Catapult

65 tons · Inner Sphere · 19 variants · 2561 to 3136

Illustration of a CPLT-C1 Catapult BattleMech in profile, showing the missile racks raised on its shoulders, the cockpit nose and the bird-like legs
The original TRO:3025 Catapult. Missile racks up, no arms, and a cockpit nose that looks like it's sniffing the air.

The Star League tried the Catapult for three years and decided not to keep it. It did the job, the review said, it just wasn't quite what they wanted.

Hollis built it from 2561 to 2563 on a limited contract for the Terran Hegemony, their first ever BattleMech. When the contract came up for renewal the Hegemony passed, and Hollis switched the factory over to the BattleMaster. The Catapults already built drifted into second-line and mountain units and slowly wore out.

Then the Star League fell, the last factory went with it, and the Successor States started invading each other specifically to capture the survivors. A mech nobody wanted became one people went to war over. I don't think any other design on this site has a turnaround quite like it.

What you've got. Two LRM 15s in those ears, four medium lasers under the cockpit, four jump jets, ten tons of armour and 15 heat sinks. No arms at all, which the quirk list states outright. It's built to stand well back and drop missiles on things from six hundred metres.

The two things that bite you. Ammunition, first: eight reloads per launcher and then you're down to lasers. And the head: weak head armour is on the official quirk list, same as the BattleMaster and the Timber Wolf. Keep it back and screened and neither matters much. Put it in a brawl and both will.

If you're choosing one: the CPLT-C1 is the classic, the CPLT-C1b fixes its ammunition and armour, the CPLT-K2 turns it into a PPC boat, and the CPLT-C5 is the artillery version that doesn't run dry.

Why it earns its tonnage

The shape tells you what it's for. The missile racks sit up in the ears, the lasers tuck under the cockpit, and there are no arms at all. It's a missile platform on a pair of legs and a set of jump jets, and everything about it assumes someone else is holding the front line.

That's fine as long as it's true. Two LRM 15s from long range, a jump to the next bit of cover, repeat. Four medium lasers mean a light mech that runs in to finish it gets a nasty surprise. The problem is endurance. Eight reloads per launcher goes quickly, and once the missiles are gone you're a sixty-five ton machine with four mediums and not much armour.

Two bits of engineering history worth knowing if you ever get one in the bay. The original Anderson 21 jump jets had a habit of breaking down and venting exhaust into the mech, which cooked it from inside. There was a general recall in 2566 to fit Anderson 25s, and some Catapults never got the refit. And the ejection system fires sideways. Perfectly safe, apparently, but a genuine surprise the first time.

The heat maths on the C1

What you fireHeat madeAfter 15 sinks
Both LRM 15s, walking11Cooling
Both LRMs and two mediums17+2 a turn
Everything, walking23+8 a turn

At range the C1 runs cool for as long as the missiles last. The heat only turns up when something's close enough for the lasers, which is exactly when you least want to be slowed down.

Turned down, then fought over

After the Hegemony let the contract lapse, the remaining Catapults stayed in service with specialist and second-line units, mountaineering regiments among them, and Hollis made just enough spare parts to keep a shrinking number of them walking.

When the Star League fell, a lot of the survivors went with Kerensky on the Exodus. The Capellan Confederation gathered up most of the ones left behind, and the Draconis Combine took a sizeable batch when it captured Dieron. Hollis's factory on Corey briefly started making new ones and spare parts again, and then it was destroyed at the start of the First Succession War.

That's when it got strange. With no factory anywhere, the Catapult became rare enough to be worth fighting over, and there were whole invasions launched simply to seize the remaining machines, the Federated Suns' campaigns against the Confederation above all.

It took until 3033 for things to turn round, when the Combine contracted Yori 'Mech Works to restart production of the K2 on Al Na'ir. The C3 artillery variant followed, and paired with Ravens for spotting it became one of the more feared combinations of its era, despite nearly five centuries separating the two designs. By the Clan Invasion the Confederation and the Combine held most of the Catapults in existence, and new variants kept coming for decades.

And one last thing: it's half the reason the Timber Wolf is called the Mad Cat. When an Inner Sphere targeting computer first met one, it couldn't decide between a Marauder and a Catapult.

How these are rated

Every verdict below is against other Catapults available in the same era. No variant fails the Trap test, which fits a chassis that split into genuinely different roles rather than piling up near-copies.

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. 0 of the 19 Catapult variants fail the Trap test. The full rating scale is here, including what it deliberately does not measure.

The variants worth arguing about

All 19 are in the table further down. These are the ones that change how the machine plays.

