
Disembarkingĭisembarking is also fairly straight forward for the average transport ĭisembark: Any unit that begins its Movement phase embarked within a transport can disembark before the transport moves. That covers Embarking day to day, there are some quirks with how all this interacts with other rules though which are covered later on. Q: Can units embark inside a transport in a phase other than the Movement phase, such as when they are using the Fire and Fade Stratagem from Codex: Craftworlds, or when a unit performs a Soulburst action to move again?Ī: No, unless the rule in question specifically states that the unit can embark inside a Transport. The other thing to note is the even if you can move in another phase, you can only Embark in the movement phase unless a rule specifically gives a unit an ability that ignores that. This serves mostly to prevent a transport from magically scooping up a unit that has been tied up in combat. If you have a way of ignoring them though, such as FLY, then you still do so. So if a model is pinned in combat or there are models between the and the Transport you can’t embark. Q: Can a unit that is within 1″ of the enemy and entirely within 3″ of a friendly Transport embark into that transport without having to move? For example, because they cannot Fly and would have to move through enemy models? You need to be able to move to the transport. However the key thing to not here is that there’s some subtlety in these rules. So far so good, get to within 3” and hop inside. Unless specifically stated, abilities that affect other units within a certain range have no effect whilst the unit that has the ability is embarked. Remove the unit from the battlefield and place it to one side – it is now embarked inside the transport.Įmbarked units cannot normally do anything or be affected in any way whilst they are embarked. What is covered by the FAQs is mostly reinforcing concepts from other rules that apply here.Įmbark: If all models in a unit end their move within 3″ of a friendly transport in the Movement phase, they can embark within it. Generally embarking is the least confusing part of the transport rules, it has a clearly defined rule and there’s not too much ambiguity to FAQ. A lot of it does work pretty well, some of it is just weird and some of I hasten to say probably needs an FAQ Judge Ruleshamer might make an appearance for some of these. Transports started out 8th with one small section of the rules but have since become a varied and often conflicting area with different rules and abilities layered to create plenty of confusion to new and experienced players, making them the perfect topic for Ruleshammer to cover. In today’s Ruleshammer, Rob “Vre’kais” Chilton covers how Transports work and interact with other rules. In Ruleshammer, we look at the nuances of the game’s rules and how they affect gameplay, clearing up potential issues and helping make sense of some of the game’s less common interactions. Although we love Warhammer 40,000, the game’s complexity can be daunting, particularly for newer players.
