65 tons · Inner Sphere · 19 variants · 2561 to 3136
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.
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.
| What you fire | Heat made | After 15 sinks |
|---|---|---|
| Both LRM 15s, walking | 11 | Cooling |
| Both LRMs and two mediums | 17 | +2 a turn |
| Everything, walking | 23 | +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.
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.
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.
Nothing in its era does the chassis's job better for the money.
Does the job competently. Another variant does it better or cheaper, but there is no reason to avoid this one.
Only earns its Battle Value if you specifically need what it carries. C3, stealth, a command console, flak, jump jets.
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.
All 19 are in the table further down. These are the ones that change how the machine plays.
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.
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.
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.
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.
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.
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.
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.
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.
Damage figures are the Alpha Strike short, medium and long values. BV is Battle Value 2.0.
| Variant | Intro | BV | PV | Role | Weapons | S/M/L | Verdict |
|---|---|---|---|---|---|---|---|
| Age of War | |||||||
| CPLT-C1 | 2561 | 1399 | 32 | Missile Boat | 2x LRM 15, 4x Medium Laser | 2/3/2 | Worth it |
| CPLT-A1 | 2563 | 1285 | 31 | Missile Boat | 2x LRM 15 | 1/2/2 | Situational |
| CPLT-C4 | 2565 | 1358 | 31 | Missile Boat | 2x LRM 20, 2x Small Laser | 2/2/2 | Solid |
| Star League | |||||||
| CPLT-K2 | 2603 | 1319 | 32 | Sniper | 2x PPC, 2x Medium Laser, 2x Machine Gun | 3/3/2 | Worth it |
| CPLT-C1b | 2688 | 1570 | 37 | Missile Boat | 2x LRM 15, 4x Medium Laser | 3/4/2 | Worth it |
| Late Succession War - Renaissance | |||||||
| CPLT-C1 (Jenny) 'Butterbee' | 3027 | 1242 | 31 | Skirmisher | 4x SRM 6, 4x Medium Laser | 3/3/0 | Situational |
| CPLT-K3 | 3047 | 1437 | 33 | Sniper | 2x ER PPC, 2x Medium Laser, 2x Machine Gun | 4/3/2 | Solid |
| Clan Invasion | |||||||
| CPLT-C3 | 3049 | 1368 | 38 | Missile Boat | 1x Arrow IV, 4x Medium Laser | 2/2/0 | Situational |
| CPLT-K2 (Kasigi) | 3050 | 1597 | 33 | Sniper | 2x ER PPC, 2x Medium Laser | 3/3/2 | Worth it |
| CPLT-C4C | 3055 | 1449 | 36 | Missile Boat | 2x LRM 20, 1x Large Laser, 1x Small Pulse Laser | 3/3/3 | Solid |
| CPLT-K2K | 3058 | 1716 | 37 | Sniper | 2x ER PPC, 2x ER Medium Laser | 3/3/2 | Worth it |
| CPLT-K5 | 3058 | 1457 | 40 | Skirmisher | 2x MRM 30, 2x Medium Pulse Laser | 5/5/0 | Solid |
| CPLT-C5 | 3061 | 1748 | 42 | Missile Boat | 1x Arrow IV, 4x ER Medium Laser | 2/2/0 | Worth it |
| Civil War | |||||||
| CPLT-C2 | 3062 | 1346 | 33 | Missile Boat | 2x LRM 15, 2x LB 2-X AC | 2/3/3 | Solid |
| CPLT-H2 | 3064 | 1473 | 32 | Skirmisher | 1x PPC, 8x Rocket Launcher 20, 2x Medium Laser | 3/3/1 | Solid |
| Jihad | |||||||
| CPLT-C5A | 3068 | 1772 | 41 | Missile Boat | 2x LRM 15, 4x ER Medium Laser | 3/4/3 | Worth it |
| CPLT-K4 | 3068 | 1880 | 41 | Sniper | 2x Heavy PPC, 2x ER Medium Laser | 3/4/3 | Worth it |
| CPLT-C6 | 3069 | 1874 | 35 | Skirmisher | 2x Plasma Rifle, 2x ER Medium Laser | 3/3/0 | Solid |
| Dark Age | |||||||
| CPLT-K6 | 3136 | 1619 | 34 | Missile Boat | 2x Extended LRM 15, 4x ER Small Laser | 2/3/2 | Solid |
Availability for the CPLT-C1 by era, straight off the Master Unit List.
| Era | Available 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 |
70 tons · Inner Sphere · 2 variants · BV 1656 to 2574
A Capellan follow-up from the early thirty-second century.
75 tons · Clan · 20 variants · BV 2224 to 2923
The Timber Wolf, named partly after the Catapult by a confused Inner Sphere targeting computer.
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.
50 tons · Inner Sphere · 13 variants · BV 984 to 2165
A lighter, faster missile platform doing much the same work.
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.
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.
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.
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.
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.
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.