This is certainly a new automatic-pick for me in lance building from now on, and it seems to be valid in skirmish matches too:
This Battle Computer appears to be unique to Cyclops CP-10-Z (like the Hatchet is to the Hatchetman). The effect applies to all members of your lance as long as you have this 'Mech with this component intact. It seems that it can't be removed to be put on a different 'Mech, not even the other variant of Cyclops.
Before anyone asks, I checked and it does not stack if you have 2 of these. However, since it *does* stack with Master Tactician, this combination allows some significant bending of the normal initiative rules which can improve your ability to reserve and double-attack or hit-and-run before the opponent can respond:
1: You can boost a Medium, such as Hatchetman, to go in stage 5 (previously only attainable with Lights) instead of the usual stage 3
2: You can boost an Assault, such as Cyclops, to go in stage 3 with the Mediums instead of the usual stage 1
This Battle Computer appears to be unique to Cyclops CP-10-Z (like the Hatchet is to the Hatchetman). The effect applies to all members of your lance as long as you have this 'Mech with this component intact. It seems that it can't be removed to be put on a different 'Mech, not even the other variant of Cyclops.
Before anyone asks, I checked and it does not stack if you have 2 of these. However, since it *does* stack with Master Tactician, this combination allows some significant bending of the normal initiative rules which can improve your ability to reserve and double-attack or hit-and-run before the opponent can respond:
1: You can boost a Medium, such as Hatchetman, to go in stage 5 (previously only attainable with Lights) instead of the usual stage 3
2: You can boost an Assault, such as Cyclops, to go in stage 3 with the Mediums instead of the usual stage 1
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