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Class: Assault Mech
Faction: Clan
Ticket cost: 12 upon destruction
Tier: 7
Speed: 64.8 km/h
Torso yaw: 90°
Torso pitch: -34° to +45° while standing.
-34° to +55° while crouching.
Variant Armament
Variant Weapons Equipment
Price: 125 700 CBills
Total base armor: 77 299
Price: 113 900 CBills
Total base armor: 77 299
Price: 110 300 CBills
Total base armor: 77 299
Price: 113 400 CBills
Total base armor: 77 299
Price: 108 700 CBills
Total base armor: 77 299
Price: 120 800 CBills
Total base armor: 77 299
Price: 106 100 CBills
Total base armor: 81 073
Price: 97 500 CBills
Total base armor: 77 299

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

Roles and Gameplay Hints

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The Prime variant is well suited to long ranged combat or support role. 4 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 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

This variant best works at medium range. Although it can reach up to 900m with its lone CGauss rifle it is relying on 6 cERMBL to deliver most of the damage, the Warhawk A is at risk of being out-maneuvered. If the opponent closes in, its cSSRM6 will provide a reliable back up weapon to throw opponents off balance while the pilot can focus on precision work with the lasers. Eight DHS are plenty to keep the design easy manageable even when pressured. While its high precision armament will make it a huge threat on anything short of other heavy units it does require more time to wear down well armored targets where precision is less important than sheer firepower. To offset that, this Warhawk is set apart from others with a cNARC missile launcher. The ability to place a NARC beacon on heavily armored targets while eviscerating fast moving units with its precision weaponry make it a challenge for any kind of opponent. Even with all this, one must keep in mind that Warhawk is not best suited for close combat and since majority of its weapons require closer engagement ranges.

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

Fundamentally similar to the Prime, the D replaces the four CERPPC arm configuration with two CLPLs and a CHLLs, one in each arm. This change shifts the D away from a sniper and more into a medium-range profile, with the CLRM10 available for long-range harassment. This Warhawk sports a whopping 17 DHSes and can handle its heat better than some of its brethren.

Variant E

A cooler-running alternative to the Warhawk C, the E maintains one CERPPC, backed instead by four CMPLs and a series of dual CSSRM racks. Three tons of additional space allow the E to carry more ammo than it will likely ever use.

Variant F

A CUAC10 and ATM12 with standard rounds form the backbone of the Warhawk F's loadout. A trio of CERMBLs and CERSBLs provide accurate damage when it matters. This variant differs from other Warhawks in that it carries an AECM suite, placing it firmly in a fire support role, where it can stand-off with the Ultra/10, ERMBLs and ATMs to drive the enemy back whilst granting ECM cover to allies nearby.

Variant G

This modification of the Warhawk A replaces two CERLBLs with four CLBX5es, 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 the A, 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.


Developed by Clan Smoke Jaguar, the Warhawk was known for its deadly accuracy, thanks to a built-in targeting computer common to all variants. With four ERPPCs this mech is capable of hammering enemy units with a stream of precision fire. The only drawbacks of this mech are short-range combat and problems with heat control, especially in the Prime variant. Because of this, the Smoke Jaguars often paired Warhawks with a Dire Wolf (Daishi) to provide cover.

BattleTech Reference