Dire Wolf

100 tons · Clan OmniMech · 15 configurations · 3010 to 3142

Illustration of a Dire Wolf (Daishi) OmniMech, a heavily armoured hundred-ton assault design with no jump jets
A hundred tons, walk three, run five, and roughly fifty tons of that spent on whatever the pods are carrying this season.

Clan Wolf's scientist caste conceived it. Clan Smoke Jaguar built it first. My caste does not enjoy telling that story, and I am going to tell it anyway, because it is true and because it explains a great deal about how the touman actually works.

The Jaguars heard what Wolf was developing, called it before the design was finished, and won the plans and the production rights in a Trial that is still spoken of as fought dishonourably. Production began on Huntress in 3010, at the Svarstaad Industriplex Delta, for Smoke Jaguar alone. Clan Wolf did not manufacture their own idea until 3019, on Strana Mechty, when Star Colonel Ulric won a Trial of Possession to take back what his caste had designed.

The Inner Sphere calls it the Daishi. Mangled Japanese for Great Death, and unlike the Mad Cat's name, nobody in authority chose it. It came up through the Draconis Combine's criminal underworld first, and the warriors adopted it afterward because it kept being accurate.

What it is. A hundred tons. Walk three, run five. A Starfire 300 extralight engine carrying the same speed and the same armour class as an Atlas, and roughly fifty tons of free pod space the Atlas does not get. Where an Inner Sphere assault chassis spends its tonnage once, at the factory, this spends it 15 different ways and keeps spending it into the next century.

And what almost none of them got. Thirteen of the fifteen configurations carry no jump jet at all. The two that do, C and S, spend six tons on three jump jets each for ninety metres of lift, the minimum allotment the chassis ever grants, and nothing more. Whatever else changes between configurations, the pod space almost always goes to guns instead.

A note on this one. Clan machines on this site are written from the perspective of a Clan technician rather than the Inner Sphere MechTech who narrates the rest. Same research, same data, different chair.

Why it earns its tonnage

A hundred tons, walk three, run five, matching an Atlas for speed and for armour class down to the point. State that comparison to an Inner Sphere engineer and there is no argument to have, because the numbers agree. What does not agree is the pod space. An Atlas spends its tonnage once, at the factory, on a fixed loadout it will carry for its whole service life. This spends roughly fifty tons of the same hundred on weapons a technician can swap between Trials.

The Prime carries four ER large lasers, twin Ultra AC/5s, four medium pulse lasers and an LRM 10 on twenty-two double heat sinks. On the Alpha Strike card that is 6/6/4 short, medium and long. An AS7-D Atlas manages 5/5/2 on a chassis that cannot change what it is carrying. The Prime is only one of fifteen answers this chassis can give to the same question.

The part that costs something. Fifty tons of free pod space does not arrive without a price, and the price is speed. Walk three is slow even by assault standards, and nothing in fifteen configurations changes it. Every one of them carries the same engine, the same structure, the same armour. What varies is entirely what sits in the pods, which is also why the Trap test on my rating scale finds nothing to flag here. You cannot strictly out-build a Dire Wolf configuration the way you can out-build an Inner Sphere variant. You can only out-manoeuvre one, and at a walking speed of three that is not as difficult as the reputation suggests.

Almost no jump jets, and that is the more interesting fact. Thirteen of the fifteen configurations spend nothing on mobility at all. Two, C and S, each carry three jump jets for ninety metres of lift, the smallest jump allotment the rules allow, bought for six tons that could otherwise be an Ultra AC/20 and a ton of ammunition. Twice in a hundred and thirty-two years, an engineering team looked at that trade and took the jets anyway. Thirteen times out of fifteen, they took the gun instead.

A design Clan Wolf did not build first

Clan Wolf's scientist caste designed this as their concept of the ultimate assault OmniMech. Clan Smoke Jaguar heard what was being developed before it was finished, and won the plans and the production rights in a Trial that is, to this day, spoken of as fought dishonourably. Production began at the Svarstaad Industriplex Delta on Huntress in 3010, and for nine years the entire supply belonged to the Jaguars alone.

