You are on page 1of 12

COLONIAL STEAM PUNKS - QRS

*What you see is what you get.


Greetings Günther!
I trust that you are doing well and CLASS
applying yourself to your studies. I Vehicles form the fourth class in Colonial
find myself with little time while on Adventures and are referred to as steam tanks
duty here in Lemuria but wanted to by infantry and cavalry alike.
write to you. I remember how  Steam Tanks – Armored steam driven
fascinated you were with your windup machines capable of speed and usually
toys as a child and thought you mounting one or more weapon. For
would be interested in what I have generating enemy forces, each vehicle
counts as a number of figures equal to
seen. Let me explain…
five times its DV.

TYPE
INTRODUCTION There are five types of vehicles. This refers to
Colonial Steam Punks expands the rules for their means of locomotion.
steam conveyances found in Colonial Lemuria.
In effect, it is the nuts and bolts of how they are  Wheeled - Wood or metal wheels.
used in relation to Colonial Adventures. We  Tracked - Wheels enclosed in a flexible
provide the how and ignore the why because if metal track.
you are confronted with a Chinese Green
Dragon on the battlefield you need to know how  Half tracked - A combination of the
to deal with it. So as Onkel Otto would say above two types.
"Vorwärts!"  Walkers - Usually four legged but
sometimes less and sometimes more.
 Flyers - Vehicles capable of flight such
STEAM TANK BASICS as copters, fixed-wing aircraft, or gas bag
lifted craft.
For convenience sake we will refer to steam
conveyances as vehicles. Vehicles appear in
some of the Army Lists in Colonial Lemuria and QUALITY
not in others but feel free to use them if you play Not all vehicles are created equal and the better
a European army. These rules may also be used the quality of the vehicle the longer you can
for elephants counting them as DV 0. survive in one. Rolling 1d6 on the Steam Tank
Quality Table determines its quality.
DEFINING VEHICLES
Six things define each figure in your group: Steam Tank Quality
# QUALITY (1) SPEED (2) ARMOR (3)
 Class 1 Excellent (Rep 5) +4" +1 DV
 Type 2-4 Good (Rep 4) +0" +0 DV
5-6 Inferior (Rep 3) -2" -1 DV
 Quality
(1) Overall quality of the machine.
 Armor (2) Modifier to the base speed of the machine.
 Weapons (3) Overall craftsmanship or lack of.

 Crew
For ease of play we recommend using the
models WYSIWYG* style. This is recommended
but not required.

© 2009 TWO HOUR WARGAMES - ED TEIXEIRA

1
COLONIAL STEAM PUNKS - QRS
ARMOR and do nothing until he is replaced by another
crewmember.
Steam tanks have an armor value similar to the Ensign
DV found on page 28 of the Colonial Adventures
rules. Armor is rated as follows- He drives the steam tank. If he is disabled the
vehicle will not move. He is second in command.
 DV 0 - Made from light organic material.
Engineer/Coaler
 DV 1 - Made from wood or lightweight
materials. He feeds the boiler to keep the vehicle running.
If he is disabled the vehicle will slow down 2" per
 DV 2- Made from multiple layers of wood turn until stopped. It can be restarted and will
and light organic material. move 2" per turn until reaching top speed.
 DV 3 - Made from thin sheets of metal. Gunner
 DV 4 - Made from heavy metal He fires the main gun whether it is a tank gun or
segments. machine gun. If he is disabled the gun may not
Wings and gas bags are DV 0. fire. Sometimes there may be more than one
weapon on the steam tank and there may be (1-
Turrets are one DV lower than the armor on the 3) an additional gunner in the crew.
main body.

