House Rules: Napalm Launcher

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AndyC


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After the Damocles Gulf Crusade, the Imperium warriors left Tau space leaving only the Tau's main enemy, the Orks.
New Ork WAAARGH's threatened Tau planets and the Fire Caste needed new weapons to stop the Ork. Handed this task, the Earth Caste set out to make a weapon that could kill Nob's and erupt flame to kill the other Orks. This gave birth to the Napalm Launcher. Its ability to take down lightly armoured foes was incredible and the rocket could take down medium armoured foes quite well. However, by the time there was a working model, there was no more need for it as the WAAARGH's had stopped.
But, 2 years later, a Tyranid splinter fleet was detected near the Eastern fringe of the Tau Empire. The Ethereals saw this would be a good use for the Napalm Launcher and tested it. However, the Shas'ui using it was killed as his suit turned into a fireball when he attempted to use it. This left one way to use it. By fire Warriors.
Many Ethereals were for this and many against it. But, with the Tyranids coming closer the Ethereals decided in a duel. Eventually, the Ethereal for the idea Won and the Napalm Launcher was issued to troops of the Au'tall Sept.
The weapons use in battle completely changed the course of battles. The rocket could kill even Broodlords and the flame could easily kill gaunts and even genestealers. Within 3 days, the Tyranids were destroyed.
The introduction of this weapon gave the idea of more heavy weapons in Fire Warrior teams, even though it went against Fire Warrior Doctrine. Now the Earth Caste is working on new heavy weapons for Fire Warrior teams.



Napalm launchers can be used in Fire Warrior teams and are limited to 2 per team. They cost 15 points and have this profile:
NameRangeStrApType
Napalm Launcher42"74Heavy 1/Blast
Note that the damage caused by the blast marker has the profile:
NameStrAp
Blast Marker45




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