RED ELF
WEAPON TYPES
RAPID FIRE WEAPONS

Weapons which are self-loading and carry a reasonably large load of ammunition are called rapid fire weapons. These are very common and usually come in the form of sub-machine guns or similar. They can lay down a withering hail of bullets, particularly at close range. Their high rate of fire means they can be fired effectively 'from the hip' when a squad is advancing, spraying shots into the enemy whenever they present themselves.

An infantry model armed with a rapid fire weapon can shoot twice at targets up to 12" away.

If an infantry model has not moved, it may instead fire once at targets over 12" away, up to its maximum range. Models carrying rapid fire weapons that wish to charge into close combat in the Assault phase may not fire in the Shooting phase - being constantly on the move limits them to short, close range bursts of fire as they charge in, the effects of which are included in the assault.

Example Range S AP Type
Boltgun 24" 4 5 Rapid Fire

PISTOL WEAPONS

Pistol weapons are similar to rapid tire weapons but are light enough to be carried and fired one-handed. As pistols often have a less powerful charge their range is limited. On the plus side, they are handy enough to allow a trooper to fight in close combat with a combination of a pistol and sword, axe or other close combat weapon.

If a model armed with pistols moves, it can shoot once at targets up to 12" away. If a model armed with pistol weapons remains stationary, it can shoot twice at targets up to 12". Models carrying pistol weapons can fire them once in the Shooting phase and still charge into close combat in the Assault phase, but cannot charge if they remained stationary to fire twice.

Example Range S AP Type
Bolt Pistol 12" 4 5 Pistol

ASSAULT WEAPONS

Assault weapons are fired by warriors as they charge forward into the attack. They either fire so rapidly or are so indiscriminate that you don't have to do much more than point and shoot. For example, a flamer is a weapon which fires a fan-shaped gout of burning fuel, so it's just as accurate whether you are moving and firing or not. These weapons shoot the number of times indicated -whether you move or not and regardless of range.

Models carrying assault weapons can fire them in the Shooting phase and still charge into close combat in the Assault phase. This means they are very good for moving and assaulting things... hence the name!

Example Range S AP Type
Big Shoota 36" 5 5 Assault 3

HEAVY WEAPONS

These are heavy, man-portable weapons, such as missile launchers or lighter weapons, that require reloading between each shot, careful set-up or bracing against their considerable recoil. If an Infantry unit moves then it cannot shoot heavy weapons - they either move or shoot, but not both (remember than even if the model armed with the heavy weapon doesn't move, it still can't fire if other members of its unit move). When shooting, heavy weapons always lire the number of times indicated regardless of range, in the same way as assault weapons. They are very good for laying down long range supporting fire or taking out tanks and such like. Infantry units that fire heavy weapons in the Shooting phase may not charge into close combat In the Assault phase, although some rare units may be an exception to this.

Note: Vehicles, monstrous creatures, riders on bikes (including jetbikes) and certain other models are capable of moving and Siring freely with heavy weapons thanks to their strength, powerful exoskeleton, internal power sources, etc.

Example Range S AP Type
Ion Cannon 60" 7 3 Heavy 3

ORDNANCE WEAPONS

Ordnance weapons are so huge and powerful that they cannot be physically carried but must be mounted onto a vehicle or be built into the structure of a bunker or fortress. Units using ordnance weapons may not charge into close combat in the Assault phase-Designate the target and place the large Blast marker over it with the following restrictions:

  • You may not place the marker so that any of your own models or vehicles (apart from wrecks) are underneath it.
  • You must place the Blast marker so that one enemy model is under the central hole; you cannot place the Blast marker over empty space.

Next, check it is landed on target. If the hole at the centre of the marker is beyond the weapon's maximum range or no line of sight exists lo the target the shot is an automatic miss and has no effect. Otherwise, proceed to see where it hits.

If the target is in range and can be seen, the massive impact ot an ordnance weapon means it's going to be very hard to miss completely. Nonetheless, the shot may not land exactly where it was intended to. Roll the Scatter dice and a D6 to see where the shot lands. If the Scatter dice rolls a HIT symbol the shot lands on target. If an arrow is rolled, the marker is shifted in the direction shown by the arrow the number of inches indicated on the D6. II the Ordnance weapon was fired by a moving vehicle then two D6 are rolled and the highest taken to determine the distance the Blast marker scatters. Scatter rolls can take the Blast marker beyond range or out of sight, representing the chance of ricochets, the round blasting through cover and other random chance.

Example Range S AP Type
Battle Cannon 72" 8 3 Ordnance 1; Large Blast