Squat Cyclops

The Cyclops is a massive war engine, using a heavily modified Colossus hull to mount the hugely destructive Hellfury Cannon. The Cyclops is specifically designed to destroy enemy war engines, but also sports an arsenal of deadly secondary weapons.


Speed  Armour    Void Shields  Damage Capacity  Assault Transport

10cm     6           4               8             6         -

WEAPON TABLE


Weapons                 Fire Arc   Range    FP       Notes

Heavy weapons battery   All round   45       6

D3+3 Deathrays.          Front      60      (1)      Always roll one die,
                                                     needing a 2+ to hit.
                                                     (At one target only)
                                                     Hits always cause
                                                     critical hits on war
                                                     engines.

Rocket Launchers         Front      90  Hvy Barrage  Artillery

CRITICAL DAMAGE TABLE


2d6   Result              Damage                    Notes

 2  Heavy Hit            +0 points  The Cyclops is immobolised for the
                                    rest of the turn

 3  Tracks damaged       +1 point   The Cyclops is immobolised until
                                    the damage is repaired

 4  Weapons battery dmgd +2 points  The Weapons battery may not be
                                    fired until the damage is repaired.

 5  Death Ray damaged    +2 points  The Death Ray may not be fired
                                    until the damage is repaired.

 6  Hull damaged         +3 points  The Cyclops is immobolised for
                                    the rest of the turn it's armour
                                    value is permanently reduced to 5+.

 7  Tracks destroyed     +3 points  The Cyclops is permanently
                                    immobolised.

 8  Controls damaged     +3 points  The Cyclops is immobolised for 
                                    the rest of the turn and it
                                    may no longer use it's rocket 
                                    launchers.

 9  Fire                 +4 points  The Cyclops only moves at half
                                    speed and suffers one extra
                                    point of damage at the end of
                                    each rally phase until repaired.

10  Multiple Fires       +4 points  D6 fires break out, (see Fire above)

11  Systems Damage       +4 points  All the Cyclops's systems are
                                    damaged by the hit. It  is
                                    immobilised and may not fire any
                                    weapons until the damage is
                                    repaired.

12  Catastrophic Damage               See table below

CATASTROPHIC DAMAGE TABLE


1d6        Result               Damage    Notes

1-3       Internal Explosions  Wrecked    Internal Explosions tear through
                                          the Cyclops, killing all crew and
                                          leaving the war engine a smoking
                                          wreck.

4-5       Magazine Explosion   Destroyed  Weapon magazines explode,
                                          destroying the Cyclops and
                                          scattering debris over a wide
                                          area. Roll a D6 to hit any 
                                          units within 5cm.

  6       Engine Explosion     Destroyed  The Cyclops is destroyed in a
                                          massive explosion. Any
                                          unit in base contact takes D6
                                          hits. Roll a D6 to hit any
                                          other units within 2D6cm.



Updated 12.12.97 - Squat index