Rust's sky is busy in 2026. Between player-owned rotorcraft, scripted PVE events, and the MLRS, anything overhead can either save your wipe or end it. This page covers every flyer, every sky event, the numbers behind them, and how to keep your bird (and your base) in one piece.
Player Aircraft
Minicopter
The two-seat workhorse. Cheap, fast, fragile. Spawns at Bandit Camp's vehicle vendor on a fixed timer.
| Stat | Value |
|---|---|
| Purchase cost | 750 scrap (Bandit Camp) |
| Total HP | 750 |
| Seats | 2 (pilot + 1 passenger on skid) |
| Fuel type | Low Grade Fuel |
| Fuel rate | ~1 LGF per ~1.5 sec at full throttle (~40/min) |
| Top speed | ~85 km/h forward, ~60 km/h vertical climb |
| Engine startup | Hold E, then Start Engine |
Controls: W/S throttle, A/D yaw, Space lift, Shift descent. Mouse pitches the nose.
Uses: monument taxi, roof raids (drop C4 from skid), Patrol Heli kiting, Attack Heli baiting, oil rig insertion. Pilot can fire a pistol/SMG one-handed but with garbage accuracy. Passenger on the skid has full weapon use, including rockets — a common 2-man Heli-kill loadout.
Warning: the rotor will shatter if you clip a stone wall at speed. Land flat, kill the engine, lock it.
Scrap Transport Helicopter
The team bus. Slower, tankier, four-seat. Sold at Bandit Camp.
| Stat | Value |
|---|---|
| Purchase cost | 1,250 scrap (Bandit Camp) |
| Total HP | 1,500 |
| Seats | 4 (pilot + 3 enclosed passengers) |
| Fuel type | Low Grade Fuel |
| Fuel rate | ~1 LGF per ~1 sec (~60/min) |
| Top speed | ~65 km/h forward |
| Pilot weapon | None (hands on stick) |
The Scrappy has no pilot-fired weapon — the pilot just flies. The three rear seats are enclosed, so passengers can ferry boom, satchels, gear, and the squad without dropping loot on a flip. Standard use: raid logistics (haul C4 to target, pick up survivors), squad relocation between monuments, and Cargo Ship insertion. Hover above the lighthouse on Cargo, parachute everyone in, send the Scrappy home or to a holding pattern. Far more durable than a Mini against small arms but it is a barn door for AA — a single Patrol Heli pass can shred it.
Sky Events (PVE)
Patrol Helicopter ("Bradley's cousin")
The classic NPC heli — flying tank with two miniguns and a rocket pod. Spawns every 2-4 hours on most servers, patrols active monuments, and engages players caught in the open.
| Part | HP |
|---|---|
| Main rotor | 900 |
| Tail rotor | 375 |
| Body | 10,000 |
Behaviour: scans for line of sight, then enters chase/strafe states. Strafe runs use the rocket pod (Napalm rockets that ignite ground), orbit mode uses the miniguns. Will leave the map if not aggro'd for ~3 minutes.
Downing: main rotor is the soft target — burst it with a Bolt Action or SAR from behind cover. From outside ~80m the miniguns lose accuracy fast, so kite behind hard cover (rock spires, monument walls). Two players with SAR + Tactical Gloves can solo it on a rotation — one shoots while the other reloads behind cover.
Loot on death: ~5,000 scrap split across 4 locked crates, plus rifle/SMG body grade gun bodies, components, and (rarely) a Patrol Heli Tail Rotor for the Heli Tail Light deployable. Crates lock for ~3 minutes per player.
Attack Helicopter (2024 community event)
Added in the 2024 community-driven "Attack Helicopter" update. Larger, meaner, and rewards bigger.
| Part | HP |
|---|---|
| Main rotor | 1,200 |
| Tail rotor | 500 |
| Body | 13,500 |
Spawn: event-driven, typically every 4-6 hours, announced server-wide. Fires homing-style salvos and standard rockets in chained bursts. Significantly more aggressive than Patrol Heli at chasing into terrain.
Loadout to fight: Bolt Action + Incendiary ammo on the rotor, or 2x M249 from elevated cover. Rockets and HV rockets through the body work but cost more than the reward unless you secure the loot.
