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Cyclops

/vehicles/cyclops

Cyclops

● Mobile vehicle bay

Cyclops

Vast industrial-use submarine.

Health

1,500

Crush depth

500 m

Upgrade slots

6

Power cells

6

Depth and systems

Numbers
Depth moduleCrush depth
Without a depth module500 m
Cyclops depth module MK1900 m
Cyclops depth module MK21,300 m
Cyclops depth module MK31,700 m
SpeedAccelerationEnergy per secondNoise
Slow4.680.07555
Standard6.270.16570
Flank7.30.33100

How it works

  • Depth modules do not stack: the deepest one fitted counts. Below crush depth the hull takes 20 damage every 3 s.
  • Power: six power cells, each a Power cell (200) or Ion power cell (1,000). The Cyclops engine efficiency module divides motor energy by 3; a second one adds nothing.
  • Storage: 5 lockers of 3 x 6.
  • Cyclops shield generator: 50 energy every 5 s. While it is up the hull takes no damage and attackers take 20 electrical damage.
  • Cyclops sonar upgrade: 10 energy every 5 s.
  • Silent running: 5 energy every 5 s, halves the noise.
  • Decoy tube: 1 decoy, 5 with the Cyclops Decoy Tube Upgrade.
  • Cyclops fire suppression system: starts 3 s after use, runs 30 s, 3 min 20 s cooldown.
  • Fires only start at 80% hull or below. Each fire takes 15 hull every 10 s. Running at Flank can start fires in the engine room.
  • The docking bay takes a Seamoth or a Prawn suit.