS]]
<li>4 [[free tons]]
+
<li>6 [[free tons]]
<li>16t [[Armor]]
+
<li>16.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price F = 132 900
+
| Price F = 107 100
| ArmorT F = 82 643
+
| ArmorT F = 84 847
| Engine F = Type 79 360 Fusion XL
+
| Engine F = General Systems 340 XL
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>4x [[MG]]
+
<li>6x [[CLRM5]]
<li>2x [[CERPPC]]
+
<li>4x [[CERMBL]]
<li>2x [[ATM9#Extended Range|ATM9 (ER)]]
+
<li>1x [[CNARC]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[GECM]]
+
<li>[[AECM]]
<li>[[C3]]
+
<li>[[LAMS]]
<li>[[JJ]]
+
<li>8 [[DHS]]
<li>12 [[DHS]]
+
<li>0 [[free tons]]
<li>2 [[free tons]]
+
<li>17.5t [[Armor]]
<li>17t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price G = 120 100
+
| Price G = 97 500
| ArmorT G = 76 984
+
| ArmorT G = 81 073
| Engine G = Type 79 360 Fusion XL
+
| Engine G = General Systems 340 XL
 
| Weapons G = <ul>
 
| Weapons G = <ul>
 +
<li>4x [[CLBX5]]
 
<li>2x [[CERLBL]]
 
<li>2x [[CERLBL]]
<li>2x [[CLRM15]]
+
<li>1x [[CLRM10]]
<li>1x [[CGauss]]
 
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[JJ]]
+
<li>[[LAMS]]
<li>9 [[DHS]]
+
<li>3 [[DHS]]
<li>2 [[free tons]]
+
<li>0 [[free tons]]
<li>16t [[Armor]]
+
<li>16.5t [[Armor]]
 
</ul>
 
</ul>
  
 
| Armor H = 2760
 
| Armor H = 2760
| Armor LRT = 6434
+
| Armor LRT = 8356
| Armor CT = 11879
+
| Armor CT = 10444
| Armor B = 5939
+
| Armor B = 6267
| Armor LRA = 5692
+
| Armor LRA = 7050
| Armor LRE = 3960
+
| Armor INT = 4794
| Armor INT = 4544
+
| Armor LRL = 7990
| Armor LRL = 7573
+
| Armor LE = 5222
  
<!--Current for 0.10.1-->
 
 
}}
 
}}
 
+
<!-- Stats current for 0.10.1
The '''Madcat MKII''' is a well-armored [[Clan]] [[Assault Mech]] with [[Jump Jets]].
+
Fluff current for 0.9.4 -->
 
+
The Warhawk is powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted sixteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the massive waste heat produced in its various configurations, it carries different amount of double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate.
The MKII has a limited field of view - the large cockpit will partially obstruct your aim when looking down. Combined with the MKII's low max torso twist angle, it can be very vulnerable to [[Battle Armor]]. The MkII is among the fastest Assault Mechs on the field, boasting a top speed of 64 kph, and the only Assault Class Mech in-game with Jump Jets, which provide it surprising maneuverability for its size and firepower. Its armor, while tough, is insufficient for extended brawling.
 
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
 
===Prime===
 
===Prime===
The Mad Cat MkII Prime is one of the most versatile and deadly Assault Mechs available to the Clans. Its Primary weapons are a pair of [[CGauss]], able to strike out to 900 meters with precision and devastating firepower. Backing up this lethal pair are two [[CLRM10]], solidifying this Mech as a long-range skirmishing tool. It is, however, also fitted with two [[CERMBL]] and two [[CERSBL]], giving it teeth for close range and some capability once out of ammo. Take advantage of this variant's speed and Jump Jets to strike from unexpected directions, and keep your foes at arms reach if possible. When facing one, it is likely to be in a sniping position far from the front, so sneaking up on one is the most successful strategy. Its primary firepower is in the arms, so if in doubt, remove its guns! Unlike the Canon variant, it also packs 2 spare tons of ammo to provide some endurance on the field.
+
The Prime variant is well suited to long ranged combat or support role. Four [[CERPPC]] can provide owerwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself.
 +
The singular [[CLRM10]] can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. 14 [[DHS]] struggle to keep the design cool but provide good efficiency while unit is not forced to enter close combat and generate more heat from maneuvers. [[EOptics]] assist with making the most of every volley.
  