Reward: ~7,500 scrap across multiple locked crates, plus a guaranteed Tier 3 component drop and a chance at the Heli Signal item (consumes to call event later in the wipe).
MLRS (Multiple Launch Rocket System)
Added in the May 2022 patch. Found at the MLRS Monument (small desert monument). Lets players guide rockets onto a target zone.
| Stat | Value |
|---|---|
| Required to fire | MLRS Aiming Module (loot from green/blue crates) |
| Rockets per salvo | 12 (load individually) |
| Rocket cost | 1x MLRS Rocket per shot (workbench T3 craft, components + HQM) |
| Range | ~1,500 m radius from monument |
| Spread | ~15 m radius landing circle |
| Cooldown | Aiming module degrades 1 use → must reloot |
Use: mid/late wipe raid tool. Set the target on the map UI, load rockets, fire — explosives fall on the target circle. Strong against unprotected TCs, awful against hardened roofs.
Counter: put your TC in a 2x2 sky bunker under an armored roof, and ring it with auto-turrets. MLRS rockets do not pierce armored ceilings reliably, and the spread means most rockets miss a tight footprint. Don't park vehicles near base.
Parachutes
Added in the December 2022 patch. Belt-slot item.
| Stat | Value |
|---|---|
| Sources | Heli crates, HV crates, Bandit vendor (~50 scrap), Cargo crates |
| Min deploy height | ~20 m above terrain |
| Descent rate | ~7 m/s vertical |
| Glide ratio | ~2:1 forward with W held |
| Controls | W forward, A/D steer, S brake/stall |
Deploy with the belt key after jumping (default Space mid-air or LMB equipped). Lets you exit a Heli, Cargo lighthouse, balloon, or cliff without fall damage. Standard squad move: Scrappy at 200m over a monument, everyone bails with chutes, pilot peels off.
Landing, Flying, Fueling
How to land without dying
- Slow to a stop ~5-10m above the landing pad. Use Shift gently.
- Vertical-only descent — do not drift forward, the skids/rotor catch on geometry.
- Land flat. If the terrain has a slope >20 degrees, the bird will tip and the rotor will snap.
- Hold S after touchdown for half a second to settle weight, then E → Stop Engine.
- Lock it. Always lock it.
Common crash causes:
- Rotor clipping a stone wall, doorframe, or cliff at speed
- Steep angle on touchdown — tips the airframe, snaps rotor
- Forgetting to kill engine — drains fuel and turret-bait
- Hovering near pine trees — branches register as collision
Fueling
All Rust aircraft burn Low Grade Fuel only. There is no diesel/jet fuel tier.
| Aircraft | LGF / minute (full throttle) | Tank capacity |
|---|---|---|
| Minicopter | ~40 | 500 |
| Scrap Transport Heli | ~60 | 500 |
| Hot Air Balloon | ~15 | 500 |
Storage at base: a single Large Wood Box holds ~1,500 LGF stacked. A dedicated Fuel Storage box (used on the Heli pad mod servers) is not vanilla. Most players keep one box of LGF and one of cloth+animal fat near the campfire for top-ups.
Pro Tips
- Never leave a parked heli unlocked, even for 10 seconds. Random naked rolls past, takes your 750 scrap.
- Kill the engine when stopped. Idle still drains ~5-10 LGF/min and broadcasts your position via rotor noise out to ~150 m.
- Two-man Patrol Heli kill is real: 2x SAR, Tac Gloves, and rotation behind a hard rock. Aim main rotor only. Expect ~120 rounds total.
- Minicopter skid drop: passenger can rappel C4 onto a roof from the skid. Pilot hovers steady, passenger places, pilot peels.
- Rotor on stone = dead rotor. A 30 km/h tap into a stone wall snaps the main blade. Land in fields, not in doorways.
- Don't park near your TC. A burning heli explosion does ~250 dmg to twig and ~50 to wood — and Patrol Heli loves parked vehicles as terrain bait.
- MLRS rockets are loud and visible. If you hear the launch, you have ~6 seconds to leave the target circle. Sprint perpendicular.