WEAPONS TERROR
The fighting vehicles can be armed with a
Steam tanks are terrible creatures to encounter
variety of weapons. Refer to the actual model for
details. Here are the weapons that can be used- on the battlefield. Any unit charged by a steam
tank of DV 3 or 4 will count passing 2d6 as a
result of retire and a result of pass 1d6 or 0d6 as
Steam Tank Weapons a runaway.
WEAPONS RANGE FIRE DICE DAMAGE (2)
Mounted troops will not approach closer than
Machine Gun 24 5 1
Small Gun (1) 10/30 5/2 2 12" to a steam tank and when approached within
Large Gun (1) 10/60 5/2 3 12" will automatically move away to maintain this
distance.
(1)There is a chance that European guns (1-3) and Tribal
guns (1) will be rifled effectively doubling the damage
capability.
(2) This factor represents the damage that the weapon will
ACTIONS
do versus vehicles.
When active, steam tanks may perform up to
two actions but never more than one of each
CREW type.
Each vehicle will have a number of
crewmembers, ideally four. When there are VEHICLE ACTIONS
fewer crewmembers then not all jobs may be
 Move up to full distance up to 45 degrees
done. Note that when a crewmember is disabled
to the left or right of their front or change
another crewmember may take his place but at
the way the vehicle is facing up to 45
one level less than their actual Rep. See page
degrees while remaining in place.
13 of Colonial Lemuria for more info on
generating the Reps of the crew. Here are the  Attempt to charge.
jobs that the crew will perform during the battle.
 Fire.
Captain
Note that some of these actions may be induced
He takes the Crisis Tests for the vehicle and by the results of a Crisis Test.
determines where it will go and what it will do. If
he is disabled the vehicle will remain in place
© 2009 TWO HOUR WARGAMES - ED TEIXEIRA

2
COLONIAL STEAM PUNKS - QRS
 Fire – Tester must fire at the unit that
caused the Crisis Test.
MOVEMENT  Halt – The vehicle will come to a halt and
There are two types of movement, voluntary not function in any way until next
when the steam tank is active and involuntary activated.
when caused by a Crisis Test.  Retire - The vehicle will halt in place and
gather their courage. If they are forced to
NORMAL MOVEMENT retire a second time will runaway instead.
Normal movement depends upon the type of  Runaway – Vehicle turns away from the
vehicle and the terrain it is crossing. See the cause of the Crisis Test, faces the
following Base Movement Table. This table closest edge of the table, and will move
replaces the one in Colonial Lemuria found on full speed each turn until exit the table.
page 14. Will not fire but will run over any infantry
or cavalry in the way regardless of which
Note that there is a -1" movement penalty for side it is on.
each 1 point of DV the vehicle has. Small guns
count as DV 1 while a large gun will count as DV
2 for movement penalties. In addition the listed
speeds can be adjusted by the Quality of the NP STEAM TANKS
steam tank (page 1).
If there are any Non-Player steam tanks on the
table they will roll on the NPC Steam Tank
Base Movement Movement Table when they activate.
Type Clear Woods Rough Road
Wheeled 12 6 (1) 6 (1) 12
Tracked 9 4 (1) 4 (1) 9 2 NPC STEAM TANK MOVEMENT
Half-track 10 5 (1) 5 (1) 10 (Taken versus Rep of the Captain)
Walkers 8 3 5 8
Flyers 12 12 12 12 # Dice Result
(1) DV 2 or lower steam tanks. Others may not move Passed
through. Pass 2d6 Steam tank with LOS to hostile steam
tank will advance and attack.
Otherwise, will advance and attack
ENTERING AND EXITING BUILDINGS closest infantry or artillery enemy.
A steam tank infantry may enter a building only if Pass 1d6 Steam tank will halt and fire at closest
the model can physically do so. Steam tanks enemy.
entering and exiting a building will do so at half Pass 0d6 Steam tank will halt and does not fire.
speed.

INVOLUNTARY MOVEMENT CRISIS TABLE


Steam tanks may be forced into involuntary Here is the steam tank version of the Crisis
actions and movement due to the results of a Table.
Crisis Test. The procedures for taking a Crisis
Test will be described later. However, the
possible involuntary actions and moves are as WHEN TO TAKE THE CRISIS TEST
follows. The Captain of the steam tank will take the
 Carry On – Vehicle behaves as player Crisis Test when any of the following events
desires. occur.

