RED ELF
BEASTS & CAVALRY

As well as squads of warriors fighting on foot, and the armoured bulk of vehicles, many armies of the 41st millennium make use of fearsome predators and beasts, such as Warp Beasts and gigantic wolves, to augment their forces. Other warriors ride to battle on horses, grunting Cyboars. daemonic steeds and countless other strange creatures. When closing on their enemies, they are able lo move at far greater speeds than warriors on foot, and as such are able to launch deadly charges and counter charges. Their speed also allows them to quickly react to the movements of their enemies, allowing them to rapidly redeploy to where they are most needed.

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

MOVEMENT PHASE

Beasts and cavalry are capable of making a faster move if they concentrate on moving, and do not take time to fire their weapons. They may use the Fleet special rule, as described in the Universal Special Rules section. In all other respects they move as infantry.

SHOOTING PHASE

Although beasts generally do not shoot, cavalry frequently can. They follow the same rules as infantry when they do so.

ASSAULT PHASE

Beasts and cavalry are capable of making an especially fast charge to assault their enemies. When charging they move 12". They are slowed by difficult terrain - roll for the distance they can move just as you would for infantry, but double the result. Otherwise they assault exactly as infantry would.

MORALE

Beasts and cavalry fall back 3D6" due to their speed.