Masakari
Masakari | ||
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Class: | Assault Mech | |
Faction: | Clan | |
Ticket cost: | 12 upon destruction | |
Tier: | 14 | |
Tonnage: | 85 tons | |
Speed: | 64.8 km/h | |
Torso yaw: | 180° | |
Torso pitch: | -34° to +45° while standing -34° to +55° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 122 700 CBills Total armor: 81 073 Engine Size: General Systems 340 XL |
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A: Price: 112 550 CBills Total armor: 81 073 Engine Size: General Systems 340 XL |
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B: Price: 110 300 CBills Total armor: 81 073 Engine Size: General Systems 340 XL |
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C: Price: 110,900 CBills Total armor: 81 073 Engine Size: General Systems 340 XL |
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D: Price: 108 700 CBills Total armor: 81 073 Engine Size: General Systems 340 XL |
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E: Price: 113 650 CBills Total armor: 81 073 Engine Size: General Systems 340 XL |
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F: Price: 107 100 CBills Total armor: 84 847 Engine Size: General Systems 340 XL |
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G: Price: 97 500 CBills Total armor: 81 073 Engine Size: General Systems 340 XL |
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Armor Points Distribution | ||
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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.
Contents
Roles and Gameplay Hints
Prime
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
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 quadruple 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 opts 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 LRM5 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 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 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.