resistance · Unit · Rules
Subterranean
If your Army contains Subterranean Units, any of your Groups may start the game in Holding. The entire Group, including its transports, must be able to disembark from the Subterranean Units in your army, or be embarked in Transports capable of doing so. Unarmed Subterranean Units do not count against your number of allowed Groups. Subterranean Units with a Transport Symbol are not taken with any Units aboard. When a Subterranean Squad enters from Ready, it may be placed on Good or Exceptional Ground anywhere on the Table. If it is unarmed, it cannot activate from then on. Squads in Holding may Disembark from ANY Subterranean Unit(s) providing their Transport Symbols match. Squads which Embark into Subterranean Units are placed into Holding. Any Objects carried by Units Embarking into it leave the Table. Any Units which Embark cannot re-enter the Table that Round or next Round. Squads may Embark or Disembark into or from a Subterranean Unit outside of that Subterranean Unit's activation. All other Embarking/Disembarking rules and restrictions still apply. Additionally, Subterranean Units may not Embark/Disembark more than their Symbol indicates per Round, but they may do both. For example, one with 6 could Embark 6, then Disembark 6. Units in Holding at the end of the game only count as destroyed if you have no Units which could return them to the Table if there were another Round.
Source: DZC Resistance Stat Cards · 260804 · p. 2 · resistance-unit-special-rules