[Fallout 5] Catapults, Variants, and Wasteland Siege Weapons

[Fallout 5] Catapults, Variants, and Wasteland Siege Weapons

Catapults should not be treated as oversized novelty weapons. In Fallout 5, they could become an entire class of improvised artillery used by settlements, raiders, Super Mutants, military remnants, traveling merchants, and eccentric inventors.

Their greatest strength would be versatility. A single catapult could launch explosives, scrap, chemicals, creatures, supplies, traps, propaganda, or even the player.


1. Basic Scrap Catapult

The most common wasteland model, assembled from:

  • Car suspension springs

  • Telephone poles

  • Shopping-cart baskets

  • Steel cable

  • Truck axles

  • Railroad ties

  • Counterweights made from engines or concrete

It would be inaccurate but inexpensive to build and repair.

Variants

Short-Arm Scrapper

  • Fast reload

  • Limited range

  • Best for defending narrow streets

  • Launches bricks, scrap, and small explosives

Long-Arm Lobber

  • Greater range

  • Slower rotation and reload

  • Used against distant camps and settlement walls

Reinforced Siege Scrapper

  • Built with military-grade steel

  • Handles heavier ammunition

  • Requires several settlers or an automated winch

Portable Scrapapult

  • Mounted on wheels or a trailer

  • Can be moved between settlement defenses

  • Must be anchored before firing


2. Raider Skull-Slinger

A brutal Raider-built catapult decorated with skulls, chains, road signs, and burning tires.

Its ammunition is intended to terrorize as much as destroy.

Raider ammunition

  • Flaming corpses

  • Severed heads

  • Captured creatures

  • Bags of blood and radioactive waste

  • Dynamite bundles

  • Scrap-filled barrels

  • Screaming prisoners

  • Raider propaganda

  • Cages filled with insects

Enemy settlements could suffer morale penalties after witnessing certain ammunition land inside their walls.

Special variant: The Screamer

Launches a caged captive fitted with:

  • Noise-makers

  • Grenades

  • A radio beacon

  • Psycho injectors

The captive’s screams attract nearby creatures before the explosives detonate.


3. Super Mutant Meatapult

A massive, crude machine designed around Super Mutant strength.

Human settlers may need a powered winch to operate it, while Super Mutants can pull the firing arm into position manually.

Characteristics

  • Extremely heavy ammunition

  • Poor accuracy

  • Massive structural damage

  • Can launch objects ordinary catapults cannot lift

Ammunition

  • Brahmin carcasses

  • Large boulders

  • Entire dumpsters

  • Wrecked motorcycles

  • Deadly mutant hounds

  • Mini-nuke barrels

  • Captured humans

  • Bags of radioactive meat

Behemoth-Assisted Variant

A Super Mutant Behemoth acts as the loading and tensioning mechanism.

The Behemoth may:

  • Pull the arm down

  • Throw ammunition into the sling

  • Steady the machine

  • Become enraged if the catapult is damaged


4. Counterweight Trebuchet

The longest-range conventional catapult.

Built by organized settlements, medieval-themed factions, or groups trying to preserve prewar engineering knowledge.

Advantages

  • Excellent range

  • High payload capacity

  • Predictable firing arcs

  • Effective against walls and towers

Disadvantages

  • Huge structure

  • Slow reload

  • Difficult to relocate

  • Requires a large crew

  • Highly visible

Counterweight options

Different counterweights could alter performance:

  • Concrete blocks: stable and reliable

  • Engine blocks: heavy but difficult to balance

  • Water tanks: adjustable launch power

  • Lead shielding: extremely heavy

  • Captured Power Armor: rare and valuable

  • Elevator weights: high-quality prewar components


5. Spring-Loaded Junkapult

A more compact machine powered by vehicle suspension systems, garage-door springs, or industrial coils.

Characteristics

  • Faster firing cycle

  • Violent recoil

  • Moderate range

  • Higher chance of mechanical failure

Repeated use without maintenance could cause:

  • Broken cables

  • Snapped arms

  • Flying springs

  • Accidental premature launches

  • Crew injuries

Mods

  • Double-coil tension system

  • Reinforced release catch

  • Hydraulic reset

  • Remote trigger

  • Automatic ammunition feeder


6. Pneumatic Catapult

A high-tech model using compressed air or gas.

It resembles a hybrid of a mortar, pitching machine, and industrial launcher.