 Charge – The vehicle moves at fastest TEST OF WILLS


speed into contact with the enemy.
This test is taken in the normal way.

© 2009 TWO HOUR WARGAMES - ED TEIXEIRA

3
COLONIAL STEAM PUNKS - QRS
RECEIVED FIRE  Field guns are capable of doing 3 points of
Only taken by the steam tank if is fired upon by DV damage and follow the restrictions in
artillery or steam tank guns. Colonial Adventures.
 Field artillery is capable of doing 3 points of
WANTING TO CHARGE DV damage and follows the restrictions in
This test is taken in the normal way with the Colonial Adventures.
exception that vehicles will not charge other
 Fortress guns are capable of doing 3 points
vehicles.
of DV damage and follow the restrictions in
Colonial Adventures.
BEING CHARGED
This test is taken in the normal way. HOW TO HIT
RECEIVED A CASUALTY (CREW) To score a hit on a vehicle the shooter declares
his intent to fire. He rolls 1d6 and adds it to the
Each time a steam tank takes a crew casualty. Rep of the crew firing or the Rep of the gunner.
WITHIN 6” AND SIGHT OF FRIENDLY RUNNING If the modified score is ten or more a hit has
FIGURES been scored on the target.

This test is taken in the normal way. Subtract the damage that the weapon can do
from the DV of the vehicle.
LEADER LOST (CAPTAIN)  If the result is more than zero, this
This test is taken in the normal way. becomes the new DV of the vehicle.
 If the result is a negative number then
AFTER THE FIGHT RECOVERY the shooter may roll that many d6 on the
After the battle there is a chance that a Conveyance Hit Locations Table on page
damaged steam tank may not be available for 14 of Colonial Lemuria and carry out the
the next battle. If a crewmember is a casualty result.
they will use the After the Fight Recovery Crisis
Test on page 23 of the Colonial Adventures rules
book. MELEE
Infantry and cavalry may elect to charge into
RANGED COMBAT melee or may find themselves in melee with a
steam tank. There is a chance that they can
Steam tanks fire as follows. inflict damage onto the vehicle. Steam tanks in
melee are devastating and handled as follows.
Only the following weapons can cause damage
to a steam tank. See the Weapons section on  The non-vehicle side loses one figure at
page 2 for details on rifling. the start.

 Machine or Maxim gun is capable of doing  Each side then rolls 1d6 for each point of
1point of DV damage. These guns may fire Rep of the unit or Quality of the vehicle
when active or in reaction. and modifies that number by
circumstances on the Melee Table.
 Small guns are capable of doing 2 points of
DV damage. These guns may fire once  Steam tanks will add 1d6 for each point
when active or in reaction. of DV it has.

 Large guns are capable of doing 3 points of  Both sides retain all “successes”, any
DV damage. These guns may only fire once result of a one, two, or three.
per turn when active or in reaction.  Subtract the lower number of successes
from the higher number of successes.

© 2009 TWO HOUR WARGAMES - ED TEIXEIRA

4
COLONIAL STEAM PUNKS - QRS
 The difference is the number of figures
that the lower side will remove as BYOST
casualties. If the vehicle receives more
casualties then the enemy they are Here's how to build your own steam tank. Fill
allowed to roll 1d6 on the Conveyance out the Steam Tank Sheet on the Colonial Steam
Hit Location Table on page 14 of Punks QRS in the back.
Colonial Lemuria. 1. Find or build an appropriate model.
 When fighting more than one enemy 2. Determine if is wheeled, etc. (page 1)
group the vehicle will melee normally and
apply the results to each group 3. Roll to determine its Quality (page 1).
separately as they occur. 4. Classify what type of armor it has (page 1).
 Vehicles will always count as even Take the overall value of the armor
numbers when in melee regardless of remembering that the turrets will count one
the number of figures involved. DV less.
5. Decide what weapons the steam tank
CONTINUOUS MELEE mounts (page 2).
If after a round of melee the sides are still in 6. Roll the Reps of the crew as per page 13 in
contact the non-vehicle side will break off the Colonial Lemuria.
melee. See page 27 of the Colonial Adventure 7. Check its movement rates (page 3).
rules for more info.

