Light Cabin Overview
Light Cabins have a high average Max Speed being their biggest advantage. Most Light Cabin allow for 12 energy points making them great for high energy builds. A disadvantage of Light Cabin is their low Durability. This includes the cabin Durability along with its lower Mass Limit. Having a lower Mass Limit can hinder the amount of parts that can be place on the vehicle. This effects the potential Hit Point of the Vehicle. Having lower power level and tonnage ratings can also hinder the parts that can be added to the build.
Cabin Stat Averages by Cabin Size
Cross Light Cabins
DUSTER
Power Score: 250
Market Purchase

22
4000
170
95
9
300
2000
Growl
Power Score: 750
Lunatics

31
6000
230
100
11
450
3000
BAT
Power Score: 1300
Fire Statters

34
6500
265
100
11
600
3900
DUSK
Power Score: 1800
Market Purchase

51
8600
280
100
12
850
4200
HOMING ROCKETS: Homing rockets deal 20% more damage and fly 20% faster. However, the lifetime of the projectiles is reduced by 76%, and their maneuverability and target acquisition range are also reduced
COCKPIT
Power Score: 1800
Market Purchase

48
7700
240
105
12
450
3700
WEAPON DAMAGE:
1.A lways increases bosters crarge by 50% and heating speed by 30%
2. At speeds above 75km/h, each active boosters increases damage of all weapons: common- 4%, rare-8%, epic- 13%. Maximum bounus is 50%.
TUSK
Power Score: 1800
Market Purchase

52
8000
245
100
12
550
4500
MELEE DAMAGE: For every 100m. covered by the car, the cabin’s collision damage by 100%. Stacks up to 3 times.
BLIGHT
Power Score: 1800
Market Purchase

51
8300
300
100
12
700
4100
INCREASED FIRE DAMAGE: When activated, for 8 sec. increases fire damage of flamethrowers, artillery and “tempura” by 40%, flamethrower range by 50%, flame puddle size by 30% and changes the flame’s color to green. charges while moving.
CERBERUS
Power Score: 1800
Market Purchase

52
8500
285
100
12
850
4000
MELEE DAMAGE: Built in melee weapons deals continuous damage to enemies in close conbat.
JANNABI
Power Score: 1800
Syndicate

59
8100
230
100
12
700
4000
WEAPON DAMAGE: Increases the weapon damage by 20% when armoured vehicle is drifting. Works only with wheels.
WEREWOLF
Power Score: 1800
Fire Starters

52
8000
250
100
12
600
4000
DRONE: When destroyed, leaves a controllable drone that can be detonated in 10 sec.
HARPY
Power Score: 1800
Fire Starters

51
8500
295
100
12
1000
4500
EXPLOSION RADIUS, AMMO MAX: Increases the volume of additional ammunition by 50% from “Ammunition” and “Microfactory” type modules. Boosts explosion radius by 20%
AFFRESSOR
Power Score: 1800
Market Purchase

55
105
3800
[DIS]
DEADMAN
Power Score: 1800
Market Purchase

52
8700
270
100
12
750
4200
RELOAD TIME: Reduces the weapon reloading time depending on the number of mounted weapons. The bounus value is: 25% if one weapon is mounted, 15% if two weapons are mounted, 10% if three weapons are mounted.
GRIFFON
Power Score: 2400
Market Purchase

58
9000
314
100
12
700
4800
INVISIBLITY: When activated, the player and 3 closest allies in a 25m range are invisible on the radar and become immune to the effects of “Oculus” and “Verifier” for 11 sec. Cooldown 20 sec.
MASTER
Power Score: 2400
Season Rewards

60
10000
360
95
12
750
5000
DURABILITY RESERATION:When the module is activated, the cabin heats up, and when it’s deactivated, the capin cools down eithin 5 sec., restoring up to 10% of the durability per second to the parts attached to the power nodes.