Power sources

  • Air compressor

  • Steam pressure

  • Gas canisters

  • Modified Mr. Handy propulsion systems

  • Power Armor hydraulic pumps

Advantages

  • Quiet compared with explosive artillery

  • Adjustable pressure

  • Faster reload

  • Good accuracy

Risks

  • Pressure-tank rupture

  • Ammunition jamming

  • Leaking flammable gas

  • Catastrophic overpressure

Specialized variant: Whisper Lobber

Used by stealth-oriented factions.

It launches:

  • Silenced sensor beacons

  • Smoke canisters

  • Recon cameras

  • Hallucinogenic gas

  • EMP devices


7. Magnetic Rail Catapult

A rare Brotherhood, Enclave, Institute, or advanced scavenger weapon.

Rather than using a traditional throwing arm, it magnetically accelerates metal cargo along a curved launch track.

Ammunition restrictions

Only magnetic ammunition can be launched unless it is placed inside a steel carrier.

Ammunition

  • Steel spikes

  • Engine blocks

  • Saw blades

  • Scrap clusters

  • Power Armor plates

  • Electromagnetic mines

  • Robot parts

  • Metal capsules containing explosives

Gameplay identity

  • High accuracy

  • Fast projectile speed

  • Expensive energy cost

  • Strong against robots and armor

  • Vulnerable to EMP attacks


8. Nuclear Catapult

One of the most dangerous siege weapons in the wasteland.

It does not necessarily launch intact mini-nukes. Instead, it may fire improvised nuclear payloads made from radioactive material.

Payloads

Mini-Nuke Bundle

Several mini-nukes tied together. Devastating but highly unstable.

Dirty Bomb Barrel

Spreads severe radiation without producing a full nuclear explosion.

Glowing One Capsule

Launches a trapped Glowing One into enemy territory.

Reactor-Core Shell

Creates a prolonged radioactive hazard zone.

Irradiated Scrap Cloud

Bursts above the target and showers the area with radioactive fragments.

Failure consequences

A malfunction could irradiate:

  • The crew

  • The settlement

  • Nearby crops

  • Water sources

  • The player


9. Chemical Catapult

Designed to spread hazardous substances rather than destroy structures.

Chemical payloads

  • Acid barrels

  • Toxic sludge

  • Hallucinogenic gas

  • Nerve agents

  • Fuel-air mixtures

  • Adhesive foam

  • Fertilizer explosives

  • Mutagenic FEV compounds

  • Radroach pheromones

Environmental effects

A chemical impact could:

  • Contaminate water

  • Kill crops

  • Force enemies from cover

  • Cause temporary blindness

  • Attract creatures

  • Alter wildlife

  • Create restricted zones


10. Creature Catapult

A horrifying device that launches living creatures into enemy positions.

Some creatures may be drugged or enclosed in breakable cages.

Launchable creatures

  • Molerats

  • Radroaches

  • Bloatflies

  • Bloodbugs

  • Mutant hounds

  • Feral ghouls

  • Mirelurk hatchlings

  • Stingwings

  • Cave crickets

  • Robobrains with damaged mobility units

Cage ammunition

The cage opens or breaks upon impact.

Different cage designs could determine whether the creature:

  • Survives the landing

  • Immediately attacks

  • Remains stunned

  • Releases poison or radiation

  • Carries explosives

Legendary variant: The Queenmaker

Launches Mirelurk eggs and pheromone canisters into enemy territory, potentially drawing a Mirelurk Queen to the location later.


11. Ghoul Flinger

A catapult built by ghouls who understand radiation better than most factions.

It may launch willing ferals or restrained Glowing Ones.

Payloads

  • Feral ghoul shock troops

  • Glowing One containment pods

  • Radioactive dust

  • Irradiated bones

  • Ghoul-attracting sirens

  • Radiation-emitting scrap

A ghoul faction might be immune to much of the resulting contamination, allowing them to occupy the area afterward.


12. Supply Catapult

Not every catapult needs to be offensive.

Settlements could use catapults to send supplies across:

  • Rivers

  • Ravines

  • Walls

  • Minefields

  • Hostile territory

  • Collapsed city blocks

Supply payloads

  • Medicine

  • Ammunition

  • Food

  • Water

  • Repair kits

  • Radio beacons

  • Rope lines

  • Construction materials

  • Emergency Power Armor batteries

Precision upgrade

A parachute deployment system allows cargo to descend safely.

Poor-quality parachutes may:

  • Open late

  • Drift off course

  • Tear apart

  • Drop supplies onto enemies

  • Get caught in trees or structures


13. Rescue Catapult

A questionable emergency transportation device.

