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Transport (flyer mission)

[Content from Rule Book page 46 to 47.]
  1. 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.
  2. 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.
  3. 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!).
  4. 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!
  5. 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.