The Air Wolf Vendor
All three player aircraft are bought from the Air Wolf vendor at Bandit Camp -- a safe zone, so you can buy without risking PvP. None of them are craftable, and none have a lock, so the moment you land one it's only as safe as where you park it. Each spawns with 100 fuel pre-loaded, holds up to 500 Low Grade, and burns 30 fuel per minute (~16-20 minutes of flight on a full tank). You can refuel grounded or mid-flight (hold ALT and look at the tank on the mini), but only refuel somewhere secure -- if you leave the pilot seat, anyone can open the fuel/rocket storage or jump into an empty gunner seat.
Minicopter
The Minicopter is the entry-level aircraft -- 750 scrap, 750 HP, and the easiest to maneuver. It seats 2 (a third can wedge between the seats); note the PASSENGER sits in front and the PILOT at the rear.
It's also the most forgiving on decay: ~8 hours outside a base, ~36 hours inside one (the best storage of the three). You can also grab one free from Cargo Ship after it de-radiates. This is the standard solo/duo runabout -- cheap, agile, and quick to replace if you lose it.
Scrap Transport Helicopter
The Scrap Transport Heli (STH) is the team mover -- 1250 scrap, 1000 HP, with 2 front seats plus a big open cargo bay that comfortably holds ~12 players (and a desperate 20+). Players in the bay can't reach the pilot/co-pilot seats -- those are mounted from outside.
Trade-offs: it's a bigger, off-balance target that even good pilots find harder to fly, and it decays fast (~3 hours outside a base, ~6 inside). It does carry a search light (toggle F) for night flying. Repair costs 38 metal frags per hammer hit (heals 50). Take it when you're moving a squad or a lot of loot, not for a quick solo trip.
Attack Helicopter
The Attack Heli is the late-game group weapon -- 2250 scrap, 850 HP, crewed by a Pilot + Gunner (you cannot solo it effectively). The gunner opens the green targeting monitor (press E in the gunner seat) to aim a chin turret that takes any Auto-Turret-compatible weapon (left-click fires the gun, right-click fires rockets).
The linked missile launchers load High Velocity or Incendiary rockets and fire in bursts of up to 6 before reloading. The pilot's two LED lights show Rocket (left) and Flare (right) readiness. Flares deployed by the pilot distract incoming HOMING missiles -- but do nothing against SAM sites. Reserve it for organised raids; the scrap and fuel cost make it a real commitment.
Staying Alive: SAM Sites & Fire Arrows
Aircraft die to a few specific threats -- know them:
- SAM Sites are the biggest danger. It takes ~6 SAM hits to down a minicopter and ~8 for the STH. SAMs can't aim below themselves, so flying LOW to the ground slips under their arc -- hug the terrain past any base or monument running a SAM. Attack-heli flares do NOT counter SAMs (only homing missiles).
- Fire arrows are the cheapest ranged kill: ~19 for a minicopter, ~25 for the STH.
- Repair all three with a Hammer + Metal Fragments.
A destroyed STH leaves harvestable wreckage; a destroyed minicopter just drops the bodies of anyone who didn't eject. Bottom line: fly low, park inside, and never leave a fuelled heli unguarded on an open roof.

