
Gene-Forged Jetborne Platoon
A platoon of 120 gene-forged soldiers, 2.6–3.2 m in closed black armour, each row its own cloned line. Heavier and slower than other infantry, it anchors a doubled launcher row: the Yoke line’s twin tubes do the killing while the Skirmish line screens them, the Spotter line reaches furthest, the Breaker line carries the plasma, and the Quartermaster line flies the kite drones and answers aircraft with anti-air missiles. Far from the fight they fly to range like the frames, airborne while aloft.

01 · Speed
Jetborne: its troopers skim on their jets just above the ground, jinking as they go.
02 · Combat
One trooper at base rank, from the battle sheet; ranks strengthen hull, shield and damage.
03 · Rows
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.
04 · Weapon
Rapid pulses, each landing the instant it fires.
4 an attack every 0.32s: 13 a second. Six attacks land 24 from one trooper, 2,880 from the squad of 120.
05 · Available tech
Bought mid-battle with supply, for the squad of 120. Each one gives something and costs something.
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.
Converts the squad into a breacher: it closes to 45% range and deals +60% damage there, but deals 15% less outside the breach band.
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.
Burns at +65% speed while marching or closing on its chosen standoff, then disengages in combat; turn authority is halved during the burn.
Links all five rows through the jetpack telemetry mesh, improving protection and formation velocity without changing the six-stack staffing limit.
Mobile Infantry enters a phased sprint while out of combat; firing collapses the protection until it disengages.
Mobile Infantry may deploy from either flank strip and accelerates into the opening breach.
Mobile Infantry exposes cloaked contacts and marks targets for nearby allied fire.
Mobile Infantry compresses two more shots into every attack (a 3-shot attack on its own sheet), followed by a longer reload.
Mobile Infantry fields 40% more bodies, trading individual armor and weapon output for saturation.
Mobile Infantry prioritizes capital targets and overcharges each strike against heavy hulls.
Mobile Infantry scatters autonomous interceptors that screen its formation from guided ordnance.