Cyclops CP-10-Q
- Type
- BattleMech
- Tech
- Inner Sphere
- Mass
- 90t
- Role
- Missile Boat
- Intro
- 2801 Early Succession War
- Rules
- Introductory
- Cost
- 9.15M C-bills
- Move
- Armor
- 272 pts
Medium Laser ×3LRM 10 ×2SRM 4
Technical Readout: TR:SW · Record Sheets: RS:SW
Compare this unitBattle Value
1,584by skill
Point Value
44
Recognition Notes
The CP-10-Q is a 90-ton assault refit that shifts the Cyclops toward missile-boat duty, cruising at 43 km/h and topping out near 65. Where the CP-10-Z original mounted an AC/20 in the right torso, this field refit strips that gun for a second LRM 10 and a third medium laser in the same location, pairing the two LRM 10 racks with medium lasers in the left and right arms and an SRM 4 in the center torso. Two additional single heat sinks come with the swap, bringing the total to 14. Built piecemeal at various sites rather than a single production line, it keeps the reinforced head cowl and the fragile head of the base machine.
Armor & Loadout
CYCLOPS CP-10-Q
EnergyMissile
Head: 9 front
Center Torso: 46 front, 11 rear
Right Torso: 29 front, 8 rear
Left Torso: 29 front, 8 rear
Right Arm: 29 front
Left Arm: 29 front
Right Leg: 37 front
Left Leg: 37 front
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| MslSRM 4 | CT | 1 | 25 rds · 1 t |
| Msl | RT · LT | 2 | 48 rds · 4 t |
| Enr | RT · RA · LA | 3 |
Systems & Manufacturers
CP-10-Q
Cyclops
PV44
TP: BMSZ: 4TMM: 0MV: 8"
ROLE: Missile Boat
Damage
S (+0)
3
M (+2)
3
L (+4)
2
OV: 1Heat scale123S

Special ,
Critical hits
ENGINE+1 Heat/Firing Weapons
FIRE CONTROL+2 To-Hit Each
MP½ MV Each
WEAPONS-1 Damage Each
Alpha Strike Stats
SkillPVSkill 0 80Skill 1 71Skill 2 62Skill 3 53Skill 4 44Skill 5 40Skill 6 36Skill 7 32Skill 8 28
Availability by era
10 eras · 10 factions
Cyclops variants (14)
CP-10-Z Role Juggernaut Tech base Inner Sphere Rules Introductory Alpha Strike abilities AC1/1/-, IF1 Introduced 2710 Battle value 1,317 Point value 34CP-10-Z-DC Role — Tech base Inner Sphere Rules — Alpha Strike abilities — Introduced 2750 Battle value — Point value —CP-10-HQ Role Juggernaut Tech base Inner Sphere Rules Experimental Alpha Strike abilities IF1 Introduced 2753 Battle value 1,113 Point value 32
CP-10-Q current variant Role Missile Boat Tech base Inner Sphere Rules Introductory Alpha Strike abilities IF1, LRM1/1/1 Introduced 2801 Battle value 1,584 Point value 44
CP-11-A Role Sniper Tech base Inner Sphere Rules Standard Alpha Strike abilities IF1 Introduced 3045 Battle value 1,547 Point value 38CP-11-A-DC Role Sniper Tech base Inner Sphere Rules Advanced Alpha Strike abilities IF1, MHQ1 Introduced 3045 Battle value 1,507 Point value 37CP-11-C Role Brawler Tech base Inner Sphere Rules Standard Alpha Strike abilities C3M, MHQ5, TAG Introduced 3050 Battle value 1,553 Point value 45CP-11-G Role Sniper Tech base Inner Sphere Rules Standard Alpha Strike abilities CASE, IF1 Introduced 3058 Battle value 1,981 Point value 47CP-12-K Role Brawler Tech base Inner Sphere Rules Standard Alpha Strike abilities CASE Introduced 3059 Battle value 1,699 Point value 43CP-11-H Role Juggernaut Tech base Inner Sphere Rules Standard Alpha Strike abilities AC2/2/- Introduced 3064 Battle value 1,525 Point value 38CP-11-B Role Juggernaut Tech base Inner Sphere Rules Standard Alpha Strike abilities CASE, IF1 Introduced 3071 Battle value 2,145 Point value 50CP-11-C2 Role Brawler Tech base Inner Sphere Rules Standard Alpha Strike abilities C3M2, MHQ10, TAG Introduced 3073 Battle value 1,534 Point value 46CP-11-C3 Role Brawler Tech base Inner Sphere Rules Experimental Alpha Strike abilities C3BSM, MHQ6, TAG Introduced 3077 Battle value 1,752 Point value 50C Role Brawler Tech base Clan Rules Advanced Alpha Strike abilities CASEII, CR Introduced 3147 Battle value 2,252 Point value 53