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Masakari spin.gif
Class: Assault Mech
Faction: Clan
Ticket cost: 13 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
Price: 111 900 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
Price: 113 550 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
Price: 114 900 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
Price: 111 900 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
Price: 109 700 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
Price: 117 300 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
Price: 107 100 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
Price: 99 700 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
Armor Points Distribution

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. In MWLL, this chassis carries one unlisted additional DHS. To complement its relatively high top speed, it has handling properties (I.E. torso twist speed, acceleration, etc...) of a clan heavy, rather than an assault. It also boasts one of the best torso pitch ranges of an assault mech, making it a threat to ASF assets as well. These advantages are countered by a rather large center torso hitbox, and the fact that the Warhawk's arms are large and likely targets. An additional disadvantage is that the silhouette of the chassis resembles a Direwolf at a glance, often resulting in focus fire disproportionate for the actual threat of the asset.

Roles and Gameplay Hints


The Prime variant is well suited to long ranged combat or support role. Four CERPPC can provide overwhelming 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. The LRMs can also be used to 'paint' targets visually for the pilot in low light situations, assuming her radar is active. 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.

Variant A

The second of 3 long range assaults'. The A equipped with GECM, BAP and EOptics places it in the sniper mode. Two ATM3(ER) missile launchers with a reach of 1500m, 1 HAG30 at 1200m and two CERLL hitting at 900m allow it to select it's target with impunity. Three Extra Tons of Ammo for the Missiles and Hag. Seven DHS to help keep things running cool. Two CERML for anything that breaks the 600m mark or to dispatch Battle Armor.

Variant B

This Warhawk's loadout is geared more towards long-range precision fire compared to the Prime loaded with BAP & EOptics. With four CERLLs, 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 Extended Range Launchers that make it a proper threat to heavier units - Triple ATM6(ER) launchers can lock on out to 1250m and travel 1500m. Unfortunately, the B's 12 DHSs 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. The unit is designed to travel in a group, providing Angel ECM cover and also houses a single Laser Anti-Missile System.

Variant C - "Icy Hot"

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 with 1 Free tons 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. An alternative firing method is to set each arm's worth of CHMLs to a trigger, and chain fire them, allowing the pilot to ride the critical heat line, while benefiting from the increased dissipation at higher temperatures.

Variant D

The Masakari D 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. 18 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. EOptics allows you to survey the battlefield selectively locating your victim. The colossal potential DPS provided by the pulse lasers at a distance of 850m makes this one of the most game-changing assets available. If a pilot is well versed in what different variants mount, and where, he may use this variant as a scalpel, and remove components from a fight before they can make a difference.

Variant E

A cooler-running alternative to the Warhawk C, the E carries four CMPLs and a series of dual CSSRM racks 2x4 and 1x6. 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, using GECM and EOptics to sneak into position, just to bulldoze anything within 450m! The battery of CSSRMs allows for a larger volley of streaks than any other asset, and allows this variant to pressure assets that rely on relatively high levels of armor and tight torso hitboxes. The mounted 10 heat sinks are almost up to a prolonged engagement involving the streaks and pulse lasers, but most fights will be over before this becomes a pressing issue.

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 CERML 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. All this backed up with EOptics, LAMS for missile protection and supported by 8 DHS. This unit is also equipped with extra ton of armor and Angel ECM which helps in protecting your unit but makes you a glowing target.

Variant G

This variant mounts four CLBX5s, 2x CERLL and one CLRM10 aided by EOptics, protected by LAMS for very effective 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 DHSs were removed: only four 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, and in fact, it is more affordable than some clan heavy mechs. B-Pod helps when dealing with enemy Battle Armor


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


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.

Date Introduced 2999 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Sniper

BattleTech Reference