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Cyclops CP-10-Q
Cyclops CP-10-Q
General data
ClassAssault
Stock RoleFire Support
Tonnage90 t (49 t base)
Cost?
Rarity?
Weapons
Head
C. Torso
  • 1 x Missile
L. Torso
  • 3 x Missile
UixTxrIcon cyclops
R. Torso
  • 1 x Energy
  • 3 x Missile
  • 1 x Support Weapon
L. Arm
  • 1 x Energy
R. Arm
  • 1 x Energy
L.Leg
R.Leg
Melee115 (+90 instability)
Death from Above230 (+90 instability)
115 damage to self
Survivability
Head
16/45
C. Torso
145/290-145
L. Torso
95/190-95
UixTxrIcon cyclops
R. Torso
95/190-95
L. Arm
75/150
R. Arm
75/150
L.Leg
95/190
R.Leg
95/190
Mobility and detection
Speed3 Jump Jets (120 km/h)
StealthVisibility: 1
Signature: Base
SensorsSpotting distance: Base
Sensor range: -50%

The Cyclops CP-10-Q is a Assault-class 'Mech in Battletech.

Description[ | ]

Cyclops 10-Qs are strong support units. Lacking the close-in weapons and command suite of the 10-Z variant, this model instead capitalizes on a longer range weapon configuration and added armor. The protection and expanded missile racks make the 10-Q a significant threat at range in the right hands.

Loadouts[ | ]

The Cyclops has low usable tonnage for an assault 'mech (second-worst to the Banshee variants) which greatly limits loadout options. As a consolation, it has a high movespeed for an Assault 'mech.

  • SRM Brawler - The Cyclops 10-Q's whopping 7 missile hard points is its most defining asset. Given the low usable tonnage, the most efficient use would be to mount 7 x SRM4 w/ 3 tons of ammunition. This gives it a total of 28 missiles in a single alpha strike, which is a decent amount of damage. With its relatively fast movement speed, this allows the Cyclops to be a respectable Assault-class brawler. The remaining tonnage is used to max armor, or to add 3 x Jump Jets for even more maneuverability.

The 90 ton CP-10-Q has 19.38 tons available if utilizing full armor.

Strategy[ | ]

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