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Cabs & Control Blocks
Terratech

Cabs & Control Blocks

Learn about Cabs and Control Blocks in Terratech. This guide covers mission types, general information, and specific mission details to help you navigate the game effectively.

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Cabs & Control Blocks

Learn about Cabs and Control Blocks in Terratech. This guide covers mission types, general information, and specific mission details to help you navigate the game effectively.

This guide section focuses on Cabs and Control Blocks within Terratech, detailing various mission types and general gameplay mechanics. While the source text primarily discusses missions, it provides context for how Cabs and Control Blocks function within the game's progression and objectives.

General Information

Missions in TerraTech are a core gameplay element, accepted at Trading Stations and assigned by various corporations. Completing mission objectives rewards players with blocks (via crates), Block Bucks, and Experience, which is crucial for upgrading licenses. Any salvage and techs obtained during missions can be kept for future use.

Non-Unique Missions

These missions can appear at any trading station and may be assigned by multiple corporations. They are generally available at all grade levels and are repeatable. Missions can be cancelled if the player is at least 500m away from the destination. All corporations except Reticule Research offer these missions. The difficulty scales with the player's license grade, presenting more challenges like longer timers and stronger opponents at higher levels.

Hostile Techs armed with explosive bolts will activate instantly. If such a Tech splits into multiple units, only the main Tech needs to be destroyed. All mission-spawned enemies are allied with each other but hostile to the player and their allies. This can be used strategically by luring random spawns into combat with difficult enemies.

Races (Venture)

These missions feature various tracks and player Tech requirements, often with time limits. Failure occurs if the time runs out or the player strays too far from the track. Tracks are typically generated dynamically and removed after mission completion.

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