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Warhammer 40,000/9th Edition Tactics/Movement 101
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===Special: {{W40Kkeyword|TRANSPORT}}=== A model with the {{W40Kkeyword|TRANSPORT}} keyword has some Transport Capacity and rules for which models are allowed to consume this capacity, and how much of that capacity they consume when they do so - for example, a {{W40Kkeyword|TRANSPORT}} might say it can carry up to 10 models, with {{W40Kkeyword|INFANTRY}} consuming 1 capacity and {{W40Kkeyword|BIKE}}s consuming 3 capacity. A model's transport capacity may never be exceeded - you can't consume more of it than it has. This capacity is consumed by being ''embarked'' on the {{W40Kkeyword|TRANSPORT}}, which means the ''embarked'' model is not placed on the battlefield. When a {{W40Kkeyword|TRANSPORT}} is set up, units that set up with it can "set up" embarked upon it - just declare that they are doing so. <div style="margin-left: 1em;> ====Embark==== If all models in a unit end a move within 3" of a friendly transport, they can ''embark'' on it - remove the entire unit from the battlefield. They are not on the battlefield for any rules purposes, and hence cannot do anything, unless a special rule says otherwise. </div> <div style="margin-left: 1em;> ====Disembark==== A unit ''embarked'' on a {{W40Kkeyword|TRANSPORT}} can ''disembark'' during the Movement phase, provided it does so ''before'' the {{W40Kkeyword|TRANSPORT}} moved and it ''began'' the Movement phase on the {{W40Kkeyword|TRANSPORT}}. To do so, set up the unit so that all of its models are within 3" of the {{W40Kkeyword|TRANSPORT}} and not within 1" of any enemy models; any model you cannot set up in this way is destroyed. All models in the unit now can now act normally for the rest of the turn, including taking their own move, which can be an advance, of course. But note that they count as having Moved for all rules purposes, like firing heavy weapons, even if they did not move after disembarking. <div style="margin-left: 1em;> =====Forced Disembark ({{W40Kkeyword|TRANSPORT}} Destruction)===== When a {{W40Kkeyword|TRANSPORT}} is destroyed, all models ''embarked'' on it must immediately ''disembark'', ''before'' the {{W40Kkeyword|TRANSPORT}} is removed (so they cannot ''disembark'' onto the space the {{W40Kkeyword|TRANSPORT}} will leave behind). If the {{W40Kkeyword|TRANSPORT}} has the ''Explodes'' ability (or equivalent) roll to see if it explodes and resolve any resulting damage to nearby units. Note that if the transport does explode, units being transported are not affected as they are not yet on the battlefield. For any model that has to disembark from the destroyed vehicle, its controlling player must roll a die; on a 1, a disembarked model is destroyed. The controlling player can pick freely which model is destroyed. *Note that any models that cannot disembark are slain. So surrounding an enemy transport with models and then destroying it, will destroy both the transport and the embarked unit(s). </div></div></div> [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 9E]] [[Category: Warhammer 40000 Tactics (9E)]] {{Warhammer_40k_Tactics}}
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