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Vehicles

Updated May 18, 2026
Post-mortar patch meta

Vehicles

Last updated: May 18, 2026

Rust has a full vehicle tier. Each one solves a different problem — moving fast, moving heavy, moving across water, moving across air. This file is every vehicle: cost, stats, fuel, controls, when to use it.

COMPLETE BLUEPRINT: Your First Vehicle - Find It to Drive It
New player path: grab a wild horse, ride it, park it safe. No scrap, no shop needed. 1FIND a wild horseWild horses roam roads, fields and grassland. Look along any road - they spawn everywhere.No saddle needed to start: a wild horse can be mounted directly. Stables at Ranch/Large Barnsell a saddled horse for ~75 scrap if you cannot find one - but finding one free is the new-player move. 2MOUNT and tame itWalk up to the horse and hold E to climb on. A wild horse needs taming: stay mounted andride it - the taming bar fills as you ride. Optionally rope-lasso a wild one to lead it home first.Fuel = food, not low grade. Horses eat apples, corn, plant fiber, raw horsemeat. NO fuel can. 3FEED it - this is your "fuel up" stepOpen the horse inventory and drop food inside (apples, corn, plant fiber). The horse auto-eatswhen hungry. A fed horse keeps full stamina; a starving horse slows to a crawl and will not gallop.Keep ~10 food items in the saddle bags at all times so it never runs dry on a trip. 4BASIC operation - ride itW/A/S/D to move. Walk pace ~10 m/s. Hold Shift to gallop ~14 m/s - gallop drains stamina,so let it recover between sprints. Spacebar jumps. Horses climb hills well; avoid deep water.Press E and look at the saddle bags to open 8 slots of storage for loot you gather on the way. 5PARK SAFE at baseCraft a Hitch and Trough (200 wood, known by default) and place it inside or beside your base.Ride up and hold E on the hitch to tie the horse. A hitched horse does NOT decay and eatsfrom the trough automatically - a full trough feeds a horse for ~6 days.Never leave a horse loose outside: untied vehicles get picked up / decay after ~3 hours unmanned.
All Rust Vehicles - Overview by Domain
LAND VEHICLESEATSFUELNOTES Horse1 + bagsFood (apples/corn)Free in wild; ~14 m/s gallop Modular Car1-4 (modules)Low grade fuelBuilt from chassis + modules Workcart (train)1 + linked carsLow grade fuelRAIL only; very fuel efficient Snowmobile / Tomaha1-2Low grade fuelFast on snow, sluggish on grass WATER Rowboat4Low grade fuel125 scrap; ~5 m/s; 18 storage RHIB6Low grade fuel~400 scrap; fastest boat; 30+ storage Solo Submarine1Low grade fuel300 scrap; torpedo tube; 12 storage Duo Submarine2Low grade fuel500 scrap; torpedo + gun port AIR Minicopter2Low grade fuel750 scrap at Air Wolf; no storage Scrap Transport Heli4Low grade fuel1,250 scrap; 60-slot rear storage Attack Helicopter2Low grade fuelArmed; rare / endgame purchase Hot Air BalloonmultipleLow grade fuel (burner)Wind-driven; vertical lift only QUICK READ LAND = roads & terrain. Horse is free and beginner-friendly; cars haul cargo; workcart needs rail. WATER = lakes, rivers, ocean. Rowboat is cheap; RHIB for Cargo Ship; subs for Underwater Labs. AIR = anything fast. Minicopter is the go-to; scrap heli hauls a team and loot; balloon drifts slow. RAIL = workcart only, on the above-ground and underground train network. Every powered vehicle (everything except the horse) burns LOW GRADE FUEL. The horse eats food. Scrap costs are Outpost/Bandit/Fishing Village vendor prices and can vary slightly by server.

Ground vehicles

Horse

Tameable wild horse horse — the entry-level mount.

Pro tip: horses horse are the cheapest reliable transport. They climb hills decently, accept saddle bags, and the dung-fertilizer fertilizer-scrap scrap arbitrage is real free money.

Modular Car

Build your own multi-cab car from parts. Found wrecked along roads at gas stations and auto shops.

Pro tip: repair kits + spare parts in a storage module mean you can fix the car mid-trip. Without spare parts you'll be walking back to base after one bad jump.

Workcart (Train)

A modular train that runs on the rail network.

Pro tip: the underground tunnel network is a hidden mid-game farming circuit. Crash through scientists with the workcart, loot stations, recycle on site.

Snowmobile

Snow biome-only fast vehicle.

Aerial vehicles

Minicopter

Small 2-seat helicopter, the most popular vehicle in the game.

Pro tip: keep your minicopter at a dedicated landing pad inside your base behind a garage door garage door. Crashes happen — having spare LG and a repair plan keeps it alive.

Scrap Transport Helicopter

Bigger heli — 4 seats + storage.

Pro tip: great for hauling raid material. 60 slots of C4 c4 + rockets rockets + sulfur sulfur means you can deliver an entire raid kit one trip.

Hot Air Balloon

Drifting aerial vehicle.

