Jet Pack 10Pts.
Range Up to 18 inches. This is a straight line vehicle, not turns can be made. When the model decides to fire the rocket he draws a line to the location he want to land at. Then roll a D6.
D6 roll, Result
1, Falure, roll another D6 for the distance. Once at the distance the rocket explodes. The jumper takes a +3 penetrating hit. Place a 2" template on this mini, any unit touching it takes a +2 penetrating hit.
2, Move 14"
3, Move 15"
4, Move 16"
5, Move 17"
6, Move 18"
Every time the model fires the rocket it changes the critical hit roll to the number of time is has fired. Second firing, on a 1 or 2 roll for the crit. Third firing 1, 2, or 3 roll for crit.
On a roll of 1, then 1 the model explodes on the spot, they started on. Place a 3" template and all touching take a +3 penetrating hit.
If the user does not fire the pack they can move 4", and still make a second move for another 2" a total of 6" per turn.
Now I have worked up the rule, I decided to test this new rule out.
To do this I set up a small skirmish with a Guard squad and an Orc squad with rocket packs. I am using Universal battle for my table top.
Deployment. As you can see both side are deployed some distance apart.
Guard T1: As the guard does not have the range weapons they sit tight.
Orc T2: Now it is time to fire the rockets. Mug Thug makes the first jump and there is no issues. The second jumper goes with no issues. The third jumper hits the trigger and and is launched 15" to his death. His body lands and also tries to take out Mug Thug and another. Lucky no one else was hurt this time. The 5th boy also jumped but popped, this time the template was placed on 4 boys. Two took wounds, 1 S, 1 W.