From Mechwarrior Living Legends Wiki

Jump to: navigation, search







Ticket cost:

11 upon destruction


64.8 km/h (90 km/h with MASC)

Torso rotation:


Torso pitch:

-34° to +45° while standing.
-35° to +54° while crouching.

Variants Armament


110 000Cbills
Total base armor: 65 049

101 000Cbills
Total base armor: 65 049

108 300Cbills
Total base armor: 65 049

89 500Cbills
Total base armor: 65 049

105 700Cbills
Total base armor: 65 049

109 000Cbills
Total base armor: 65 049

101 900Cbills
Total base armor: 65 049

94 700Cbills
Total base armor: 65 049



4235 Internal +
7058 External
4235 Internal +
7058 External
Back: 5882

The Novacat is a Clan Heavy Mech focused entirely on Energy Weapons, making it one of the few Mechs that never requires ammo. The Novacat is quite slow, but carries respectable Armor and devastating mid- to long-range Weapons, making it an excellent fire-support Mech. The massive heat generated by the full arsenal of Energy Weapons is efficiently dealt with by a gigantic array of Double Heat Sinks; all Novacat variants come equipped with 13 to 14 DHS's, giving it some of the most incredible heat dissipation abilities of any unit. All Novacat variants also come equipped with Eoptics allowing them to spot and engage targets at long-range effectively. While more than capable of dealing with any Mech at nearly any range, the Novacat has a notable weakness: all its firepower is carried on its arms, meaning that a few well-aimed shots can rob the Novacat of its offensive power, rendering it a very expensive walking target.


Roles and Gameplay Hints

This section contains out-of-date information since the release of version 0.8.5. Help update it.


The Novacat Prime carries an impressive mixed array of long-range Energy Weapons. On its Right Arm are mounted 2 CERPPC's, and on the Left Arm are 3 CERLBL's, giving it fearsome long-range firepower. By carefully managing its rate of fire, the Prime Variant can output a non-stop barrage at any target in range, using the CERPPC's to disorient pilots and deal heavy damage while the CERLBL's dissect enemy units with pin-point accuracy. It should also be noted that when the 3 CERLBL's are fired as a group, even a glancing hit will kill enemy Battle Armors outright, making the Novacat Prime a deadly BA sniper. As all these weapons generate extreme amounts of heat, careful fire disciplined must be maintained despite the large amounts of Double Heat Sinks; Coolant should be used when appropriate to rapidly dissipate waste heat and minimize heat damage.

Variant A

The Novacat A mounts Jump Jets, and is among the very few heavy Mechs capable of jumping. It's weaponry consists entirely of CERLBLs giving it extremely precise firepower put to 900 meters. When carefully Chain Fired, the heat generated by all 5 Lasers can be managed by the Novacat A's DHSs, albeit barely; when coupled with the inherent accuracy of the Lasers, this allows the A variant to strip the limbs off of enemy Mechs in rapid order. It should be noted that when positioned properly, and when running in Passive Radar, the Novacat A can deal relatively stealthy damage, as the heads-up damage indicator for Lasers can be hard to notice in the thick of battle.

Variant B

Perhaps the most extraordinary Novacat variant, this configuration utilizes MASC and is the heaviest Mech with this system available. The Novacat B cuts down on firepower and range by mounting only 4 Large Pulse Lasers; however, this also makes the B variant the cheapest one. The Novacat B rarely has heat issues due to both the reduced heat generated by Pulse Lasers and the reduced number of total weapons; this makes the B variant much better for hot maps like Inferno and day-time Extremity than other energy-heavy units. The Novacat B shines in mid- to long-range combat, but is easily outgunned and out-ranged by the other variants.

Variant C

The C variant is the opposite of the Novacat B: it carries massive firepower at the expense of awful heat management. Mounting 4 CERPPC's, the Novacat C can deal absolutely staggering damage at very long range. Ideal for hunting large, slow Mechs as well as stationary units like Missile Boats, the C variant suffers from the massive heat generated by the CERPPC's, as well as their slow refire rate, making it somewhat vulnerable to speedier, more maneuverable opponents. An Alpha Strike from this variant will instantly redline the reactor and cause it to take overheating damage.

Variant D

Variant E

The Novacat E is possibly the most dangerous poptarter available. The CGauss and dual CERPPC give it a punch strong enough to kill many light mech variants trough their side torso, and even heavy mechs can not afford to take more then one or two alpha strikes from this mech. Heavy armor, 2 spare tons of gauss slugs and the unlimited ammo of the CERPPCs give it incredible staying power.
Its greatest disadvantage is that it lacks sufficient Heat Sinks to deal with the heat spikes caused by firing the CERPPCs while jumping, and extreme caution must be taken to avoid overheating and sudden shutdowns.

Variant F

Variant G

Variant Evaluations

This section contains out-of-date information since the release of version 0.8.5. Help update it.

These charts are supposed to give a rough evaluation on how useful the Variant in question is in different situations, and to show a more visible impression of its strengths and weaknesses.
For an explanation of the terms used visit the Evaluation Charts help page.

Variant vs. Ground vs. Air vs. BA Short Range Med. Range Long Range Extreme Range Support Efficiency


Created after the battle of Tukayyid in 3052 by its namesake, Clan Nova Cat. It's based loosely on the Night Gyr, a Jade Falcon design. The basic components of the design along with the fact that it's an OmniMech gives it large amount of room for a large amount of heat sinks it uses in most variants. Clan Nova Cat is known for its sharpshooters, and this mech is no different. Built for long-range combat, the Primary variant fields exclusively long ranged energy weapons.
BattleTech Reference

Personal tools