- Parachute over Cargo Ship beats stair-fighting every time. Drop on the lighthouse, work down.
Sources
- Rustlabs — Vehicles & Aircraft database: https://rustlabs.com/group=vehicles
- Rust Wiki (Fandom) — Minicopter, Scrap Heli, Patrol Heli pages: https://rust.fandom.com/wiki/Minicopter
- Corrosion Hour — "Rust Patrol Helicopter Guide": https://www.corrosionhour.com/rust-patrol-helicopter-guide/
- Corrosion Hour — "Rust MLRS Guide": https://www.corrosionhour.com/rust-mlrs-guide/
- Facepunch Patch Notes — Attack Helicopter Update (Oct 2024): https://rust.facepunch.com/news/attack-helicopter
- Facepunch Patch Notes — Parachute Update (Dec 2022): https://rust.facepunch.com/news/december-update
- Facepunch Patch Notes — MLRS Update (May 2022): https://rust.facepunch.com/news/the-mlrs-update
- RustTips — "How to Solo the Patrol Helicopter": https://rusttips.com/patrol-helicopter-solo
- Willjum (YouTube) — Attack Heli loadout breakdowns
- Blooprint (YouTube) — Minicopter raid & rotation guides
Want more detail? Combat Math · Monuments Guide
Helicopter Flight Mechanics — Becoming an Actual Pilot
Anyone can lift a Minicopter off the ground. The gap between a passenger-grade pilot and a meta pilot is in the physics — collective, cyclic, momentum, and torque all behave consistently once you understand them.
The four flight inputs
- Collective (Space / Shift): raises and lowers total rotor lift. Space climbs, Shift descends. This is your altitude.
- Cyclic (mouse): tilts the rotor disc, which pitches the nose down to accelerate forward or up to brake. A helicopter moves by tilting and letting gravity pull it the way the nose points.
- Yaw (A / D): rotates the airframe around its vertical axis. Yaw points the nose; it does not move the aircraft sideways.
- Throttle (W / S): on Rust helicopters, W/S feed engine power that combines with the cyclic tilt to set forward speed.
The single concept that fixes most crashes is momentum. A helicopter does not stop when you release the controls — it keeps drifting in the direction it was already moving. To stop, you must actively tilt the nose up against the drift and bleed the speed off before you arrive. New pilots fly into mountains because they treat the Mini like a car and expect it to brake on its own.
Pendulum and over-correction
The Minicopter hangs its mass below the rotor, so it behaves like a pendulum. Hard cyclic inputs set up an oscillation that gets worse if you keep yanking the mouse. The fix is small, smooth, anticipatory inputs — feed in a correction, then wait for the airframe to respond before adding more. The Scrap Transport Heli has a heavier, more off-balance frame and a longer pendulum swing, which is exactly why it feels so much harder to fly than the nimble Mini.
Landing — The Manoeuvre That Kills Vehicles and Players
Most destroyed helicopters die on landing, not in combat. A controlled landing is a sequence, not a moment:
- Pick flat ground well clear of walls, rocks, and tree trunks. The rotor shatters on contact with a hard surface and a sheared rotor is unrepairable — the bird is dead.
- Bleed forward speed to near zero while still 10-15m up. Arrive in a hover, not a glide.
- Descend slowly with gentle Shift taps. A fast vertical drop deals fall-style damage to the airframe and can kill it outright.
- Touch down level. A nose-down or banked touchdown digs a skid in and can flip the aircraft.
- Kill the engine, then dismount. An idling Mini left running will drift; a parked, engine-off Mini stays put.
For combat extracts, the "auto-rotation" trick: cut throttle at altitude and let the heli sink fast, then flare hard with collective at the last second to arrest the descent. It saves seconds under fire but punishes mistiming with a destroyed vehicle. Practice it on wipe day before you bet your life on it.