 
===Variant A===
 
===Variant A===
<!--
+
Do you ever need to remove dezgra without risking them splattering on your beautiful Clantech? This is the Omnimech for you, then! The dezgra are too savage for Zellbrigen, but there's no reason why you should remove the feeling of glory from your fellow clansmen. The warriors on the front will feel like the manliest of men, mowing through hordes of filthy freeborns while little do they know, you're Kerensky's guardian angel smiting and weakening the filth from out of their sensor range! In the event that a trashborn does get close to you, you have a battery of large and mediums lasers to turn them to slag. The heat generated by these glorious clan lasers will also melt off any bits of them that got on your mech as a bonus feature! With 3 tons of spare HAG ammo, you can stay in the fight for a long time without resupplying provided you zone the melee-combat favoring savages with your superior clan range and keep your armor fresh. Trial of Possession for a Masakari A today!
|[[[File:Beatstick.jpg|thumb|left|The Beat Stick]]]
 
-->
 
The famous "'''''Beat Stick'''''" is one of best close-range units available. Mounting, among other weapons, a pair of [[CLBX20]]s, it has enough firepower to heavily damage nearly any unit below 100 meters in a single salvo. In addition to these two massive guns, the A variant also mounts four ER Small Beam Lasers, and two HE ATM-6s. All weapons combined, the MkII A variant is capable of unleashing crippling damage. However, this Mech is slower than most Mechs of lower weight, which makes closing with a target a difficult task. It's also not equipped with any electronic equipment, nor does it allow for additional ammunition, making the A variant highly dependent on teammates for both target information and ammunition. The inclusion of Improved Jump Jets, however, significantly enhances mobility, especially in urban environments.
 
  
 
===Variant B===
 
===Variant B===
An alternative brawler to the "''Beat Stick''", though more directed towards stunning the opponent than quickly damaging it. Two Dual SSRM6 launchers make a powerful punch, severely limiting the accuracy of a target's return fire, especially when the Dual SSRM-6s are stagger-fired. To make matters worse for that target, the MkII B mounts two highly destructive UAC20s, which inflict the majority of the damage to the target. Improved Jump Jets make this variant a highly maneuverable beast, and two extra tons of ammo provide some battlefield endurance. The only significant cons of this model are its severe range and electronics limitations, and the removal of two tons of armor - making it the least well-armored MkII variant, and therefore a considerably softer target.
+
This Warhawk's loadout is geared more towards long-range precision fire compared to the Prime. With four [[CERLBL]]s, two in each arm, the B can rapidly cripple light and even medium Mechs with great accuracy. However, it is the B's battery of [[ATM]] launchers that make it a proper threat to heavier units - the [[ATM9]] is loaded with extended-range ammo and is well-suited to supporting the lasers. The dual [[ATM6]] launchers use standard munitions, granting more damage at closer ranges when targets close to within 700m. Unfortunately, the B's 12 [[DHS]]es will have trouble keeping up with the heat load when stressed by the lasers. This variant also has no room for additional ammo, although even when dry, this Warhawk can easily continue dishing out the pain.
  
 
===Variant C===
 
===Variant C===
The C variant is geared towards long- and extreme-range fire support, equipped with two [[CERLL]]s and two [[ArrowIV]] [[Missiles|Missile]] launchers. It is capable of dealing high damage at very long ranges and is also equipped with Jump Jets, which allow it some mobility and enable the use of [[Gameplay Tactics#Poptarting|poptarting]] tactics. Four Machine Guns provide some protection from Battle Armor, but are otherwise quite useless against anything else. Four extra tons allow this variant to maintain considerable ammo-independence. The MkII C's most glaring weakness, however, is that its main weapons generate a lot of heat and have long refire rates, making it highly ill-suited for short- to medium-range engagements. In addition to this, the MkII C cannot deal Alpha Strikes, at least not without inflicting significant damage to itself. When attacking a MkII C, it is well-advised to stay at range while moving behind cover, and then sneaking up to engage it at close range where it is nearly incapable of defending itself.
+
At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the [[CLBX20]] and six [[CHML]] setup, with two [[ATM3]] launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. [[GECM]] lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 [[DHS]]es cannot cope with the heat produced by the laser battery, so group-fire is a must.
  
