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Sub-caliber combat load as it appears in the Dust Front RTS demo, from the game files of build 23882143

Sub-caliber combat load

Confirmed Established — fromlocal project source archive; source corpus local reopened 2026-09-07 — 340 archives JSON, archive fingerprint 8cc33f9c7d706e0a6d86cff99152dd6f1f5205e2628c3cb80c104e369837be22

What it is

Sub-caliber combat load describes pronounced anti-vehicle specialisation: “greatly increases damage to vehicles in exchange for versatility.” Confirmed by the game files, build 23882143. The vehicle-damage gain and infantry- and building-damage losses are recorded in its effect fields. The word “greatly” is the developer’s wording; it neither replaces the numerical records nor establishes the complete combat outcome. Compare the changed columns with the weapon’s existing role and the targets it needs to engage.

Where it comes from

This is a stronger specialisation of the column also raised by armour-piercing shells. Their description names no cost, but their effect fields also contain penalties. Confirmed by the game files, build 23882143. The loader and range-module pairs offer different trades too. The Empire BMP records 71.4 calculated damage per second against infantry and less against vehicles, at a price of 150 minerals. Such a weapon illustrates why improving one column can sacrifice a useful existing role.

How it is actually used

Compare all three weapon-damage columns and the vehicle’s job first. If infantry damage matters, the penalty cannot be ignored: −50 against infantry and −40 against buildings for +90 against vehicles, build 23882143. Until 4 September 2026, this section denied the recorded losses and discussed the word “greatly” instead of the effect fields. The Empire Dreadnought at 125 calculated damage per second against vehicles is a comparison, not a proven optimal loadout. The choice depends on targets and weapon compatibility.

How to beat it

Consider infantry against pronounced anti-vehicle specialisation: this module reduces the corresponding damage column. Empire Brutes cost 35 minerals and five population, so they can enter the army-composition comparison. The recorded changes are +90 against vehicles, −50 against infantry and −40 against buildings. This is one of nine descriptions naming a trade, here involving weapon versatility. That is our interpretation, not a guarantee that cheap infantry wins the fight.

Values read from game files · version 23882143

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