Anti-Aircraft — Shooting Things Out of the Sky
Air superiority cuts both ways. The same sky that lets you raid lets enemies raid you. Know the tools.
| AA tool | Best against | Notes |
|---|---|---|
| SAM Site | Player helicopters, the Patrol Heli, MLRS rockets | Auto-targets any aircraft in range; needs power and SAM ammo; flares do NOT fool it |
| Homing Missile Launcher | Player aircraft on the move | Craftable at WB2; locks onto a flying target; the player-portable AA answer |
| Rockets / launcher | Hovering or slow targets | Direct fire; a couple of rockets cripples a Mini |
| Rifle fire (AK / bolt) | Low, slow helicopters and pilots | Aim the pilot or the fuel tank, not the hull mass |
SAM Site placement is a defensive art. A SAM on an exposed roof gets sniped or rocketed. Recess it behind a wall lip or on a lower roof terrace so it still has sky coverage but is hard to shoot. Run it off a battery bank with a switch so you can power it down when friendly aircraft are inbound — a SAM does not distinguish friend from foe. Two overlapping SAMs cover blind spots and force an attacker to commit serious resources.
For the player at the controls: against a Patrol Heli or an enemy Mini, the pilot is the soft target. A bolt-action round to the pilot ends the threat far faster than chewing through hull HP. Helicopters also lose minigun and weapon accuracy sharply at range — kite to roughly 80m+ and use hard cover, because the helicopter's own rockets ignore most embrasures.
The Attack Helicopter in Detail — Flares, Turret, and Salvos
The Attack Helicopter, added in the Airborne update, is the only purpose-built combat aircraft a player can own. Sold by the Air Wolf vendor for around 2,250 scrap, it carries roughly 850 HP and the standard ~30 LGF/min burn with a 500 fuel cap.
Weapon systems
- Missile launchers: visually two pods, but a single linked inventory. Load High Velocity or Incendiary rockets. They fire in bursts of up to 6 before a reload cycle, and both the pilot and the gunner can trigger them.
- Belly turret: loadable with a gun and its ammo, operated by the passenger/gunner. This gives a 2-man Attack Heli independent fire arcs — pilot fires forward salvos, gunner sweeps below.
- Flares: the pilot deploys flares with right-click to decoy incoming Homing Missiles. Critically, flares do nothing against SAM Sites — a SAM-defended base is still a hard counter to the Attack Heli.
Flying it in combat
The Attack Heli rewards the strafing run: approach the target off-axis, dump a 6-rocket salvo, break away before the defender's SAM or homing launcher locks, circle, repeat. Hovering stationary over a defended base is suicide — a stationary aircraft is a free SAM kill. The 2-man crew is the meta: a solo Attack Heli pilot juggling flares, rockets, and flying will lose to a coordinated pilot-plus-gunner pair every time.
Parachutes and the Vertical Insertion
The parachute turns altitude into a delivery system. Equipped in the chest slot, it deploys mid-fall and lets you steer a slow, controlled glide to the ground — no fall damage on a clean canopy landing.
- Cargo Ship insertion: hover a Scrap Heli above the ship, the whole squad bails and parachutes onto the deck, the heli flies home or holds. No boat to defend, no ladder up the hull.
- Oil Rig drops: chute directly onto the helipad from above, skipping the contested ladders entirely.
- Escape tool: a doomed helicopter is a parachute launch platform. Bail before the crash, glide clear, survive the wipe.
- Steering: the canopy glides forward and turns with movement keys. Plan your approach — you cannot hover, only descend along a slope.
The parachute repacks and is reusable as long as you land cleanly. Carrying one on every helicopter trip is cheap insurance: the aircraft is replaceable, the loadout on your back is not.
Pilot Economy and Pro Habits
- Pre-flight the fuel. Every player aircraft spawns with only ~100 LGF. Top the tank before you ever lift off, and carry a spare stack for the trip home.
- Shelter the bird. Aircraft decay fast in the open. A roofed garage halts most of the decay and hides it from passing raiders.
- Fly low between cover, climb only to cross. Altitude makes you a skyline target visible across the map. Nap-of-the-earth flying keeps you off enemy horizons.
- Never fight from a hover. Moving aircraft survive; parked aircraft die. Keep energy in the airframe at all times.
- Land away from your base door. A heli parked on your doorstep advertises a loaded player inside. Stage it a short walk away, hidden.