Engineers are equipped with a series of different experimental weapons:
A Hochland long rifle (see page 19 of the Empire book).
A repeater handgun (see page 19 of the Empire book)
A blunderbuss (move-or-fire, Flame template, S3, armour piercing).
A hook halberd (requires two hands, +1 Strength, +2 Strength against cavalry models).
A man-catcher (requires two hands, confers the Killing Blow ability to the wielder).
A ball and chain (requires two hands, +3 Strength on the first turn of any combat).
The Engineers ride in the Steam Tank in the same way as a character would ride in a chariot. Follow the rules on page 127 for Characters in Chariots, summarised below:
The Engineers have a +2 bonus to their Armour save, giving them a 4+ Armour save.
When shooting at the Tank, roll a dice for each successful hit: a 6 hits the Engineers, otherwise continue with the normal procedure for a hit against the Steam Tank.
In close combat the enemy can choose to attack either the Engineers or the Tank.
The Engineers can fight normally against enemies in base contact with the Tank's front and flanks, but they cannot fight against enemies at the Tank's rear. Engineers armed with missile weapons must use their hand weapons when in base contact with the enemy, they cannot shoot in close combat. As long as the Steam Tank is operative, they count as Unbreakable, but if the Tank is destroyed, they scatter and flee (remove them). They always count as stationary and can therefore fire move-or-fire weapons even if the Tank has moved. Every time an Engineer is killed, the Empire player decides which one to remove as a casualty.