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

Capsules

Confirmed Established — fromdocs/sources/demo/raw/BuildConfig.json / g_Capsule_Build, build 23882143

Defence

Hit points
400
Extra hit points
+50
Armour
3
Fire resistance
0.7
Gas resistance
0.7
Area resistance
0.1

What it is

Capsules have zero construction prices and creation time in their configuration, 400 base hit points, reserve capacity 50, armour 3 and area coefficient 0.1 in build 23882143. Their description says “Unit storage capsules. Release mutants within them.” A linked spawner names Worms and records an interval of 30 to 45 seconds with a maximum-unit parameter of 15. Its counting flag does not restrict the count to this capsule alone. The correction dated 5 September 2026 identified spawning, but neither that discovery nor the zero prices establishes ownership by nearby terrain or an unlimited free reinforcement route.

Where it comes from

Capsules carry 3 armour, while the Subterranean worm carries 50, in build 23882143. The Pool of flesh mass is another armoured Mutant structure, so Capsules are not one of only two armoured buildings. Their spawner explicitly uses the capsule’s team and a counting mode that is not limited to its own spawned units. These fields correct the old idea that occupying nearby ground determines who receives the Worms. The interval and maximum parameter are present; when spawning starts and which units the runtime counts still need evidence beyond a catalogue summary.

How it is actually used

Before treating a capsule as reinforcement, establish its team and whether its spawning process is active. The linked component uses the object’s team; nearby friendly ground is not proof that the spawned Worms will be yours. Its maximum-unit parameter cannot be read as a private quota for this capsule because the counting flag includes a broader scope. Zero construction prices and creation time also do not establish that a player may build or replace it. Use the Worms page to assess the potential units, while keeping activation, ownership and availability as separate questions.

How to beat it

The capsule’s combined health capacity is 450, with armour 3. That is not the amount of incoming damage guaranteed to destroy it, nor proof that destruction ends all future reinforcement permanently. The spawner interval is 30 to 45 seconds, but its counting rule is broader than one capsule. Decide whether this particular object is supporting the opposing team before attacking it. Ownership follows the recorded team relationship rather than whichever side controls nearby ground. Compare the active spawning threat with the army around it, instead of always preserving friendly-looking capsules or destroying enemy-looking ones.

Values read from game files · version 23882143

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