RED ELF
VEHICLES AND ASSAULTS

Vehicles can be both very dangerous and very vulnerable at close quarters. On one hand, massively armoured vehicles can scatter infantry before them, as no one in their right mind would wish lo be caught beneath the tracks of an eighty tonne lank bearing down on them! On the other hand, a stationary vehicle can often be very easily destroyed, as individuals clamber over it, attaching all manner of grenades and shooting into visions slits.

SKIMMERS

Skimmers can always choose to move over enemy troops and this neither impedes their movement nor harms the troops below. Enemy troops can attack skimmers in the Assault phase, as close combat takes into account close range shooting and grenade lobbing as well as actual hand-to-hand combat. Skimmer tanks can still choose to overrun an enemy unit and inflict Tank Shock in the normal manner.

TANK SHOCK

Tanks can overrun enemy units during their Movement phase. Having some monstrous metal behemoth coming straight at you is unnerving lor anybody. During their Movement phase, a player can declare that a tank is going to attempt to Tank Shock an enemy unit. If the tank has sufficient movement to get into contact with the unit, the enemy must move aside and infantry may be forced to fall back.

To make a Tank Shock attack you must specify a direction before moving, and may not, after one initial turn, change direction during the move. Next, measure to see if any enemy units will be reached by the tank. If an enemy unit is not reached, just move the vehicle and no Tank Shock takes place. If a unit is overrun by a tank, and individual models would end up underneath the vehicle, they must be moved out of the way by the shortest distance (maintaining unit coherency), but otherwise the unit is unharmed. Vehicles with an equal or higher frontal Armour Value, or that are immobilised, do not have to move, and their presence will effectively stop a Tank Shock at a 1" separation distance. A vehicle that makes way can change its facing when it is moved back into position.

Remember that vehicles cannot move over friendly models, and may not be able to move over wrecks (see the rules for wrecked vehicles).

If an infantry unit has to move models in response to a Tank Shock, it must take a Morale check. Vehicles only have to 'give way' and no check is taken. If an infantry unit fails its Morale check it will fall back, see the Morale rules for details.

DEATH OR GLORY!

If an infantry unit passes its Morale check against Tank Shock, one of its models that is in the vehicle's path can stand and attempt to destroy it rather than move out of the way {this is potentially a rather suicidal thing to do!). Note that a walker can also attempt to halt a Tank Shock using Death or Glory, often with better odds of success. The model nominated for this heroic duty gets one attack at the tank as it heads towards him.

Only one attack is made, so even it the weapon used is Assault 3 or the model is normally allowed more than one Attack - only one attack is resolved in this instance. The attack can be either a shot from a weapon carried by the model, or a single close combat attack using any weapon carried, including grenades (such as krak grenades, melta bombs and haywire grenades). Whatever form it lakes, the attack hits automatically, so resolve the hit against the tank's front armour immediately.

If the model successfully manages to stun, destroy, explode, annihilate or immobilise the tank, then it grinds to a hall directly in front of the heroic individual.

However, if he fails to stop the tank, then the brave (but perhaps rather foolish) glory merchant is crushed by the tank grinding over him - the model is killed regardless of Wounds or armour (invulnerable or not), or any other cunning way of staying alive they can think of. Walkers are crushed utterly (and removed from play) by the tank smashing into them if their Death or Glory attempt fails to stop it. The vehicle may then continue with its Tank Shock - the unit that attempted Death or Glory must give way.

INFANTRY ASSAULTING VEHICLES

Infantry can pose a grave risk to vehicles if they get close enough. With the right weapons, troopers can wreck a vehicle by shooting through vision slits, planting explosive charges on fuel tanks, tearing open hatches to attack crew members or committing some other equally imaginative act of mayhem.

Whilst vehicles can be assaulted by infantry, they cannot be Locked m close combat by them, so when the vehicle's player turn comes around it can simply drive off (unless damage prevents it). Alternatively, it could just remain stationary and blaze away with its weapons at the enemy around it, although this might be rather dangerous when using ordnance or blast weapons!

LAUNCHING AN ASSAULT

A unit can assault a vehicle by charging it in the Assault phase. The charge move is conducted just the same as when assaulting other enemy units. Individual models can only assault the side of the vehicle facing them at the start of their charge.

HITS

Models attack vehicles with the same number of attacks as they would if attacking any other unit - sb. a model gets +1 attack for charging, models within 2" ot a model in base contact also get to fight, etc. The roll to hit score needed is as follows:

Target D6 roll needed
Attacking a vehicle that
is immobilised or was
stationary in its previous turn
Automatic hit
Attacking a vehicle that moved
6" or less in its previous turn
4+
Attacking a vehicle that moved more
than 6" in its previous turn
6

A skimmer that is not immobilised always counts as moving more than 6" in its previous turn. When assessing how far a vehicle has moved, only take into account the actual distance covered, moving forwards and backwards doesn't help!

ARMOUR PENETRATION IN CLOSE COMBAT

Armour Penetration is worked out as normal (D6 + the Strength of the attacker). Note that this means few troops can actually harm vehicles, as even the lightest combat vehicle has an Armour Value of 10.

RESULTS

At the conclusion of a round of close combat against a vehicle with no WS characteristic, there are no sweeping advances or Consolidation moves. The vehicle and the infantry are free to simply move away on future turns.

Models that have assaulted a vehicle with no WS are not classed as Locked, and can therefore be shot at (or through) during the Shooting phase, just bear in mind Blast markers and templates may well hit both sides.

GRENADES

A well placed grenade can often achieve a kill on a vehicle. Specialist tank hunting troops are frequently equipped with melta bombs - fusion based charges which can reduce a battle tank to a burnt-out wreck in milliseconds, or krak grenades, a special type of grenade designed to implode, shattering armour and (hopefully) stopping vehicles in their tracks. Exotic alien equivalents include Eldar haywire grenades.

