The player of the tank pilot rolls a twenty-sided die (1D20),
the player of the bazooka team does likewise, to determine initiative.
The high roll goes to the bazooka team; they have initiative, which means they strike first.
I didn't notice the oddity till now, but it sounds like 2 characters are sharing 1 initiative roll. Normally I would envision a bazooka team being 1 guy firing while the other reloads and/or spots targets. If it was a very heavy weapon which took the strength of 2 men to lift/aim then this seems to set a precedent of sharing an initiative roll.
This would be simple enough if they had no/equal bonuses but I wouldn't know how to do it if they had different ones. I figure use the lowest as the weak chain in the link.
This exchange also gives an interesting example of cover:
As the bazooka team gets ready to fire another shell,
it's the tank's turn to strike/counterattack.
It aims, and the cannon is fired at the compact car the two men are hiding behind.
Even though it's a counter, it's actually launched at their cover instead of them. But why?
Since this is done instead of firing at the men directly (we are only told "the car is destroyed", not of them being hurt) it seems like they were able to fire the bazooka while staying behind cover, or else got to duck back behind cover as a free action before the tank got to fire back.
I might have attributed that to the tank running out of attacks if it wasn't explicitly happening immediately after rolling initiatives...
I don't know if this example made it into RUE. Pg 355 has a "Mega-Damage and M.D.C." section which is the closest I could find.
We know the CR-1 Rocket Launcher (RMB p 204, RUE p 258) made it through, but I was wondering about alternatives that won't get you persued by the CS by having stolen tech.
RMB p 243 had a "Conventional Weapons" section with a smattering of SDC stuff. 244 had "Heavy Weapons" which included a "Rocket Launcher" called a "Super Bazooka". Compared to the CR-1 (18,000 + 1,000 per rocket) it was cheap if you could probably only get 1 shot off (merely 900 credits) and it had a better blast radius (50 feet) than any Short Range / Mini / Medium. Only some LRMs had equal/better radius. The range was less, but 3,600 was still better than all rifles except railguns and JA-series. The damage was not impressive, but it didn't need to be if you were targetting SDC targets, and in terms of harassing a group, 1D4 with 50 foot radius could still do more total damage than frag's 5D6 at 20 feet, or maybe even plasma's 1D6x10 at 15 feet, depending on how your enemies are spaced, or how well protected they are.
I'm curious if the Super Bazooka did make it into RUE. I haven't been able to find it. RUE 261 has "common gear" but it doesn't seem to include weapons.
It seems like the "Conventional Weapons" SDC content was largely merged into RUE 328's "W.P. Modern Weapons" section, with damages listed alongside bonuses from the training. Which is cool and all.. except I can't see any prices like RMB had, so it wouldn't lead GMs starting with RUE much of a guide to go on how much it would cost to get these weapons, or how much they would sell for.
RUE 239's "W.P. Heavy Military Weapons" does have the "Portable Mortar / Rocket Launcher" but it's clearly a different weapon, only doing 2D4x10 SDC to a meager 15 foot radius, though it does have a better (4000 ft) range than the Super Bazooka. I also get the sense it is reloadable whereas I sorta got a "one and done" impression from the Super Bazooka (similar to that 10 mile Medium Missile Launcher in Mercs) since there was no split weapon/ammo cost.
While the PMRL sounds like a useful tool for taking out packed SDC groups. The extra 400 feet of reach gives it a competitive edge with the Super Bazooka, if I had to take out an unarmored juicers sniping lasers from 4000 feet for example.
It's still sad not to have a price for the PMRL, or to be able to find the Super Bazooka anymore. Does anyone know if the SB made it into any other books? I think it is a great setting feature, as are many other SDC weapons, in terms of giving cheap ranged combat to credit-lacking folk.