Combat & Armor
Every attack in Dust Front resolves against the target's armor class and its directional armor. Understanding both is the difference between trading evenly and getting wiped — and it's why the same tank can be devastating against one army and useless against another.
The three armor classes
Every unit and building has one armor class: Infantry, Vehicles, or Buildings. Each weapon stores a separate damage value against each class, so a weapon can be brutal versus infantry yet barely scratch a tank. On every unit page the Effective against panel ranks that unit's DPS across all three classes, and the Countered by panel lists the units that deal the most DPS to it — so you can read counters in both directions.
Directional armor & flanking
Vehicles and buildings carry three armor values: front, sides and rear. Hits resolve against the facing you strike, and the gap is huge.
| BMP armor | Value |
|---|---|
| Front | 60 |
| Sides | 1 |
| Rear | 30 |
The takeaway: heavy units are built to face their threat. Maneuver so you're shooting a vehicle's flank or rear, and use fast units to get behind an enemy line rather than grinding into its frontal armor. Defensively, keep your damaged armor facing away and micro your tanks to present their front.
Resists
On top of flat armor, units have fire, gas and splash (area) resists. These are multipliers: 1.0 means full damage, lower means resistant, and a negative value means the unit takes extra damage from that source. Flamethrowers, gas strikes and artillery all key off these — check the Defense panel before committing.
A note on the numbers
DPS values across the site are computed from each weapon's per-shot damage and its firing cycle, by target armor class. The class multiplier is baked into the serialized damage, so the rankings are accurate — but the exact flat-armor mitigation curve lives in the game's native code and isn't modelled here. Read the counters as a strong first-order ranking, not exact time-to-kill.