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

Spotters

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

Cost

Minerals
150
Population
10
Build time
15 s

Defence

Hit points
350
Extra hit points
+500
Armour
2
Fire resistance
-0.5
Gas resistance
1
Area resistance
0.1

Weapons · 1

FamilyFire cycleDamage per second
Cannon3.65 s109.6 vs infantry · 2.7 vs vehicles · 0.3 vs buildings

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

What it is

Spotters cost 150 minerals and 10 population. Their official description states “A squad of a sniper and a gunner. Using heavy shoulder-mounted radios, they can direct artillery to fire on positions from any distance.” In demo build 23882143, the sniper attack records 400 infantry damage and 10 vehicle damage. Its calculated cycle is 3.65 seconds, with base range 10 and range bonus 22. The separate guidance ability has its own command and completion process. Sniper damage is not the damage of the artillery it directs. Consult Artillery guidance alongside the squad weapon when deciding whether you need reconnaissance support, a firing correction or a shot at an infantry target.

Where it comes from

The developer explained artillery correction as follows: “For beyond ranges, artillery uses a squad of spotter artillerymen.

Who are also snipers at the same time. Squad can direct heavy artillery fire at any distance. The free artillery with the required mode will immediately aim at the target after correction is completed.” The word “free” describes available artillery in that account, published on 10 February 2026. The source also requires the appropriate mode and completion of correction; it does not say every gun fires immediately whenever Spotters see a target. The squad’s linked guidance component confirms a distinct spotting process. Read the command and artillery mode together rather than assuming the squad continuously directs an entire battery or removes all constraints on a weapon’s firing state.

How it is actually used

The sniper weapon’s calculated infantry output is 109.6 damage per second. Base health is 350, armour 2, and the fire-resistance coefficient −0.5. These figures do not make the squad invulnerable at range or convert its guidance into a precision guarantee. Keep a useful line to the target and consider cover and support before moving forward for a sniper shot. When artillery is the goal, verify the guidance command and the receiving gun’s mode. Its own sniper attack and its ability to request distant fire are separate reasons to field the squad.

How to beat it

Chasing a sniper hit with an artillery-support squad can expose the guidance source. Its infantry damage field is 400, but the figure is not a promise that advancing into fire is worthwhile. Against a supported artillery position, removing Spotters may interrupt their correction command; it does not prove every gun falls back to a single range or loses every way to fire. Inspect the battery’s weapons and territory-fire options as well as the squad. The Artillery guidance page explains the mode requirement and helps separate disruption of spotting from destruction of artillery itself.

Values read from game files · version 23882143

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