Transport
Trucks, APCs, helicopters, planes and ships — and what riding costs you.
| TRANSPORT | CARRIES | UNITS (BY TIER) |
|---|---|---|
| TRUCK (GROUND TRANSPORT) | Infantry | 8 – 20 |
| APC | Infantry | 4 – 11 |
| IFV | Infantry | 6 – 8 |
| TRANSPORT HELICOPTER | Infantry; +1 armored unit from tier 3 | 55 – 345 |
| AIR TRANSPORT (PLANE) | Any ground unit except air transports; armor from tier 2 | 92 – 515 |
| NAVAL / AMPHIBIOUS SHIPS | Infantry in the troop deck, armor in the vehicle bay | 10 – 90 troops · 4 – 18 vehicles |
BOARDING TAKES TIME
Cargo units have to reach the transport first; boarding then takes 30 seconds per unit, one at a time — a unit mid-boarding can't fight or move. Unloading works the same way in reverse at 20 seconds per unit. Neither can happen while the stack is moving or engaged in a fight.
THE PASSENGER RULE

Two separate layers, easy to conflate: while riding as cargo, a passenger can't be individually targeted or damaged. But if the transport itself is destroyed, every passenger aboard is destroyed with it, immediately. Riding infantry also can't capture a province — it has to unload first. Supplies travel in a separate hold; see Moving Supplies.
