These new Warhammer 40k rules for transports and aircraft look to dominate the tabletops for 10th Edition- watch out for flyers!
Here are the latest new aircraft and transport rules for Warhammer 10th Edition 40k core rules that arrived in June 2023. The new rules for transports include changes to firing and transport capacity, as well as alterations to the disembarking process. Meanwhile, the new rules for aircraft include changes to reserves, movement, and combat.
10th Edition 40k Core Rules: Transports & Aircraft
The new Warhammer 40k 10th Edition rules were spotted over on Imgur, but we also have them all here.
To start, we’ve seen Firing Deck ‘X’ a lot, but simply, you can shoot with x number of models in the unit embarked in the transport. Then transport capacity is just how many models it can carry, and if you’re starting the game in the transport, you have to declare what unit is in what.
You can embark on a transport whether you are moving, advancing, or falling back, but the whole unit has to be within 3″ of the vehicle. For disembarking, you can either get out before the vehicle moves to charge, or you can get out after the transport moves, but you cannot charge.
Lastly, you cannot disembark if the vehicle advanced or fell back, and you cannot disembark if you cannot fit all models with 3″ as well.
Now, you only suffer one mortal wound for each one rolled, not instantly killing a whole model. This makes transports far better right off the bat.
However, while you don’t take as many auto-deaths, you will be battle-shocked until the start of the next command phase. Lastly, the unit cannot declare a charge if you somehow get your tank destroyed in your movement phase.
If you are surrounded and cannot disembark within 3″, you can make a move up to 6″, but you suffer mortals on a roll of 1-3 isntead.
New 10th Edition Core Rules: Aircraft
Maybe the biggest change off the bat, you have to start aircraft in Reserves; they then come on as Strategic Reserves.
Aircraft can move any amount of distance now and must make a minimum move of 20″ (but cannot advance, fall back, or charge), so fly them wherever you want! However, you do have to make a straight line move and can rotate 90″ at the end.
You can also hover your models, which means they don’t have those other aircraft rules but can start the battle on the board. But you have to declare this at the beginning of the game.
Aircraft obviously don’t hinder troops on the ground for movement, and only units that can fly can charge them. However, even in combat, they cannot pile in or consolidate.
They also don’t count as being the closest model for other units.
Just a quick picture of how you can fly aircraft now. Overall, these new Warhammer 40k 10th Edition core rules for transports and aircraft have brought about some significant changes to the game.
Click the links below for the latest on 10th Edition Warhammer 40k and the full articles!
- Warhammer 40k New 10th Edition Release Guide: LATEST
- New 10th Edition Warhammer 40k Starter Set
- What Will Happen To Codex Books in 10th Edition
- All the Latest 10th Edition Rules & Codex Changes
- How to Build Army Lists in 10th Edition Warhammer 40k
- New Leviathan 10th Edition 40k Starter Box Set Value Is Hot Fire!
All the Latest Warhammer Rules & Model Rumors
What do you think about the new Warhammer 40k 10th Edition core rules for flyers, transports and aircraft?