STEAMPUNK COLOSSI

Victorian Scientific Romance Piloted Mechanical Giants!

~ With Mad Science! ~

Overview:

The metal titans of war strode resolutely across the Victorian world, belching steam & smoke, and often accompanied by the sound of groaning metal strained to the breaking point.

COLOSSI CONSTRUCTION
In this setting, there are several systems that are on the restricted MAD SCIENCE list: Beam Weapons, Plasma Weapons, AI munitions for Missiles Launchers, Ballistic Weapons, Mortars, Camo Netting, Flight System, Jump Jets, Sniper, Targeter and Transformer. Only one colossus in each force may be armed with any single system from this list, so choose wisely. The employ of any system from this list requires a 1D10 roll before its use: on a 2 or 3 it jams and my not be tried again until the colossus next activates, and on a 1 it is broken and unable to be used for the rest of the game. The Pilot Skill: Mechanic may be used to negate a broken result in the same manner as it may negate a result from the CRITICAL HIT TABLE. For MAD SCIENCE games, each colossus may have one of the systems from the restricted list. And most "civilized" nations would not arm their colossi with Flamethrowers, but it is not disallowed.


COLOSSI GAME PLAY
1) Base To Hit roll is 8+, not 7+.

2) Mechs with indirect fire weapons may only use one friendly spotter that has Line of Site of both the intended target and the attacker. Attacks with indirect fire weapons using a spotter are -1 To Hit.

3) A roll on the CRITICAL HIT TABLE is required for every full 10 points of damage taken by the target in a single attack. 

4) Use the STEAMPUNK COLOSSI CRITICAL HIT TABLE:
 

STEAMPUNK COLOSSI CRITICAL HIT TABLE
 
D12
System Damaged
Notes:
1
Leg Destroyed!
Colossus topples & cannot move or change 
facing but may still attack.
2
Pilot Shaken!
Pilot takes 1D6 hits. Note: pilots have 6 hits each.
3
Leg Damaged!
Colossusis receives -1 to Move Points.
4-5
Weapon Hit!
One random weapon system is destroyed.
6
Boiler Hit!
Colossus will explode 1-3 in a 1D6 at the 
end of every turn as Bomb (6D10 to each 
contiguous hex).
7
Difference 
Engine!
Colossus is -1 to hit on all attacks for 
rest of game.
8
System Freeze!
Colossus can do nothing on its next 
activation as systems are manually reset 
and oiled.
9
Topple!
Colossus spends next activation getting up. 
Randomly determined facing and no movement or 
attacks allowed.
10
Fire! 
Colossus takes 1D4 Damage at the beginning of 
every turn. 
11
Knocked Back!
Colossus is knocked back (away from the attacker) 
1 hex. On a 1 on a 1D6 the Colossus is also 
toppled and has a randomly determined facing.
12 Run Amuck! Colossus must only move 1/2 (round down) of its allotment of Move Points upon its next Activation and in one random direction. May not attack as the pilot desperately wrestles with the controls.

 

 

STEAMPUNK COLOSSI

 

Size

Name

Systems

8 Ambulatory Monitor
U.S. of A.
Siege Gun [TURRET]
2x Chain Gun (HE) [L+R]
8 Ambulatory Monitor
U.S. of A.
Rail Gun (AP) [TURRET]
Mortar Medium (AP) [TURRET]
2x Chain Gun (HE) [L+R]
8 Ambulatory Monitor
U.S. of A.
Rail Gun (AP) [TURRET]
2x Missile Launcher Small (HE) [TURRET]
2x Chain Gun (HE) [L+R]


The Ambulatory Monitor was often called "the Devil's Water Tower" by the Confederates. Note: uses Turret & STEAMPUNK COLOSSI rules.

 

5 Escort Strider
British
Rail Gun (AP) [TURRET]
2x Chain Gun (HE) [L+R]
6 Frigate Strider
British
Rail Gun (AP) [TURRET]
2x Chain Gun (HE) [L+R]
Missile Launcher Small (AP) [F]
7 Destroyer Strider
British
Rail Gun (AP) [TURRET]
2x Chain Gun (HE) [L+R]
2x Missile Launcher Small (AP) [L&R]


Sterling examples of Britain's Royal Land Navy. Note: uses Turret & STEAMPUNK COLOSSI rules.

 

7 Little Anne
C. S. of A.
2x Rail Gun [L+R]
2x Chain Gun (HE) [L+R]
Missile Launcher Small (AP) [F]
9 Georgia Belle
C. S. of A.
2x Rail Cannon [L+R]
2x Chain Gun (HE) [L+R]
Missile Launcher Small (HE) [F]
11 Virginia IV
C. S. of A.
2x Siege Gun [L+R]
2x Chain Gun (HE) [L+R]
Missile Launcher Small (HE) [F]


The Confederate colossi were not to be underestimated. Note: uses S
TEAMPUNK COLOSSI rules.

 

5 G16
German Empire
2x Rail Gun (AP) [L+R]
Chain Gun (HE) [F]
7 Weser
German Empire
2x Rail Cannon (AP) [L+R]
Chain Gun (HE) [F]
9 Willamina
German Empire
Siege Gun (AP) [TURRET]
Chain Gun (HE) [F]
2x Missile Launcher Medium (AP) [L+R]


The German Empire started to employ the turret in later designs. Note: uses Turret & S
TEAMPUNK COLOSSI rules.

 

4 Little Willie
Prof. Werrklinkpup
Plasma Gun (AP) [F] *MAD SCIENCE!*
Melee Weapon [R]
Missile Launcher Small (AP) [L]
Chain Gun (HE) [F]
7 Porsche
Duchess vanGear
2x Rail Cannon (AP) [L+R]
Chain Gun (HE) [F]
Jump Jets *MAD SCIENCE!*
12 Destiny
Baron Grosskogg
Wave Cannon [TURRET] *MAD SCIENCE!*
Chain Gun (HE) [F]
2x Missile Launcher Medium (AP) [L+R]
2x Missile Launcher Small (AP) [L+R]
Enhanced Engine


MAD SCIENCE! Note: uses Turret, Wave Cannon & S
TEAMPUNK COLOSSI rules.