Type: Stalker
Technology Base: Inner Sphere Tonnage: 85
Battle Value: 1,559
Equipment Mass
Internal Structure: 8.5
Engine: 255 13
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 20 10
Gyro: 3
Cockpit: 3
Armor Factor: 216 13.5
Internal Armor
Structure Value
Head 3 9
Center Torso 27 36
Center Torso (rear) 11
R/L Torso 18 25
R/L Torso (rear) 7
R/L Arm 14 23
R/L Leg 18 25
Weapons
and Ammo Location Critical Tonnage
LRM 10 RA 2 5
Ammo (LRM) 12 RA 1 1
LRM 10 LA 2 5
Ammo (LRM) 12 LA 1 1
Large Laser RT 2 5
Large Laser LT 2 5
2 Medium Lasers RA 2 2
2 Medium Lasers LA 2 2
SRM 6 RT 2 3
Ammo (SRM) 15 RT 1 1
SRM 6 LT 2 3
Ammo (SRM) 15 LT 1 1
CP-10-Z CYCLOPS 164
Mass: 90 tons
Chassis: Stormvanger HV-7 Power Plant: Hermes 360 Cruising Speed: 43 kph Maximum Speed: 64 kph Jump Jets: None
Jump Capacity: None Armor: Starshield Special Armament:
2 Diverse Optics Type 20 Medium Lasers 1 Delta Dart Long Range Missile 10-Rack 1 Hovertec Short Range Missile Quad 1 Zeus-36 Mark III Autocannon
Manufacturer: Stormvanger Assemblies, Unlimited Primary Factory: Caph (destroyed 2774) Communications System: Olmstead 840
Targeting and Tracking System: Tacticon Tracer 280
Overview
The SLDF requested an assault platform able to per-form in swift, mobile off ensives assisting the commanders of its Regular army units. Engineers eventually debuted the Cyclops in 2710 and designed it to be part of a com-mand unit. Unfortunately the Cyclops suff ers from the mindset that the BattleMech would have ample supplies and supporting units at its disposal. No one expected the carnage of the Succession Wars and the extent that it would strip the military’s capabilities to support its BattleMech regiments.
Capabilities
When taking the original expectations into consid-eration, the Cyclops is a good platform, able to keep up with most mobile campaigns thanks to its sizeable Hermes 360 engine. Ten tons of armor keep the design protected enough until reinforcements arrive to drive off would-be headhunter units, and a single LRM rack allows it to support its comrades as it pulls back. For up-close engagements, a Zeus-36 Mark III is a feared gun, forcing opponents to gang up on the command machine to have a chance, while two medium lasers and a back-up SRM 4 pack prevent smaller swarm units from gaining the advantage early on. Twelve heat sinks give the Cyclops an acceptable ability to stay cool, though those under heavy fi re fi nd out “acceptable”
is a relative term.
The key feature of a Cyclops is not its weaponry or speed, but something that had no direct effect on com-bat: its Tacticon B-2000 Battle Computer, which allows MechWarriors to coordinate a full brigade. The highly capable Olmstead 840 communications system allows the B-2000 to monitor brigade activities anywhere on a planet. The ability to coordinate while in the safe con-fines of a BattleMech cockpit is understandably popular among officers.
Deployment
Due to a lack of spare parts, many B-2000s broke down over the centuries. Only ten percent of the active Cyclops are estimated to have a working system, making them highly prized by high-ranking offi cers. The rest serve as swift, if mediocre, assault platforms, either as bodyguards to the CO, or decoys, drawing enemy fi re away from the important offi cers.
Variants
Due to not seeing much combat, few variants have appeared throughout the years. The most notable—the CP-10-HQ—fi ts the Cyclops with a Collapsible Command Vehicle Module mounted on the rear torso in place of the autocannon. The CCVM could be dismounted and set up in the fi eld within fi fteen minutes, establishing a fully opera-tional headquarters bunker. Many were damaged beyond repair during the Succession Wars or attached to makeshift
command vehicles. Among those Cyclops with a working B-2000, less than half have a working CCVM.
Another variant, the CP-10-Q, replaces the autocannon with another LRM 10 launcher and medium laser. Three ad-ditional tons of ammunition allow the Cyclops to support its brethren from afar.
Other versions carry false head protectors, which pi-lots thought would give slightly more protection against missiles and projectiles impacting against the ’Mech’s exposed head. Shortly after the Fourth Succession War, a Federated Suns think tank did a study on this theory, origi-nally proposing to outfi t all remaining BattleMechs with such a cheap and low-tech add on. The study determined, however, that the head protectors actually caused more damage by restricting a MechWarrior’s vision, and they cre-ated extra shrapnel when hit with weapons fi re. The pro-posal was dropped, and many Cyclops pilots quickly took off the “helmets.”
[EDITOR’S NOTE: With the discovery of the Helm core, attempts were made to reproduce the B-2000 Battle Computers. No notable successes occurred before the Clan Invasion, and the invention of C3 systems for smaller-scale engagements coupled with the doctrinal change of using more secure DropShips for command posts made many lose interest in the B-2000. In campaigns where a B-2000 is present, though, its eff ects were still very noticeable.]
Notable MechWarriors
Major Wolfgang Hansen: Piloting one of the two Cyclops with a working B-2000 in the mercenary regiment Hansen’s Roughriders (the other one being used by his father, Colonel Gerhardt Hansen), Major Hansen was slated to take command of the unit once the War of 3039 was con-cluded. However, his relatively poor performance against the Fifth Sword of Light on Pike IV while defending the city of Mercator (which some attributed to his concerns over his wife who at the time was giving birth to their fi rst child on Algol) has convinced his father to retain command for a few more years while putting Wolfgang through an ex-tremely rigorous training regime to ensure a high level of quality when he fi nally retires.
ASSAULT ’MECHS
165
CP-10-Z CYCLOPS
Type: Cyclops
Technology Base: Inner Sphere Tonnage: 90
Battle Value: 1,308
Equipment Mass
Internal Structure: 9
Engine: 360 33
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 12 2
Gyro: 4
Cockpit: 3
Armor Factor: 160 10
Internal Armor
Structure Value
Head 3 9
Center Torso 29 30
Center Torso (rear) 11
R/L Torso 19 20
R/L Torso (rear) 8
R/L Arm 15 10
R/L Leg 19 17
Weapons
and Ammo Location Critical Tonnage
AC/20 RT 10 14
Ammo (AC) 10 RT 2 2
Ammo (AC) 10 LT 2 2
LRM 10 LT 2 5
Ammo (LRM) 12 LT 1 1
Medium Laser RA 1 1
Medium Laser LA 1 1
SRM 4 CT 1 2
Ammo (SRM) 25 CT 1 1