Weapons · 2
| Family | Fire cycle | Damage per second |
|---|---|---|
| Machine gun | 0.8 s | 62.5 vs infantry · 3.7 vs vehicles · 3.7 vs buildings |
| Projectile | 6.6 s | 25.8 vs infantry · 22.7 vs vehicles · 18.2 vs buildings |
Damage per second = damage ÷ fire cycle, computed by the build script.
What it is
Heavy transport vehicle costs 200 minerals and 15 population. The description states “Transports equipment. Can fire a light machine gun.” Demo build 23882143 records 390 base hit points, extra-health capacity 50 and uniform armour 5; the extra pool starts empty. Its population cost 15 belongs to the carrier, not a comparison of combat efficiency with a support camp. The linked air-transport component specifies a vehicle cargo category and exit settings. Check the intended load and landing position before using it; the machine gun does not turn a transport route into a guaranteed safe combat approach.
Where it comes from
A linked machine gun calculates 62.5 infantry damage per second, while a projectile attack calculates 22.7 against vehicles on a 6.6-second cycle in build 23882143. The latter has a local Unguided rockets equipment link. This is evidence of more weapon data than the short description lists, not proof that every fresh transport fires both attacks together. The description’s mention of a machine gun is not a claim that no other fitting exists. Read the transport and upgrade pages to distinguish the chassis, installed equipment and payload without inventing a history of balance changes.
How it is actually used
Combined health capacity is 440, but the extra pool starts empty. The machine gun’s calculated infantry output is 62.5 damage per second; the projectile attack’s cycle is 6.6 seconds and its equipment link needs checking. Plan the route and unloading point around the cargo’s task rather than relying on the carrier to clear the destination alone. A 6.6-second weapon cycle also leaves an interval between shots, but it does not make the fitting useless. Check the air-transport exit settings and available escort before entering a defended position.
How to beat it
The catalogue’s combined health capacity is 440, with armour 5 and an area-resistance coefficient of 0.0. The extra pool starts empty, and the coefficient does not prove full damage from every area weapon. A transport priced at 200 minerals may carry a tactically important vehicle, so assess its load and route as well as the machine gun and optional fitting. Intercepting it can disrupt delivery, but the inspected records do not establish a universal outcome for cargo on destruction. The transport and Bunker exit pages are useful before assuming a carrier kill removes an entire army.
Values read from game files · version 23882143