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SkyCab is AI-crewed support. You never fly or drive; you talk, the crew does the rest. Every reply is spoken on the radio and printed in chat, for example [CHARIOT 1-1].
Transport helicopter
Rides out, rides across the map, and supply drops of full arsenal boxes.
You need out, across the map, or more ammunition.
/extract/lift/resupply
Medical helicopter
The same helicopter on a medical flight. Bleeding stops once aboard; a full heal on landing at a friendly base.
You have wounded.
/dustoffurgentroutine
QRF convoy
One armed JLTV with an AI driver and roof gunner, three passenger seats, and two riflemen.
You are being overrun near a road.
/qrf/qrf hold
Gunship escort
Two door gunners circling your LZ about 350 m out. They hold fire within 20 m of friendlies.
The LZ is hot. Add escort to any helicopter call.
escort
Rule 1
Any radio, switched on, to call. Already riding in the helicopter or convoy? No radio needed.
Rule 2
A 5 minute cooldown after your run ends. It is shared: a helicopter ride also starts your QRF timer.
Rule 3
Two helicopters and one QRF per side at once. A supply drop uses a helicopter. /status shows what is out.
Rule 4
Anyone with a radio can call. Only the caller and the passengers can direct it after that.
/dustoff urgent/dustoff/dustoff routine/extract or /lift/extract standby/lift hill 334/resupply/qrf/qrf hold/extract escortEvery chat command is also in the radio menu, the command menu, and the map menu. See Controls below.
Chariot, Dustoff and resupply all fly this run. The boxes beside a step are what can happen there instead.
/extract, /lift, /dustoff or /resupply. The chat line gives the ETA; the pilot calls again at one klick and on final.
If: Not ready yet
Add standby. It holds 2 km out for up to 10 minutes. Bring it in with /comein, coloured smoke, or a flare.
Coloured smoke within 50 m of you, or a flare within 250 m at night. It still moves the LZ to your mark until it is about 400 m out.
The most open clearing within 60 m of your mark: no trees, buildings or vehicles, not too steep, no water.
If: Only within 250 m
It lands further off, marks the spot on your map, and tells you which way. Walk there.
If: Nothing within 250 m
LZ fouled. Move to open ground and call again.
A low approach, then a fast vertical drop from about 15 m. Keep 7 m clear of the spot or it hovers and calls "Clear the LZ!"
If: Under fire on final
It comes in hot, fast and steep.
Passenger seats only. A warning at 15 seconds left. The clock waits for a caller still running in.
If: Under fire
The window drops to 15 seconds. Get aboard fast.
With a destination set, it lifts 30 seconds after the caller is aboard. Go now sends it at once.
If: No destination
Set one with /flyto, Fly here, or /rtb. Otherwise it takes you to base when boarding time runs out.
Change plans on the way: /flyto, Fly here, /land, /rtb, or fast-rope with rope. A sea spot means a fast-rope into the water.
It lifts 10 seconds after the last one is out and climbs straight up. Stand clear. Your 5 minute cooldown starts.
Inbound it weaves for about 20 s per hit. Badly damaged, it aborts: with people aboard it lands at the nearest friendly base.
Bleeding stops once aboard. A full heal only on touchdown at a friendly base or after /rtb. Keep casualties aboard until then.
It sets full arsenal boxes by its doors, waits 30 seconds, then leaves. The crates stay about 15 minutes.
Do nothing and it lands on the nearest clear ground at least 20 m from you. To choose the spot, mark it. White smoke and white flares are ignored, so you can screen with white and mark with colour at the same time. No smoke? The map menu's Pick up here picks any spot within 500 m.
Aboard with a destination set, the helicopter lifts 30 seconds after the caller climbs in, and the count starts again while others are still boarding. Go now sends it at once.
2.5 sHOLD
Your Go now keyRadio menu: Go now (hold)Command menu: Chariot or Dustoff, Go now/go
A bar fills on screen. Let go early and nothing happens. Only the caller can send it off.
Set the destination on the call (/lift hill 334, /extract nearest) or with /flyto while it is inbound. That sets where you go after pickup; it does not move the pickup.
Bulldog drives on roads, so it picks you up on a road, not where you stand. Use pickup to get out, hold to get guns beside you for five minutes.
/qrf to get out, /qrf hold to get guns beside you. There must be a road within 300 m.
If: No road
Refused, and no cooldown spent. Move toward a road and call again.
The pickup point is on the road, marked on your map. The lead vehicle stops about 25 m short of it.
It starts about 800 m out, out of sight, on the side of your nearest base. "Watch your fire": friendly vehicles are arriving.
If: Road blocked
It finds another way.
If: No way through in 8 min
It returns to base. No cooldown spent.
White smoke on both sides. The gunner engages and the fire team guards. Mount up in any passenger seat; last call at 20 seconds.
If: Hold mode
It stays and fights beside you for 5 minutes. Anyone can climb aboard.
When every seat is full, when the caller or a passenger says /rtb, or when time runs out with anyone aboard.
It drives to the nearest friendly base, then locks and leaves 10 seconds after the last one is out.
The driver's seat and the gun belong to the crew. Climb into one and you are put back out.
Inbound, /waveoff turns it round with no cooldown. On the way to base, /waveoff means drop us here.
Five ways to give every order, and they all do the same thing. Bind keys for the calls you make under pressure.
| Way | PC | Xbox | PlayStation | Best for |
|---|---|---|---|---|
| Chat | Type /extract | Not practical | Not practical | Fastest on PC |
| Radio menu | Radio in hand, on, holdR | HoldY | Hold△ | Anyone carrying a radio |
| Command menu | Hold`then SkyCab | D-pad right+LB | D-pad right+L1 | Console: the main way |
| Map menu | Mthen right-click a spot | ViewthenX | Touchpadthen□ | Picking a spot |
| Your own keys | Settings, Controls, SkyCab | D-pad+A | D-pad+✕ | One-button calls (controller: set from 4.0.1) |
On keyboard, SkyCab keys start unbound, so they never clash with your setup: set them in Settings, Controls, SkyCab before the op, not during a firefight. On a controller they are set for you from SkyCab 4.0.1: hold a D-pad direction and press a face button (see the controller page).
Resupply and status have no key: use chat or a menu.
SkyCab net
50 MHz
/tune switches your radio on and sets it. On a two-channel radio it uses channel 2, so channel 1 stays on your squad net.| You hear or read | Do this |
|---|---|
| “You need a radio / Switch your radio on” | Get a radio and switch it on. |
| “No aircraft for you yet. Call again in ...” | Your 5 minute cooldown is running. /status shows how long. |
| “Committed to an active sortie” | All airframes are busy. Wait for one to finish. |
| “LZ fouled” | No clear ground within 250 m. Move into the open and call again. |
| “Clear the LZ!” | Someone is on the landing spot. Step back about 10 m. |
| “Only the requesting element or passengers can direct ...” | Ask the caller, or climb aboard. |
| “No road access near you” | A QRF needs a road within 300 m. No cooldown spent. |
| “That spot is too far from your position” | Map pickup spots must be within 500 m of you. |
| “You don't hear your side's calls” | /tune |
Every reply is listed in Part 7 of the full guide.