Grenades have to be clamped or placed so as to inflict enough damage, so each model using them can only make one attack, regardless of the number of Attacks on their profile or any other bonus normally gained in an assault. Grenades can also be used in a Death or Glory attack against a Tank Shock. Against vehicles, grenades have the following Armour Penetration:

Frag/Photon 4+D6 AP
Krak 6+D6 AP
Melta 8+2D6AP
Plasma 5+D6AP
Tankbusta 6+(D6x2) AP

WALKERS IN AN ASSAULT

Walkers fight in an assault in the same way as infantry, However, any hits scored against them must roll for armour penetration and damage as for a vehicle. This means that white a walker is quite capable of tearing apart its enemies in close combat, only the specially armed (or monstrously powerful) will have any hope of destroying a walker up close. Models fighting a walker always fight against its front armour, as the walker is not a static target and rampages through the melee, turning to face its enemies.

immobilised, shaken and stunned walkers fight in close combat with one less attack than normal (down to a minimum of 1), but otherwise attack normally, no matter how many Immobilised, Stunned and Shaken results they have suffered.

Each roll made on the Vehicle Damage charts against a walker counts as a single wound for the purposes of working out who won the combat.

There is one very important difference about walkers in an assault; walkers never have to take Morale checks, and so will never fall back. If a walker loses a combat, treat the result as a drawn combat instead. The only way to win a close combat involving a walker is to destroy it. However, heavily outnumbered walkers may take additional damage as their enemies scramble all over them - see the No Retreat rule for details.

USING GRENADES AGAINST WALKERS IN CLOSE COMBAT

Grenades and melta bombs can be used against a walker. A model will only manage to score a hit with a grenade against a walker on a roll of 6. However, if a walker is already stunned or immobilised at the start of the Assault phase, then they attempt to hit based on the normal comparison ot WS. Remember that models using grenades against vehicles can only ever make one attack.

PILE IN MOVES

At the end of the Assault phase, a walker must make a reinforcement move just like other models, unless it is immobilised.

SWEEPING ADVANCES & CONSOLIDATION

Walkers may only make a sweeping advance or Consolidation move if they are not stunned or immobilised.

DREADNOUGHT CLOSE COMBAT WEAPONS

Dreadnoughts are often armed with enormous close combat weapons - hammers, wrecking balls, claws, etc. If a Dreadnought is armed with a close combat weapon, it doubles its Strength in close combat (up to a maximum of 10) and ignores Armour Saving throws. A Dreadnought armed-with two close combat weapons gains an extra attack, just like ordinary troopers armed with two weapons. If one of its weapons is destroyed, the bonus attack is lost. Further Armament Destroyed results do not affect the walker's Attacks characteristic, but will prevent it gaining the benefits of Dreadnought close combat weapons if that armament is destroyed (so. the Dreadnought will fight at its base Strength, and wounded enemies will be allowed to take their Armour Saves).

VEHICLE MORALE

Vehicles don't normally need to take Morale checks for any reason, whether they are clanking great behemoths or arrow-quick attack craft. It is assumed that in all cases the vehicle's crew has unshakeable faith in both their vehicle, and you as their supreme commander. Any occasional lapses that do occur are represented by shaken and stunned crew damage results.

VEHICLES IN A UNIT (SQUADRON)

Most vehicles fight as individual units and are represented as a single model. However, some vehicles, like Ork Wartraks and Eldar Vypers, often operate in units of more than one vehicle rather like infantry, usually referred to as squadrons, with up lo three vehicles in each squadron.

MOVEMENT PHASE

When a squadron of vehicles moves, all mobile squadron members have to move at the same speed, eg, they all move up to 6" or they all move up to 12", etc. All the vehicles have to maintain coherency, just like ordinary troops, but vehicle squadrons need only to remain within 4" of each other to remain in coherency, rather than within 2".

If any of the vehicles in the unit are immobilised or stunned for any reason, the rest of the unit must remain within 4" of them, or choose to abandon them. Any vehicles that are abandoned are left behind and counted as destroyed, It is assumed their crews flee rather than acting as sitting ducks!

A unit of tanks may perform a Tank Shock. If so, move the vehicles one at a time and resolve each in turn. All must move in the same direction and at the same speed. Enemy units that have already passed a Tank Shock Morale test caused by the unit earlier in the turn will pass subsequent tests automatically (and may attempt Death or Glory}. It is possible that the squadron may be unable to maintain unit coherency, as some members are stopped by Death or Glory and others aren't. At the end of the move, the owning player must abandon models until the squadron is in unit coherency.

SHOOTING PHASE

When shooting, a unit of vehicles fires all of its available weaponry at a single opposing unit. When a unit of vehicles is fired at. any hits are distributed evenly amongst the vehicles, starting with the nearest vehicle model. No vehicle takes more than one hit until all of the vehicles in the unit have each taken one hit. Once all of the hits have been distributed, roll to penetrate the vehicles' armour and make any Damage rolls as appropriate.

For example, an Ork Trukk fires its big shoota at a squadron of two Vypers, and scores two hits. This is divided between the Vypers, one hit on each, rather than both hits on a single Vyper.

The number of weapons that can be fired by the squadron depends on the movement by the unit as a whole. For determining how many weapons can fire. treat all the vehicles in the squadron as if they had moved at the speed of the vehicle that moved the furthest that turn.

ASSAULT PHASE

When engaged in close combat, enemy units must allocate their attacks between the members of a vehicle squadron, as if each vehicle was a separate unit. Use the movement of individual vehicles to determine how hard they are to hit - this reflects the vulnerability of immobilised and stunned vehicles, even when in a unit.