ARMY

Terran Federation emblem
TERRAN FEDERATION · MI-01INFANTRY PLATOON · 180-SUPPLY SQUAD

Warden Platoon

Combined-Arms Jetborne Platoon

A hard-hitting platoon of 120 2–3 m jetborne soldiers that skim just above terrain. Their tiny target profile and constant lateral jinking make them difficult to hit, yet they remain ground-domain troops rather than true aircraft. Five adaptive rows independently enter their firing bands: the best counter attacks, the longest-range row suppresses, assault guards support, and the support row answers aircraft with anti-air missiles. Far from the fight they fly to range like the frames, airborne while aloft.

Height2.2–2.6 m
Weight0.5 t
Core10 MW
Rows5
Ground run90 m/s
Squad120 troopers
ONE OF EACH ROW · TO SCALEThe Warden Platoon

01 · Speed

Skimming on its jets

GROUND RUN90m/s324 km/hHangar sheet
AIR DASH181m/s652 km/h · Mach 0.53Full burn at sea level, height held
THRUST SPEED9km/s32,400 km/hHangar sheet, on its thrusters
Against the sound barrier
0Mach 0.5transonic wallMach 1 · 340 m/s

A front-row trooper's jets push 27 kN, 6.1 times its weight: flat out at sea level it reaches Mach 0.53.

02 · Combat

One trooper, and the squad of 120

Hull14Squad: 1,680
Shield6Squad: 720
Damage an attack4A volley of 120: 480
Damage a second13Squad: 1,560

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

03 · Rows

5 rows, each its own trooper and weapon

Front row first, as the platoon draws up. Each row's weapon at base rank: one volley's damage, the seconds between volleys and how far it reaches.

Short-range assaultRunner2.2 m tall · 20 in the platoonPulse carbine: 4 a volley every 0.3 s, out to 800 m
Medium-range anti-lightPorter2.4 m tall · 40 in the platoonHoming rocket pods: 32 a volley every 2.4 s, out to 1,800 m
Long-range marksmenLongsight2.6 m tall · 20 in the platoonCoil rifle: 38 a volley every 3.8 s, out to 4,200 m
Special weaponsMars-built2.6 m tall · 20 in the platoonPlasma launcher: 55 a volley every 5 s, out to 2,400 m
Drone supportMedic2.5 m tall · 20 in the platoonPoint defence 60 a shot, each emitter every 1.2 s, within 800 m · anti-air missiles 2 every 6 s to 9 km, 40 a hit · shield 0.1 a second within 200 m

04 · Weapon

Pulse laser

Directed energyLight speedHits air & ground

Pulse laser

Rapid pulses, each landing the instant it fires.

An attack4damage
Damage a second13one trooper, 1,560 the squad
Reach800 mTargets air & ground
Interval0.3sShot speed: Light speed

Fire cycle · one trooper over 1.9 s

4
4
4
4
4
4
0 s0.62 s1.2 s1.9 s

4 an attack every 0.3s: 13 a second. Six attacks land 24 from one trooper, 2,880 from the squad of 120.

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

05 · Available tech

What a commander can fit

Bought mid-battle with supply, for the squad of 120. 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.

Warden Platoon signature tech · 8

Platoon Stack Command Lattice300
+ COHESIVE SWARM

Mobile Infantry Platoon links all five rows through jetpack telemetry, improving protection and formation speed without changing its six-stack limit.

Phase-Molt Carapace250
+ PHASE SKIRMISH− FIRE BREAKS PHASE

Mobile Infantry Platoon enters a protected phased sprint while disengaged; attacking collapses the phase until combat ends.

Flank-Breach Locomotion250
+ FLANK DEPLOY− COMMITS TO AN EDGE

Mobile Infantry Platoon may deploy on either flank strip and rush inward along an attack lane.

Packfire Spotter Link250
+ SENSOR AURA

Mobile Infantry Platoon exposes cloaked contacts and marks them for nearby allied attacks.

Saturation Attack Pattern250
+ BURST VOLLEY− LONGER RELOAD

Mobile Infantry Platoon compresses its attack into a heavier burst followed by a longer reload.

Disposable Brood300
+ WIDER FORMATION− FRAGILE INDIVIDUALS

Mobile Infantry Platoon fields 40% more bodies, sacrificing individual protection and output for formation saturation.

Predator Pursuit Logic300
+ CAPITAL HUNTER

Mobile Infantry Platoon prioritizes capital frames and loads a dedicated heavy-target charge for each strike.

Chaff-Bloom Escorts300
+ ORDNANCE SCREEN

Mobile Infantry Platoon scatters autonomous interceptors against guided payloads and light attackers.

Field a squad of 120Nexus Wars is in Early Access on Steam.