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Transport (flyer mission)
| [Content from Rule Book page 46 to 47.] |
- Transport flyers are placed and move in exactly the same way as those on a ground attack mission. However, when a transporting flyer fires its Firepower is halved and super heavy weapons need to roll a 4+ on a D6 to lock on and shoot. Other flyers in the same detachment that are not transporting troops fire at full effect.
- After shooting. the transporting flyers disgorge their cargo at the point where they made their attack. The units being dropped off lose 5cm from their move as normal; the flyer is unaffected. Troops landed by flyer can be ordered to Assault on the turn they land. They may not go into Overwatch or March.
- Flyers with a transport capacity can carry troops from other detachments in the same army, in which case they are kept off-board with the flyers until deployed. If the transport is destroyed while carrying units, then any transported troops are lost with it (no 4+ saves in this case!).
- If all of the units in a ground detachment can't fit into the available transport flyers at the same time, then any excess are left behind and can be brought into play on a future turn. Note that troops brought in later like this will be out of command unless landed within 30cm of their HQ. Also note that it is a very good idea for the HQ to be in the first wave!
- After transport flyers have disgorged their cargo, they take off and disengage by climbing straight up. Remove them from the table — you may use them again after they have missed their next turn to rearm, refuel and load their next cargo.