CPLT-C1: the original

Worth it

65 tons · BV 1399 · PV 32 · Missile Boat · 2561
Walk 4 / Run 6 / Jump 4 · 15 Single · 260 Fusion Engine
2x LRM 15, 4x Medium Laser

The original, 2561. Two LRM 15s in the ears, four medium lasers under the cockpit, four jump jets and 15 heat sinks. It'll hit you from six hundred metres and still bite when you get close. The one everybody means.

CPLT-C1b: the Royal fix

Worth it

65 tons · BV 1570 · PV 37 · Missile Boat · 2688
Walk 4 / Run 6 / Jump 4 · 12 IS Double · 260 Fusion Engine
2x LRM 15, 4x Medium Laser

The 2688 Royal kit: same weapons, twice the ammunition, ferro-fibrous plate, CASE in both torsos and twelve doubles. It fixes the two things that actually hurt the C1.

CPLT-K2: the PPC Catapult

Worth it

65 tons · BV 1319 · PV 32 · Sniper · 2603
Walk 4 / Run 6 / Jump 0 · 20 Single · 260 Fusion Engine
2x PPC, 2x Medium Laser, 2x Machine Gun

The Combine's rethink: two PPCs instead of the missile racks, two machine guns for infantry, and no jump jets. It stops being a support mech and becomes a direct-fire heavy, and it's good at it.

CPLT-C3: artillery

Situational

65 tons · BV 1368 · PV 38 · Missile Boat · 3049
Walk 4 / Run 6 / Jump 4 · 15 Single · 260 Fusion Engine
1x Arrow IV, 4x Medium Laser

An Arrow IV artillery launcher instead of the LRMs. Superb paired with a Raven for spotting, and the Capellans rushed it so badly the faulty old Anderson 21 jump jets came back. One ton of ammo, five shots.

CPLT-C5: artillery that lasts

Worth it

65 tons · BV 1748 · PV 42 · Missile Boat · 3061
Walk 4 / Run 6 / Jump 4 · 12 IS Double · 260 Fusion Engine
1x Arrow IV, 4x ER Medium Laser

The C3 done right: endo steel, doubles, ER mediums, twelve and a half tons of armour and four times the Arrow IV ammunition behind CASE. Proper artillery support that won't run dry in five shots.

CPLT-K4: twin heavy PPCs

Worth it

65 tons · BV 1880 · PV 41 · Sniper · 3068
Walk 3 / Run 5 / Jump 3 · 17 IS Double · 195 Fusion Engine
2x Heavy PPC, 2x ER Medium Laser

Twin heavy PPCs, ER mediums, seventeen doubles and a C3 slave. The smaller engine slows it to walk three, and it hits harder at range than anything else in the chassis.

On the table

Piloting one. Stay back, stay in cover, and jump between firing positions rather than walking between them. Count your reloads from turn one, because eight per launcher runs out faster than you'd expect. Keep the lasers for anything that reaches you, and don't start a fight where they're your main weapon.

Fighting one. Close the distance. Inside its minimum range the LRMs are wasted, and it has no arms to fight with. Aim for the head if you get the chance, since the weak head armour quirk is working for you. And if it's the C1 or A1, you can simply outlast its ammunition.

What I see go wrong. Catapults getting put in the front rank because they're sixty-five tons and look sturdy. They aren't. It's a support mech with a heavy's weight, and it needs someone standing in front of it.

Against OpFor Command

If you run solo games with our AI opponent, the Catapult splits three ways: 10 Missile Boats, 5 Snipers and 4 Skirmishers.

16 of the 19 variants carry jump jets, so expect an enemy Catapult to move between firing positions rather than stand still.

All 19 variants

Damage figures are the Alpha Strike short, medium and long values. BV is Battle Value 2.0.

