RED ELF
VEHICLES

This section of the rules describes how vehicles larger than bikes move and fight. Vehicle rules have to work differently from those for infantry in order to show their unique strengths and weaknesses. Vehicles can move swiftly and bring a tremendous arsenal of weapons to bear while infantry fire patters harmlessly off their armoured shell. That said, a determined infantry squad with the right weapons can use dense terrain to outmanoeuvre ponderous vehicles and can easily knock them out unless the vehicles have their own infantry to guard them.

VEHICLE CHARACTERISTICS

Vehicles have characteristics that define how powerful they are in a similar way that troops do. However, as vehicles do not fight in the same way as creatures of flesh and blood their characteristics are different. Vehicle characteristics are as follows:

  Type Front
Armour
Side
Armour
Rear
Armour
BS
Leman Russ Tank 14 12 10 3

TYPE

Vehicles come in all sorts of different types, some are faster than others while some are able to fly or walk instead of driving along on wheels or tracks. Any special traits a vehicle has are described by its type. The different types are Fast, Tank, Open-topped, Skimmer and Walker. These traits can be combined to define, for example, a Fast Skimmer or an Open-topped Walker.

ARMOUR VALUE

The Armour Value of a vehicle tells you how hard it is to damage. Vehicles have separate Armour Values to represent their protection on their front, sides and rear. Armour Values typically range from 10 to 14, depending on which side of the vehicle is being attacked, usually with The lightest armour on the rear to represent vulnerable fuel cells, engine compartments, etc.

BALLISTIC SKILL

Vehicles have a BS value just like troops and it represents the accuracy of the crew as they blast away at their enemy with the vehicle's weapons.

TRANSPORT CAPACITY

Some vehicles are capable of carrying infantry models inside them. The transport capacity tells how many approximately human-sized infantry can be carried.

FIRE POINTS

If a vehicle is not open-topped, the Fire Points characteristic tells you how many passengers can fire their weapons through slits or hatches while inside the vehicle.

ADDITIONAL CHARACTERISTICS

Some vehicles, most commonly Walkers, will also have a Weapon Skill, Strength and Attacks value representing its ability in close combat and an Initiative value denoting its reaction speed, in the same way as they would lor normal troops. The profile for a Walker looks like this:

  Armour  
  Type F S R WS BS S I A
Dreadnought Walker 12 12 10 4 4 6(10) 4 2

ACCESS POINTS

A vehicle's access points specify where passengers can embark and disembark from - typically via hatches or ramps shown on the model itself.