Clan Wolf did not manufacture their own design until 3019, when Star Colonel Ulric won a Trial of Possession on Strana Mechty and brought production back to the caste that had conceived it. Consider that arrangement for a moment. The Clan that fielded it first, in the opening season of the invasion, was not the Clan that built it.

Wolcott, 2 October 3050, deserves its own mention, because a configuration on this page is named for it. Sho-sa Hohiro Kurita commanded the Combine's on-world defence, and when the Jaguars attacked, he negotiated terms with Galaxy Commander Dietr Osis before the battle was decided: if the Combine held the world, the Clans would never invade Wolcott again, and would provide OmniMechs and Elemental battle armour besides. The Combine held. The (Hohiro) configuration fielded exclusively by Kurita forces is not a coincidence, and neither is the fact that it carries the best long-range damage in the entire chassis.

What followed the invasion is the part my caste finds least comfortable to recount. This machine, designed to be the exclusive property of two Clans, is now fielded by every Clan in the touman and by every Great House of the Inner Sphere besides, ComStar and the Republic included. Salvage, trade and outright capture moved it further and faster than either Wolf or the Jaguars ever intended, and the Dark Age refit built in 3142 proves the design was never allowed to simply age out of relevance.

How these are rated

Every verdict below is against other Dire Wolf configurations. As with every OmniMech on this site, the Trap test finds nothing here: engine, structure and armour are identical across all fifteen, so nothing can be strictly outperformed the way an Inner Sphere variant can be. The tiers are judgement, not arithmetic.

Worth it

Nothing in its era does the chassis's job better for the money.

Solid

Does the job competently. Another variant does it better or cheaper, but there is no reason to avoid this one.

Situational

Only earns its Battle Value if you specifically need what it carries. C3, stealth, a command console, flak, jump jets.

Trap

Another variant in the same era, at no more than 3 percent above its Battle Value, matches or beats it on every Alpha Strike damage band, on armour, on structure, and carries every special ability it has. Nothing gained, something lost, no dearer.

Only the Trap tier is calculated. It is worked out from the variant data rather than decided by me, which means it is falsifiable: to argue with it you only have to name something the cheaper machine gives up. The other three are my opinion and you should treat them that way. 2 of the 15 Dire Wolf variants fail the Trap test. The full rating scale is here, including what it deliberately does not measure.

The configurations worth arguing about

All 15 are in the table further down. These are the ones that change what you are actually facing.

Prime: the one on the cover

Worth it

100 tons · BV 2712 · PV 56 · Juggernaut · 3010
Walk 3 / Run 5 / Jump 0 · 22 Clan Double · 300 XL (Clan) Engine
4x ER Large Laser, 2x Ultra AC/5, 4x Medium Pulse Laser, 1x LRM 10

Four ER large lasers, twin Ultra AC/5s, four medium pulse lasers and an LRM 10. Twenty-two double heat sinks under all of that, and a warrior who fires the whole pattern will feel it. This is the configuration on the original Technical Readout cover, mass-produced from the first season, and the reputation the chassis carries belongs mostly to this loadout.

A: zero overheat, best early damage

Worth it

100 tons · BV 2855 · PV 59 · Juggernaut · 3010
Walk 3 / Run 5 / Jump 0 · 21 Clan Double · 300 XL (Clan) Engine
1x Gauss Rifle, 3x Large Pulse Laser, 2x Streak SRM 6, 1x Anti-Missile System

A Gauss rifle, three large pulse lasers, twin Streak SRM 6 and an anti-missile system, for zero overheat and the best sustained damage pattern of the early configurations. No heat penalty on the alpha. If a warrior is issued only one Dire Wolf configuration, this is the one that should not disappoint them.