 
===Variant D===
 
===Variant D===
A medium- to long-range brawler and support 'Mech, the D variant of the MKII trades out the pair of Gauss Rifles for a pair of Clan ER Large Lasers, somewhat lessening the Mech's ammo-dependence. Though the two ER Large Lasers are excellent for long-range poking, the main firepower of this variant comes from two Standard [[ATM12]]s, which are most effective at medium or intermediate range. Feeding these two rather ammo-hungry missile systems are an extra two tons of ammunition, giving the MkII D a little more battlefield endurance. A pair of ER Medium Lasers rounds out this variant's armament, and provides some extra damage for when enemies get under the ATMs' minimum range. Watch its heat output though!
+
The Masakari D is swaps out the PPCs of the Prime for a quartet of [[CLPL]]s. This changes the role of the D from a long range sniper to a medium-to-long range fire-support platform, dealing high DPS if left uncontested. 17 [[DHS]] can easily manage the heat generated by the pulse lasers, and one can even cool off while still stagger-firing them. The [[CLRM10]] is almost redundant, but provides target acquisition support through the silhouette created by the lock-on, even if you don't fire it much. This Masakari shines in engagements where it can force opponents to suffer long periods of time at the edge of its pulse laser's range while minimizing their ability to return fire.
  
 
===Variant E===
 
===Variant E===
Known as the "'''''Siege Engine,'''''" this behemoth can inflict heavy damage from around 800 meters. The four [[CUAC5]]s can pick apart any component a pilot sets their eyes on. A pair of ATM9s provides considerable damage at intermediate and medium ranges. However, the minimum range of these systems should be noted as anything inside that range will reduce this variant's maximum effectiveness. For enemies that close this range, four Machine Guns offer protection from Battle Armor, but are otherwise relatively useless against anything else. Though the lack of Jump Jets means the MkII E is not nearly as mobile as most other MkII variants, its four tons of extra ammunition allow it significant battlefield endurance.
+
A cooler-running alternative to the Warhawk C, it carries four [[CMPL]]s and a series of dual [[SSRM|CSSRM]] racks. Six tons of additional space allow the E to carry more ammo than it will likely ever use. While the C carries a nasty pinpoint scalpel, the E is more of a sledgehammer, foregoing the subtlety of using GECM to sneak into position and opting instead to just bulldoze anything within 450m!
  
 
===Variant F===
 
===Variant F===
{{Section out of date|0.10.1}}
+
While an odd choice for a Clan mech, the F excels at it's job of mid to long range area denial. Six, count them, six [[LRM5]]s might not sound like much, but careful pilots will note that this allows for a salvo of five missiles every three quarters of a second. Good for keeping lighter assets running, or pounding weak Spheroid pilots with constant cockpit shake, the LRMS are backed up by a precision set of four [[CERMBL]] for focusing down components damaged by the barrage. A [[CNARC]] can be used to direct in other friendly missiles; anyone in the Star bringing Arrows will be delighted that their foes' LAMS are overburdened by the hail of LRMS.
A rather odd variant for a MkII base, the MkII F carries a wide array of weaponry, and is the only variant to mount any specialized electronics equipment. This equipment is the [[GECM]], which allows the Mech to engage in long- to medium-range attacks without being easily noticed. [[C3]] for distributing key information to teammates in range. [[EOptics]] for precision and long-distance aiming. The MkII F variant is armed to the teeth with all sorts of weapons meant for all sorts of ranges: A single [[CLRM15]] softens up enemies from up to one kilometer, while two [[CLPL]]s offer excellent damage as the distance begins to close; for when enemies get too close, four Machine Guns, and one [[CDSRM6]] are more than enough for countering Battle Armor and some light assets. For dealing with larger threats, this Mech should keep near teammates that can more effectively defend it. 17 tons of armor the most of all the variants, [[JJ]] with all there advantages and two extra tons for ammo ensure the MkII F has better endurance than some of the other MkII variants.
 
