Transport
Transport in Last Frontier isn’t inventory decoration — it’s a way to set the pace of an entire run: reach a distant point, haul more loot, and get home faster. But a vehicle is still part of the survival system: it has an owner, fuel, and a condition you have to factor in along with the trip back.
Transport is available to players
Yes, transport works in the game today. A character binds to a specific vehicle through vehicle keys — an item that stores the link to a particular machine. When you use the keys, the linked vehicle comes to you.
If the vehicle was summoned before, no new instance is created: the game returns the same bound machine, reassigns you as the owner, and removes the previously summoned version — the road doesn’t turn into an endless garage.
Where to summon a vehicle
Exactly where the transport appears depends on the summoning point:
- Garage point. If you’ve stepped onto the vehicle summoning spot in a garage, the character remembers that entry point, and using the keys summons the vehicle right there. That same spot also opens the garage screen.
- Summoning in the field. Without a saved garage point, you can only summon a vehicle out in the field if you have the technical skills that allow it.
The ride
To drive, you need to get in the transport — the character attaches to the vehicle. This can be done by the owner (or another character, if the owner is already inside) while standing next to a living machine. You can leave the vehicle at any time. If the transport is destroyed, all passengers detach automatically.
Fuel — a real limit
Transport has its own price of the road. While the owner is driving, the machine burns fuel every second. When the tank runs dry, it’s not a minor inconvenience: movement is blocked, the vehicle reports an empty tank, and until you refuel it won’t go any further.
Technical skills and key upgrades help cut consumption — they let you skip part of the fuel burn. That’s why a quick departure should always be weighed against the trip back: will there be enough fuel, and won’t the machine turn into a heavy anchor in the middle of the route?
Pace on the global map
If the group has a working vehicle, it’s that vehicle’s speed that sets the pace for the whole squad — it overrides the averaged speed of the members on foot. At the same time, the movement request checks for fuel. Transport changes the cost of a route, but it doesn’t turn the map into a teleporter: terrain, encounters, and the group’s condition are all still there.
Breakdown and repair
A vehicle can be destroyed (some transports explode when wrecked). Restoring a destroyed vehicle is only possible with a repair kit capable of fixing machines, and only on your own vehicle — which requires the corresponding combat repair skill.
Where this machinery comes from
For atmosphere: on both sides of the frozen Bering Strait roll the “Besford” snow cruisers — a prewar minivan from the DetroitAtomix concern, running on nuclear batteries, which surviving mechanics rebuilt by swapping the wheels for skis and a propeller and installing a wood stove in the cabin. On distant routes you’ll also meet the KM-12T “Buran” — a Krasnoyarsk 6×6 all-terrain vehicle on nuclear fuel, plated with steel sheets, warmed by stoves, and occasionally fitted with a machine-gun turret. This is lore for flavor — the vehicles’ specific gameplay stats aren’t drawn from these descriptions.