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

Militants' hut

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

Cost

Minerals
100
Energy
20
Build time
17 s

Defence

Hit points
484
Extra hit points
+50
Armour
7
Fire resistance
0.8
Gas resistance
0.4
Area resistance
0.3

What it is

Militants' hut costs 100 minerals and requires 20 energy, while its configuration adds 60 supply capacity. The official description reads: “A den for bandits. Various military groups remain in these areas to further expand their influence. The main building for recruiting rebel infantry.” The hull has 484 base HP and 50 extra-HP capacity, initially empty. Front and rear armour fields are 7 and 0, but directional armour is disabled, so those fields do not prove a softer rear. Confirmed in build 23882143. Its production component lists Riflemen and AT squad, and its prefab also carries a healing laser. This is more than a supply entry, although the files alone do not establish a build order.

Where it comes from

The hut's 100-mineral cost is lower than the MCV's 1 000, but the entries perform different jobs: an infantry production building is not a replacement for a mobile construction post. The hut's own 100-mineral investment includes supply capacity and links to Riflemen and AT squad in build 23882143. A healing-laser component is also directly attached to its prefab. The official bandit-den description explains its setting, not a measured claim that the faction wins through numbers. Shared economic fields should not obscure the different construction, production and support links.

How it is actually used

Armour fields of 7 in front and 0 behind appear with directional armour disabled; do not plan a safe front face from those fields alone. The 534 HP total includes extra capacity that starts empty. Its 60 supply contribution sits alongside the actual infantry production list and a healing laser, so placement can serve both recruitment and nearby support. Check the laser's target rules rather than assuming it heals every unit type. Protect the hut according to the functions you currently use; the extracted records do not show that losing it instantly removes already recruited troops.

How to beat it

At 100 minerals for 60 supply capacity, the hut has a different economic profile from the Empire Large warehouse at 250 minerals for 90. It also has a production list and healing support, so comparing only supply misses part of its role. Its 534 HP total includes initially empty extra capacity. Removing the building threatens the linked infantry production and 60 supply contribution, but an immediate effect on an existing army is not established here. Base the target choice on those active functions, not a presumed unarmoured rear or a guaranteed shutdown of all production.

Values read from game files · version 23882143

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