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

Subterranean worm

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

Cost

Minerals
130
Build time
20 s

Defence

Hit points
1 100
Extra hit points
+50
Armour
50
Gas resistance
-0.4

Weapons · 1

FamilyFire cycleDamage per second
Projectile4.2 s0 vs infantry · 0 vs vehicles · 0 vs buildings

Damage per second = damage ÷ fire cycle, computed by the build script.

What it is

The Subterranean worm costs 130 minerals and takes twenty seconds in build 23882143. Its health record carries armour 50, compared with 15 on the Pool of flesh mass and 3 on Capsules, plus 1 100 base hit points and reserve capacity 50. The official description states “A worm that deals sudden damage in a line and over an area. Effective against anything it can reach. Difficult to hit without artillery.” The extracted projectile component and the described attack must be read separately: values from a single internal gun do not prove the whole runtime effect. The description establishes the intended line-and-area role without supplying a complete measured damage result.

Where it comes from

The Subterranean worm’s armour value is 50 in build 23882143; its published description names line and area damage and says it is difficult to hit without artillery. Armour 50 does not explain that targeting difficulty or establish how effective different damage sources will be. Hitting an underground target and overcoming a defensive value are different questions. Preserve the developer’s description as attributed guidance while treating the extracted defensive fields as separate evidence. Neither source closes the gap between the described attack and the internal projectile record.

How it is actually used

The internal gun fields record 0 damage against infantry, vehicles and buildings, with an extracted 4.2-second cycle, range 10 and minimum range 2. That is not evidence that the described line-and-area attack is harmless. The component join identifies health, projectile and upgrade records, but cannot certify that no other event, child object or runtime path contributes damage. Use the official attack description to understand the role, and keep its complete damage output unverified. Placement should account for the recorded range limits without pretending that the catalogue has resolved the entire attack.

How to beat it

Its armour is 50, and the developer’s description says “Difficult to hit without artillery.” That statement concerns difficulty hitting the target; it is not a measured guarantee of artillery damage. Its area coefficient is 0.0 and gas coefficient −0.4, but neither proves full listed splash damage or increased gas damage. The health record has 1 100 base hit points and reserve capacity 50. Consider an artillery approach consistent with the description while checking reach, supporting defenders and actual target access. Do not rule out all direct weapons or promise a gas counter from the coefficient signs alone.

Values read from game files · version 23882143

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