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

Power
Max Speed
Tonnage
Mass Limit
Energy
Durability
Light
49
100
3,980
7,847
12
267
Medium
57
80
4,702
10,495
11
315
Heavy
100
50
7,891
18,864
10
468

Cross Light Cabins

Duster
Power Score: 250
Market Purchase
Power
22
Mass Limit
4000
Durability
170
Duster
Power Score: 250
Market Purchase
Max Speed
95
Add Energy
9
Mass
300
Duster
Power Score: 250
Market Purchase
Tonnage
2000
Tonnage
2000
Tonnage
2000
Growl
Power Score: 750
Lunatics
Power
31
Mass Limit
6000
Durability
230
Growl
Power Score: 750
Lunatics
Max Speed
100
Add Energy
11
Mass
450
Growl
Power Score: 750
Lunatics
Tonnage
3000
Tonnage
3000
Tonnage
3000
Bat
Power Score: 1300
Fire Starters
Power
34
Mass Limit
6500
Durability
265
Bat
Power Score: 1300
Fire Starters
Max Speed
100
Add Energy
11
Mass
600
Bat
Power Score: 1300
Fire Starters
Tonnage
3900
Tonnage
3900
Tonnage
3900
Dusk
Power Score: 1800
Market Purchase
Power
51
Mass Limit
8600
Durability
280
Dusk
Power Score: 1800
Market Purchase
Max Speed
100
Add Energy
12
Mass
850
Dusk
Power Score: 1800
Market Purchase
Tonnage
4200
Homming 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
Homming 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
Power
48
Mass Limit
7700
Durability
240
Cockpit
Power Score: 1800
Market Purchase
Max Speed
105
Add Energy
12
Mass
450
Cockpit
Power Score: 1800
Market Purchase
Tonnage
3700
Weapon Damage
1.Always 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%.
Weapon Damage
1.Always 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
Power
52
Mass Limit
8000
Durability
245
Tusk
Power Score: 1800
Market Purchase
Max Speed
100
Add Energy
12
Mass
550
Tusk
Power Score: 1800
Market Purchase
Tonnage
4500
Melee Damage
For every 100m. covered by the car, the cabin's collision damage by 100%. Stacks up to 3 times.
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
Power
51
Mass Limit
8300
Durability
300
Blight
Power Score: 1800
Market Purchase
Max Speed
100
Add Energy
12
Mass
700
Blight
Power Score: 1800
Market Purchase
Tonnage
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.
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
Power
52
Mass Limit
8500
Durability
285
Cerberus
Power Score: 1800
Market Purchase
Max Speed
100
Add Energy
12
Mass
850
Cerberus
Power Score: 1800
Market Purchase
Tonnage
4000
Melee Damage
Built in melee weapons deals continuous damage to enemies in close conbat.
Melee Damage
Built in melee weapons deals continuous damage to enemies in close conbat.
Jannabi
Power Score: 1800
Syndicate
Power
59
Mass Limit
8100
Durability
230
Jannabi
Power Score: 1800
Syndicate
Max Speed
100
Add Energy
12
Mass
700
Jannabi
Power Score: 1800
Syndicate
Tonnage
4000
Weapnon Damage
Increases the weapon damage by 20% when armoured vehicle is drifting. Works only with wheels.
Weapnon Damage
Increases the weapon damage by 20% when armoured vehicle is drifting. Works only with wheels.
Werewolf
Power Score: 1800
Fire Starters
Power
52
Mass Limit
8000
Durability
250
Werewolf
Power Score: 1800
Fire Starters
Max Speed
100
Add Energy
12
Mass
600
Werewolf
Power Score: 1800
Fire Starters
Tonnage
4000
Drone
When destroyed, leaves a controllable drone that can be detonated in 10 sec.
Drone
When destroyed, leaves a controllable drone that can be detonated in 10 sec.
Harpy
Power Score: 1800
Fire Starters
Power
51
Mass Limit
8500
Durability
295
Harpy
Power Score: 1800
Fire Starters
Max Speed
100
Add Energy
12
Mass
1000
Harpy
Power Score: 1800
Fire Starters
Tonnage
4500
explosion radius, Ammo Max
Increases the volume of additional ammunition by 50% from "Ammunition" and "Microfactory" type modules. Boosts explosion radius by 20%
explosion radius, Ammo Max
Increases the volume of additional ammunition by 50% from "Ammunition" and "Microfactory" type modules. Boosts explosion radius by 20%
Aggressor
Power Score: 1800
Market Purchase
Power
55
Mass Limit
7800
Durability
265
Aggressor
Power Score: 1800
Market Purchase
Max Speed
105
Add Energy
12
Mass
600
Aggressor
Power Score: 1800
Market Purchase
Tonnage
3800
Weapon reload
For every 25 meters of moving forwards or backwards, it receives a charge that increases the damage of all weapons by 7%. Stacks up to 3 times. When moving in other directions, it loses the change every 0.5 sec.
Weapon reload
For every 25 meters of moving forwards or backwards, it receives a charge that increases the damage of all weapons by 7%. Stacks up to 3 times. When moving in other directions, it loses the change every 0.5 sec.
Deadman
Power Score: 1800
Market Purchase
Power
52
Mass Limit
8700
Durability
270
Deadman
Power Score: 1800
Market Purchase
Max Speed
100
Add Energy
12
Mass
750
Deadman
Power Score: 1800
Market Purchase
Tonnage
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.
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
Power
58
Mass Limit
9000
Durability
314
Griffon
Power Score: 2400
Market Purchase
Max Speed
100
Add Energy
12
Mass
700
Griffon
Power Score: 2400
Market Purchase
Tonnage
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.
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
Power
60
Mass Limit
10000
Durability
360
Master
Power Score: 2400
Season Rewards
Max Speed
95
Add Energy
12
Mass
750
Master
Power Score: 2400
Season Rewards
Tonnage
5000
durability resteration
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.
durability resteration
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.