Widowmaker: the best long-range hitter

Trap

100 tons · BV 3041 · PV 59 · Juggernaut · 3050
Walk 3 / Run 5 / Jump 0 · 25 Clan Double · 300 XL (Clan) Engine
2x Large Pulse Laser, 2x ER PPC, 1x Ultra AC/20, 2x ER Medium Laser, 1x ER Small Laser

Twin large pulse lasers, twin ER PPCs and an Ultra AC/20, on the highest heat sink count in the chassis. Strong across all three range bands and the name is not an exaggeration, though a warrior choosing between this and the Hohiro should read that entry first. Beaten outright by the (Hohiro), which costs 7 more BV but gives up nothing it carries.

Hohiro: named for a real campaign

Worth it

100 tons · BV 3048 · PV 61 · Sniper · 3051
Walk 3 / Run 5 / Jump 0 · 23 Clan Double · 300 XL (Clan) Engine
1x ER PPC, 1x Gauss Rifle, 3x Large Pulse Laser, 1x Streak SRM 6, 1x ER Small Laser

An ER PPC, a Gauss rifle, three large pulse lasers and a Streak SRM 6, for zero overheat and the best long-range damage in the entire chassis. Fielded exclusively by the Draconis Combine, which is not a coincidence. Kurita bet Wolcott against a promise of OmniMechs and Elemental armour if his forces won, and they did.

C: the most expensive, and it shows

Worth it

100 tons · BV 3610 · PV 64 · Juggernaut · 3054
Walk 3 / Run 5 / Jump 3 · 23 Clan Double · 300 XL (Clan) Engine
2x ER PPC, 2x ATM 6, 4x Medium Pulse Laser, 1x Streak SRM 4 (OS)

Twin ER PPCs, twin ATM 6 launchers and four medium pulse lasers, with an ECM suite, three jump jets and the highest short-range damage in the chassis. The most expensive configuration in Battle Value here, and it is not close. Pay for it and receive exactly what was promised, mobility included.

D: the Jihad-era refit that improved it

Worth it

100 tons · BV 3403 · PV 62 · Juggernaut · 3069
Walk 3 / Run 5 / Jump 0 · 15 Clan Double · 300 XL (Clan) Engine
2x HAG/40, 1x Streak SRM 6, 2x Medium Pulse Laser, 1x ER Small Laser

Twin HAG/20s, a Streak SRM 6 and a pair of medium pulse lasers, for nine points of damage at both short and medium range, zero overheat, and flak capability besides. A Jihad-era refit that improved on the original in every practical sense.

U: the only one that can go underwater

Situational

100 tons · BV 3360 · PV 57 · Juggernaut · 3077
Walk 3 / Run 5 / Jump 0 · 16 Clan Double · 300 XL (Clan) Engine
2x ER PPC, 4x Medium Pulse Laser, 6x SRT 6

Underwater myomer joints, torpedo tubes in place of the missile racks, twin ER PPCs and four medium pulse lasers above the waterline. The weakest damage figures in the chassis on dry land, and the only configuration that can fight from a lake bed. Field it for the terrain, not the numbers.

X: nine weapon systems, one quartermaster’s nightmare

Situational

100 tons · BV 2645 · PV 57 · Juggernaut · 3060
Walk 3 / Run 5 / Jump 0 · 15 Clan Double · 300 XL (Clan) Engine
1x Large Pulse Laser, 1x Heavy Medium Laser, 1x Ultra AC/10, 1x LB 5-X AC, 1x LRM 15, 1x SRM 4, 1x ATM 6, 2x ER Micro Laser, 1x Streak SRM 2

Nine separate weapon systems on one chassis: a large pulse laser, a heavy medium laser, an Ultra AC/10, an LB 5-X, an LRM 15, an SRM 4, an ATM 6, two ER micro lasers and a Streak SRM 2. The damage figures are acceptable. The ammunition manifest is not. A quartermaster's least favourite configuration in the touman.

On the table

Fielding one. You are not manoeuvring for position. At walk three you rarely get to choose the range, so choose the configuration for the range you expect instead. The A and Prime punish a straight fight at any distance. The S and W want the enemy close and make them regret arriving. None of the fifteen wants to run anywhere.