VariantIntroBVPVRoleWeaponsS/M/LVerdict
Age of War
CPLT-C12561139932Missile Boat2x LRM 15, 4x Medium Laser2/3/2Worth it
CPLT-A12563128531Missile Boat2x LRM 151/2/2Situational
CPLT-C42565135831Missile Boat2x LRM 20, 2x Small Laser2/2/2Solid
Star League
CPLT-K22603131932Sniper2x PPC, 2x Medium Laser, 2x Machine Gun3/3/2Worth it
CPLT-C1b2688157037Missile Boat2x LRM 15, 4x Medium Laser3/4/2Worth it
Late Succession War - Renaissance
CPLT-C1 (Jenny) 'Butterbee'3027124231Skirmisher4x SRM 6, 4x Medium Laser3/3/0Situational
CPLT-K33047143733Sniper2x ER PPC, 2x Medium Laser, 2x Machine Gun4/3/2Solid
Clan Invasion
CPLT-C33049136838Missile Boat1x Arrow IV, 4x Medium Laser2/2/0Situational
CPLT-K2 (Kasigi)3050159733Sniper2x ER PPC, 2x Medium Laser3/3/2Worth it
CPLT-C4C3055144936Missile Boat2x LRM 20, 1x Large Laser, 1x Small Pulse Laser3/3/3Solid
CPLT-K2K3058171637Sniper2x ER PPC, 2x ER Medium Laser3/3/2Worth it
CPLT-K53058145740Skirmisher2x MRM 30, 2x Medium Pulse Laser5/5/0Solid
CPLT-C53061174842Missile Boat1x Arrow IV, 4x ER Medium Laser2/2/0Worth it
Civil War
CPLT-C23062134633Missile Boat2x LRM 15, 2x LB 2-X AC2/3/3Solid
CPLT-H23064147332Skirmisher1x PPC, 8x Rocket Launcher 20, 2x Medium Laser3/3/1Solid
Jihad
CPLT-C5A3068177241Missile Boat2x LRM 15, 4x ER Medium Laser3/4/3Worth it
CPLT-K43068188041Sniper2x Heavy PPC, 2x ER Medium Laser3/4/3Worth it
CPLT-C63069187435Skirmisher2x Plasma Rifle, 2x ER Medium Laser3/3/0Solid
Dark Age
CPLT-K63136161934Missile Boat2x Extended LRM 15, 4x ER Small Laser2/3/2Solid

Where and when you can field it

Availability for the CPLT-C1 by era, straight off the Master Unit List.

EraAvailable to
Star League (2571 - 2780)Capellan Confederation, Draconis Combine, Free Worlds League, Mercenary, Periphery General, Star League General
Early Succession War (2781 - 2900)Clan Sea Fox, Clan Wolf, Inner Sphere General, Mercenary, Periphery General, Star League in Exile
Late Succession War - LosTech (2901 - 3019)ComStar, Inner Sphere General, Mercenary, Periphery General, Wolf's Dragoons
Late Succession War - Renaissance (3020 - 3049)ComStar, Inner Sphere General, Mercenary, Periphery General, Wolf's Dragoons
Clan Invasion (3050 - 3061)Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons
Civil War (3062 - 3067)Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons
Jihad (3068 - 3080)Escorpión Imperio, Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons
Early Republic (3081 - 3100)Capellan Confederation, Escorpión Imperio, Periphery General
Late Republic (3101 - 3130)Capellan Confederation, Escorpión Imperio, Periphery General
Dark Age (3131 - 3150)Capellan Confederation, Escorpión Imperio, Scorpion Empire
ilClan (3151 - 9999)Scorpion Empire

Related designs

Catapult II

70 tons · Inner Sphere · 2 variants · BV 1656 to 2574

A Capellan follow-up from the early thirty-second century.

Mad Cat

75 tons · Clan · 20 variants · BV 2224 to 2923

The Timber Wolf, named partly after the Catapult by a confused Inner Sphere targeting computer.

Other machines that do the same job

Archer

70 tons · Mixed · 26 variants · BV 1269 to 2408

The other classic long-range missile heavy, with bigger racks and a pair of arms the Catapult never got.

Trebuchet

50 tons · Inner Sphere · 13 variants · BV 984 to 2165

A lighter, faster missile platform doing much the same work.

Raven

35 tons · Inner Sphere · 12 variants · BV 601 to 1035

Not a rival but a partner: the spotter that made the C3 artillery Catapult so dangerous.

Take it to the table

Common questions

What is the best Catapult variant?

The CPLT-C1 at BV 1399 is the classic. The C1b fixes its ammunition and armour problems, the K2 and K2K turn it into a PPC direct-fire mech, and the C5 is the artillery version with enough ammunition to last. No variant fails the Trap test.

Why was the Catapult so rare during the Succession Wars?

The Star League only built it from 2561 to 2563 before letting the contract lapse, and the Corey plant that later tried to restart production was lost when the First Succession War opened. Catapults became valuable enough that whole invasions were launched just to capture the remaining ones.

What are the Catapult’s weaknesses?

Limited ammunition, with eight reloads per launcher on the C1, no arms for close combat, and weak head armour on its quirk list. It's a support mech and does best kept behind a screen.

Is the Catapult part of the Mad Cat name?

Yes. When Inner Sphere forces first met the Timber Wolf, a targeting computer couldn't decide whether it was a Marauder or a Catapult, and the after-action analysis gave it the reporting name Mad Cat.

What does the CPLT-C3 do?

It swaps both LRM 15s for an Arrow IV artillery system, letting it hit targets from well beyond direct line of fire. It worked especially well paired with a Raven for spotting, though it only carries one ton of ammunition. The later C5 fixes that.

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.