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

MLRS "Vortex"

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

Cost

Minerals
250
Population
20
Build time
30 s

Defence

Hit points
300
Extra hit points
+50
Front armour
45
Sides-and-rear armour
45
Fire resistance
0.5
Gas resistance
0.9

Weapons · 1

FamilyFire cycleDamage per second
Projectile14.15 s10.6 vs infantry · 7.1 vs vehicles · 6.4 vs buildings

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

What it is

MLRS “Vortex” has the official description “Long range, but also long minimum range. Effective over large areas with wide dispersion. Shells with a large incendiary payload.” Demo build 23882143 records a price of 250 minerals and 20 population. Base health is 300, armour 45, weapon base range 46, a separate bonus 55 and minimum range 25. The projectile attack also contains incendiary settings and is enabled by deployment actions. Range fields alone therefore do not describe every firing state or the total damage of burning terrain. Read Deployment and the territory-fire command before positioning the launcher; its area role does not make close threats irrelevant.

Where it comes from

Minimum range is 25 in build 23882143; this is a weapon setting, not a documented history of why the vehicle was designed. Its fire-resistance coefficient is 0.5, while a value such as 0.98 appears on other Empire entries. That comparison does not prove the designer intended a launcher that burns easily. Base health 300, range 46 and bonus 55 describe separate fields. The official description and deployment links establish the broad firing role more safely than a story inferred from resistance values. Consult artillery and environmental damage for the distinction between the shot and its incendiary effect.

How it is actually used

The calculated attack cycle is 14.15 seconds and its infantry-category output is 10.6 damage per second. Those values do not include a complete simulation of dispersion, multiple impacts or terrain burning. Minimum range is 25, so the firing position needs room between the launcher and the intended target. Check that the deployment state has enabled the attack, and inspect the territory-fire command before aiming at an area. A long cycle gives a reason to plan the next position, without declaring the weapon harmless or promising that an entire approach remains denied after one volley.

How to beat it

The minimum-range setting is 25. A close approach may leave the target inside that weapon’s firing limit, but it is not protection from the surrounding army or another active attack. Combined health capacity is 350, with an area coefficient of 0.0 and fire coefficient of 0.5; the extra pool begins empty and neither coefficient supplies a damage formula. Inspect deployment, cover and escorts before approaching or firing from range. The artillery and resistance pages explain the relevant fields without proving that anything reaching the launcher destroys it or that flame always beats other weapons.

Values read from game files · version 23882143

← All units