Opposing one. Speed is the entire answer, for thirteen of the fifteen configurations. At 2609 to 3610 Battle Value a Dire Wolf costs enough that you will usually outnumber it, and at walk three most of them cannot chase what they cannot catch. Confirm which configuration you are actually facing first: C and S both carry three jump jets, and treating either of them like the other thirteen will cost you the one advantage you had.

What I observe going wrong. Inner Sphere warriors treat the reputation as the machine and close to a range where the reputation is actually earned. It hits hardest at exactly the distance most pilots instinctively want to fight at. Do not give it that distance for free.

Against OpFor Command

If you run solo games with our AI opponent, the Dire Wolf is close to the opposite of the Timber Wolf, and worth fielding for exactly that reason.

Put a Dire Wolf on the other side of the table when you want raw pressure. Put a Timber Wolf there when you want to be surprised.

All 15 configurations

Damage figures are the Alpha Strike short, medium and long values. Every configuration shares the same engine, frame and armour, so only the pods change.

VariantIntroBVPVRoleWeaponsS/M/LVerdict
Late Succession War - LosTech
A3010285559Juggernaut1x Gauss Rifle, 3x Large Pulse Laser, 2x Streak SRM 6, 1x Anti-Missile System7/8/5Worth it
B3010260951Sniper2x ER PPC, 2x Medium Pulse Laser, 1x LB 10-X AC, 4x Ultra AC/2, 1x ER Small Laser5/5/4Situational
Prime3010271256Juggernaut4x ER Large Laser, 2x Ultra AC/5, 4x Medium Pulse Laser, 1x LRM 106/6/4Worth it
Clan Invasion
W3049295159Juggernaut1x Gauss Rifle, 1x ER Large Laser, 1x LRM 20, 1x Ultra AC/20, 2x Medium Pulse Laser, 1x ER Small Laser8/8/4Worth it
'Widowmaker'3050304159Juggernaut2x Large Pulse Laser, 2x ER PPC, 1x Ultra AC/20, 2x ER Medium Laser, 1x ER Small Laser7/7/6Trapbeaten by (Hohiro)
S3050298558Juggernaut1x Large Pulse Laser, 1x LB 20-X AC, 2x Streak SRM 4, 5x Medium Pulse Laser, 2x Machine Gun9/8/2Worth it
'Prometheus'3051290055Juggernaut2x ER Large Laser, 1x Ultra AC/20, 3x Large Pulse Laser, 1x SRM 66/6/4Solid
(Hohiro)3051304861Sniper1x ER PPC, 1x Gauss Rifle, 3x Large Pulse Laser, 1x Streak SRM 6, 1x ER Small Laser8/8/7Worth it
C3054361064Juggernaut2x ER PPC, 2x ATM 6, 4x Medium Pulse Laser, 1x Streak SRM 4 (OS)9/8/5Worth it
H3059299256Juggernaut2x Gauss Rifle, 2x Heavy Large Laser, 1x Medium Pulse Laser, 1x Flamer7/7/4Trapbeaten by W
X3060264557Juggernaut1x Large Pulse Laser, 1x Heavy Medium Laser, 1x Ultra AC/10, 1x LB 5-X AC, 1x LRM 15, 1x SRM 4, 1x ATM 6, 2x ER Micro Laser, 1x Streak SRM 27/6/5Situational
Jihad
D3069340362Juggernaut2x HAG/40, 1x Streak SRM 6, 2x Medium Pulse Laser, 1x ER Small Laser9/9/5Worth it
U3077336057Juggernaut2x ER PPC, 4x Medium Pulse Laser, 6x SRT 64/4/4Situational
Late Republic
E3103281463Juggernaut8x Medium Pulse Laser, 2x LB 10-X AC, 1x Streak LRM 108/8/3Solid
Dark Age
T3142331766Juggernaut2x HAG/20, 4x ER Medium Laser, 4x Medium Pulse Laser, 1x Streak LRM 109/9/4Worth it

Where and when you can field it

Availability for the Prime by era, straight off the Master Unit List.

