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Sound artillery as it appears in the Dust Front RTS demo, from the game files of build 23882143

Sound artillery

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

Cost

Minerals
450
Population
40
Build time
70 s

Defence

Hit points
1 000
Extra hit points
+50
Front armour
25
Sides-and-rear armour
20
Fire resistance
0.8
Gas resistance
0.3
Area resistance
-0.3

Weapons · 1

FamilyFire cycleDamage per second
Projectile7 s0 vs infantry · 0 vs vehicles · 0 vs buildings

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

What it is

Sound artillery costs 450 minerals and 40 population. Its official description reads: “A specialized machine for clearing blockages in civilian systems. It's also suitable for destroying flesh and light equipment.” Confirmed in game build 23882143. The hull has 1 000 base HP with directional armour of 25 at the front and 20 behind; extra-HP capacity starts empty. The projectile attack's direct damage fields are set to zero, but its linked object pool is named shockWave. That secondary link prevents reading the simple catalogue DPS as proof that the machine has no offensive effect. The extracted records do not establish the wave's full runtime damage.

Where it comes from

In build 23882143, the projectile entry records range 10, an additional-range field of 2, and a derived aim-plus-reload cycle of 7 seconds. Its 40-population cost lies alongside the Mobile home's 650-mineral and heavier Assault Truck's 500-mineral prices as a comparison of distinct configurations, not a ranking of their output. The official civilian-clearing description also mentions flesh and light equipment. Read that role alongside the shockWave pool link; neither the description nor zero direct-damage fields establish an exact sonic damage model.

How it is actually used

At 450 minerals and 40 population, Sound artillery needs a purpose beyond its name: the developer identifies flesh and light equipment as targets, while the attack links a shock-wave object pool. The hull records area resistance −0.30, but a negative coefficient is not enough to calculate incoming splash damage. Use the recorded range and firing cycle to assess a position, and verify the wave's behaviour in play before relying on a damage total. Its tracked movement and directional armour are documented; an automatic win against clustered infantry is not.

How to beat it

Area resistance −0.30 and gas resistance 0.30 are distinct coefficients; neither supplies an exact multiplier without the runtime rules. The 1 050 HP total also includes extra capacity that starts empty. Against this vehicle, do not mistake zero direct projectile damage for a harmless attack: the projectile points to the shockWave pool. Its front and rear armour differ, so approach direction matters, but the wave's effective damage and spread remain unverified. A counter plan should account for those unknowns rather than promise a specific splash bonus or safe infantry formation.

Values read from game files · version 23882143

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