RED ELF
VEHICLE MOVEMENT

Many armoured vehicles are fitted with powerful engines, allowing them to cover open ground more quickly than infantry, ensuring that their mighty guns can get to where they are needed on the battlefield. Other highly advanced vehicles are fitted with anti-gravity drives that allow them to skim swiftly over rough terrain to launch unexpected attacks, while some vehicles stride forwards on mechanical limbs, ploughing through densely packed terrain with ease in order to bring their weapons to bear.

Most vehicles can move up to 12" in the Movement phase. This is relatively slow, but it represents a crosscountry speed rather than moving flat out. However, some vehicles will want to move even slower in order to use their weapons (see later). Normally vehicles can only move in the Movement phase, but walkers can move in both the Movement phase and the Assault phase just as infantry can.

Vehicles can turn any number of times as they move. just like any other model. Vehicles turn by pivoting on the spot about their centre-point, rather than 'wheeling' round. Turning does not reduce the vehicle's move, but once the Movement phase is over they can only make turns as described in the Shooting phase, to bring weapons to bear if they have not actually moved in the Movement phase. This means that a vehicle may combine forward and reverse movement in the same turn providing it does not exceed its maximum move.

FAST VEHICLES

Some vehicles are notably fast either because of their light construction or powerful engines - or both. Fast vehicles can move up to 24" in the Movement phase.

TERRAIN EFFECTS

Vehicles that move out ot, into or through difficult terrain risk becoming stuck, bogged down or something similar. Skimmers and walkers are handled differently and are explained later. Other vehicles must make a Dangerous Terrain lest. Note that when categorising terrain it is perfectly permissible to categorise terrain as being difficult, dangerous or impassable to vehicle units but not to non-vehicle units.

DANGEROUS TERRAIN TESTS FOR VEHICLES

These tests are taken whenever a vehicle attempts to enter difficult terrain or to move through or out of it. If the test is failed the vehicle halts immediately.

If it was attempting to enter difficult terrain it stops just outside. If a vehicle has moved up to 6" the test is taken on a single D6, otherwise it is taken on two D6. If any dice rolls a 1 the test is failed and the vehicle is immobilised for the rest of The game (or until repaired where appropriate), while a 2-6 means it can carry on moving. If both dice roll a 1 the vehicle is tipped over or irretrievably bogged down and counts as destroyed (note: See the Damage tables for effects on passengers if any are carried). It follows then that a vehicle cannot be destroyed by a Dangerous Terrain test unless it attempts to move across difficult ground at high speed.

SKIMMERS

Skimmers are capable of making a powered boost to gain height and cross obstacles. As such, skimmers ignore terrain altogether when they move and can even end their move hovering over difficult or impassable terrain (but not over other models). Conversely, mobile skimmers never count obscured target benefits from terrain they are hovering over, instead relying on speed for their protection.

WALKERS

All walkers move in exactly the same way as infantry, so they can move up to 6" in the Movement phase and then charge up to 6" in the Assault phase if the enemy are within range. Difficult terrain affects walkers just as it does infantry - moving into, out of or through difficult terrain requires a roll of two D6. using the highest result as the maximum distance they may move that turn. If walkers fail a Dangerous Terrain test, they are immobilised.

ROADS

Vehicles - with the exception of walkers and skimmers -that follow a road for their entire Movement phase (including entering along it if corning from reserve) may add 6" to their maximum speed. They do not gain this benefit if any of the following apply: Difficult Terrain tests, shooting, embark or disembark passengers, performing Tank Shock, or the use of any vehicle upgrades (such as smoke launchers or searchlights). In essence the vehicle must concentrate on moving down the road and nothing else.