BREAKING OFF MELEE STEAM PUNKS


Anytime a player is active he may choose to end
the melee and move at least 3” away from the When a land is constantly at war mercenaries
enemy but no more than 12” unless blocked by are in demand. And steam tanks command top
terrain such as when having a back to dollar. An entrepreneur with a good crew and
impassable terrain. Once the melee has been tank can live a very luxurious, if often short, life.
broken off the inactive side will take a Test Of As more vehicles were used in the wars more
Wills Crisis Test. broke down or were abandoned for one reason
or another. This unforeseen side of steam tank
warfare led to many tankers being unemployed.
CREW CASUALTIES Too proud to return to the ranks of the infantry
these men drifted from country to country in
Each time a vehicle takes damage whether from search of work. Many of these dislocated
melee or fire there is a chance that one of the tankers were instrumental in spreading tank
crew had been hurt. technology to lesser countries. Eventually these
men, and in some circumstances women,
Roll 1d6 versus the DV of the vehicle. formed mercenary companies, known
If the score is equal or less than the DV then no collectively as the Steam Punks.
one has been injured. Perhaps it is a cultural thing, some say a lack of
If the score is higher, then one crew member honor, but these mercenaries are usually (1-5) of
has been injured. Roll at random to determine European descent.
who is a casualty and out of the fight. Crew Although they are rare there is a chance that
members may not return during the battle. one or more Steam Punk will be found on the
battlefield. Rolling 2d6 and scoring a result of 11
or 12 does this. Next roll 2d6 twice on the Steam
Punk Availability Table to see what is available.
The first roll determines the Quality, Armor and
Weapon while the second toss is for the Rep of

© 2009 TWO HOUR WARGAMES - ED TEIXEIRA

5
COLONIAL STEAM PUNKS - QRS
the Captain. Players are encouraged to use LENGTH OF CONTRACT
whatever type of model they already have.
Steam Punks are hired for a set number of
battles. This is determined by rolling 1/2d6 and
Steam Punk Availability adding or subtracting the # Battles modifier off of
# Quality Armor Weapon Captain (1)
the Punk For Hire Table, but never less than 1.
2 Rep 3 DV 2 M Gun Rep 3
3 Rep 3 DV 2 M Gun Rep 3
4 Rep 3 DV 2 M Gun Rep 3 WAGES
5 Rep 4 DV 3 Small Rep 4
Steam Punks receive complete vehicle
6 Rep 4 DV 3 Small Rep 4
7 Rep 4 DV 3 Small Rep 4
maintenance and materials for their vehicle. In
8 Rep 4 DV 4 Small Rep 4 addition they receive room and board plus pay
9 Rep 4 DV 4 Large Rep 4 equal to the total of the Rep of the Captain and
10 Rep 5 DV 4 Large Rep 5 DV of the vehicle times two. The Captain is
11 Rep 5 DV 4 Large Rep 5 responsible for wages of the crew.
12 Rep 5 DV 4 Large Rep 5
(1) Crew Reps are rolled as per page 13 in Colonial GOING IT ALONE
Lemuria.
There may become a time where there aren't
any contracts available. Normally just advance
GETTING HIRED the campaign timeline and continue to the next
If desired you can choose to play a Steam Punk, turn. If using this with Larger Than Life you may
selling your services to the higher bidder. play this period of inactivity out.

