Skip to content
Dust Front RTS Guide
Menu
Repair site as it appears in the Dust Front RTS demo, from the game files of build 23882143

Repair site

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

Cost

Minerals
200
Energy
50
Build time
20 s

Defence

Hit points
654
Extra hit points
+60
Armour
10
Fire resistance
0.98
Gas resistance
0.9
Area resistance
0.4

What it is

Repair site costs 200 minerals and 50 energy. Its official description is “Repairs equipment that has entered the site. Can be moved.” Demo build 23882143 gives a meaning to “Repairs”: a linked repair component records 40 points per half-second cycle within 5. A correction of 5 September 2026 added that previously missed component. Base health is 654, extra capacity 60 starts empty, armour is 10, and the area-resistance coefficient 0.4. The local movement upgrade also links the repair state. Check the supported target and current state rather than assuming repair continues through every move or protects every nearby vehicle from destruction.

Where it comes from

BREM’s mineral price is 100, providing a separate support comparison in build 23882143. The developer discussed Empire wreck recovery on 10 February 2026; that general role does not mean every repair source restores every wreck. Repair site’s calculated restoration rate is 80 points per second within 5, while Construction crane records 120 within 2. These are component estimates for different support positions, not a ranking of guaranteed combat survival. The site’s movement upgrade and energy requirement matter alongside rate and radius. Compare the repair pages to select an available source for the intended target.

How it is actually used

The official phrase “Can be moved” describes a repositionable support point. Its calculated repair rate is 80 points per second within 5, but the movement link changes the repair component’s state. Do not assume a vehicle travelling with the army repairs every target throughout the journey. Choose a position that damaged equipment can reach, then check the repair state, target category and energy support. The radius and rate help compare it with a crane or BREM; they do not establish an exact full-heal time under fire or guarantee repair of an entire formation at once.

How to beat it

The combined health capacity is 714, with armour 10; the extra pool starts empty, so capacity is not initial health. Calculated repair is 80 points per second within 5, without a promise that all incoming damage is cancelled. The area-resistance coefficient 0.4 does not establish direct fire as universally more efficient than artillery. Replacement costs 200 minerals and 50 energy. If the position supports an enemy formation, assess access and other repair sources before attacking it. Removing one support point changes options, not every damaged vehicle into a guaranteed permanent loss.

Values read from game files · version 23882143

← All units