  
 
===Variant G===
 
===Variant G===
{{Section out of date|0.10.1}}
+
This variant mounts four [[CLBX5]]s, effectively trading long-range performance and damage against heavily armored units for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than most of the Masakaris, it is important to note that the vast majority of the [[DHS]]es were removed: only three remain, which may struggle to keep heat down when continuously firing the large lasers. This variant's other selling point is that it's significantly cheaper than the rest of the Masakaris.
Geared exclusively for long-range strikes, the MkII G can be a heavy hitter when all its guns come into play. These guns include a single Clan Gauss Rifle, a pair of Clan ER Large Lasers, and a pair of [[CLRM15|Clan LRM15]]s. The Gauss Rifle and paired ER Large Lasers are especially lethal when used in precision strikes, as the combination can easily shred through individual components on most light- and medium-weight assets. The two LRM15s offer very strong long-range striking power, and can even be used in brawling at closer ranges due to the Clan LRMs having almost no minimum range. The inclusion of Jump Jets and an extra ton for ammunition - presumably for the Gauss Rifle - offer this variant some degree of maneuverability and endurance. Despite the high amounts of damage the MkII G can dish out at long range, its greatest weakness is, of course, the absence of any close-range means of defense. Because of this, pilots should avoid straying too far from their team's main force, and have some "escort" assets nearby in case of flanking attacks.
 
  
 +
==Trivia==
 +
The '''Warhawk''' (codenamed '''Masakari''' by [[Inner Sphere|IS]] forces) is a [[Clan]] [[Assault Mech]] released with the Final Beta 0.7.0 release.
  
 
==Canon==
 
==Canon==
The Mad Cat Mk II was in development for fifteen months by the time production began in 3061. The sole rationale for the Mad Cat Mk II was to increase profits for Clan Diamond Shark after war with the Inner Sphere in the 3050s. Designed to be sold to fellow Clans, this rebuild of the Timber Wolf carries thirteen tons of ferro-fibrous armor while being one of most nimble BattleMechs of its class, yet still packing serious weaponry.
+
Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated return to the Inner Sphere, while the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, and often seen paired with the Dire Wolf, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari - a Japanese battle-axe used on medieval Terra - from warriors within the DCMS who faced it. Produced exclusively on the Clan Homeworlds, the design was one of many lost to the Inner Sphere Clans after contact with the Homeworlds ceased during the Jihad.
In BattleTech, the Madcat Mark II was developed by Clan Diamond Shark. The design would later be sold to various other Clans (where it was mostly used by freeborn warriors), as well as to many Inner Sphere forces. Its standard variant can reach a maximum speed of 65 kph, and has Jump Jets that allow it to reach a height of 90 meters. Additionally, the standard variant sports two pairs of ER Medium Lasers, unlike MWLL's Prime variant, which features one pair each of ER Small and ER Medium Lasers.
 
  
[http://www.sarna.net/wiki/Mad_Cat_Mk_II BattleTech Reference]
+
[http://www.sarna.net/wiki/Warhawk BattleTech Reference]
  
 
{{Template:Navbox Assets Clan}}
 
{{Template:Navbox Assets Clan}}

Revision as of 20:18, 16 November 2018

Masakari
Warhawk.jpg
Warhawk.jpg
Class: Assault Mech
Faction: Clan
Ticket cost: 12 upon destruction
Tier: 14
Tonnage: 85 tons
Speed: 64 km/h
Torso yaw: 180°
Torso pitch: -35° to +45° while standing.
-35° to +55° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 122 700 CBills
Total armor: 81 073
Engine Size: General Systems 340 XL
A:
Price: 112 550 CBills
Total armor: 81 073
Engine Size: General Systems 340 XL
B:
Price: 110 300 CBills
Total armor: 81 073
Engine Size: General Systems 340 XL
C:
Price: 110 900 CBills
Total armor: 81 073
Engine Size: General Systems 340 XL
D:
Price: 108 700 CBills
Total armor: 81 073
Engine Size: General Systems 340 XL
E:
Price: 112 300 CBills
Total armor: 81 073
Engine Size: General Systems 340 XL
F:
Price: 107 100 CBills
Total armor: 84 847
Engine Size: General Systems 340 XL
G:
Price: 97 500 CBills
Total armor: 81 073
Engine Size: General Systems 340 XL
Armor Points Distribution
LE
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
5222
6267
2760
7050
7050
7990
8356
10444
8356
7050
7990
4794

All stats current as of release 0.15.3

The Warhawk is powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted sixteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the massive waste heat produced in its various configurations, it carries different amount of double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate.

