Type/Model: | Cyclops CP-10-Q |
---|---|
Tech: | Inner Sphere / 3025 |
Config: | Biped BattleMech |
Rules: | Level 1, Standard design |
Mass: | 90 tons |
Chassis: | Stormvanger HV-7 Standard |
Power Plant: | 360 Hermes Fusion |
Walking Speed: | 43.2 km/h |
Maximum Speed: | 64.8 km/h |
Jump Jets: | None |
Jump Capacity: | 0 meters |
Armor Type: | Starshield Special Standard |
Strormvanger Assemblies first placed the CP 10-Z Cyclops into production in 2710. Designed as a heavy assault vehicle for use in assault lances, the Cyclops also proved a favorite among headquarters troops in higher-echelon formations. With its sophisticated holographic Tacticon B-2000 battle computer and its planet-wide communications capability, the heavy ‘Mech proved highly useful in this role. Except when the Cyclops is part of an assault lance, tactical doctrine usually places it in the reserve, where it can coordinate and support the overall actions of the other BattleMechs in its command. At regimental level and higher, the commander’s Cyclops is usually guarded by a headquarters lance and supporting units.
Though individual commanders have occasionally made personal modifications, the present-day Cyclops is virtually identical to the prototype coming off the assembly line in 2710.
The Cyclops was designed primarily as a heavy assault ‘Mech, but its sophisticated communications and information network equipment make it equally valuable as a command vehicle. In battlefield situations, the ‘Mech is capable of coordinating up to an entire BattleMech regiment with the B-2000 computer on line. It easily maintains planet-wide and orbital communications, too, using the Olmstead 840 tight beam commsystem and satellite assistance.
The Cyclops’ weaponry is mixed so that it can attack or defend itself against any opponent at any range necessary. The Delta Dart LRM pack is capable of engaging the enemy at extreme range. The Zeus-36 Mark III autocannon can be used in the middle ranges. Finally, the two Diverse Optics Type 20 medium lasers with the Hovertec SRM quad can take on anything that gets nearer.
With its diverse weaponry, the Cyclops is somewhat limited in ammunition storage, and its projectile weapons tend to run out quickly in extended battle situations. For this reason, the Cyclops is usually well-protected when used by high-echelon commanders, who usually employ it to turn the tide of battle or to exploit an enemy weakness.
Though the Cyclops’ head section is armored as heavily as its internal structure can handle, the armor is somewhat inadequate. In battle situations, most enemy ‘Mechs will automatically aim at the head of the Cyclops, knowing any hits or near misses could damage or disable the sophisticated command and control equipment located there, as well as doing the usual damage to the MechWarrior inside.
Even with these minor drawbacks, the Cyclops is a formidable weapon to be found in the battle lances of almost every ‘Mech regiment in the Successor States.
The Cyclops has been a part of every major engagement in the Succession Wars, having proved itself in both close combat and as an efficient command control vehicle.
During the initial advances by House Kurita into Davion-controlled space in May 2796, the headquarters lance of the 22nd Avalon Hussars covered the retreat and final DropShip embarkation of the beleaguered defenders of the planet Delacruz. Attacked by nearly a full-strength Kurita ‘Mech battalion, three Cyclops and two supporting Warhammers withstood the onslaught until all but one of the DropShips had successfully launched. When the surviving Warhammer was ordered to withdraw, the three Cyclops launched a final missile barrage at the pursuing enemy. This disrupted them enough so that the Davion ‘Mechs could escape under the protecting fire of some newly arrived AeroSpace Fighters. Though heavily damaged, the three Cyclops survived.
In early 2801, a raiding party of ‘Mechs from Redjack Ryan’s fortress planet of Butte Hold landed on Alkalurops. All that opposed them on the planet was the cadre and training formation of House Steiner’s 32nd Lyran Guards. Led by the old battlefield tactician Brigadier Carson Enright in his Cyclops, the ‘Mechs were deployed in a position to ambush the Bandit King’s ‘Mechs as they advanced toward the supply depot in the town of Allabad. Using stored mining explosives and missile fire, Brigadier Enright managed to bury the lead bandit ‘Mechs and to cripple a number of others as they passed through a narrow defile. Enright then rose up in his Cyclops and charged the enemy, followed by his headquarters lance and some MechWarrior trainees. In the ensuing melee, Ryan’s raiding party was completely smashed. The survivors fled back to their DropShips, leaving eleven disabled ‘Mechs on the field.
