RED ELF
MISSION SPECIAL RULES
CONCEALMENT

If the Concealment rule is used in the mission, all non-vehicle units that are deployed at the beginning of the game are assumed to have made efforts to conceal themselves before the battle, even if in open terrain. If a concealed unit is fired at. the firers must determine if they can actually see their target using the Night Fight rules. If they cannot see their target, the unit may not fire (except for barrage weapons, which may fire at unseen targets but add an extra D6 to the distance scattered). Concealment is lost as soon as the concealed unit moves, shoots or uses a psychic power. If the Night Fight rules apply for that turn, these concealment rules are ignored (as troops will instead just rely on the darkness to conceal themselves). Concealment always ends after the first turn.

DEEP STRIKE

Some units are allowed to enter play via tunnelling, (exportation, (lying, or some other extraordinary means. Where this is the case it will be noted in their special rules. Some units always have the option; others only have the option in missions where the Deep Strike special rule is in force. If you wish to use this option (hen the units in question begin the game in reserve - it does not matter whether the Reserves special rule is in force for the mission. Roll for arrival of these units as specified in the Reserves rules and then deploy them as follows:

Place one model from the unit anywhere on the table, in the position you would like the unit to arrive, and roll the Scatter dice. If you roll a HIT the model stays where it is, but if an arrow is shown this determines the direction the model is scattered in. If a scatter occurs, roll 2D6" to see how far the model scatters.

All Deep Striking models are arranged around the first model. Models must be placed in base contact with the original model in a circle around it. When the first circle is complete, a further circle should be placed with each model touching the circle inside it. Each circle should include as many models as will fit, and they may be facing in any direction. If the first mode! scatters off the table, the entire unit is destroyed. It is a good idea not to try to Deep Strike too close to a table edge! You may not place models within 1" of any enemy. If you are unable to complete a circle of models without any of them coming within 1" of the enemy, entering impassable terrain or going off-table, the surplus models are destroyed.

Troops arriving via Deep Strike may not move or assault on the turn they arrive. They may shoot as normal, but count as having moved.

DUSK & DAWN

Sometimes a battle may start before first light, or so late that dusk falls before an advantage is gained. After deployment, but before determining who has first turn, roll a D6. On a 1, the battle starts before dawn and the Night Fighting rules are used on Turn 1. On a roll of 6, the battle starts at dusk and the Night Fighting rules are used on Turn 6 and any subsequent turns.

ESCALATION

The Escalation special rule is always used in combination with the Reserves special rule. Escalation represents the situation where the battle begins reasonably quietly, with only infantry in the line, and suddenly explodes into action as reserves are deployed. In a mission using the Escalation rule, only basic infantry units that do not have dedicated transports (so no Monstrous Creatures. Bikes, Jump Infantry, Artillery, Beasts, etc) may be deployed at the start of the game, unless the mission rules state otherwise.

All units not deployed are in reserve and will arrive in accordance with the normal Reserves rules. Some units have special rules, such as 'Scouts', that allows them to deploy on-table. Such special rules apply as normal.

INFILTRATE

Any infiltrators deployed on the table at the start ot the game are deployed after all other units. If both sides have infiltrators, toss a coin to determine who goes first and alternate deploying these units. Infiltrators may be set up anywhere on the table that is more than 12" from an enemy unit, if no deployed enemy unit can draw a line of sight to them. Alternatively, they may be set up anywhere on the table that is more than 18" from an enemy unit, even if they can be seen.

NIGHT FIGHTING

It is much harder to accurately identify enemy units at night; warriors must be sure of their targets before opening fire, and tend to be more cautious than normal. After selecting a target, but before a unit fires, a check needs to be made to see if the firers can see their target through the darkness. Roll .2D6 and multiply the result by 3, rolling once per unit only, This is the maximum range that any non-barrage weapon can be fired at. If the shooters have selected a target beyond this range they lose the right to fire, as they search the darkness for a target that never appears.

Normal barrage and ordnance barrage weapons may fire at unseen targets, but if they do, they add an extra D6 to the distance scattered.

RANDOM GAME LENGTH

At the end ot the mission's stated number of turns, roll a D6. On a 4, 5 or 6 a further turn is played. Repeat this process at the end of every turn until either a 1,2 or 3 is rolled, or three extra turns are played. If it is dark on Turn 6, it remains dark for these extra game turns.

RESERVES

Reserves are forces in the same sector as the troops on the battlefield who can be called in to reinforce them at relatively short notice. Units in reserve are not deployed at the start of the battle, but will become available in later turns of the game. Each selection from the Force Organisation chart is diced for separately at the start of the player's turn.

Reserves Table
  Turn 1 Turn 2 Turn 3 Turn 4+
Reserve unit arrives on: N/A 4+ 3+ 2+

When a reserve unit arrives, it must move on as specified in the Reserves section of the mission description. If the reserves are able to use Deep Strike in the mission being played, then they may alternatively use this method. See the Deep Strike special rule for details. If a unit has a transport attached, roll for both together, though the passengers do not have to arrive mounted in the transport.

Note: You must roll for reserves as soon as possible and must bring them onto the table as soon as they are available. You may not delay making the dice rolls or keep the reserves hanging around oft-table until you decide you need them!

