ARMY

Terran Federation emblem
TERRAN FEDERATION · FR-08HEAVY WALKER · 300-SUPPLY SQUAD

Bear

Multi-Role Heavy Walker

Terran Federation multi-role heavy walker, fielded alone, tracking two targets at once: a rotary coilgun on its left arm for light frames, seventy 30 mm rounds a second, a heavy plasma cannon on its right for armour, a missile pod over each shoulder for range, and a twin thruster pack on its back for jump-jet hops.

Height17.3 m
Weight108.5 t
Core2 GW
Thrust2,663 kN
Lift2.5× weight
Squad1 frame
IDLE STANCE · 3/4 VIEWThe Bear

01 · Speed

On foot, in the air, on its thrusters

GROUND RUN45m/s162 km/hHangar sheet
AIR DASH235m/s846 km/h · Mach 0.69Full burn at sea level, height held
THRUST SPEED4.5km/s16,200 km/hHangar sheet, on its thrusters
Against the sound barrier
0Mach 0.5transonic wallMach 1 · 340 m/s

Its thrusters push 2,663 kN, 2.5 times its weight: flat out at sea level it reaches Mach 0.69.

02 · Combat

One frame, fielded alone

Hull3,300Hull points
Shield13,200Shield points
Damage an attack1,561Every attack
Damage a second3,360One frame

One frame at base rank, from the battle sheet; ranks strengthen hull, shield and damage. Its damage a second is both its weapons together.

03 · Weapons

Rotary coilgun and Heavy plasma cannon

Kinetic4 km/sHits air & ground

Rotary coilgun

Left arm · six 30 mm coil barrels in a turning ring, fed from its drum

Six 30 mm coil barrels turn in a ring and fire 70 rounds a second: each a 494 g penetrator thrown at 4 km/s by the frame's own power, 4 MJ of speed and nothing else, across its 6 km in 1.5 s (1.8 s through sea-level air). The great tank-killing rotary cannons of the old wars, with their powder gone: the same weight of round with eighteen times the punch. Its drum holds 1,400 rounds, 20 seconds of fire.

An attack161damage
Damage a second1,610one frame
Reach6 kmTargets air & ground
Interval0.1s (7×)Shot speed: 4 km/s

Fire cycle · one frame over 0.6 s

161
161
161
161
161
161
0 s0.2 s0.4 s0.6 s

161 an attack every 0.1s (7×): 1,610 a second. Six attacks land 966 from one frame.

What lands · by distance through air

100% at the muzzle45% at 6 km
0 km6 km reach

Sea-level air. In vacuum, nothing takes from it: it lands whole at any range.

Heavy plasma cannon

Right arm · one bore, its azure cells charging along the housing

One bolt every 0.8 s: a ring of plasma held by its own field, thrown at 3,000 km/s and on its mark across its 11 km the instant it leaves, 240 MJ in it. Laid on the heaviest frame in reach while the rotary takes the light ones, its azure cells charging along the housing as the bank draws 801 MJ a bolt from the core.

An attack1,400damage
Damage a second1,750one frame
Reach11 kmTargets air & ground
Interval0.8sShot speed: 3,000 km/s

Fire cycle · one frame over 4.8 s

1,400
1,400
1,400
1,400
1,400
1,400
0 s1.6 s3.2 s4.8 s

1,400 an attack every 0.8s: 1,750 a second. Six attacks land 8,400 from one frame.

What lands · by distance through air

100% at the muzzle50% at 11 km
0 km5.5 km · whole to here11 km reach

Sea-level air. In vacuum, nothing takes from it: it lands whole at any range.

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 one frame. Each one gives something and costs something.

Core upgrades · 5

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.

Threshold Deflector300
Shield-break overflow gateMust recharge to 25% to re-arm

Adds 250 shield. If at least 25% charged, a breaking hit loses all hull overflow; the gate re-arms only after recharge reaches 25%.

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.

Bear signature tech · 8

Bear Fire-Control Network350
+ FOCUS FIRE · +20% PRIMARY REACH

The Bear's Terran targeting network coordinates squad focus fire while extending the reach of its primary gun by 20%. Its plasma arm retains its own target and range.

Raider Insertion Drive300
+ FLANK DEPLOY− COMMITS TO A RAID LINE

Bear may deploy from either flank strip and open on an off-axis attack line.

Micro-Jump Vectoring300
+ COMBAT BLINK

Bear gains a combat jump that crosses the engagement gap.

Predator Lock350
+ CAPITAL HUNTER− IGNORES SMALLER THREATS

Bear prioritizes capital targets and loads a dedicated heavy-frame strike package.

Ambush Magazine350
+ AMBUSH SALVO− LONGER RELOAD

Bear opens with an expanded attack burst, then spends longer reloading.

Raking Fire Geometry350
+ LINE PIERCE− POSITION FOR ALIGNMENT

Bear attacks continue through the first target and punish enemies aligned behind it.

Forward Duelling Screen350
+ FRONTAL SHIELD− FLANKS EXPOSED

Bear carries a head-on directional shield that flank and rear attacks bypass.

Ghost-Vector Logic350
+ AMBUSH CLOAK− FIRING REVEALS

Bear gains an ambush cloak that drops whenever it attacks.

Field the BearNexus Wars is in Early Access on Steam.