RED ELF
ARTILLERY

Some weapons are so large and powerful that a single man could not hope to carry or operate them by himself. These weapons are more usually seen mounted on vehicles or as part of bunker emplacements, but they are sometimes utilised by infantry artillery teams, particularly on battlefields where the terrain might not be suitable for vehicles. Sometimes, these mighty artillery weapons are mounted on tracks or wheels and operate under their own engines, or in the case of some races, on highly advanced anti-grav platforms, as they are simply too heavy to lug across a battlefield.

This unit type behaves differently to a normal infantry unit on the battlefield. The exact changes are detailed below, divided between the different phases of the turn sequence:

Artillery is quite complex as it combines some of the features of vehicles with that of infantry. The unit consists of a number of crewmen models and the gun models themselves. The gun models are treated as vehicles with an Armour Rating of 10. Any penetrating or glancing hit will destroy a gun - there is no need to roll on the Vehicle Damage tables. If all the crewmen models are killed, the guns are immediately removed as well.

MOVEMENT PHASE

Artillery units move in the same way as infantry. They are slowed by difficult terrain like infantry, but gun models must also take Dangerous Terrain tests when they pass through it. There must be at least one crewman per gun to allow the unit to move - if there are fewer than this, then the unit may not move.

SHOOTING PHASE

In order lo shoot with the guns in an artillery unit, there must be at least one different crewman within 2" of each gun firing. Artillery crewmen may never fire any other weapons as long as The unit still contains any gun models, Unless firing barrage weapons, there must be a line of sight to the target from both a gun model and a crewman within 2" of it. Ranges are measured from the gun model.

When template or blast weapons are fired at an artillery battery, the guns and crew can be hit as normal if they are under the marker/template. When other weapons are fired at the unit, randomise any hits between the crew and the guns themselves (so long as both types are still in the unit) - roll a D6 and consult the chart below:

D6 Result
1-4 Hits the crew
5-6 Hits a gun

ASSAULT PHASE

Artillery units may not declare charges if they still have any gun models with them. In an assault, enemy models attack as normal against the crew's Weapon Skill -randomise any hits using the table above while both crew and gun models remain engaged. If only gun models are engaged, the enemy will hit automatically and resolve their hits against the gun models. Only engaged crew models fight in an assault.

MORALE

Artillery units follow the normal rules for Morale for infantry units, with the following exceptions:

If an artillery unit does not have one crewman per remaining gun model and is forced to fall back, the gun models without crewmen are destroyed and the rest of the unit falls back as normal.

If an artillery unit is forced to fall back from close combat and the enemy is free to make a sweeping advance, then the artillery unit automatically loses the Initiative roll and is caught and massacred by the victor.