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Shadowcat spin.gif
Class: Medium Mech
Faction: Clan
Ticket cost: 7 upon destruction
Tier: 7
Tonnage: 45 tons
Speed: 97 km/h (136 km/h with MASC)
Torso yaw: 260°
Torso pitch: -35° to +50° while standing.
-35° to +60° while crouching.
Variant Armament
Variant Weapons Equipment
Price: 64 500 CBills
Total base armor: 40 364
Engine Size: RFUM 270 XL
Price: 62 500 CBills
Total base armor: 44 220
Engine Size: RFUM 270 XL
Price: 62 900 CBills
Total base armor: 44 220
Engine Size: RFUM 270 XL
Price: 68 000 CBills
Total base armor: 38 436
Engine Size: RFUM 270 XL
Price: 64 700 CBills
Total base armor: 42 292
Engine Size: RFUM 270 XL
Price: 66 000 CBills
Total base armor: 42 292
Engine Size: RFUM 270 XL
Price: 68 000 CBills
Total base armor: 42 292
Engine Size: RFUM 270 XL
Price: 68 800 CBills
Total base armor: 42 292
Engine Size: RFUM 270 XL
Armor Points Distribution

All stats current as of release 0.11.4

A Clan Medium Mech, the Shadowcat is an incredibly versatile platform with good speed, maneuverability, and firepower, making it worth every penny. It absolutely devastates Light Mechs, and can go toe to toe with many heavier Mechs if used intelligently. Possessing speed nearly on par with light Mechs, as well as some of the hardest hitting weapons available, the Shadowcat is an excellent multi-classer. Additionally, every variant is equipped with MASC and at least standard JJs. The only dull points that blemish the Shadowcat's otherwise excellent capabilities are its limited ammo space and a lack of armor, significantly lower than other medium Mechs.

Shadowcat variants tend to carry their weapons almost exclusively in their arms, making these components a prime target. The arms are also very lightly armored, if not always easy to hit. Their protection is of paramount importance to Shadowcat pilots. The Mech's low profile makes aimed shots directed at a specific component (other than its arms) extremely difficult, which is compounded by its high speed. As a result, Shadowcats usually have incoming damage spread throughout all of their components.

Roles and Gameplay Hints


The Shadowcat Prime is an agile sniper capable of dealing large amounts of damage at medium- to long-range. Armed with one CGauss and a pair of CERML's, aimed with the assistance of EOptics, the Shadowcat Prime is a grown-up Uller A, but with extra armor and maneuverability enhancing equipment. The MASC and Jumpjets give it a mobility that most other snipers lack, but its single DHS, helps it deal with the extra heat load. A free ton allows an extra reload for the CGauss, but the Shadowcat Prime must still make frequent return trips to rearm.

Variant A

The A variant is armed with one of the most powerful weapons in MWLL: the CUAC20. Fed by an extra ton of ammo, it has terrific damage potential for a medium Mech, and when coupled with its Improved Jumpjet-enhanced maneuverability and MASC system, the Shadowcat A makes for a terrifying hit-and-run brawler, a task for which half a ton of extra armor has been added. Three CERSLs provide supplementary firepower capable of Anti-BA work, as well as finishing off units that manage to survive the UAC20 barrage. Despite this incredible killing power, the A variant futilely tries to manage its heat with only 2 DHS, limiting its otherwise outstanding capabilities. Wary foes will seek to destroy the cannon arm as quickly as possible, meaning wise pilots will use their maneuverability to break off attacks and repair, since they are not obligated to see a fight through to the end.

Variant B

The Shadowcat B is plays a similar role to the Shadowcat A, mounting a close-range, high-powered weapon. Armed with one LBX20, an SRM6 and a twin MGs, the B variant is all about close-range firepower. Utilizing MASC the Shadowcat B can close in quickly on enemy units before pummeling them with its powerful loadout. Improved Jump Jets allow the Shadowcat B to move along otherwise impassable elements of the battlefield, making it a mobile and very dangerous ambusher, especially in environments with lots of obstacles like urban theaters. The single free ton for reloads will make the pilot think twice before committing it to any of the two hungry ammo guzzlers. Especially as the LBX Autocannon is more likely to be targeted by an aware adversary - it might prove wiser to carry spare SRM ammo to a duel. The single DHS will certainly struggle in hands of an rookie or anyone careless enough to overtax it with the many heat loading systems onboard this sophisticated medium war machine.
While this unit's selling point is overwhelming firepower in a mobile package, remember it comes at a price - less heat capacity and most of the firepower gets shoot off early by an aware opponent. Not for the faint of heart.

Variant C - "Zaytsev"

The C variant forgoes the comparably diverse loadouts of other Shadowcat variants in favor of long-range firepower. Mounting one CERPPC and a Gauss Rifle, the Shadowcat C can deal huge amounts of damage at long-range. When coupled with Jump Jets and Eoptics, the C variant is a deadly Jump Sniper, superior even to the Shadowcat Prime. One free ton allows a reload for the CGauss, giving the Shadowcat C moderate staying power. Losing the sole DHS of the Prime and gaining the blistering heat spike of the clan version of the particle projector cannon, along with the MASC standard to all shadowcats, makes this variant nice and toasty. Cramming all that load onto a Shadowcat meant that half of that free ton for reloads had to be stripped from its armor, making it one of the most fragile variants.

