ARMY

Saradook Crimson Sun emblem
SARADOOK CRIMSON SUN · FR-10HEAVY WALKER · 300-SUPPLY SQUAD

Devastator

Twin Rail-Artillery Heavy Walker

Saradook Crimson Sun heavy walker, fielded in sworn pairs. Each arm turret carries two rail barrels from the weapon factories of Mercury, and all four throw a hypervelocity slug every fifth of a second, each with an antimatter charge that bursts across light ground and air units.

Height16 m
Weight195.6 t
Core2 GW
Thrust3,341 kN
Lift1.7× weight
Squad2 frames
IDLE STANCE · 3/4 VIEWThe Devastator

01 · Speed

On foot, in the air, on its thrusters

GROUND RUN45m/s162 km/hHangar sheet
AIR DASH212m/s763 km/h · Mach 0.62Full burn at sea level, height held
THRUST SPEED4.5km/s16,200 km/hHangar sheet, on its thrusters
Against the sound barrier
0Mach 0.5transonic wallMach 1 · 340 m/s

Its thrusters push 3,341 kN, 1.7 times its weight: flat out at sea level it reaches Mach 0.62.

02 · Combat

One frame, and the squad of 2

Hull1,906Squad: 3,812
Shield7,623Squad: 15,246
Damage an attack88A volley of 2: 176
Damage a second440Squad: 880

One frame at base rank, from the battle sheet; ranks strengthen hull, shield and damage.

03 · Weapon

Hypervelocity rail artillery

Kinetic6 km/sHits air & ground

Hypervelocity rail artillery

Two arm turrets of two rail barrels each · terminal-effect rounds

Each barrel drives a 63 g slug down its rails at 6 km/s, one barrel after another, across 10 km in under two seconds. Each slug carries 59 ng of antimatter in its own trap, let go as it strikes: a blast that kills in the open out to 4 m and wrecks out to 7 m.

An attack88damage
Damage a second440one frame, 880 the squad
Reach10 kmTargets air & ground
Interval0.2s (4×)Shot speed: 6 km/s

Fire cycle · one frame over 1.2 s

88
88
88
88
88
88
0 s0.4 s0.8 s1.2 s

88 an attack every 0.2s (4×): 440 a second. Six attacks land 528 from one frame, 1,056 from the squad of 2.

Reach against the other units

Decimator
15.5 km
Marksman
14 km
Devastator
10 km
Fang-80
7.5 km
Reaper
7 km
Bear
6 km
Anzu
6 km
Executor
5 km
Claw Strike Drones
5 km
Triarius
4.5 km
Cyclops
4 km
Hammer
2 km
Vector Choir Platoon
990 m
Compliance Team Platoon
860 m
Rime Phalanx Platoon
850 m
Caravan Guard Platoon
830 m
Warden Platoon
800 m
Dividend Guard Platoon
800 m
Sun Lancer Platoon
800 m
Imperial Talon Platoon
720 m
Red Locust Platoon
670 m

04 · Available tech

What a commander can fit

Bought mid-battle with supply, for the squad of 2. Each one gives something and costs something.

Core upgrades · 5

Skirmish Fire Control200
Outer targeting band55% output beyond native range

Adds a +50% outer targeting band. Attacks, repairs, and boarding channels operate at 55% output beyond native range, and armed squads hold that safer line.

Breach Capacitors250
+60% breach damage-15% outside the breach band

Converts the squad into a breacher: it closes to 45% range and deals +60% damage there, but deals 15% less outside the breach band.

Reactive Bulkheads250
30% hull-loss cap per hit-12% thrust / -18% static integrity

No single hit can strip more than 30% of maximum hull after shields. Mobile units lose 12% thrust; static emplacements lose 18% maximum integrity. Strong into alpha strikes, weak into rapid fire.

Threshold Deflector300
Shield-break overflow gateMust recharge to 25% to re-arm

Adds 250 shield. If at least 25% charged, a breaking hit loses all hull overflow; the gate re-arms only after recharge reaches 25%.

Vector Afterburners150
+65% pursuit thrustHalf turn authority while burning

Burns at +65% speed while marching or closing on its chosen standoff, then disengages in combat; turn authority is halved during the burn.

Devastator signature tech · 8

Devastator Rage Reactor400
+ REDLINE RUSHES− LOCKS OUT TO VENT

The Devastator's reactor is opened past its oath. Both guns cycle every 0.12 s for 5 s, then lock for 2 s while it vents: a fifth more fire across the fight, in rushes, and a silence the enemy can count.

Escort Picket Tables300
+ PICKET STANCE− MINIMUM RANGE

Devastator holds a picket around a Guild convoy on its escort gunnery tables: the guns reach 12 km, and leave anything inside 2 km to the clan's close guard.

Mercury Penetrators350
+ HEAVY BREAKER− SLOWER CADENCE

Devastator feeds penetrator rounds from the weapon factories of Mercury: 150 a bolt against a heavy, assault or titan frame, on a cycle a quarter slower.

Twin Oath Fire300
+ PAIR FOCUS− ONE MARK AT A TIME

Devastator pairs swear one oath and fight as one: both frames of the squad lay their guns on the same mark, and it falls in half the time. Everything else in the sky waits its turn.

Sunfire Concussion300
+ SUPPRESSION− −10% DAMAGE

Devastator packs a Sunfire charge in every round that shakes what it hits: a struck unit moves 30% slower for 3 s, so a light flyer cannot break off, for 10% less damage.

Shrapnel Jackets300
+ FRAG FIELD− −15% ON THE MARK

Devastator jackets each slug in shrapnel that bursts on its mark: full force within 500 m and fading out to 1.5 km, for 15% less on the mark itself.

Oath-Plate Bracers300
+ FRONTAL SHIELD− FLANKS EXPOSED

Devastator wears clan plate on both gun arms, raised as it fires. It takes 800 points of return fire across the forward 72°. Fire from the flank goes past it.

War-Priest Link350
+ FORWARD OBSERVER

Devastator gunners share the link with a war-priest of the clan. Cloaks within 8 km are stripped, and what is revealed is marked for allied fire at 8% more damage.

Field a squad of 2Nexus Wars is in Early Access on Steam.