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.