EraAvailable to
Late Succession War - LosTech (2901 - 3019)Clan Smoke Jaguar, Clan Wolf
Late Succession War - Renaissance (3020 - 3049)HW Clan General
Clan Invasion (3050 - 3061)HW Clan General, IS Clan General, Wolf's Dragoons
Civil War (3062 - 3067)HW Clan General, Inner Sphere General, IS Clan General, Kell Hounds, Mercenary, Wolf's Dragoons
Jihad (3068 - 3080)Escorpión Imperio, HW Clan General, Inner Sphere General, IS Clan General, Kell Hounds, Mercenary, Society, Wolf's Dragoons
Early Republic (3081 - 3100)Clan Diamond Shark, Clan Wolf, Clan Wolf (in Exile), Draconis Combine, Escorpión Imperio, Mercenary, Raven Alliance, Republic of the Sphere, Wolf's Dragoons
Late Republic (3101 - 3130)Clan Sea Fox, Clan Wolf, Clan Wolf (in Exile), Draconis Combine, Escorpión Imperio, Republic of the Sphere, Wolf's Dragoons
Dark Age (3131 - 3150)Clan Hell's Horses, Clan Sea Fox, Clan Wolf, Clan Wolf (in Exile), Escorpión Imperio, Republic of the Sphere, Scorpion Empire, Wolf's Dragoons
ilClan (3151 - 9999)Clan Hell's Horses, Clan Sea Fox, Scorpion Empire, Star League (Clan Smoke Jaguar), Star League (Clan Wolf), Wolf's Dragoons

Related designs

Mad Cat Mk II

90 tons · Clan · 6 variants · BV 2491 to 3168

Ninety tons, and Clan Diamond Shark’s answer to the assault bracket rather than a Dire Wolf variant proper.

Masakari

85 tons · Clan · 12 variants · BV 2320 to 3695

Eighty-five tons, Clan Smoke Jaguar’s other signature assault OmniMech, and frequently paired with this one in Jaguar lines. The Inner Sphere knows it as the Warhawk.

Other machines that do the same job

Atlas

100 tons · Mixed · 28 variants · BV 1787 to 2789

The Inner Sphere machine this one is measured against on every technical readout. Same speed, same armour class, half the pod space.

Marauder

75 tons · Inner Sphere · 36 variants · BV 1335 to 2708

Slower still, and built two hundred years earlier, but the same instinct: put the guns first and let everything else follow.

Take it to the table

Common questions

Why is the Dire Wolf called the Daishi?

Daishi is mangled Japanese for "Great Death," and unlike Mad Cat, no Precentor Martial or official channel assigned it. It surfaced through the Draconis Combine's criminal underworld first and spread from there, because warriors kept finding it accurate.

Did Clan Wolf or Clan Smoke Jaguar build the Dire Wolf?

Clan Wolf's scientist caste designed it, but Clan Smoke Jaguar won the production rights in a Trial fought before the design was finished, and built the first examples on Huntress starting in 3010. Clan Wolf spent nine years building none of their own design before Star Colonel Ulric reclaimed the rights on Strana Mechty.

What is the best Dire Wolf configuration?

The A for a clean, zero-overheat all-rounder, the Widowmaker for the best long-range damage among the early configurations, and the (Hohiro) and D for the best damage-to-heat ratio in the whole chassis. The Prime carries the reputation, but three or four other configurations outperform it on the card.

Does the Dire Wolf have jump jets?

Thirteen of the fifteen configurations do not. Two, C and S, break the pattern with the smallest jump allotment the rules allow, the only exception the chassis ever made to spending its pod space purely on weapons.

How do you beat a Dire Wolf?

With speed and numbers together. At 2609 to 3610 Battle Value you can usually field more than one machine against it, and at walk three, run five, it cannot chase down anything that keeps its distance. Force it to commit to a direction and answer from more than one angle.

Stats on this page are generated directly from our variant database, which is reconciled against the Master Unit List for Battle Value, introduction dates and per-era faction availability. Alpha Strike damage values are the standard card figures. If you spot something wrong, tell me and I will fix it.