Cyclops CP-11-A
- Type
- BattleMech
- Tech
- Inner Sphere
- Mass
- 90t
- Role
- Sniper
- Intro
- 3045 Late Succession War (Renaissance)
- Rules
- Standard
- Cost
- 9.27M C-bills
- Move
- Armor
- 160 pts
Medium Laser ×2Gauss RifleLRM 10SRM 4
Technical Readout: TR:SW · Record Sheets: RSFP:Wave 2
Compare this unitBattle Value
1,547by skill
Point Value
38
Recognition Notes
The CP-11-A is a 90-ton assault refit that turns the Cyclops into a sniper, cruising at 43 km/h and topping out near 65. Where the CP-10-Z closed to brawling range with an AC/20, this field conversion pulls that weapon and mounts a Gauss rifle in the right torso, backing it with an LRM 10 in the left torso, an SRM 4 in the center torso, and a medium laser in each arm. The reinforced head cowl and fragile head carry over from the original layout. Being a field refit, it is assembled at various sites rather than a single factory.
Armor & Loadout
CYCLOPS CP-11-A
EnergyBallisticMissile
Head: 9 front
Center Torso: 30 front, 11 rear
Right Torso: 20 front, 8 rear
Left Torso: 20 front, 8 rear
Right Arm: 10 front
Left Arm: 10 front
Right Leg: 17 front
Left Leg: 17 front
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| MslSRM 4 | CT | 1 | 25 rds · 1 t |
| Bal | RT | 1 | 16 rds · 2 t |
| Msl | LT | 1 | 24 rds · 2 t |
| Enr | RA · LA | 2 |
Systems & Manufacturers
CP-11-A
Cyclops
PV38
TP: BMSZ: 4TMM: 0MV: 8"
ROLE: Sniper
Damage
S (+0)
4
M (+2)
4
L (+4)
3
OV: 0Heat 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 70Skill 1 62Skill 2 54Skill 3 46Skill 4 38Skill 5 34Skill 6 30Skill 7 26Skill 8 22
Availability by era
6 eras · 8 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 32CP-10-Q 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 current variant Role Sniper Tech base Inner Sphere Rules Standard Alpha Strike abilities IF1 Introduced 3045 Battle value 1,547 Point value 38
CP-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