The player or NPCs can be launched over hazards when normal routes are unavailable.

Safety equipment

  • Reinforced launch chair

  • Harness

  • Shock-absorbing suit

  • Parachute

  • Jet-assisted landing pack

  • Inflatable crash bag

  • Power Armor landing protocol

Possible outcomes

  • Successful landing

  • Broken limbs

  • Lost equipment

  • Landing in an enemy camp

  • Crashing through a roof

  • Parachute caught on a radio tower

  • Companion refusing to participate

Certain companions would react differently. A daredevil might enjoy it, while a cautious companion may lose affinity.


14. Robot Deployment Catapult

Launches robots into combat zones.

Launchable units

  • Eyebots

  • Protectrons

  • Assaultrons in reinforced capsules

  • Sentry Bot components that assemble after landing

  • Explosive Mr. Handys

  • Repair drones

  • Recon bots

Drop-pod variant

The robot is loaded into a protective shell that opens on impact.

Upgrades could include:

  • Landing thrusters

  • Impact cushioning

  • Stealth coating

  • Self-destruct charges

  • Automated target acquisition


15. Cluster Catapult

Launches a large container that separates in the air.

Cluster payloads

  • Grenades

  • Mines

  • Molotov cocktails

  • Caltrops

  • Miniature robots

  • Radroach eggs

  • Smoke canisters

  • Flashbangs

  • Propaganda leaflets

Spread settings

The player can choose:

  • Tight concentration

  • Wide-area dispersion

  • Delayed separation

  • Airburst

  • Impact burst

  • Random scatter

Wind and elevation would affect the final spread.


16. Bouncer Catapult

Launches reinforced spherical ammunition designed to bounce through streets, tunnels, or interior compounds.

Bouncer ammunition

  • Explosive steel balls

  • Electrified spheres

  • Bladed scrap bundles

  • Cryogenic canisters

  • Proximity mines

  • Noise-makers

  • Gas-emitting balls

A bouncing projectile could:

  • Ricochet around corners

  • Roll downhill

  • Smash through weak doors

  • Trigger repeatedly

  • Become lodged inside structures

Bowling Ball Variant

A callback to improvised wasteland weapons, using modified bowling balls fitted with:

  • Spikes

  • Explosives

  • Tracking beacons

  • Saw blades

  • Incendiary gel


17. Incendiary Catapult

Specialized for setting targets and terrain on fire.

Ammunition

  • Burning oil barrels

  • Molotov clusters

  • Napalm tanks

  • Flaming tires

  • Thermite containers

  • Phosphorus-like compounds

  • Gasoline-soaked furniture

  • Incendiary scrap clouds

Fire should spread differently depending on:

  • Weather

  • Surface material

  • Vegetation

  • Fuel availability

  • Wind direction

  • Building condition

Rain could weaken some incendiaries, while high winds might spread the fire beyond the intended target.


18. Cryogenic Catapult

Constructed from Vault-Tec cryogenic technology or salvaged laboratory equipment.

Payload effects

  • Freeze groups of enemies

  • Make structures brittle

  • Extinguish fire

  • Freeze water temporarily

  • Slow mechanical devices

  • Create slippery ground

Ammunition

  • Cryo barrels

  • Frozen creature blocks

  • Liquid nitrogen canisters

  • Cryogenic mines

  • Ice-and-scrap fragmentation shells

A frozen Super Mutant launched into another group could become both ammunition and environmental storytelling.


19. Electrical Storm Catapult

Launches devices that create localized electrical hazards.

Payloads

  • Tesla coils

  • Charged capacitors

  • EMP bombs

  • Electrified cable nets

  • Robot-disabling charges

  • Lightning attractors

Weather interaction

During thunderstorms, a launched lightning rod could dramatically increase the chance of a strike.

The player could deliberately electrify:

  • Flooded streets

  • Metal structures

  • Fences

  • Power Armor units

  • Robot clusters


20. Net and Restraint Catapult

Used by slavers, bounty hunters, wildlife researchers, and nonlethal settlement guards.

Payloads

  • Weighted nets

  • Electrified nets

  • Adhesive webs

  • Chain nets

  • Barbed restraints

  • Capture cages

  • Foam grenades

This would provide a rare nonlethal artillery option.

Captured enemies could be:

  • Interrogated

  • Recruited

  • Ransomed

  • Imprisoned

  • Turned over for bounties


21. Wall-Breacher Catapult

Designed specifically to damage fortifications.

