Cities of Sigmar – Steam Tank with Commander
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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
Base size: 120 x 92mm
Notes: Single

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
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

None
Artillery
Leader
Leader, Behemoth
Behemoth

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

None
Artillery
Leader, Behemoth
Behemoth
Army List
Warscrolls collated
Faction Rules
• Allies
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
10.1.2 Look Out, Sir!
You must subtract 1 from the hit roll (see 13.3) for an attack made with a missile weapon if the target is an enemy HERO within 3" of an enemy unit that has 3 or more models. The Look Out, Sir! rule does not apply if the enemy HERO has a Wounds characteristic of 10 or more.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).

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

Leader
Leader, Behemoth

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2021