RED ELF
SPECIAL RULES

Designer's Note: In games where the following Lucky Glancing Hits and Infantry Support rules are used, they apply to both sides, so make sure that your opponent is aware of this at the start of the game. If you don't let your opponent know before he sets up then the rules apply to you but not to him!

Lucky Glancing Hits: Even the most heavily armoured vehicle has certain locations which are especially vulnerable. For example, most vehicles have vision slits through which a shot could pass, and often crewmen will open a hatch to look out, which will leave them exposed to enemy fire. Turreted tanks are at risk to shots which hit the 'turret ring' where the turret is joined to the hull, and which can leave the turret jammed in place and unable to move. And, of course, most vehicles are vulnerable to a lucky shot that strikes their fragile tracks, wheels or thrusters and leaves the vehicle immobilised, the chance of a shot striking such a location is very remote, and so in the normal Warhammer 40,000 rules such things are ignored. However, when a large number of vehicles are being used in a game, and in particular in situations where a large number of models are armed with weapons which simply can't do any damage to a vehicle (Imperial Guard armed with lasguns, for example), then it's important that such things as 'lucky hits' are covered.

Because of this, in games where an Armoured Company army is used, the following Lucky Glancing Hits rule must be used. Lucky hits are only used for weapons that don't have any chance of scoring even a glancing hit on the vehicle's available facing (a lasgun shooting at a Rhino, for example). They can't be scored by weapons that roll more than a single D6 for Armour Penetration, or by weapons that allow you to re-roll the Armour Penetration dice (which don't really need the help anyway!).

Roll to hit for the weapon anyway; a lucky hit occurs on a to hit roll of 6. When a lucky hit occurs, roll the D6 , again. If the second roll is also a 6 then a glancing hit is scored - the shot has struck a vulnerable point on the vehicle. On any other roll the shot glances off and has no effect.

If a lucky glancing hit is scored, roll on the Glancing Hit table as normal, However, if the roll is higher than the weapon's Strength, count the hit as causing a 'Crew Shaken' result instead of what is rolled.

Example: A Chimera is heading towards a group of four Space Marines armed with bolters. Normally the Space Marines' bolters (Strength 4) couldn't penetrate the Chimera's front armour of 12, but with the Lucky Hit rule there is a chance of inflicting some damage, so the Space Marines blaze away at the vehicle. The Space Marines roll to hit, and get 2, 4, 6 and 6. The 2 and the 4 are ignored, but the 6s have a chance of scoring a lucky glancing hit. The Space Marine player rolls the D6 again, and gets a 3 and a 6! The 3 does no damage, but the 6 causes a lucky glancing hit. The Space Marine player rolls on the Glancing Hit table, and scores yet another 6. However, the maximum score allowed is equal to the bolter's Strength of 4, so the roll inflicts a 'Crew Shaken' result rather than destroying the vehicle.

Lucky glancing hits do apply to hits inflicted in close combat. However, hand-to-hand attacks that get a lucky glancing hit use whatever result is rolled on the dice, and don't count rolls higher than the attacker's Strength as a 'Crew Shaken' result. This represents the vulnerability of a vehicle to a well placed hand-to-hand attack.

Armoured Company Morale: In the standard Warhammer 40,000 rules, vehicles are immune to the Morale rules that affect infantry. This reflects the added confidence that being in a vehicle bestows on a vehicle's crew. This said, the crew of a vehicle are not completely immune to the effects of morale, especially if the formation they are fighting as a part of is suffering heavy casualties and the comm-net is echoing to the cries of dying comrades. To reflect this, and to stop Armoured Companies from having too much of an advantage over armies that are subject to morale, the following special rules apply to Armoured Company armies:

Once 50% of the vehicles in an Armoured Company have been destroyed and/or immobilised, then vehicles from the Company may only move if the move they make is directly towards the player's table edge, or to the base line where the unit deployed/ entered the table if it came on at a different place. If there is no such table edge then decide randomly which table edge must be used for the army.

Note that, unlike troops who have been forced to fall back, vehicles don't have to move, but if they do they must move towards their own side's table edge.

Note: These rules only apply to vehicles in the army. Thus any infantry that are lost are not counted for the purposes of calculating 50% destroyed (though their transport vehicles would be), and, by the same token, any dismounted infantry may continue to advance on the enemy even if the vehicles in the army have stopped doing so. On the other hand, the infantry will be affected by the normal Morale rules.

Infantry Support: Although tank commanders would like to think otherwise, tanks require the support of infantry if they are to operate effectively. This is especially true in areas that have plenty of terrain for infantry to hide in. While as a player you can see that those enemy infantry who are hiding amongst the trees don't have any effective weapons to use against your tanks, this is not true of a tank commander; enclosed within his steel shell, only able to see out through vision slits and periscopes, and surrounded by a cacaphony of noise from the vehicle's engine and weapons. He has very little idea of just what is lurking nearby. Because of this, vehicle crew are very wary of approaching close to enemy infantry that are in cover unless they have the support of some of their own infantry to act as their 'eyes and ears'.

To reflect this, vehicles will only approach within 12" of enemy infantry that are in cover if there are dismounted infantry from their own side within 6" of the vehicle when it starts its move. What's more, a vehicle that starts a move within 12" of enemy infantry in cover may not finish a move any closer to them unless it has friendly dismounted infantry within 6". Note that the restrictions apply at the end of the vehicle's move, so it is possible to make a 'high speed dash' past blocking groups of enemy infantry, as long as the restrictions noted above are met at the end of the move. These rules do not apply to open-topped vehicles.