Transports
TRANSPORT models ferry other units across the battlefield, keeping passengers safe until they need to strike. This section covers transport capacity, how units embark and disembark, and the different disembark modes — including the dangerous emergency disembark when a TRANSPORT is destroyed.
Transport capacity
Every TRANSPORT model lists a transport capacity on its datasheet, which spells out both the kind of models allowed aboard and the maximum number it can hold. A single TRANSPORT can carry more than one unit at once, provided there is enough remaining capacity for every model involved.
You do not have to start passengers on foot. During the Declare Battle Formations step at the start of the game, you may set units up already embarked inside any friendly TRANSPORT that has enough spare capacity to hold the entire unit.
Embarking
From the first battle round onward, a unit can climb aboard a friendly TRANSPORT immediately after it finishes a Normal, Advance, or Fall Back move, so long as all of the following are true:
- Every model in the unit ends that move within 3" of the TRANSPORT.
- This turn, the unit had not been set up on the battlefield.
- The unit is a type the TRANSPORT is allowed to carry, per that TRANSPORT's datasheet.
- The TRANSPORT still has enough remaining capacity for every model in the unit.
When a unit embarks, the active player lifts it off the table and sets it aside. It is now embarked and counts as not being on the battlefield until it disembarks.
Disembarking
In the active player's Movement phase, each unit embarked within a TRANSPORT may leave it by making a disembark move. Disembarking is a Movement-phase action for the owning player, giving the passengers a chance to deploy and then act.
Disembark moves
A disembark move sets the unit up within a set-up distance measured from the TRANSPORT, and the mode you use determines that distance and what the unit may do afterward. A unit is eligible to disembark only if it is embarked in a TRANSPORT that is on the battlefield, it did not embark in that TRANSPORT this phase, and that TRANSPORT has performed neither an Advance nor a Fall Back move this phase.
Before you move, select a mode:
- Rapid Disembark (3"): You must use this mode if the TRANSPORT has already made a Normal move or an ingress move this phase. If the TRANSPORT made an ingress move this turn, each disembarking model must obey the same placement rules and restrictions the TRANSPORT itself had to follow during that ingress. After the move, the unit is not eligible to declare a charge for the rest of the turn.
- Tactical Disembark (3"): You must use this mode if the TRANSPORT stayed stationary or has not yet been chosen to move this phase, and if you can legally place the unit within the 3" set-up distance. After disembarking, the unit then makes a Normal move or an Advance move of its own.
- Combat Disembark (6"): You must fall back on this mode when neither of the others applies. Make a hazard roll for each model in the unit before setting up, and each model may be placed engaged with one or more enemy units the TRANSPORT is engaged with. The unit is battle-shocked and cannot declare a charge for the rest of the turn.
In every mode, set each model up wholly within the relevant set-up distance of the TRANSPORT.
Emergency disembark
If a TRANSPORT is destroyed while units are still inside it, those passengers bail out under fire. Before the wreck is removed, the active player makes an emergency disembark move with each embarked unit.
An emergency disembark uses a 6" set-up distance. First, make a hazard roll for each model in the unit. Then set each model up wholly within 6" of the TRANSPORT and as close to it as you can — any model that cannot be placed this way is destroyed. Afterward the unit is battle-shocked and is not eligible to declare a charge for the rest of the turn.
Frequently asked questions
How does transport capacity work in Warhammer 40,000 11th edition?
Every TRANSPORT model lists a transport capacity on its datasheet stating both the type of models allowed aboard and the maximum number it can hold. A single TRANSPORT can carry more than one unit at once, as long as there is enough remaining capacity for every model involved.
How do units embark on a Transport in 40k?
From the first battle round onward, a unit can embark immediately after finishing a Normal, Advance, or Fall Back move, provided every model ends within 3" of the TRANSPORT, the unit did not itself arrive on the battlefield this turn, it is a type the TRANSPORT can carry, and there is enough remaining capacity. The embarked unit is removed from the table and counts as not being on the battlefield until it disembarks.
What are the disembark modes in Warhammer 40,000?
There are three: Rapid Disembark and Tactical Disembark use a 3" set-up distance, while Combat Disembark uses 6". Rapid applies after the TRANSPORT made a Normal or ingress move and blocks charging that turn, Tactical is used when the TRANSPORT stayed put and lets the unit then make a Normal or Advance move, and Combat is the fallback that requires a hazard roll and leaves the unit battle-shocked and unable to charge.
What happens when a Transport is destroyed in 40k?
Before the wreck is removed, the active player makes an emergency disembark move with each embarked unit using a 6" set-up distance. First make a hazard roll for each model, then set them up wholly within 6" and as close to the TRANSPORT as possible — any model that cannot be placed this way is destroyed.
Can a unit embark already inside a Transport at the start of a 40k game?
Yes — during the Declare Battle Formations step you may set units up already embarked inside any friendly TRANSPORT that has enough spare capacity to hold the entire unit. You do not have to start passengers on foot.