Vehicles and Travel
Vehicles and movement tools change how quickly a player can project force, move loot, escape danger, or reinforce a route. Travel is a survival system, not just convenience.
Mobility by Purpose
| Mobility type | Primary use |
|---|---|
| Ground travel | shorter rotations, supply movement, structure-to-structure runs |
| Air travel | faster repositioning, reconnaissance, extraction, and high-visibility movement |
| Grappling hooks | vertical access, fast repositioning, and terrain shortcuts |
| Backpacks | longer loot routes and better sustain between stops |
Travel Tradeoffs
| Advantage | Cost |
|---|---|
| Speed | Higher visibility and easier interception |
| Cargo space | Harder recovery if the route goes bad |
| Faster northward pushes | Less room for sloppy positioning |
| Better extraction odds | More to lose if the vehicle is compromised |
Route Planning Habits
- decide whether the run is for loot, PvP, support, or extraction before leaving
- do not assume the shortest path is the safest one
- expect stronger players and hostiles to watch roads, bottlenecks, and visible approaches
- treat high-end mobility like valuable gear, not disposable convenience
Travel and Combat
Movement affects combat quality directly:
- vehicles can shorten reinforcement time
- fast travel changes whether a faction can contest a zone
- hooks and mobility tools can create or close distance during a fight
- loud or visible travel can announce your presence before you ever fire a shot