Limited combat utility. Vulnerable to ground fire. Fun for scouting and clan recon.

Watercraft

Rowboat

Cheap small boat boat.

RHIB (Rigid-Hulled Inflatable Boat)

Combat-capable fast boat boat with mounted weapons.

Pro tip: for Cargo Ship runs, RHIB rhib is essential. Approach from low waterline to avoid sniper fire, dock at the side ladder.

Submarine (Solo)

One-seat submersible.

Submarine (Duo)

Two-seat submersible.

Fuel system

Fuel Economy - Low Grade Fuel Burn by Vehicle
Bars = low grade fuel burned per minute at speed. Longer bar = thirstier engine. Submarine (solo/duo)~3 LG/min - cheapest powered ride Hot Air Balloon~4 LG/min - burner only fires on lift Rowboat~5 LG/min - slow but light on fuel Modular Car~6 LG/min at speed Workcart~6-7 LG/min - huge tank, lasts a full tunnel sweep RHIB~9 LG/min - fast boat, moderate thirst Snowmobile~10 LG/min Minicopter~20 LG/min - full 500 tank = ~10 min flight Scrap Transport Heli~30-40 LG/min - roughly 2x the minicopter COST TO RUN Low grade fuel craft cost: 1 animal fat + 1 cloth = 1 low grade (yields 4 charcoal too) at WB1. Bulk route: 3 crude oil smelted in a furnace = 9 low grade. Pump jacks at oil monuments feed crude. Horse = 0 fuel. It eats apples/corn/plant fiber, so it is the only truly free-to-run vehicle. A 10-min minicopter trip burns ~200 LG. A 10-min scrap heli trip burns ~300-400 LG - plan ahead. Always stockpile 200+ low grade before a long haul. Running dry mid-air means falling out of the sky. Burn rates are throttle-dependent approximations - idling or coasting uses far less than full speed.

All powered vehicles run on low-grade fuel.

Pro tip: stockpile 200+ LG in your base before any long-haul trip. Running out mid-flight = falling out of the sky.

Repair

Vehicle Decay & Safety - Keep Your Ride Alive
A parked vehicle slowly loses HP. Where you park it decides how long it survives. OUTSIDE - DANGER Left outdoors and unmanned, a vehicle starts decaying after a short grace period. Decays out in roughly 3.5 hrs unmanned. Anyone can find it, drive it off, or shoot it. No protection from rain, raids, or thieves. A loose horse will also wander or be taken. Rule: never log off with a vehicle parked in the open. INSIDE / ROOFED - SAFER Park under a solid roof inside your base, behind a garage door or in a hangar. Indoors gives roughly 10x the decay time. Hidden from passing players and harder to grief. Still decays slowly - just far slower. Build a dedicated bay: deep room + wide garage door for cars, open-roof pad for the minicopter, water dock for boats. LIFT / HITCH - BEST A POWERED car lift fully halts decay while the car sits on it - and repairs it too. Powered lift = zero decay. Unpowered = the car still decays, so wire it up. A hitched horse on a Hitch and Trough does NOT decay and auto-feeds from the trough. Inside your Tool Cupboard bubble, parked vehicles are also protected from pickup. SAFE-PARKING CHECKLIST 1. CarDrive onto a powered Modular Car Lift inside your base. Decay stops, repairs available. 2. Minicopter / heliLand on a roofed pad behind a garage door, inside your TC range. Keep spare LG nearby. 3. Boat / subDock at a floor extension over water, fenced in. Coastal bases should wall the dock off. 4. HorseTie to a Hitch and Trough (200 wood). No decay, auto-feeds; a full trough lasts ~6 days. 5. WorkcartCannot enter a base - leave it on a quiet rail spur away from monuments and high traffic. Keep every vehicle inside your Tool Cupboard bubble: outside it, unmanned rides get picked up. Damage sources: decay, crashes, bullets, explosives, and sharp terrain like rocks and trees. Repair with a hammer + metal frags/wood/HQM (helis, boats, workcart) or on a car lift (cars). Carry a hammer and 100-200 frags on any long trip - a 20-second field repair beats the long walk home.

Vehicles take damage from:

To repair:

Carry a hammer hammer and 100-200 frags frags on any long trip. A 20-second mid-trip repair beats a 20-minute walk back to base.

Storage for vehicles

Dedicate a section of your base for vehicle bays:

Pro tip: vehicles don't despawn if hitched/parked inside your TC tc bubble. Outside it, they're picked up after ~3 hours unmanned.

When to use what

Situation Best vehicle
First wipe day mount Horse horse (cheap)
Solo mid-game monument runs Minicopter (fast, low-cost)
Hauling materials between bases Modular Car (storage + speed)
Clan raid logistics Scrap heli (4 players + cargo)
Underwater Lab runs solo Solo Submarine
Cargo Ship boarding RHIB rhib
Cross-map travel road-only Modular Car or Workcart on rails
Sky scouting / fun Hot Air Balloon

Common vehicle mistakes

  1. Flying a minicopter without spare LG. Tank runs dry, you fall, vehicle dies.
  2. Parking outside the TC tc bubble. Some random griefer takes it.
  3. Riding the heli over Bradley APC. Bradley shoots minicopters out of the sky.
  4. Crash-landing on water with a horse horse. Horses horse can't swim well. Pick land routes.
  5. Engaging Cargo Ship without a RHIB rhib. Rowboats are too slow and visible.
  6. Carrying 200 LG on your person mid-flight. If you crash, all your LG is gone too. Store some at home.
  7. Forgetting to repair. Vehicles at 20% HP die from a single bullet. Top them up.

