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

Riflemen

Confirmed Established — fromdocs/sources/demo/raw/UnitConfig.json / r_Boeviks_Unit, build 23882143

Cost

Minerals
40
Population
5
Build time
5 s

Defence

Hit points
800
Extra hit points
+500
Armour
2
Fire resistance
-0.8
Gas resistance
0.98
Area resistance
0.1

Weapons · 1

FamilyFire cycleDamage per second
Machine gun0.4 s50 vs infantry · 2.5 vs vehicles · 2.5 vs buildings

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

What it is

Riflemen cost 40 minerals and 5 population. Their description says “light infantry. They accomplish their tasks through sheer numbers.” Base health is 800; extra-health capacity 500 starts empty. At a mineral price of 40, armour is 2. The rifle damage fields are 20 against infantry and 1 against vehicles and buildings. A calculated 0.4-second cycle gives 50 infantry damage per second and 2.5 against the other categories in build 23882143. These are weapon estimates before protection, not promised combat results. The attack cannot fire while moving, so a useful position needs time to stop and engage.

Where it comes from

The Empire catalogue includes a Dreadnought at 700 minerals and an MCV at 1 000, while Riflemen cost 40. Mutant entries also span prices such as 5 and 1 300. Those are comparisons from build 23882143, not a development chronology or evidence that one faction always buys its numbers while another never does. Riflemen have production links to Barracks and Mobile support camp, as well as a Rebel production link. Read those sources when choosing how to obtain the squad; a faction label alone does not establish an exclusive producer.

How it is actually used

The combined health capacity is 1 300 at 40 minerals, but the extra pool starts empty. Brutes separately have 1 400 base health and extra capacity 500 at 35 minerals; those totals should not be substituted for either squad’s starting health. Riflemen’s calculated infantry output is 50 damage per second and vehicle output 2.5. They can occupy a firing position and support other weapons, but the numbers do not prove a fixed time to kill a tank or victory against most unarmoured targets. Stop before shooting and bring an appropriate anti-vehicle option when armour is the threat.

How to beat it

Riflemen’s fire-resistance coefficient is −0.8; other Empire entries include 0.99 and 1.0. Their area coefficient is 0.1, while BTR has 0.5 and Gorb has 0.6; these do not define every Empire vehicle. These coefficients have no documented damage formula. Base health 800, armour 2 and calculated infantry output 50 also do not prove that rifles are ineffective against them. Assess weapon damage, cover and formation density before choosing flame, area fire or direct fire. The resistance and infantry pages explain the distinctions without a universal counter ranking.

Values read from game files · version 23882143

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