● Mobile vehicle bay
Cyclops
Vast industrial-use submarine.
Health
1,500
Crush depth
500 m
Upgrade slots
6
Power cells
6
Depth and systems
| Depth module | Crush depth |
|---|---|
| Without a depth module | 500 m |
| Cyclops depth module MK1 | 900 m |
| Cyclops depth module MK2 | 1,300 m |
| Cyclops depth module MK3 | 1,700 m |
| Speed | Acceleration | Energy per second | Noise |
|---|---|---|---|
| Slow | 4.68 | 0.075 | 55 |
| Standard | 6.27 | 0.165 | 70 |
| Flank | 7.3 | 0.33 | 100 |
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.
Upgrades and parts
Cyclops
Cyclops depth module MK1
Cyclops depth module MK2
Cyclops depth module MK3
Cyclops engine efficiency module
Cyclops shield generator
Cyclops sonar upgrade
Cyclops Decoy Tube Upgrade
Creature decoy
Cyclops fire suppression system
Cyclops docking bay repair module
Cyclops thermal reactor module
Power cell
Ion power cell