[Archive] 3rd Edition Bazooka Rules by Pyro

Pyro Stick:

These rules were taken from the originals. I have just updated them to fit in with current rules.

Chaos Dwarf Bazooka

This simple tube like weapon fires a rocket with a powerful explosive warhead. It’s main advantage, apart from the ease of manufacture, is that it is light and relatively simple to use. It dispenses with the need for a cumbersome chassis and can be carried about with a crew of two - one to carry the rockets, one to carry the gun.

1 Bazuka can be taken in every infantry unit for 40 points. When taken in a unit they cannot be targeted by Missiles. Alternatively, Bazukas can be taken as 2 for one special choice for 70 points. 0-3 units per army

Rocket launchers cannot be moved then fired. It is assumed that they start the game loaded. Provided the weapon has a full crew of two, it can fire in any turn if it doesn’t move (although it is allowed to change the direction of facing). If one of the crew is killed, the rocket launcher may only fire if the player rolls a 4 or more on a D6.

The rocket launcher has a maximum range of 36" and a normal fire arc of 90 degrees. The weapon fires in the same way as a bow or crossbow, using the crews ballistic skill. The firer nominates a target model once a target point has been selected and the 3� template positioned, the player must roll to see if the missile has landed on target. Roll a D6. If the score is 1-3 then the shot has landed bang on target. All models whose bases lie wholly or partially under the template suffer D3 strength 5 hits with a save modifier of -2.

If the score is 4-6 then the shot has gone astray or deviated from the target point. The direction of deviation is indicated by rolling a Scatter dice and an Artillery dice. This is the distance and direction the shot deviates in inches, measuring from the original target point. Once the area template has been repositioned work out damage on any models now under the template.

Every time it shoots there is a chance it will malfunction and explode. If the standard Artillery dice roll made to establish deviation is a misfire something has gone wrong. Roll a D6 to see what happens:

Score Result

1-2 The rocket explodes as it is being loaded. The bazuka is destroyed and the crew are slain. Place the 3" template over the crew holding the bazuka and all models whose base lies completely under the template are automatically slain. Then place the 5" template over the same crew man and all models whose base lies partially under the template automatically take D6 strength 5 hits. Then roll a D6. This is the amount of rockets that have ignited. The direction of the rockets is determined by rolling an Artillery dice and Scatter dice. The rockets cause normal rocket damage to the first target in its path

3-4 The fuse fizzles out and the rocket fails to fire. The crew must spend a complete turn to reload the bazuka so you cannot shoot this turn or next turn.

5-6 The rocket goes out of control and lands 4D6"in the direction you have aimed it. Place the 3" template over the new target area and roll a D6.

1-3 - The rocket explodes. Work out damage as normal

4-6 - The rocket strikes the ground and spins like crazy before launching itself 4D6" through the air in a random direction (scatter dice). Roll another D6. Continue this process until the rocket explodes.

Missiles may not be directed against the weapon, but only against its crew. If hit by flaming missiles, any rocket carried by the second crewman may explode as described below.

Accidental Ignition

The ammunition carried by the second crewman is highly unstable. If the team is hit by fire based weapons, there is a chance its supply of rockets will be ignited. Roll a D6 if attacked by fire based weapons of missiles. If a 1 or 6 is rolled then the rockets have ignited. Roll another D6 if the rockets ignite. This is the amount of rockets that have ignited. The direction of the rockets is determined by rolling an Artillery dice and Scatter dice. If a misfire is rolled then the Rockets explode and the Bazuka and its crew are obliterated. If no misfire is rolled then the rockets cause normal rocket damage to the first target in its path. Once its ammunition has been ignited, a bazuka team has none left and is useless (unless joined by another Bazuka team).

Crew Loss

Crew are highly motivated with little regard for their own safety. They cannot be replaced by other troops, although a spare crew member may join another team and act as a spare or replacement crewman.

Willmark:

Now that the Third issue of the Word of Hashut is out containing these rules why don’t people give them a try and reply back here with feedback. I’d be interested to hear how they play out in 7th edition.

dedwrekka:

A couple of questions:

When you say any infantry unit, do you mean any chaos dwarf infantry unit or any infantry unit, including hobgobs, orcs, goblins, ect?

Is the -2 armor save added on top of the -2 from the shot being strength 5 or is it because of it?

Pyro Stick:

A couple of questions:
When you say any infantry unit, do you mean any chaos dwarf infantry unit or any infantry unit, including hobgobs, orcs, goblins, ect?

Is the -2 armor save added on top of the -2 from the shot being strength 5 or is it because of it?

dedwrekka
Hobgoblins werent part of chaos army lists when the bazooka came out so im going to say no. Chaos Dwarfs only. They are too good for the greenskins.

The -2 is because of the bazooka. It doesnt have a -4 save modifier