ARMY

Saradook Crimson Sun emblem
SARADOOK CRIMSON SUN · MI-06INFANTRY PLATOON · 180-SUPPLY SQUAD

Sun Lancer Platoon

Mechanical Jetborne Strike Platoon

A platoon of 120 clan soldiers in mechanical combat bodies from the factories of Mercury, 2.3–2.8 m in crimson plate, each chest engraved with its clan and rank, each row its own body pattern. Its plasma lances and smart mine teams, twice the usual number, commit hard when an opening appears.

Height2.3–3 m
Weight0.4 t
Core11 MW
Rows5
Ground run97 m/s
Squad120 troopers
ONE OF EACH ROW · TO SCALEThe Sun Lancer Platoon

01 · Speed

Skimming on its jets

GROUND RUN97m/s349 km/hHangar sheet
THRUST SPEED9.7km/s34,920 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

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 assaultDart2.3 m tall · 20 in the platoonPulse carbine: 4 a volley every 0.31 s, out to 800 m
Medium-range anti-lightBrace2.5 m tall · 20 in the platoonEngraved launcher: 34 a volley every 2.5 s, out to 1,800 m
Long-range marksmenHeron2.8 m tall · 20 in the platoonEngraved coil rifle: 41 a volley every 3.96 s, out to 4,200 m
Special weaponsLance2.6 m tall · 40 in the platoonPlasma lance: 75 a volley every 5.21 s, out to 2,400 m
Drone supportBanner3 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
Interval0.31sShot 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 0.31s: 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.

Sun Lancer 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.