Pro tips


Vehicle decay and unmanned timers — the rules that lose you vehicles

More vehicles are lost to decay and despawn than to raiders. Every powered vehicle in Rust runs two separate clocks: a health-decay clock (the vehicle slowly loses HP while not in use) and an unmanned despawn clock (the whole entity is removed if nobody touches it). Understanding both is the difference between a permanent garage and a graveyard.

VehicleDecays outside?Decay shelterUnmanned despawn
HorseNo HP decay — but starvesHitch & Trough stops hungerNever despawns if hitched; wild-tamed loose horse can wander/be claimed
Modular CarYes, when not on a powered liftPowered Modular Car Lift halts decay entirelyNo hard despawn, but decays to wreck in roughly 8 hours of neglect outdoors
Minicopter / Scrap HeliYes, outdoorsUnder a roof (any building tier) slows decay sharplyDecays out in ~8 hours unsheltered; sheltered birds last days
Rowboat / RHIB / SubYes, on open waterPulled onto land or inside a boat-house footprint slows itDecays out in hours if abandoned in deep water
WorkcartNo decayn/a — does not decayServer may recycle a workcart left blocking track; otherwise persists

The single most important rule: a vehicle stored under a roof or building privilege decays far slower than one left in the open. A Minicopter parked inside a 2x2 garage with a roof can sit for a full day; the same Mini on your roof in the rain is a pile of scrap by the next login. For cars, the powered Modular Car Lift is the only true zero-decay storage — keep the lift wired to a battery or windmill bank and your car never ages.

Decay is also accelerated by being underwater or damaged. A car sitting at 50% HP decays faster than one at full health, because Rust scales decay tick damage against current condition for some entities. Repair a vehicle before you park it for the night, not after.

Towing, recovery, and getting unstuck

Vehicles get stuck. A car nosed into a rock, a Minicopter with a sheared rotor, a boat beached on a sandbar — every one of these is recoverable if you know the mechanics.

Prevention beats recovery. Carry spare engine parts and a hammer in a car storage module; carry spare Low Grade Fuel on any flight over five minutes; never park a boat where the tide-less ocean current of the map edge can drift it into a despawn zone.

Vehicle combat — ramming, drive-bys, and the kill physics

Vehicles are weapons. The damage model rewards aggression but punishes the careless.

The counter to vehicle aggression is simple: explosive ammo and rockets shred any vehicle. A single rocket cripples a Minicopter. An HV rocket volley turns a car to scrap. Against a charging car on foot, do not strafe predictably — jump at the last instant; a jumping target is often clipped non-lethally.

The vehicle economy — what each ride actually costs to run

Buying a vehicle is the cheap part. Running it is the recurring tax. Below is the realistic per-hour fuel burden so you can budget your wipe.

VehicleFuel burn (full throttle)LGF per hour of usePractical cost note
HorseFood, not fuel~10 food items per long tripEffectively free — farm apples/corn
Modular Car~1 LGF / 8-10 sec~360-450 LGFTier-3 engine parts cut this noticeably
Minicopter~30 LGF / min~1,800 LGFThe thirstiest practical vehicle per minute
Scrap Transport Heli~30 LGF / min~1,800 LGFSame burn as Mini but carries a squad
Workcart~1 LGF / 6 sec at top speed~600 LGFMost fuel-efficient powered vehicle by distance
RHIB~12 LGF / min~720 LGFTwice a Rowboat's burn for twice the speed

Low Grade Fuel is crafted from Animal Fat + Cloth at a ratio that yields it cheaply once you have a hemp farm and a steady meat supply, or refined from Crude Oil in a Small Oil Refinery (1 Crude → 3 LGF). The meta solo move is a hemp + pumpkin farm feeding a refinery so fuel is never the bottleneck. Clans simply farm Crude from the Oil Rigs and the Oilfield and never think about it again.

Key efficiency insight: the Workcart is the cheapest way to move a long distance, the horse is the cheapest way to move at all, and helicopters are a luxury you pay for every single minute they are airborne. Plan routes so the expensive vehicle does the short, decisive leg and the cheap vehicle does the grind.

Spawn mechanics and claiming — getting a vehicle for free

Most vehicles can be acquired without scrap if you understand server spawn behaviour:

Ownership in Rust is mostly possession-based: there is no name-lock on a horse, car, or boat unless you add a code lock (cars only). Whoever is sitting in the driver seat controls the vehicle. This means an unlocked car parked outside your base is a free car for any passerby — always code-lock a car and always hitch a horse or park the car on a privilege-protected, walled lift.