Some vehicles have the capacity to transport troops, and these will be termed transports in the units page, along with the amount of troops that can be moved by the vehicle.
Loading up: To be able to load up on troops, a transport vehicle must be stationary for the entire turn, although it can fire as normal. The troops themselves must end their movement in the hex with the transport and they may ignore normal stacking rules as the troops are considered entering the transport vehicle. Of course, if the vehicle is full, then normal stacking rules apply. On the next turn, the transport may move as normal.
Destruction of the transport: If the transport is hit and destroyed while carrying troops, then all units onboard must roll on the armour resistance chart as though they had been hit by rockets (thus with a +1 modifier). If they survive, they may occupy the same hex as the transport, or any adjacent hex to represent them scattering. Normal stacking rules apply.
Unloading: To unload a troop transport, the vehicle must be stationary for the time, and then all the contained troops may simply disband, observing all normal stacking rules. Note that their is no additional MP cost for entering or leaving a troop transport.
Infantry: A unit that can carry troops will always list the amount of troops it can carry. Normally this will just be stated in armoured suits, but naturally enough, if a truck can carry armoured suits, then it will be able to carry unarmoured infantry as well. Unless stated therefore, any troop transport can carry 1 squad of unarmoured troops if it doesn't already carry armoured suits. Differences to this will be listed under the unit description. |