Several variants of the Cyclops have appeared. The most notable includes the popular command vehicle module, with its detachable section located on the upper rear torso of the Cyclops. When not in battle, the unit can be detached and set up in 15 minutes to become a fully operational headquarters bunker, equipped with communication and control equipment capable of coordinating up to a ‘Mech regiment.
Many pilots also provide their Cyclops with false armor head protectors, which gives them the appearance of wearing a helmet. The rationale is that incoming missile and autocannon fire will explode against the false armor instead of the actual head armor. This is, at best, a poor solution to the problem.
Another variation on the Cyclops replaces the right torso-mounted autocannon with a second set of LRM racks and added armor protection for the arms. This alteration allows more long-range fire but lessens the Cyclops’ punch at medium ranges.
Brigadier Carson Enright
Commander of House Steiner’s 32nd Lyran Guard Regiment, Brigadier Enright has commanded brigade- and division-sized ‘Mech units a number of times from his Cyclops known as the Archon’s Eye. Enright is famous for his brash and unpredictable tactics on the battlefield. Out of his ‘Mech, he is a soldier of the old school, scowling at the habits of those MechWarriors who are less disciplined than him and the troops he commands.
MechWarrior Sergeant Lenny Markbright
Noted tactician of the mercenary battalion Waco’s Rangers, Markbright is one of the best known non-commissioned personnel to pilot a Cyclops. He is assigned as a tactical advisor to Colonel Wayne Waco’s headquarters lance. In his Cyclops, the Polyphemus, Markbright accompanies the battalion commander during an operation, keeping his keen mind turned to the output of his modified B-2000 battle computer. Known for his analytical yet flexible thinking, Lenny Markbright is one of the major reasons for Waco’s Rangers’ many successes.
Type/Model: | Cyclops CP-10-Q |
---|---|
Mass: | 90 tons |
Equipment: | Crits | Mass | |
---|---|---|---|
Internal Structure: | 138 pts Standard | 0 | 9.00 |
Engine: | 360 | 6 | 33.00 |
Walking MP: | 4 | ||
Running MP: | 6 | ||
Jumping MP: | 0 | ||
Heat Sinks: | 14 Single | 0 | 4.00 |
Gyro: | 4 | 4.00 | |
Cockpit, Life Support, Sensors: | 5 | 3.00 | |
Actuators: | L: Sh+UA+LA+H, R: Sh+UA+LA+H | 16 | .00 |
Armor Factor: | 272 pts Standard | 0 | 17.00 |
Internal | Armor | ||
---|---|---|---|
Structure | Value | ||
Head: | 3 | 9 | |
Center Torso: | 29 | 46 | |
Center Torso (Rear): | 11 | ||
L/R Side Torso: | 19 | 29/29 | |
L/R Side Torso (Rear): | 8/8 | ||
L/R Arm: | 15 | 29/29 | |
L/R Leg: | 19 | 37/37 |
Weapons & Equipment: | Loc | Heat | Ammo | Crits | Mass |
---|---|---|---|---|---|
1 LRM 10 | LT | 4 | 2 | 5.00 | |
1 LRM 10 | RT | 4 | 48 | 6 | 9.00 |
(Ammo Loc: 2 LT, 2 RT) | |||||
1 Medium Laser | RT | 3 | 1 | 1.00 | |
1 Medium Laser | RA | 3 | 1 | 1.00 | |
1 Medium Laser | LA | 3 | 1 | 1.00 | |
1 SRM 4 | CT | 3 | 25 | 2 | 3.00 |
(Ammo Loc: 1 CT) | |||||
TOTALS: | 20 | 44 | 90.00 | ||
Crits & Tons Left: | 34 | .00 |
Calculated Factors: | |
---|---|
Total Cost: | 9,149,260 C-Bills |
Battle Value: | 1,213 |
Cost per BV: | 7,542.67 |
Weapon Value: | 1,549 / 1,549 (Ratio = 1.28 / 1.28) |
Damage Factors: | SRDmg = 14; MRDmg = 10; LRDmg = 5 |
BattleForce2: | MP: 4, Armor/Structure: 7/7 |
Damage PB/M/L: 4/3/1, Overheat: 1 | |
Class: MA, Point Value: 12 | |
Specials: if |
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