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Master's Outpost as it appears in the Dust Front RTS demo, from the game files of build 23882143

Master's Outpost

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

Cost

Minerals
100
Build time
15 s

Defence

Hit points
1 000
Extra hit points
+50
Armour
4
Fire resistance
0.8
Gas resistance
0.4

Weapons · 1

FamilyFire cycleDamage per second
Cannon0.9 s144.4 vs infantry · 44.4 vs vehicles · 11.1 vs buildings

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

What it is

Master's Outpost costs 100 minerals and produces 300 energy in game build 23882143. The Rebels' Generator costs the same 100 minerals but produces 120 energy, so the entries have different energy profiles even before their other functions are considered. The outpost has 1 000 base HP, 50 extra-HP capacity initially empty, and uniform 4 armour. Its official description reads: “A large warehouse of slaves. Fun fact: usually, captured synthetic humans are enlisted as slaves, as there's little choice.” A cannon attack is directly linked to the prefab. The economic comparison does not establish that the outpost is available whenever a Generator can be built.

Where it comes from

In build 23882143, the Master's Outpost combines an energy-producing configuration with a linked cannon, rather than a documented slave-production queue. Its 1 000 base HP compare with the Generator's 400, but the hulls also differ in their attack and economic links. The official description concerns captured synthetic humans; the extracted price fields do not explain how that fiction translates into energy during play. Keep the description and the recorded function distinct. Neither their shared mineral price nor the outpost's name proves that the buildings share availability or an upgrade path.

How it is actually used

The linked cannon gives 144.4 simple derived infantry DPS and 44.4 against vehicles, at recorded range 10. With 1 000 base HP, the outpost can be considered for a position where both energy production and its weapon matter, rather than as an unarmed Generator equivalent. The range value 10 belongs to the attack record, not a construction-zone radius. Check the intended target's range and protection before placing the building forward. Its economic output and cannon are documented, but the files do not establish a universal opening order or a guaranteed defensive line.

How to beat it

The cannon records 130 infantry damage per shot at range 10. Uniform 4 armour and area resistance 0.0 do not supply an exact damage threshold. Nor does bringing a unit with armour above 4 establish that it can safely ignore the gun: its own damage rules and target class still matter. Removing the outpost threatens 300 energy production as well as the linked weapon. Compare that combined role with the Generator before choosing an economic target, and check which energy sources are actually supporting the opponent.

Values read from game files · version 23882143

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