VICTORY POINTS

At Gamma and Omega level, many missions are decided by Victory Points. In these missions, conditions for winning are modified from the method stated on the Mission sheet. Victory Points are gained first by damaging and destroying enemy units. A unit is worth as many Victory Points as its points cost. Thus a 250 point Land Raider would be worth 250 Victory Points to you if you managed to destroy it during the game. Sometimes merely damaging a unit will be adequate to score some Victory Points. See the Victory Points table to see what you score for inflicting casualties on the enemy.

In addition, achieving the mission objective will score Victory Points. It is possible to gain as many points from achieving the mission victory conditions as you can from destroying the enemy.

VICTORY POINTS TABLE
UNIT TYPE CONDITION AT THE
END OF THE GAME
DOES THE UNIT COUNT
AS A SCORING UNIT?
WHAT VPS DOES
THE OPPONENT GET?

Non-vehicle unit* At least 50% strength Yes None
Less than 50% strength No 1/2 points value
Destroyed, off-table
or Falling Back
No Full points value

Vehicle Mobile Yes None
Immobile No 1/2 points value
Wrecked, Exploded
or Annihilated
No Full points value

Dedicated
Transport vehicle
Mobile No None
Immobile No 1/2 points value
Wrecked, Exploded
or Annihilated
No Full points value

Vehicle squadron At least 50% mobile Yes None
Less than 50% mobile No 1/2 points value
All Wrecked, Exploded
or Annihilated
No Full points value

Independent
character**
Unwounded No None
Wounded No 1/2 points value
Dead, off-table
or Falling Back
No Full points value

Artillery unit At least 50% strength
or all guns destroyed
Yes None
Less than 50% strength No 1/2 points value
Destroyed, off-table
or Falling Back
No Full points value


Note: If any non-vehicle units include multi-Wound models, count wounds not models to see if a unit is above/below 50% strength.
**An independent character always uses this line regardless of his unit type

UNITS WITH DISTINCT ELEMENTS

Some units consist of parts (hat deploy and operate separately, such as a squad of Space Marines and their Rhino transport vehicle, a Brood of Lictors or an Imperial Guard Infantry Platoon. Treat each element separately for Victory Points purposes. The same approach is taken when an independent character has a Command squad or retinue mounted in a transport. Each element is a separate entity when calculating Victory Points. Thus a Space Marine Chaplain with Command squad in a Rhino would be an independent character, a unit of Space Marines and a vehicle unit.

MISSION SPECIFIC OBJECTIVES Objective: Table Quarters

If the mission objective is Table Quarters and the Victory Points special rule is being used, rather than deciding the mission purely on the basis of the number of Scoring Units in each quarter of the table, you score Victory Points both for enemy models damaged, wounded or destroyed as detailed above, and also by the number of table quarters you control.

  • The table quarter your army deployed in is worth no Victory Points.
  • The table quarters that are adjacent to your army's deployment zone are each worth 25% of the game's points limit.
  • The table quarter that the enemy deployed in is worth 50% of the game's points limit

Thus, in a 1.500 point game, your army scores 0 for its own quarter. 375 for each adjacent quarter and 750 for the enemy's quarter. The opposite of course is true for the enemy army.

Objective: Enemy Lines

If the mission objective is breaking through the enemy lines and the Victory Points special rule is being used, you score Victory Points equal to the points cost of those scoring units entirely in the enemy deployment zone, in addition to Victory Points for destroying enemy units.

Objective: Loot

If the mission objective involves securing Loot counters and the Victory Points special rule is being used, you score Victory Points for destroying enemy units and, in addition, each Loot counter is worth a number of points equal to the game points limit divided by the number of counters used. Thus, in a 1.500 point game with four Loot counters, each counter is worth 375 points.

Objective: The Field of Battle

If the mission objective involves securing the centre of the battlefield and the Victory Points special rule is being used, you score Victory Points for destroying enemy units and. in addition, score Victory Points equal to the points value of each of your scoring units entirely within 12" of the centre point at the end of the game.

Objective: Annihilation

If the mission objective involves annihilating the enemy and the Victory Points special rule is being used, you score Victory Points for destroying enemy units and. in addition, score Victory Points equal to the points value of each scoring unit you have left at the end of the game. This means that you must destroy as many of the enemy as possible, while avoiding heavy losses yourself.

MARGIN OF VICTORY

Comparing the total Victory Points you scored against your opponent's determines the margin of victory (or defeat). Obviously, this is only applicable in Gamma or Omega missions where Victory Points are used.

A difference of less than 10% of the points limit is a Draw. Anything greater is a win for the player with the highest Victory Point total. A difference ol more than 10% and up to 50% is a Solid Victory. A difference of more than 50% and up to 80% is a Crushing Victory. A difference of more than 80% is a Victorious Slaughter!

The chart below summarizes these differences for the most common points limits.

In tournaments, the margin of victory may be used to determine how many Tournament Points each player scores. In a campaign, the scale of victory may result in different outcomes. For these purposes it is useful to define further categories based on the margin of victory.

GAME'S POINTS LIMIT RESULT
500 pts 1,000 pts 1,500 pts 2,000 pts
0-50 0-100 1-150 0-200 Draw
51-250 101-500 151-750 201-1,000 Solid Victory
251-400 501-800 751-1200 1,001-1600 Crushing Victory
401+ 801+ 1201+ 1600+ Victorious Slaughter!

HOW TO USE THIS CHART: Find the difference m Victory Points between the two players along the column with the appropriate points limit for the game played. Cross-reference with the 'Result' column to find on! the margin ol victory. For example, if a 1,500 point game ends with a difference of 472 points between the players, the 1,500 pts column shows that the result is a Solid Victory.