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

Combine

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

Cost

Minerals
100
Population
5
Build time
15 s

Defence

Hit points
500
Extra hit points
+50
Front armour
15
Sides-and-rear armour
10
Fire resistance
0.99
Gas resistance
0.9
Area resistance
0.5

Weapons · 1

FamilyFire cycleDamage per second
Cannon4.15 s36.1 vs infantry · 37.3 vs vehicles · 12 vs buildings

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

What it is

Combine costs 100 minerals and 5 population. The developer’s economic advice is “The backbone of the economy. It's best to have as many of these as possible.” In demo build 23882143, the chassis has 500 base hit points, frontal armour 15 and side/rear armour 10. A linked cannon records 150 infantry damage and 155 vehicle damage. That attack is associated with the local Missile turret upgrade; a listed component is not a promise that every fresh worker has an active gun. The harvesting component links the vehicle to a Processing plant. Plan collection and delivery first, then check the equipment actually fitted.

Where it comes from

The developer’s economy advice says “Economy is everything. If you’re short on resources, move your base, develop a passive economy, and set production to run continuously.” The notes also record “improved tank behavior, particularly harvesters, during chaos and complex road situations” for traffic behaviour. These statements date to 15 June 2026 and 22 June respectively. They establish an economic priority and work on routing, without guaranteeing that another Combine always increases income or that every traffic problem is solved. The raw harvesting record distinguishes vehicle cargo from the economy’s storage capacity. Read the Processing plant and harvesting pages when assessing travel distance, deposits and production rather than treating movement advice as a measured income formula.

How it is actually used

The population cost is 5. The linked cannon has a calculated 4.15-second cycle and 37.3 vehicle damage per second, but its equipment link must be considered before relying on those figures. An armed worker can still lose collection time by fighting or taking a long detour. Check the deposit, unloading route and plant access when adding harvesters. Moving the base is a developer suggestion for resource shortages, not an instruction to move it in every case. Compare the harvesting and Missile turret pages to distinguish an economic vehicle from its optional weapon.

How to beat it

Replacing a Combine costs 100 minerals; its base health is 500. Those values do not show that escort is always more expensive than protection is worth. An Armored car costs 90 minerals and records 50 vehicle damage per shot, but that comparison alone does not establish a guaranteed harvester kill. Raids can interrupt collection and delivery, while several workers sharing a blocked route may all be affected. For either side, inspect the route, available cover and fitted weapons. The economy pages explain what the raid threatens beyond the chassis itself.

Values read from game files · version 23882143

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