Weapons · 1
| Family | Fire cycle | Damage per second |
|---|---|---|
| Machine gun | 0.4 s | 75 vs infantry · 7.5 vs vehicles · 2.5 vs buildings |
Damage per second = damage ÷ fire cycle, computed by the build script.
What it is
Mutant fighters cost 80 minerals and 7 population, with an eight-second production time. Their official description states “Mutant rifle infantry. Overgrown creatures with machine guns fused into their arms can outshoot their counterparts by a wide margin.” Build 23882143 records 2 300 base squad hit points and reserve capacity 500. The infantry role is supported by the machine-gun component and squad records. The description’s comparison remains the developer’s claim rather than proof that the squad wins every encounter with another faction’s infantry. Reserve capacity also must not be added as though it were already filled at deployment.
Where it comes from
The announcement of 10 February 2026 explains the squad model: “The number of remaining soldiers in the squad does not affect the damage they deal.” It also gives an exception for a soldier with a distinct personal weapon. Mutant fighters have a combined health capacity of 2 800, but that capacity does not independently prove the absence of every specialist effect. Their linked records show squad members and a shared machine-gun attack. Read the announcement as the stated infantry rule, while keeping the exception and the difference between remaining soldiers and current squad health in view.
How it is actually used
The machine-gun catalogue gives calculated infantry damage rate 75, compared with 50 for Empire Riflemen; its vehicle rate is 7.5. The contrast supports an infantry-focused role without proving a universal victory or complete uselessness against vehicles. The firing component disables attacking while moving and records a negative range adjustment. Establish a position from which the squad can reach the intended infantry target without walking unsupported into other weapons. For armoured targets, consider a dedicated supporting unit rather than expecting the infantry rate to transfer unchanged.
How to beat it
The vehicle damage rate 7.5 is a catalogue calculation, not a rule that a tank can ignore the squad in every fight. Its range adjustment −5 gives a specific reason to examine engagement distance, without proving it is shorter-ranged than almost everything else. Area coefficient 0.1 cannot establish artillery efficiency on an undocumented scale. If you can engage beyond its effective firing position, distance may reduce its contribution; check cover, supporting Mutant units and your own weapon reach before relying on that approach.
Values read from game files · version 23882143