ARMY

Saradook Crimson Sun emblem
SARADOOK CRIMSON SUN · FR-03LIGHT FRAME · 100-SUPPLY SQUAD

Fang-80

Guided Rail-Dart Light Frame

Saradook Crimson Sun light frame, fielded in packs of eighteen by the mercenary companies the Saradook hire out. Its right forearm carries twin rail barrels that throw fin-steered darts, one barrel after the other, which turn onto their mark in flight, aircraft and ground alike; its left hand is open. It jumps, dodges and flies on the jets behind the grilles of its calves, steered by four pegs under its chest.

Height7 m
Weight7.4 t
Core1 GW
Thrust825 kN
Lift11.4× weight
Squad18 frames
IDLE STANCE · 3/4 VIEWThe Fang-80

01 · Speed

On foot, in the air, on its thrusters

GROUND RUN60m/s216 km/hHangar sheet
AIR DASH316m/s1,138 km/h · Mach 0.93Full burn at sea level, height held
THRUST SPEED6km/s21,600 km/hHangar sheet, on its thrusters
Against the sound barrier
0Mach 0.5transonic wallMach 1 · 340 m/s

Its thrusters push 825 kN, 11.4 times its weight: flat out at sea level it reaches Mach 0.93.

02 · Combat

One frame, and the squad of 18

Hull23Squad: 414
Shield94Squad: 1,692
Damage an attack63A volley of 18: 1,134
Damage a second42Squad: 756

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

03 · Weapon

Guided rail darts

Kinetic3 km/sHits air & ground

Guided rail darts

Twin rail barrels on the right forearm · fin-steered darts, a barrel at a time

Its two barrels take turns: each drives a 2.4 kg dart down its rails at 3 km/s, 11 MJ of speed and nothing else. Four fins and a seeker steer it onto its mark in flight, aircraft or ground, across its 7.5 km in 2.5 s.

An attack63damage
Damage a second42one frame, 756 the squad
Reach7.5 kmTargets air & ground
Interval1.5sShot speed: 3 km/s

Fire cycle · one frame over 9 s

63
63
63
63
63
63
0 s3 s6 s9 s

63 an attack every 1.5s: 42 a second. Six attacks land 378 from one frame, 6,804 from the squad of 18.

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 18. Each one gives something and costs something.

Core upgrades · 4

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.

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.

Fang-80 signature tech · 8

Fang-80 Seeker Darts400
+ FIRES OFF-AXIS− −10% DAMAGE

Each Fang-80 dart is given a seeker of its own and fins that answer it: it turns onto its mark in flight, so the frame fires on a mark well off its nose, and on the move, without turning to face it. The seeker is weight taken from the dart: 57 a shot where it was 63.

Calf-Jet Bounds300
+ JET BOUNDS− FIRING BREAKS IT

Between volleys each Fang-80 bounds on the jets behind its calf grilles: it takes 40% less damage, moves 1.4 times as fast and slips through a formation without touching it. A shot breaks the bounding, and it takes 3 s without firing or being hit to bound again.

Hired-Out Insertion300
+ FLANK DROP− COMMITS TO AN EDGE

A Fang-80 company hired out is put down where its employer needs it: the pack drops onto either flank strip on its jets, and moves a tenth faster into the fight, at 66 m/s.

Pack Spotter350
+ PACK SPOTTER

One Fang-80 in each pack carries a clan spotter's optics in its open hand. Cloaks within 6 km are stripped, and what is revealed is marked for allied fire at 8% more damage.

Rail Overdrive300
+ OVERDRIVE BURSTS− LOCKS OUT TO COOL

Fang-80 barrels stop taking turns and fire as fast as their rails fill: an attack every 0.9 s for 4 s, then a 3.2 s lock while the rails cool. Five darts where there would have been three, and a tenth more fire across the fight.

Contract Reserve300
+ WIDER PACK− THINNER SHELLS

A second company signed to the same contract fills out the Fang-80 pack: twenty-four frames where there were eighteen, each with three tenths less plate and shield, and 54 a shot where it was 63. An eighth more fire, and the pack's protection spread thinner.

Guild Escort Screen300
+ ESCORT SCREEN− −10% DAMAGE

Sworn to guard the Guild's convoys and people, the Fang-80 pack screens them from what flies at them: it hunts squads of eight or more first, and its darts tumble as they strike, so a struck unit moves at three quarters of its pace for 3 s; 57 a shot where it was 63.

Open-Hand Buckler300
+ FRONTAL SHIELD− FLANKS EXPOSED

Each Fang-80 raises a shield emitter in its open left hand across itself as it fires. It takes 55 points of fire across the forward 72°; fire from the flank or from behind goes past it.

Field a squad of 18Nexus Wars is in Early Access on Steam.