Cities of Sigmar – Steam Tank with Commander
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12
3+
8
WARSCROLL

Steam Tank with Commander

Clanking monstrosities of steel and iron, Steam Tanks rattle across the battlefield, blasting away at targets with their cannons and steam-spewing guns while grinding yet more to paste beneath their metal-clad wheels.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Steam Cannon
Steam Cannon14+2+-2D6
Steam Gun
Steam Gun8"2D64+-1
Long Rifle
Long Rifle30"13+3+-12
Repeater Handgun
Repeater Handgun16"D34+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crushing Wheels
Crushing Wheels1"D64+3+-12
Sword or Rod
Sword or Rod1"25+4+-1
DAMAGE
Wounds SufferedMoveSteam CannonSteam Gun
0-22D6"30"2+
3-42D6"24"3+
5-7D6"18"4+
8-9D6"12"5+
10+D3"6"6+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Steam Tank is a single model armed with a Steam Cannon, Steam Gun and Crushing Wheels.

COMMANDER: This model include 1 Commander armed with a Long Rifle, Repeater Handgun, and Sword or Rod. The Look Out, Sir! rule does not apply to this model, and any command traits or artefacts of power only affect attacks made by the Commander.

ABILITIES

Bouncing Cannon Balls: Large blocks of enemy troops are prime targets for a Steam Cannon.
Add 1 to hit rolls for attacks made by this model’s Steam Cannon that target an enemy unit that has 10 or more models.

I’ll Fix It: Steam Tank Commanders are known to make spot repairs during battle.
In your hero phase, you can heal up to D3 wounds allocated to this model if it has not used the More Pressure! ability.

More Pressure!: Pumping pressure into the valves and pistons of a Steam Tank can improve its performance – but risks a catastrophic backfire.
At the start of your hero phase, you can choose to overpressure this model’s boiler. If you do so, roll 2D6. If the roll is less than the number of wounds currently allocated to this model, this model immediately suffers D3 mortal wounds.

If the roll is equal to or greater than the number of wounds currently allocated to this model, until the start of your next hero phase, you can add 2 to this model’s Move characteristic and add 2 to the Attacks characteristic of this model’s Steam Gun.

Steel Behemoth: Enemy warriors are crushed beneath the ironclad bulk of this war machine.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

COMMAND ABILITIES

Target Sighted: From atop the turret, the Commander directs the other tanks in their division to let loose a thundering salvo upon the enemy lines.
You can use this command ability at the start of your shooting phase. If you do so, pick 1 friendly IRONWELD ARSENAL HERO with this command ability and 1 enemy unit. Until the end of that phase, add 1 to hit rolls for attacks that target that enemy unit made by friendly STEAM TANKS while they are within 6" of that friendly IRONWELD ARSENAL HERO. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, HERO, STEAM TANK
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The IRONWELD ARSENAL and HERO keywords are used in following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth

The STEAM TANK keyword is used in following Cities of Sigmar warscrolls:

Leader, Behemoth
Behemoth

The CITIES OF SIGMAR keyword is used in following Cities of Sigmar warscrolls:

The IRONWELD ARSENAL keyword is used in following Cities of Sigmar warscrolls:

None
Artillery
Leader
Leader, Behemoth
Behemoth

The WAR MACHINE keyword is used in following Cities of Sigmar warscrolls:

None
Artillery
Leader, Behemoth
Behemoth

The STEAM TANK keyword is used in following Cities of Sigmar warscrolls:

Leader, Behemoth
Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020