ARMY

Anu'Aki Guild emblem
ANU'AKI GUILD · MI-03INFANTRY PLATOON · 180-SUPPLY SQUAD

Caravan Guard Platoon

Caravan Guard Jetborne Platoon

A platoon of 120, 2.3–2.8 m in black and gold armour and ivory cloth: Aki forged bodies on the guns, slight Anu frames on the long rifles and the support row, which it fields more of than any other doctrine. It holds a caravan’s line: well shielded, a little slower, its plasma row the hardest hitting.

Height2.3–2.8 m
Weight0.4 t
Core11 MW
Rows5
Ground run85 m/s
Squad120 troopers
ONE OF EACH ROW · TO SCALEThe Caravan Guard Platoon

01 · Speed

Skimming on its jets

GROUND RUN85m/s306 km/hHangar sheet
THRUST SPEED8.5km/s30,600 km/hHangar sheet, on its thrusters
Against the sound barrier
0Mach 0.5transonic wallMach 1 · 340 m/s

Jetborne: its troopers skim on their jets just above the ground, jinking as they go.

02 · Combat

One trooper, and the squad of 120

Hull15Squad: 1,800
Shield7Squad: 840
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 assaultOutrider2.3 m tall · 20 in the platoonPulse carbine: 4 a volley every 0.3 s, out to 832 m
Medium-range anti-lightBulwark2.5 m tall · 20 in the platoonTwin-tube launcher: 30 a volley every 2.4 s, out to 1,872 m
Long-range marksmenSeer2.8 m tall · 20 in the platoonCoil emitter: 36 a volley every 3.8 s, out to 4,368 m
Special weaponsForge-warrior2.7 m tall · 20 in the platoonPlasma projector: 59 a volley every 5 s, out to 2,496 m
Drone supportSteward2.7 m tall · 40 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
Reach830 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.

Caravan Guard Platoon signature tech · 8

Stack Command Lattice300
+ COHESIVE SWARM

Links all five rows through the jetpack telemetry mesh, improving protection and formation velocity without changing the six-stack staffing limit.

Phase-Molt Carapace250
+ PHASE SKIRMISH− FIRE BREAKS PHASE

Mobile Infantry enters a phased sprint while out of combat; firing collapses the protection until it disengages.

Flank-Breach Mesh250
+ FLANK DEPLOY− COMMITS TO AN EDGE

Mobile Infantry may deploy from either flank strip and accelerates into the opening breach.

Packfire Spotter Link250
+ SENSOR AURA

Mobile Infantry exposes cloaked contacts and marks targets for nearby allied fire.

Saturation Volley250
+ BURST VOLLEY− LONGER RELOAD

Mobile Infantry compresses two more shots into every attack (a 3-shot attack on its own sheet), followed by a longer reload.

Disposable Brood300
+ WIDER FORMATION− FRAGILE INDIVIDUALS

Mobile Infantry fields 40% more bodies, trading individual armor and weapon output for saturation.

Predator Lock Brood300
+ CAPITAL HUNTER

Mobile Infantry prioritizes capital targets and overcharges each strike against heavy hulls.

Chaff-Bloom Escorts300
+ ORDNANCE SCREEN

Mobile Infantry scatters autonomous interceptors that screen its formation from guided ordnance.

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