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 -
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
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
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.