>> Does anyone have the rules (from previous editions of WH40k) for the >> human bombs? I have the stats (M,BS,WS,etc) but dont know the >> diameter/str of the blast and the chance it is a "dud" & other stuff >> like if the controller dude is toasted. > I don't remember the "dud" rules, but what I remember off the top of my > head was that the bombs acted like frag grenades, with the Human Bomb > as the center.
To the rescue of Tom, comes Schani (and my scanner/TextBridge).
HUMAN BOMBS (P.148 in Warhammer 40.000 Compenium).
The troops sentenced to service in the Penal Battalions are there for life, and must live under a tremendous burden of guilt; for not only have they committed crimes, but in so doing they have betrayed the Emperor.
However, the Emperor in his mercy has ordained that Penal Battalion troops should have the opportunity to repent and atone for their crimes hence, the Human Bombs. Any Penal Legion trooper may volunteer for service as a Human Bomb. In addition to his normal equipment, he is fitted with an explosive harness. The moment he dons the harness, he is absolved by the Emperor and the burden of his guilt is lifted. He also has a chance of freedom, for some of the harnesses are rigged not to explode - if he survives the battle, he is absolved and free.
SPECIAL UNITS (P. 150 in Warhammer 40.000 Compendium).
Human Bombs
Human Bombs operate as individual figures, and are not subject to unit
coherency rules. A force containing Human Bombs must also contain at least
one Adeptus Mechanicus to detonate the bomb harnesses. They can only
follow specific orders (see below).
SPECIFIC ORDERS (P. 150 Warhammer 40.000 Compendium).
Beastmen Platoons, Penal Battalion platoons and Human Bombs may only be given specific orders.
Specific orders may be one of the following three types:
1. Move within range of a specified enemy unit, firing when within range.
2. Charge a specified enemy unit and engage it In close combat.
3. Take and hold a specified position.
The enemy unit or position must be specified when the order is given. It is often helpful to note specific orders on a piece of paper, indicating the unit receiving the order, the type of order given, and the enemy unit or position specified by the order.With Beastmen and Penal Battalion troops, one set of specific orders must be given to the whole platoon.
When troops following a specific order cannot move into position in the current turn, they must move at least half their move allowance towards their objective.
An order may not be changed once given; it must be completed before a new order can be given.
When an order is completed, and only when it is completed, a new order may be given by an officer within 2" of the unit. In most cases, this will be the officer in command of the platoon. If the platoon is without a commander, then any officer within 2" may give the platoon a new order.
EQUIPMENT (P. 152 Warhammer 40.000 Compendium).
(Other weapons and gear snipped).
Bomb Harnesses
Each Human Bomb is equipped with a bomb harness. Any Adeptus Mechanicus may detonate any or all Human Bombs within his line of sight during his turn - either a single bomb, or all of them - but may make no other action that turn. The player rolls a D6 for each bomb which has been detonated - on a roll of 1, the bomb is found to be a dud and doesn't explode, while on a roll of 2 or more it explodes normally.Each bomb explodes with a 1.5" blast radius at Strength 3. In addition, it throws out D6 subsidiary blasts. Each subsidiary blast flies out D6" in a randomly determined direction (roll a D12 for direction, using the clockface template with the model's front facing as 12 o'clock), and explode with the same effect as a frag grenade (Strength 3, Damage 1, blast radius 2").
If a Human Bomb is caught in an explosion of any sort he will immediately detonate - even if his bombharness has already been found to be a dud.
Human bombs whose harnesses are found to be duds immediately attempt to leave the battlefield by the safest route, but untill they actually exit the table they are still vulnerable to accidental detonation.
Collar Detonators
When an Imperial Guard force includes Penal Battalion troops, all members of the Adeptus Mechanicus accompanying the forcc have collar detonators.Any Adeptus Mechanicus can detonate any of the collars worn by Penal Battallion troops within his line of sight. If an Adeptus Mechanicus sees a Penal Battallion Squad retreating or routing, he will detonate one of the collars. Each Adeptus Mechanicus may detonate one collar per turn, in the rallying phase. The sight of a comrade's head being blown off will make the troops realise the error of their ways, and they will automatically rally next turn.