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Security as it appears in the Dust Front RTS demo, from the game files of build 23882143

Security

Confirmed Established — fromdocs/sources/demo/raw/AbilitiesRTS.AbilityConfig.json / McvDefence, build 23882143

What it is

Security describes a reinforcement call without a supply requirement: “Call in 6 security squads. They can help hold back the enemy or support an offensive. No supplies are required for them.” Demo build 23882143 links the MCV call to six Riflemen squads and records a 180-second cooldown. The separate Security call associated with a watch tower records 300 seconds. Corrections dated 4 September 2026 and 5 September concerned previously overlooked composition and cooldown fields. Identical descriptions do not make the two calls interchangeable. Check which platform you have, its availability and the units that actually arrive before counting the reinforcement into your defence.

Where it comes from

Demo build 23882143 contains separate Security configurations for the MCV and the watch-tower call. Their text is identical, but their cooldowns and component links need to be read independently. The MCV event explicitly reaches a spawn component with six Riflemen references and no added runtime limit. That is stronger evidence for this call’s composition than the shared name alone. It does not establish that destroying one platform removes every Security source, nor that a surviving platform can always issue the call immediately.

How it is actually used

The description’s “No supplies are required” matters when supply limits constrain reinforcement. For context, Bio bubble produces 60 limit, while Empire building entries include 20 and 90; those infrastructure values are not bonuses from Security. The MCV call has a 180-second cooldown, and the vehicle costs 1 000 minerals. Consider keeping the call available for pressure on the position, but do not assume the vehicle has no other support or that every normal reinforcement route is blocked at the cap. The explicit no-supplies wording applies to the called squads.

How to beat it

Riflemen have 800 base hit points, a 500 reserve, 2 armour and an area coefficient of 0.10. A normal six-squad purchase corresponds to 240 minerals and 30 limit; those are comparison totals, not a recorded charge for this call. Armour 2 and coefficient 0.10 do not prove that every attack is effective. Flamethrower turret’s calculated infantry output is 369.2 per second, not a guaranteed kill time. The call cooldown is 180 seconds; track it after use, while accounting for other defenders and other reinforcement sources.

Values read from game files · version 23882143

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