Breaching ammunition

  • Concrete-breaking stones

  • Shaped explosive barrels

  • Drilling spikes

  • Thermite charges

  • Heavy engine blocks

  • Fragmenting steel beams

  • Delayed explosives

A skilled crew could target:

  • Gates

  • Guard towers

  • Power generators

  • Water tanks

  • Ammunition stores

  • Defensive turrets

Settlement walls should suffer localized damage rather than losing a universal health bar.


22. Underground Tunnel Catapult

A low-arc catapult designed for subway tunnels, caves, and sewer systems.

Features

  • Compact frame

  • Shallow firing trajectory

  • Wall-bouncing ammunition

  • Reduced range

  • Shielded operator position

Payloads

  • Gas canisters

  • Flash explosives

  • Rolling mines

  • Feral ghoul cages

  • Smoke bombs

  • Sonic devices

This model would be ideal for flushing enemies from underground positions.


23. Naval or River Catapult

Mounted on barges, ferries, and improvised wasteland boats.

Naval ammunition

  • Depth charges

  • Harpoon bundles

  • Mines

  • Oil barrels

  • Boarding hooks

  • Floating explosives

  • Creature bait

  • Irradiated chum

The platform would sway, making accuracy dependent on:

  • Water movement

  • Weather

  • Crew skill

  • Vessel condition

  • Stabilizer upgrades


24. Vehicle-Mounted Catapult

Mounted on trucks, armored buses, train cars, or tracked construction equipment.

Variants

Truckapult

A mobile Raider artillery platform with limited ammunition storage.

Train Trebuchet

Mounted on a locomotive or flatbed car and used to attack settlements along rail lines.

Tank-Hull Lobber

Built onto the remains of a prewar tank.

Brahmin-Towed Catapult

Slow but accessible to caravans and low-tech factions.

Firing without deploying stabilizers could tip or overturn the vehicle.


25. Hidden Trap Catapult

A concealed catapult activated by:

  • Tripwire

  • Pressure plate

  • Laser trigger

  • Remote signal

  • Proximity sensor

  • Motion detector

Trap uses

  • Launch the victim into the air

  • Throw explosives toward intruders

  • Drop debris behind enemies

  • Launch a net

  • Send a warning flare

  • Throw the victim into a creature pen

A trap could also fling the player into another trap, creating elaborate Raider kill courses.


Modular Catapult Construction

Instead of every catapult being a fixed object, the player should build one through interchangeable components.

Frame

  • Wood

  • Scrap metal

  • Reinforced steel

  • Military composite

  • Concrete foundation

  • Mobile trailer frame

Power mechanism

  • Twisted rope

  • Springs

  • Counterweight

  • Hydraulic system

  • Pneumatic pressure

  • Electromagnetic acceleration

  • Super Mutant labor

Launch container

  • Sling

  • Bucket

  • Cage

  • Rail cradle

  • Magnetic carrier

  • Reinforced chair

  • Cargo capsule

Trigger

  • Manual lever

  • Foot pedal

  • Remote detonator

  • Terminal control

  • Laser tripwire

  • Timed release

  • Automated targeting system

Targeting

  • Painted angle markings

  • Mechanical sight

  • Spotter binoculars

  • Laser rangefinder

  • Pip-Boy targeting link

  • Recon drone

  • Artillery computer


Catapult Ammunition Categories

Destructive

  • Rocks

  • Scrap

  • Cars

  • Explosives

  • Mini-nukes

  • Engine blocks

  • Breaching charges

Area denial

  • Fire

  • Radiation

  • Acid

  • Gas

  • Mines

  • Caltrops

  • Cryogenic chemicals

Biological

  • Creatures

  • Corpses

  • Disease carriers

  • Eggs

  • Pheromones

  • FEV samples

Tactical

  • Smoke

  • Flash devices

  • EMP charges

  • Recon beacons

  • Noise-makers

  • Sensor pods

Psychological

  • Heads

  • Corpses

  • Propaganda

  • Sirens

  • Threat messages

  • Fake nuclear devices

Support

  • Food

  • Medicine

  • Ammunition

  • Robots

  • Reinforcements

  • Rescue lines

  • Repair materials


Crew and Skill System

A catapult should operate differently depending on the crew.

