Weapons · 5
| Family | Fire cycle | Damage per second |
|---|---|---|
| Cannon | 0.3 s | 500 vs infantry · 216.7 vs vehicles · 66.7 vs buildings |
| Cannon | 0.3 s | 500 vs infantry · 216.7 vs vehicles · 66.7 vs buildings |
| Flamethrower | 0.65 s | 369.2 vs infantry · 76.9 vs vehicles · 30.8 vs buildings |
| Flamethrower | 0.65 s | 369.2 vs infantry · 76.9 vs vehicles · 30.8 vs buildings |
| Projectile | 7.2 s | 13.9 vs infantry · 8.3 vs vehicles · 6.9 vs buildings |
Damage per second = damage ÷ fire cycle, computed by the build script.
What it is
Bronenosets costs 700 minerals, 50 gears and 50 population. The official description states “The Bronenosets is a heavy assault tank. It has very strong armor and can regenerate its health on the battlefield.” In build 23882143, its regeneration record gives 5 points per cycle. Base health is 1 300; the extra-health capacity of 1 300 starts empty. Armour is 90 at the front and 50 at the sides and rear. A correction dated 4 September 2026 addressed the previously missed attacks: cannon, flamer and projectile components are linked, with local equipment records also present. Check the current equipment and weapon state before assuming every listed component fires together or that regeneration replaces support.
Where it comes from
The developer discussed faction differences and wreck recycling on 10 February 2026. Its regeneration record should be considered alongside external repair support. Its own description explicitly names regeneration, and a regeneration component is linked to the chassis. The substantial build commitment is also present in its price configuration. Read the unit’s equipment and repair options together; an announcement about faction identity is not a complete comparison of every healing and restoration source in the demo.
How it is actually used
Frontal armour is 90, and regeneration records 5 points per cycle. The extra-health capacity starts empty, so combining it with base health does not describe a fresh tank’s protection or prove a recovery time from half health. A correction of 4 September 2026 concerned overlooked weapon data: individual cannon, flamer and projectile entries calculate 500, 369.2 and 13.9 infantry damage per second, the projectile on a 7.2-second cycle. These are separate weapon figures and equipment conditions matter. Give the tank a useful firing position and check its remaining health and active fittings between engagements.
How to beat it
The regeneration record gives 5 points per cycle, not a guarantee of winning every exchange. Its area-resistance coefficient is 0.5; frontal armour 90 is a separate defence. The armour split of 90 front versus 50 sides/rear fits the directional system explained on 10 February 2026. A page correction of 4 September 2026 concerned missing cannon and flamer entries, with individual infantry outputs 500 and 369.2. Do not ignore those attacks, but do not sum them into a guaranteed active battery either. Assess equipment, facing and repair support before choosing how to engage.
Values read from game files · version 23882143