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

BTR

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

Cost

Minerals
160
Population
10
Build time
15 s

Defence

Hit points
400
Extra hit points
+300
Front armour
25
Sides-and-rear armour
15
Fire resistance
0.9
Gas resistance
1
Area resistance
0.5

Weapons · 1

FamilyFire cycleDamage per second
Machine gun0.5 s120 vs infantry · 26 vs vehicles · 6 vs buildings

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

What it is

BTR costs 160 minerals and 10 population. The official description states “An armored personnel carrier armed with an anti-aircraft machine gun.” Demo build 23882143 records 400 base hit points, extra-health capacity 300, frontal armour 25 and side/rear armour 15. The extra pool begins empty. Its machine gun records 60 infantry and 13 vehicle damage, with base range 10 and a separate bonus 4. A linked garrison component supplies transport and return-fire settings. Compare that transport role with the weapon and current cargo rather than treating the chassis as a battle tank.

Where it comes from

The developer’s garrison notes state that units “no longer die from environmental damage (flame, gas)” and that “recoil will no longer apply inside garrisoning structures” in the update of 22 June 2026. Those changes concern environmental damage and recoil inside garrisoning structures. They do not establish immunity to all direct fire or every consequence of a carrier’s destruction. BTR’s garrison component separately records transport capacity, return fire and exit placement. Consult the garrison and Bunker exit pages to distinguish the patch’s scope from the decisions involved in moving and unloading a squad under threat.

How it is actually used

The machine gun’s calculated infantry output is 120 damage per second. Turret AK-30 is a different defence with deployment conditions; a shared movement-fire flag does not make their behaviour identical. BTR’s extra-health capacity is 300, separate from its 400 base hit points, and begins empty. The carrier can move infantry while its own weapon offers support, but cargo and exit placement need attention. Choose the loading and unloading position for the squad’s task, and consult Bunker exit rather than assuming every carried attack remains available in every transport state.

How to beat it

The calculated vehicle output is 26 damage per second. Frontal armour 25 and side/rear armour 15 describe different approach angles, while base health is 400. These values do not prove a loss to every armoured opponent or destruction from a fixed cannon volley. Assess the carried units as well as the carrier when choosing a target; transport disruption may matter even when another threat is nearby. For the owner, plan an exit position before exposure. The garrison pages explain the carrier settings without promising that cargo is always safe or always lost.

Values read from game files · version 23882143

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