Roll 2d6. *****************************************************

On a score of six or less there are no contracts As you can see my dear nephew these
available. Roll again next campaign turn. steam tanks as they are called are
On a score of seven to nine you may roll once wondrous objects. But as I am sure
on the Punk For Hire Table. you realize, they would not have a
On a score of ten or more you may roll twice on place on the civilized battlefields of
the Punk For Hire Table and you may take one Europe.
or none of them.
Give my love to your Mother.
If there is a contract roll 2d6 on the following
Punk For Hire Table to see what's available. Onkel Otto Burstyn

Punk For Hire


# Nation Enemy # Battles
2 Central Asian Russians -2
3 Afghans/Pathans British -2
4 Berbers France -1
5 Shambalya Chang Wang -1
6 Lung Ho Chang Wang 0
7 Chang Wang Ling Ho +2
8 Alawar Chang Wang +1
9 French Euro at random +2
10 Euro army of choice Euro at random +2
11 Euro army of choice Euro at random +2
12 Army of choice Euro at random +2
(1) Apply this modifier to the number of battles that you are
being hired for.

© 2009 TWO HOUR WARGAMES - ED TEIXEIRA

6
COLONIAL STEAM PUNKS - QRS
COLONIAL STEAM PUNKS:
STEAM TANK
2 LD CRISIS TABLE
(Taken vs. Rep of the Captain)

A score of “6” is always a failure.

Reason Pass 2d6 Pass 1d6 Pass 0d6


Test of Wills  Fire even if have  If weapon is facing then  Halt in place and may not fire.
(Taken when to rotate the turret. fire. If not then turn
enemy comes turret to face.
within 12”)
Wanting to Charge  If facing enemy  If facing enemy steam  Halt in place and may not fire.
steam tank will tank will fire.
fire.  Otherwise charge but
 Otherwise charge. only half speed.
Being Charged  Fire even if have  If weapon is facing then  Halt in place and may not fire.
to rotate the turret. fire. If not then turn
turret to face.

Received Fire  Return fire if can.  Halt in place and may  If already damaged then retire.
(Taken only if fired not fire.  If retired once before then will
upon by artillery or runaway instead.
steam tank guns.)

Received Crew  Carry on.  Carry on.  If already damaged then retire.
Casualty  If retired once before then will
runaway instead.

Within 6” and sight  Carry on.  If the running group has  If the running group has an
of friendly running an equal or lower Rep equal or lower Rep then count
group then count as if passed as if passed 2d6.
2d6.  Otherwise if already damaged
 Otherwise halt in place then retire.
but may fire in reaction.  If retired once before then will
runaway instead.
Captain lost  Carry on. Ensign  Carry on. Second in  Second in command replaces
replaces Captain. command replaces Leader. 1 in 3 figures runaway
If no Ensign then Leader. (min. 1), then carry on.
next highest Rep.
After Fight  Steam tank ready  If damaged then will not  If damaged then will not be
Recovery for duty. be available for next available for next two battles.
battle.

Base Movement
# Type Quality Armor Weapons Range Fire Dice Damage Captain Ensign Eng/Clr Gunner

© 2009 TWO HOUR WARGAMES - ED TEIXEIRA

7
Steam Punks!
Greetings Günther!
I trust that you are doing well and applying yourself
to your studies. I find myself with little time while on
duty here in Lemuria but wanted to write to you. I
remember how fascinated you were with your windup
toys as a child and thought you would be interested
in what I have seen. Let me explain…

When a land is constantly at war mercenaries are in demand.


And steam tanks command top dollar. An entrepreneur with
a good crew and tank can live a very luxurious, if often short,
life.
As more vehicles were used in the wars more broke down or
were abandoned for one reason or another. This unforeseen
side of steam tank warfare led to many tankers being
unemployed. Too proud to return to the ranks of the infantry
these men drifted from country to country in search of work.
Many of these dislocated tankers were instrumental in
spreading tank technology to lesser countries. Eventually
these men, and in some circumstances women, formed
mercenary companies, known collectively as the Steam
Punks.

As you can see my dear nephew these steam tanks as


they are called are wondrous objects. But as I am
sure you realize, they would not have a place on the
civilized battlefields of Europe.
Give my love to your Mother.
Onkel Otto Burstyn

2HW CSP Free

You might also like