Building up Steam Points
At the start of your turn, declare how many steam points (SP) the Steam Tank is attempting to generate, ie, how much pressure the Engineer is allowing to build up in the boiler. This can be any number between 0 and 5 SP. It's a good idea to use a dice near the Steam Tank to represent how many SP it has, turning it over each time you use one.
If you declared 1 or more SP, roll a D6 and add the number of steam points you've decided to generate. If the total is equal to or less than the Steam Tank's remaining Wounds, all is well. If the total is greater, then something has gone wrong. The Steam Tank loses one Wound and no SP are generated that turn. If you decide to generate no SP then you do not need to roll the D6, but the Steam Tank can do nothing that turn - though the Engineer may shoot his repeater pistol as normal.
Using Steam Points
Steam points can be used during the movement phase to move the tank, in the shooting phase to fire its guns or in the close combat phase to grind opponents into a bloody mess. All unused SP are lost at the end of the turn, so use as many as you can!
Movement Phase
The Steam Tank moves in the same manner as a chariot, with each SP allowing you to move it 3" However, the Steam Tank does not double its movement distance when it charges. All difficult terrain counts as impassable terrain, but obstacles present no challenge to its bulk and have no effect on a Steam Tank. Any obstacles should be removed after the tank has passed through them.
To charge with a Steam Tank, first declare charges as normal (i.e. the tank needs to be able to see the target in its front arc of sight) and specify how many SP you are using to charge with. The target unit may make a charge reaction, as normal. If the Steam Tank fails to reach its target, it is moved its full Movement allowance towards the target (this is not halved). If the Steam Tank hits its target, it does D3 impact hits, plus an extra D3 for each SP used for the charge.
Magic Phase
The Steam Tank's metal mass is enough to scramble and block most magical attacks. Only spells with a given Strength can damage Steam Tanks - all other spell effects are ignored.
Shooting Phase
Once per turn, the Steam Tank may fire its hull- mounted cannon against visible targets in its frontal arc. This costs 2 SP and can be done even if the tank has moved or is in close combat. The cannon shot is worked out as described in the rules for cannons in the Warhammer rulebook. If you roll a misfire on the first artillery dice, the Steam Tank suffers D3 Wounds and the cannonball is not fired.
Main Cannon
Range | Strength | Wounds Caused | Armour Save | Notes |
---|---|---|---|---|
18" | 8 | D3 | No save | Cannon |
Note that the main cannon cannot fire grapeshot, but any unit in base contact with the front of the tank when the cannon fires automatically suffers D3 S2 hits with no armour save from the escaping steam. Then resolve the cannon's shot as normal.
In addition, once per turn the tank may shoot its steam gun at any target within a 360° fire arc at a cost of 1 SP. Place the flame template on the end of the steam gun. Models fully covered by the template are hit automatically, while those whose bases are partially covered are hit on a 4+
Steam Gun
Range | Strength | Armour Save |
---|---|---|
Teardrop Template | 2 | No save |
Both these weapons can be fired in close combat and can even be fired against the unit the tank is in close combat with, provided there is no chance of hitting friendly models or enemy models that are in base contact with friendly models other than the tank. Remember, the tank is a large target and so it can see over models that are not large targets, even when engaged in close combat.
If the Steam Tank is not engaged in close combat, then the Engineer can open the hatch and fire his repeater pistol with a 360° fire arc at the same or a different target to the Steam Tank. He will not risk himself in close combat, but can make a stand & shoot reaction before ducking back inside. This is the only permitted charge reaction for a Steam Tank.
Close Combat Phase
A Steam Tank engaged in close combat may grind its opponents by expending SP. Each expended SP inflicts D3 impact hits. Opponents in close combat automatically hit the Steam Tank and roll to wound normally. A Steam Tank cannot overrun or pursue.
Impact Hits Against the Steam Tank
Units that cause impact hits against the Steam Tank do so as normal, but suffer D6 S6 hits themselves.
Characteristics Tests
A Steam Tank will automatically pass any characteristic test it is required to make, with the exception of Initiative tests, which it automatically fails (not being too good at dodging).