RUNAWAYS Vehicle List: All 7 Cars, Stats, and Prices
Every RUNAWAYS vehicle compared — speed, acceleration, handling, and armor for all 7 cars, from the free Claptima to the Robux Floppy Truck, plus best picks.
Your car in RUNAWAYS is not a convenience — it’s the run. Distance drives your end-of-run Credz payout, chases are survived on speed and handling, and the border approach sometimes comes down to whether the vehicle still moves. Seven vehicles exist; four cost Credz, two cost Robux, one is free. Here’s the full board.
How to Buy a Vehicle
All vehicles sell at the Vehicles vendor inside the lobby, beside Randy’s Garage (the pink building) — a large jeep and several police cars mark the spot. Talk to the vendor, choose to buy a car, and browse the menu. Vehicles are permanent Credz purchases, like classes, and equip before each run.
Funding them is its own game: daily quests, distance payouts, and codes — the full loop is in the money guide.
All Vehicles in RUNAWAYS
| Vehicle | Cost | Speed | Acceleration | Handling | Armor |
|---|---|---|---|---|---|
| Claptima | Free | 2 | 3 | 4 | 0 |
| Chunk Mover | 15k Credz | 3 | 3 | 3 | 1 |
| Charged | 90k Credz | 5 | 6 | 5 | 0 |
| Mudrunner | 179 Robux | 4 | 6 | 5 | 3 |
| T-1000 | 220k Credz | 5 | 4 | 3 | 3 |
| Reventador | 550k Credz | 8 | 8 | 9 | 0 |
| Floppy Truck | Robux | High | High | High | 5 |
Vehicle-by-Vehicle
Claptima — Free
Speed 2, Acceleration 3, Handling 4, Armor 0. The starter sedan everyone escapes Kansas in. The handling is honest; the speed and the total lack of armor are not. A stopgap — but a free one that carries you through the entire first week if you let it.
Chunk Mover — 15k
Speed 3, Acceleration 3, Handling 3, Armor 1. The first affordable upgrade: one point of speed and the cheapest armor in the game. Modest, but 15k lands early (roughly a week of dailies plus runs), and it’s the first car that shrugs off a glancing chase.
Charged — 90k
Speed 5, Acceleration 6, Handling 5, Armor 0. The budget speed pick. Strong acceleration means quick getaways from parking lots, and 5 handling weaves traffic. The zero-armor trade means you dodge rather than absorb — position play over durability.
Mudrunner — 179 Robux
Speed 4, Acceleration 6, Handling 5, Armor 3. A premium balanced build — sedan agility with real protection. For free-to-play runners the T-1000 covers similar ground for Credz; for Robux spenders who don’t want the Floppy Truck’s profile, this is the comfort pick.
T-1000 — 220k
Speed 5, Acceleration 4, Handling 3, Armor 3. The best free-to-play vehicle. Three armor points (tied for best among Credz cars) on top of usable speed — the reliable, durable all-rounder for players who refuse to buy Robux. The handling is its only soft spot; compensate with routes, not reflexes.
Reventador — 550k
Speed 8, Acceleration 8, Handling 9, Armor 0. The speed demon — the highest movement stats on the board. Nine handling makes cruisers look stationary. Zero armor means any sustained contact ends the ride: this car wins chases and dies in shootouts. Pairs beautifully with a low-heat playstyle.
Floppy Truck — Robux
The premium king: Armor 5 — the highest in the game — with strong speed, acceleration, and handling. It shrugs off incoming fire that deletes every other car while still running routes fast. If you spend Robux on one thing in RUNAWAYS, this is it.
Which Vehicle Should You Buy?
| Situation | Pick |
|---|---|
| Week one, broke | Drive the Claptima; save |
| First 15k | Chunk Mover |
| 90k, confident driver | Charged |
| 220k, want one car forever | T-1000 |
| 550k, low-heat speedstyle | Reventador |
| Robux budget | Floppy Truck |
The free-to-play ladder is Claptima → Chunk Mover → Charged → T-1000 → Reventador, and the T-1000 is the sensible stopping point: armor keeps runs alive, and runs pay Credz, and Credz buy the next car — the flywheel that distance payouts power (money guide).
Vehicle Care During a Run
Buying the car is half the job — keeping it alive is the other half:
- Vehicle health drops from gunfire and collisions. Trees and pedestrians at speed chew through it like bullets. Smooth driving is armor you didn’t pay for.
- Don’t board under fire. Automatic weapons delete cars fast; break line of sight first, then board.
- Repair at the last Texas stop, always — a dying car on the final highway is a scheduled death (escape route guide).
- If the car dies at the border, run. The gate counts on foot.
FAQ
What is the best vehicle in RUNAWAYS?
The Floppy Truck — Armor 5 with strong stats everywhere else. Among Credz vehicles, the T-1000 (220k) for durability or the Reventador (550k) for pure speed, depending on whether you dodge or absorb.
What is the best free-to-play vehicle?
The T-1000 at 220k Credz — three armor points and solid speed with no Robux. The Charged (90k) is the best cheap option if 220k is far away.
Where is the Vehicles vendor in RUNAWAYS?
In the lobby, beside Randy’s Garage (the pink building), near a large jeep and several police cars. One vendor sells all seven vehicles.
Do vehicles persist between runs?
Yes — like classes, vehicles are permanent lobby purchases. Equip your best car before each run; you keep every vehicle you buy.
Does a faster car earn more Credz?
Directly, yes — end-of-run Credz scale with distance travelled, and faster cars cover more map per run. Indirectly, they also survive chases better, and surviving is the cheapest way to stay in the paying run (money guide).