Roles and Gameplay Hints

Prime

The Prime variant is well suited to long ranged combat or support role. Four CERPPC can provide owerwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself. The singular CLRM10 can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. 14 DHS struggle to keep the design cool but provide good efficiency while unit is not forced to enter close combat and generate more heat from maneuvers. EOptics assist with making the most of every volley.

Variant A

Do you ever need to remove dezgra without risking them splattering on your beautiful Clantech? This is the Omnimech for you, then! The dezgra are too savage for Zellbrigen, but there's no reason why you should remove the feeling of glory from your fellow clansmen. The warriors on the front will feel like the manliest of men, mowing through hordes of filthy freeborns while little do they know, you're Kerensky's guardian angel smiting and weakening the filth from out of their sensor range! In the event that a trashborn does get close to you, you have a battery of large and mediums lasers to turn them to slag. The heat generated by these glorious clan lasers will also melt off any bits of them that got on your mech as a bonus feature! With 3 tons of spare HAG ammo, you can stay in the fight for a long time without resupplying provided you zone the melee-combat favoring savages with your superior clan range and keep your armor fresh. Trial of Possession for a Masakari A today!

Variant B

This Warhawk's loadout is geared more towards long-range precision fire compared to the Prime. With four CERLBLs, two in each arm, the B can rapidly cripple light and even medium Mechs with great accuracy. However, it is the B's battery of ATM launchers that make it a proper threat to heavier units - the ATM9 is loaded with extended-range ammo and is well-suited to supporting the lasers. The dual ATM6 launchers use standard munitions, granting more damage at closer ranges when targets close to within 700m. Unfortunately, the B's 12 DHSes will have trouble keeping up with the heat load when stressed by the lasers. This variant also has no room for additional ammo, although even when dry, this Warhawk can easily continue dishing out the pain.

Variant C

At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the CLBX20 and six CHML setup, with two ATM3 launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. GECM lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 DHSes cannot cope with the heat produced by the laser battery, so group-fire is a must.

Variant D

The Masakari D is swaps out the PPCs of the Prime for a quartet of CLPLs. This changes the role of the D from a long range sniper to a medium-to-long range fire-support platform, dealing high DPS if left uncontested. 17 DHS can easily manage the heat generated by the pulse lasers, and one can even cool off while still stagger-firing them. The CLRM10 is almost redundant, but provides target acquisition support through the silhouette created by the lock-on, even if you don't fire it much. This Masakari shines in engagements where it can force opponents to suffer long periods of time at the edge of its pulse laser's range while minimizing their ability to return fire.

Variant E

A cooler-running alternative to the Warhawk C, it carries four CMPLs and a series of dual CSSRM racks. Six tons of additional space allow the E to carry more ammo than it will likely ever use. While the C carries a nasty pinpoint scalpel, the E is more of a sledgehammer, foregoing the subtlety of using GECM to sneak into position and opting instead to just bulldoze anything within 450m!

Variant F

While an odd choice for a Clan mech, the F excels at it's job of mid to long range area denial. Six, count them, six LRM5s might not sound like much, but careful pilots will note that this allows for a salvo of five missiles every three quarters of a second. Good for keeping lighter assets running, or pounding weak Spheroid pilots with constant cockpit shake, the LRMS are backed up by a precision set of four CERMBL for focusing down components damaged by the barrage. A CNARC can be used to direct in other friendly missiles; anyone in the Star bringing Arrows will be delighted that their foes' LAMS are overburdened by the hail of LRMS.

Variant G

This variant mounts four CLBX5s, effectively trading long-range performance and damage against heavily armored units for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than most of the Masakaris, it is important to note that the vast majority of the DHSes were removed: only three remain, which may struggle to keep heat down when continuously firing the large lasers. This variant's other selling point is that it's significantly cheaper than the rest of the Masakaris.

Trivia

The Warhawk (codenamed Masakari by IS forces) is a Clan Assault Mech released with the Final Beta 0.7.0 release.

Canon

Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated return to the Inner Sphere, while the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, and often seen paired with the Dire Wolf, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari - a Japanese battle-axe used on medieval Terra - from warriors within the DCMS who faced it. Produced exclusively on the Clan Homeworlds, the design was one of many lost to the Inner Sphere Clans after contact with the Homeworlds ceased during the Jihad.

BattleTech Reference