In order to move around the spacious maps of Tribes 2, you will be able to crew 3 air vehicles and 3 ground vehicles. These consist of a ground scout, assault vehicle, and mobile field base on the ground side, with a scout/fighter, bomber, and transport providing cover. The ground and air vehicles will be purchased at the same stations.
A favorite of snipers and flag runners, the Wildcat is a unarmed, ground-hugging "Terragrav" built for blazing speed. Skilled Wildcat pilots build formidable reputations as fearless daredevils... or absolute psychopaths. A Wildcat with an experienced pilot can take advantage of slopes and ridges to reach tremendous speeds, sliding down slopes and ricocheting off walls and steep landscapes. For even greater bursts of speed, the pilot can engage the turbo interlocks, shunting power directly from the shields into the engine.
Crew: 1 (pilot), Scout-class armor only!
Speed: High
Protection: Low
Armament: None
Heavily armed and shileded, the Beowulf Terragrav is a fearsome mobile assault fire platform that crosses terrain and water with equal ease. The crew of two can mow down warriors with its chainguns and take out enemy objectives using the fusion mortar (which instantly explodes upon impact).
Crew: 2 (driver, gunner)
Speed: Moderate
Protection: High
Armament: Turret-mounted chainguns and fusion mortar.
Slow but heavily shilded, the Jericho carries an inventory station and lets a team establish a forward base virtually anywhere on the map. At the desired forward location, the base plants itself and deploys its equiptment. The missile turret adds to aerial defence while the inv station lets warriors in battle change equipment at a fast pace.
Crew: 1 (driver)
Speed: Low
Protection: High
Armament: Missile Turret
Equipment: Inventory Pad, Sensor Jammer (always activated)
The Shrike is often typecast as an anti-Turbograv vehicle. However, its agility and heavy blasters make it quite effective in a ground support role. It also carries an advance sensor suite that links into the Command Circuit and provices detailed intelligence on enemy movement.
Excelling at shooting down other turbogravs, the Shrike Fighter provides a key defense against air-based threats to tribal ground pounders. The Shrike also includes an advanced AWACs sensor system for added tactical advantage. The Shrike has advanced afterburners which allow it to outrun incoming missiles at the temporary expense of its shield strength.
Crew: 1 (pilot)
Speed: High
Protection: Moderate
Armament: Twin heavy blasters
The Thundersword delivers massive firepower to the battlefield and is particularly effective against shielded targets. It is much tougher than the Shrike, but slower. The bombardier has a rack of energy bombs on hand for carpet-bombing ground targets. The Thundersword's belly turret is also equipped a heavy cannon for fighting off enemy Shrikes and a targeting laser for guiding bombs and friendly missiles and mortars onto enemy targets. Deadly in the hands of an experienced crew!
Crew: 3 (pilot, bombardier, tailgunner)
Speed: Moderate
Protection: High
Armament: Coherent-plasma bombs, ventral turret
with dual-mount blaster cannons.
The Havoc allows aerial transport of personnel across any terrain. Slow but tough, the Havoc features no guns or special abilities other than rugged construction and enormous carrying capacity. It carries a pilot and a tailgunner, plus four seated passengers who are free to fire their weapons in virtually any direction as the Havoc flies over a contested area. When carrying a full load of Juggernaut armors and their enormous firepower, the Havoc truly brings terror to the battlefield, thus sometimes earning the nickname "gunship."
Crew: 2 (pilot, tailgunner)
Speed: Low
Protection: High
Armament: None
Capacity: Four passenger slots as well as crew positions.
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