Why this matters
The Control Zone and Hot Zone move. A squad that can only move on foot will consistently arrive late to where the points actually are. Transport — ground or air — is how you stay relevant to a moving objective.
Steps
- Call for transport over your squad channel, not proximity chat, so it reaches your team specifically regardless of distance.
- Specify what you need: a quick insert for 1–2 people is a different ask than moving a full six-person squad, and Drivers/Pilots will bring different vehicles for each.
- Stage at a pickup point with cover, not in the open — vehicles are most vulnerable while stationary loading passengers.
- Board quickly. A grounded or hovering vehicle waiting on stragglers is a target; be ready to move the moment transport arrives.
- Communicate the drop point clearly, ideally short of the actual contested area so the vehicle isn't flying or driving directly into fire with passengers aboard.
- Unload and disperse immediately on arrival rather than clustering around the vehicle after it lands or stops.
As the Driver/Pilot providing transport
- Prioritize getting your passengers into the fight over any other objective during the run — see Role Guide: Driver and Role Guide: Pilot.
- Vary your route; predictable transport lanes get interdicted.
- Confirm with Recon that your route and drop point aren't walking straight into a spotted threat.
Common mistakes
- Requesting transport with no specifics, leaving the Driver/Pilot guessing what's actually needed.
- Grouping up in the open while waiting for pickup.
- Loitering after landing instead of dispersing immediately.
- Ignoring Recon's threat calls and flying/driving straight into a known danger area.
See also: Role Guide: Driver, Role Guide: Pilot, Proximity Voice & Squad Comms.