The Embark and Disembark mechanics define the transfer of friendly forces between the Play Area and specialized assets possessing the Transport Keyword. Each Transport Unit is restricted to a maximum capacity of exactly one friendly Infantry Unit. While a Unit is categorized as Embarked, it is considered Out Of Play and is prohibited from declaring Shoot Actions, utilizing Support Cards, or otherwise interacting with mechanical game elements until the Disembarkation sequence is finalized.
- Embarkation: A Unit initiates this process by resolving a Move Action or Dash that results in the establishment of Base Contact with a friendly Transport. If the movement concludes in Base Contact, the Unit is immediately removed from the Play Area. If a Unit begins its Activation Phase already in Base Contact with a friendly Transport, it may expend 1 Action Point to finalize Embarkation.
- Disembarkation: This process can be triggered by either the cargo or the Transport asset. If an Embarked Unit is Nominated to activate, it must expend a Move Action, Dash, or Charge Action to be placed in Base Contact with the vehicle; the player then resolves the movement starting from that point of contact. Alternatively, a Transport Unit may expend a Special Action during its resolution to Disembark its cargo. In this instance, one Base of the transported Unit is placed in contact with the vehicle, and all remaining Bases must be arranged in legal Cohesion.
- Destruction: If a Transport asset is Destroyed while carrying a friendly Unit, the authority for placement shifts to the opposing player. The opponent must place all Bases of the transported Unit anywhere in Base Contact with the wreck. Upon completion of this forced placement, the Unit immediately receives a Shaken Token to reflect the disruption of the transport's destruction.