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- Cyclops CP-12-Wc
- Mass: 90 tons
- Tech Base: Inner Sphere
- Chassis Config: Biped
- Rules Level: Experimental Tech
- Era: Clan Invasion
- Tech Rating/Era Availability: F/X-X-F-A
- Production Year: 3070
- Cost: 25,390,460 C-Bills
- Battle Value: 2,130
- Chassis: Unknown Endo-Steel
- Power Plant: Unknown 360 Fusion XL Engine
- Walking Speed: 43.2 km/h
- Maximum Speed: 64.8 km/h
- Jump Jets: None
- Jump Capacity: 0 meters
- Armor: Unknown Standard Armor w/ CASE
- Armament:
- 1 Gauss Rifle
- 2 ER Large Lasers
- 1 LRM-10
- 1 Improved C3 Computer
- 1 Angel ECM
- Manufacturer: Unknown
- Primary Factory: Unknown
- Communications System: Unknown
- Targeting and Tracking System: Unknown
- Overview:
- 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.
- Capabilities:
- 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.
- Battle History:
- 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.
- Variants:
- 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.
- Notable 'Mechs & MechWarriors:
- 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.
- Additional:
- From TRO 3025.
- Distribution from RS 3025/3026.
- Entered by Corbin Ball.
- ================================================================================
- Equipment Type Rating Mass
- --------------------------------------------------------------------------------
- Internal Structure: Endo-Steel 138 points 4.50
- Internal Locations: 1 RT, 3 LA, 6 RA, 2 LL, 2 RL
- Engine: XL Fusion Engine 360 16.50
- Walking MP: 4
- Running MP: 6
- Jumping MP: 0
- Heat Sinks: Double Heat Sink 15(30) 5.00
- Heat Sink Locations: 1 LA
- Gyro: Standard 4.00
- Cockpit: Standard 3.00
- Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
- Armor: Standard Armor AV - 279 17.50
- CASE Locations: 1 LT, 1 RT 1.00
- Internal Armor
- Structure Factor
- Head 3 9
- Center Torso 29 44
- Center Torso (rear) 14
- L/R Torso 19 29
- L/R Torso (rear) 9
- L/R Arm 15 30
- L/R Leg 19 38
- ================================================================================
- Equipment Location Heat Critical Mass
- --------------------------------------------------------------------------------
- ER Large Laser RA 12 2 5.00
- ER Large Laser LA 12 2 5.00
- Gauss Rifle RT 1 7 15.00
- LRM-10 LT 4 2 5.00
- Angel ECM LT 0 2 2.00
- Improved C3 Computer CT 0 2 2.50
- @Gauss Rifle (16) LT - 2 2.00
- @LRM-10 (24) LT - 2 2.00
- Free Critical Slots: 1
- BattleForce Statistics
- MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 21
- 4 4 4 4 0 4 0 Structure: 4
- Special Abilities: C3I, AECM, CASE, MHQ2, SRCH, ES, SEAL, SOA, IF 1
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