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Dust Front RTS Guide
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Tank "Desolator" as it appears in the Dust Front RTS demo, from the game files of build 23882143

Tank "Desolator"

  • Neutral
  • Heavy

Confirmed Established

Cost

Minerals
900
Population
50
Build time
80 s

Defence

Hit points
800
Extra hit points
+300
Front armour
50
Sides-and-rear armour
30
Fire resistance
1
Gas resistance
1
Area resistance
0.5

Weapons · 3

FamilyFire cycleDamage per second
Machine gun0.65 s80 vs infantry · 4.6 vs vehicles · 4.6 vs buildings
Machine gun0.65 s80 vs infantry · 4.6 vs vehicles · 4.6 vs buildings
Projectile5 s44 vs infantry · 60 vs vehicles · 44 vs buildings

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

What it is

Tank “Desolator” costs 900 minerals and 50 population. Its official description states “A heavy vehicle with an energy weapon based on robotic technology. It also has machine guns in sponsons.” In build 23882143, base health is 800 and extra-health capacity is 300. The prefab records an initial extra-health amount that differs from that maximum, so the full capacity is not a fresh vehicle’s health. Frontal armour is 50, with 30 at the sides and rear. The raw links include the projectile weapon, sponson machine guns and regeneration. Compare those separate weapons and the approach angle before choosing an engagement.

Where it comes from

The words “based on robotic technology” come from the official description in build 23882143. They describe the energy weapon’s stated origin, without identifying a transfer event or a particular robotic vehicle as its ancestor. The raw prefab also contains machine guns and a projectile attack, so the short weapon table does not exhaust its armament. Read the robotic and mercenary pages as context for those descriptions; a shared technological label does not establish a shared damage formula, production route or campaign story.

How it is actually used

The projectile’s calculated vehicle output is 60.0 damage per second, with minimum range 4. The area-resistance coefficient is 0.5, without a documented damage formula. Machine guns are present in the raw prefab alongside the main projectile weapon; do not treat the abbreviated catalogue as proof that infantry can approach without retaliation. Check the gun sectors, current health and supporting units before moving forward. Regeneration is another linked function, but does not guarantee survival during sustained incoming fire.

How to beat it

Minimum range 4 belongs to the projectile weapon, rather than disabling every attack on the vehicle. The catalogue’s potential health total of 1 100 includes extra capacity; it is not the initial filled health. Armour 50 at the front matters, and the directional split of 50 versus 30 makes the angle relevant. Compare the machine-gun sectors and nearby support before attempting a close approach. The armour and weapon pages help assess a flank without promising an instant kill or an unanswered infantry attack.

Values read from game files · version 23882143

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