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

Armored car

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

Cost

Minerals
90
Population
5
Build time
10 s

Defence

Hit points
250
Extra hit points
+50
Armour
10
Fire resistance
1
Gas resistance
0.5
Area resistance
-0.3

Weapons · 1

FamilyFire cycleDamage per second
Cannon2.65 s56.6 vs infantry · 18.9 vs vehicles · 5.7 vs buildings

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

What it is

Armored car costs 90 minerals and 5 population. Its description gives reconnaissance and light anti-aircraft roles: “A vehicle with bulletproof armor. Ideal for reconnaissance. Light anti-aircraft gun and very high speed.” In demo build 23882143, base health is 250, extra-health capacity 50 and uniform armour 10. The extra pool starts empty, so it should not be added to the vehicle’s initial health. A wheeled movement component and a cannon are linked to this chassis. Use the reconnaissance role to guide positioning, while checking the actual weapon and route; the description’s speed claim is not a guarantee of escaping every pursuer.

Where it comes from

The developer compared movement types directly: “Tracked vehicles mostly turn in place, wheeled ones have a wider turning radius, while smooth-moving hovers "drift fluidly into the desired direction."” He added that some light wheeled vehicles “can even drift while turns and have inertia when moving.” in the explanation published on 10 February 2026. Armored car has a wheeled movement component, so the distinction is relevant to its handling. The general statement does not certify a particular drift speed, reversing time or escape manoeuvre for this chassis. Give the route room for turns and inspect the movement mechanics when planning reconnaissance; a tracked tank’s turn-in-place behaviour should not simply be assumed for a wheeled scout.

How it is actually used

The cannon records 150 damage against infantry and 50 against vehicles. Its calculated cycle is 2.65 seconds, giving 56.6 infantry damage per second before target protection. Base range 10 and range bonus 3 are separate fields on this 90-mineral chassis. For comparison, Howitzer Molot costs 140 minerals and has a bonus of 51; these are different weapon roles. The car’s area-resistance coefficient is −0.3, versus Molot’s −0.6. Neither coefficient supplies a damage multiplier. Scout with a route back and assess exposed targets before committing to a fight.

How to beat it

A scout’s mobility does not guarantee survival when it stops to exchange fire. Armored car has 250 base hit points, and the negative area-resistance coefficient is −0.3; neither field proves that a single shell kills it or that an area weapon is always the quickest answer. Consider weapons that can track its movement and protect the route to your economy. For its owner, turn space and a clear retreat route matter alongside shooting on the move. Compare the movement and weapon pages before relying on speed alone as protection.

Values read from game files · version 23882143

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