Crew roles

  • Commander

  • Spotter

  • Loader

  • Tension operator

  • Ammunition handler

  • Repair technician

  • Radio operator

Crew attributes

  • Strength

  • Perception

  • Intelligence

  • Agility

  • Explosives skill

  • Engineering knowledge

  • Discipline

  • Morale

An inexperienced crew might:

  • Load the wrong ammunition

  • Misjudge distance

  • Fire too early

  • Break the mechanism

  • Strike friendly units

  • Drop the payload

  • Accidentally launch a crew member

A veteran crew could fire faster, adjust for wind, and coordinate several catapults at once.


Manual Aiming

The player should be able to control:

  • Horizontal direction

  • Arm tension

  • Counterweight mass

  • Launch angle

  • Fuse length

  • Airburst timing

  • Payload spread

  • Intended impact zone

The trajectory should be projected only when the player has appropriate equipment or perks. Without assistance, players would estimate range through observation and practice.


Weather and Environmental Physics

Catapult accuracy should react to:

  • Wind direction

  • Wind speed

  • Rain

  • Snow

  • Dust storms

  • Elevation

  • Humidity

  • Payload shape

  • Payload weight

A barrel may drift differently from a boulder. A caged creature may struggle during flight and slightly alter its trajectory.


Settlement Defense System

Catapults could be placed on:

  • Walls

  • Rooftops

  • Hills

  • Guard towers

  • Elevated highways

  • Bridges

  • Barges

  • Railroad platforms

Settlers could automatically respond to attacks, but the player could establish firing rules:

  • Fire only outside settlement walls

  • Avoid explosive ammunition near civilians

  • Prioritize large creatures

  • Target vehicles

  • Fire warning shots

  • Hold fire until ordered

  • Use nonlethal ammunition

  • Preserve rare ammunition


Enemy Countermeasures

Enemies should not simply stand inside the impact zone.

They could:

  • Scatter when they hear a launch

  • Seek overhead cover

  • Destroy spotters

  • Rush the artillery position

  • Shoot incoming payloads

  • Deploy interception drones

  • Use shields or roofs

  • Send infiltrators to sabotage the machine

  • Return fire with their own artillery

Some fast companions or high-Perception characters might shout a warning before impact.


Damage and Malfunction System

Catapults should suffer component-based damage.

Damageable components

  • Throwing arm

  • Sling

  • Winch

  • Counterweight

  • Rotation base

  • Wheels

  • Targeting equipment

  • Pressure tanks

  • Power supply

Possible malfunctions

  • Short launch

  • Wild overlaunch

  • Broken sling

  • Jammed release

  • Premature detonation

  • Counterweight collapse

  • Machine overturn

  • Ammunition falls backward

  • Operator launched accidentally

A poorly maintained nuclear catapult could be more dangerous to its owner than the enemy.


Legendary Catapults

The Last Resort

A settlement catapult designed to launch its residents over the walls during an invasion.

Old Faithful

An ancient wooden trebuchet that appears primitive but is extraordinarily accurate.

The Mutant Express

A Super Mutant machine that launches mutant hounds wearing explosive collars.

Judgment Day

A Brotherhood magnetic catapult that fires Power Armor-sized steel penetrators.

The Mailman

A delivery catapult used by a dangerous wasteland courier service.

The Landlord

Launches eviction notices followed by high explosives.

Free Admission

Throws Raiders directly into enemy settlements.

Heaven’s Door

Launches the player to normally inaccessible rooftops and mountain ledges.

The Garbage Disposal

A settlement utility device that launches trash far beyond the walls—occasionally creating new problems elsewhere.

Return to Sender

Captures incoming grenades or small explosives and mechanically throws them back toward attackers.


Why Catapults Would Fit Fallout

Catapults embody the central technological contrast of Fallout: primitive engineering combined with dangerous prewar science.

One faction may use rope, wood, and rocks. Another may build a computerized magnetic launcher that throws radioactive robots. A third may use the same technology to deliver medicine instead of weapons.

That variety would make catapults more than stationary artillery. They could become:

  • Settlement infrastructure

  • Siege weapons

  • Transportation devices

  • Creature-delivery systems

  • Environmental traps

  • Faction signatures

  • Puzzle-solving tools

  • Sources of dark wasteland humor

The ideal Fallout 5 system would let almost anything that physically fits into the launch cradle become ammunition. The question would not be whether the player can launch it—but what happens when it lands.

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[Fallout 5] Catapults, Variants, and Wasteland Siege Weapons

[Fallout 5] Catapults, Variants, and Wasteland Siege Weapons Catapults should not be treated as oversized novelty weapons. In Fallout 5 , th...