Variant D

The agility of the Shadowcat chassis perfectly complements the needs of a NARC launcher, quickly able to bob and weave in and out of dangerous positions to land a beacon. Even without a team supporting you with allied missiles, your beacon is more than payed for by homing in devastating salvos of High Explosive ATM and Clan LRM20. The Clan engineered LRM20's reduced, 20m minimum range really shine on this 'Mech, once you get a handle on managing your missiles turn radius, this Shadowcat can drop mechs both at close and far ranges and even from behind cover and around walls. While boasting some impressive damage numbers, remember that the two missile pods are the only weapons aboard this mech. It takes a seasoned mech pilot to reliably guide them to a specific component and even then, are easily shielded against. This further highlights the capacity for teamwork and coordination granted by the NARC launcher. This mech is a VIP member in any LRM, ATM or ARROWIV focused team.

Variant E

The Shadow Cat E is a heavy mid range damage over time mech, that can brawl in a pinch. It does this job very well thanks to its CHLL, which can cause plenty of damage if the user can keep the beam steady on the enemy mech. Its 3 CMPLs help to exploit any weak areas that are created by the heavy laser, and supply a constant source of damage as the heavy laser recycles. A great mech to take if you are looking to cut off enemy arms. The variant hard mounts MASC and Improved Jumpjets as well, which allows it to both make mid-range jump strikes on a target, as well as engage in an extended brawl, using jumps and rapid MASC toggling to throw off enemy fire. The 7 Double Heat Sinks dissipate the heat from the Heavy Laser and the pulse battery, but can struggle when frantic gunfire is combined with aggressive maneuvering. Alternatively the heat sinks are sufficient to allow for repeated heavy laser burns during jumps, but pulse shots will push the temperature to unsafe levels. Any cockpit shake can also work against this Shadow Cat while its firing its laser and will cause its damage to spread out more. A side benefit of having more heat sinks than any other variant is that this mech can maintain a MASC sprint longer, and sprint more often, than the other Shadow Cats, allowing it to rapidly respond in force and to threaten lightly defended capture zones.

Variant F

A stand-off Mech utilising almost exclusively long range weaponry. The primary weapon is an extreme range HAG30. Backed by 2 Free Tons of ammo storage gives it staying power to inflict massive amounts of damage. At 900 meters the CERLL inflicts pinpoint damage, helping to finish off your opponent. Both weapons are enhanced by the EOptics package, and the Improved Jumpjets allows pilots to jump snipe from cover. When caught in close range, it can utilize MASC to break distance, and resume long range offensive operations. However, if the pilot thinks she has enough armor (and that the enemy took enough while closing) she may opt to brawl with the attacker instead. While the gunload is geared towards long range burst damage, the jump jets and MASC can allow a pilot to deny a clean shot (or any shot) long enough to fire 2 HAG bursts unanswered. By going radar passive and feathering the jump jets the pilot can keep their mech over the enemy's head, and land in an unexpected spot. Similar tactics can be used with the A and B variants, but are less necessary with those loadouts. The single DHS can handle the CERLL, but mind the iJJ heat when poptarting. One solution is to jump, alpha strike, immediately torso twist to deny return fire to the center torso, and power down mid-air. Wait to power up one second after touching down, and by the time you regain control, the HAG will be ready to fire again, and the heat level will have rapidly decreased due to being shut down. Following this procedure can allows a pilot to execute more jump shots, more quickly, than is typically possible.

Variant G

A brawler and a scout, hot in both roles, the mere DHS trio is heavily taxed by either the cERPPC or the feared ATM9(HE). Backing up the short range missile barrage are the two clantech small heavy-lasers that can precisely target specific enemy componets. If the weapons stay silent, the movement enhancing equipment consisting of both MASC and improved jump jets will bring this unit far, and fastly so, however utmost caution is to be exerted not to rush into the height of a battle with the heat scale close to the alarm region!
Selling point? A scout, fast, mobile and with a firing solution for almost every range and quite many situations. For the experienced players with developed situational awareness and heat management.


Since update 0.9.0, the Shadowcat chassis has enjoyed fixed Improved Jump Jets, which are counted as weighing as much as normal Jump Jets. Despite the weight savings and added mobility, variant cost is still affected.


Introduced in 3003, the Shadow Cat is a heavily-armed and maneuverable medium OmniMech developed by Clan Nova Cat to replace the Ice Ferret in the early 31st century during preparations for Operation Revival. Fulfilling the role of a heavy-hitting striker unit, it is one of the few Invasion-era Clan mechs to lack a separate Inner Sphere designation; all Inner-Sphere pilots who encountered it before the battle of Tukayyid died, and ComStar was informed of its designation before that battle, resulting in both sides using the same name. The Prime variant of the MWLL Shadowcat lacks the Active Probe of the CBT Shadowcat, and hard-mounts Improved Jump Jets rather than standard ones.

BattleTech Reference