Weapons · 4
| Family | Fire cycle | Damage per second |
|---|---|---|
| Machine gun | 0.55 s | 81.8 vs infantry · 9.1 vs vehicles · 9.1 vs buildings |
| Machine gun | 0.55 s | 81.8 vs infantry · 9.1 vs vehicles · 9.1 vs buildings |
| Cannon | 1.3 s | 19.2 vs infantry · 34.6 vs vehicles · 15.4 vs buildings |
| Cannon | 1.3 s | 19.2 vs infantry · 34.6 vs vehicles · 15.4 vs buildings |
Damage per second = damage ÷ fire cycle, computed by the build script.
What it is
Mobile support camp costs 350 minerals and 45 population. Its description says “The mobile infantry camp provides support for infantry.” In demo build 23882143, base health is 810, extra capacity 200 starts empty, frontal armour is 20 and side/rear armour 15. Machine-gun and cannon components are linked, alongside infantry healing and Riflemen production. Deployment actions activate support objects, so their presence is not proof of continuous production and healing while moving. Compare the firing equipment, deployment and infantry support when choosing a position rather than treating the description as either an unarmed camp or an unrestricted mobile factory.
Where it comes from
The developer explained the squad model on 10 February 2026. That announcement provides infantry context, but does not establish the support camp’s production rate or healing behaviour. The camp’s 45-population requirement is part of its own unit price, and its raw production component lists Riflemen. A separate healing object is activated by deployment. These specific links explain more than a general faction theme. Read Deployment, the camp’s production choice and infantry healing together; the unit is a support investment whose current state matters, not proof that all infantry support operates while travelling.
How it is actually used
Individual machine-gun and cannon entries calculate 81.8 infantry and 34.6 vehicle damage per second respectively, with base range 10. These are per-weapon figures, not a measured total for every fitted attack. The area-resistance coefficient is 0.5, without a documented splash-damage conversion. Combined health capacity is 1 010, but the extra pool starts empty. Set the camp where its deployed support can serve infantry and its weapons have suitable targets. Check production and healing states before relying on it to maintain a line; equipment and support are distinct parts of the same chassis.
How to beat it
A machine-gun entry calculates 81.8 infantry damage per second and a cannon entry 34.6 against vehicles. Those weapons mean an attacking squad should not assume the camp is defenceless, but the numbers do not prove that vehicles always win. Frontal armour 20 and side/rear armour 15 need to be compared with the incoming attack. The area coefficient is 0.5, without a formula favouring close combat over artillery. Assess deployed healing, production and escort before prioritising the camp. Its support may matter even when its own attacks are not the main threat.
Values read from game files · version 23882143