ARMY

Anu'Aki Guild emblem
ANU'AKI GUILD · FR-02LIGHT FRAME · 100-SUPPLY SQUAD

Cyclops

Eye-Beam Light Frame

Anu'Aki Guild light frame, fielded in packs of eighteen. Its dome is its head and its chest in one, and its single lens holds a free-electron beam on its mark that opens at 2 a second and doubles every fifth of a second it holds it, to 640 a second after 1.66 s, out to 4 km, on aircraft and ground alike; a new mark starts it over. It jumps, dodges and flies on the two pods on its back, their nozzles turned down at their feet.

Height6.5 m
Weight11.5 t
Core1 GW
Thrust956 kN
Lift8.5× weight
Squad18 frames
IDLE STANCE · 3/4 VIEWThe Cyclops

01 · Speed

On foot, in the air, on its thrusters

GROUND RUN60m/s216 km/hHangar sheet
AIR DASH339m/s1,220 km/h · Mach 1Full burn at sea level, height held
THRUST SPEED6km/s21,600 km/hHangar sheet, on its thrusters
Against the sound barrier
0Mach 0.5transonic wallMach 1 · 340 m/s

Its thrusters push 956 kN, 8.5 times its weight: flat out at sea level it reaches Mach 1, past the sound barrier.

02 · Combat

One frame, and the squad of 18

Hull23Squad: 414
Shield94Squad: 1,692
Damage an attackHeldA held beam
Damage a second640Squad: 11,520

One frame at base rank, from the battle sheet; ranks strengthen hull, shield and damage. Its damage a second is the beam at full power, which it climbs to over a lock.

03 · Weapon

High-energy beam laser

Directed energyLight speedHits air & ground

High-energy beam laser

Free-electron laser behind the lens of its single eye · one held beam

The lens of its single eye holds one beam on its mark out to 4 km. It opens at 0.3 MJ a second and doubles every 0.2 s it holds that mark, to 110 MJ a second after 1.66 s; a new mark starts it over. Light throws nothing back; the air it crosses takes its share.

At full power640damage a second
Damage a second640one frame, 11,520 the squad
Reach4 kmTargets air & ground
FireHeldShot speed: Light speed

Spin-up · damage a second over a 3.3 s lock

640 a second, held
0 s1.7 s · full power3.3 s

A lock held for 3.3 s lands about 1,251. Break the lock and it climbs again from a flicker.

What lands · by distance through air

100% at the muzzle79% at 4 km
0 km143 m · whole to here4 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 the squad of 18. 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.

Cyclops signature tech · 8

Cyclops Dawn Lens400
+ QUICK IGNITION− −10% DAMAGE

The Guild's sun-harvester optics keep each Cyclops's eye primed before it opens: the beam opens at four times the light it did, doubles every 0.2 s as before, and is at full after 1.26 s where it took 1.66. A primed lens runs hot: 576 a second at full where it was 640.

Pod Bounds300
+ POD BOUNDS− FIRING BREAKS IT

Between marks each Cyclops bounds on the two pods on its back: it takes 40% less damage, moves 1.4 times as fast and slips through a formation without touching it. A lit beam breaks the bounding, and it takes 3 s without firing or being hit to bound again.

Caravan Drop300
+ FLANK DROP− COMMITS TO AN EDGE

Cyclops frames ride out with the Guild's caravans and are put down where the road is threatened: the pack drops onto either flank strip on its pods, and moves a tenth faster into the fight, at 66 m/s.

Lens Survey350
+ LENS SURVEY

Between marks each Cyclops's eye is turned to looking: its lens reads the light off whatever is hidden. Cloaks within 3 km are stripped, and what is revealed is marked for allied fire at 8% more damage.

Harvester Surge300
+ SURGE WINDOWS− SHUTS TO COOL

The Cyclops's core is opened to its eye past its rating: the beam burns at 1,088 a second for 8 s, then shuts for 2 s while the lens cools, and climbs again from where it opens. An eighth more across the fight, all of it in the surges.

Forge Reserve300
+ WIDER PACK− THINNER SHELLS

Aki forges put the reserve in the field with the Cyclops pack: twenty-four frames where there were eighteen, each with three tenths less plate and shield, and 544 a second where it was 640. An eighth more fire, and the pack's protection spread thinner.

Blinding Glare300
+ GLARE SCREEN− −10% DAMAGE

Cyclops eyes are opened wide on what flies at the caravans: the pack hunts squads of eight or more first, and its glare blinds what it holds, so a struck unit moves at three quarters of its pace until 3 s after the beam leaves it; 576 a second where it was 640.

Photonic Buckler300
+ FRONTAL SHIELD− FLANKS EXPOSED

The shield on each Cyclops's left forearm is a photonic emitter of the Guild's own make, raised across the frame as it burns. It takes 55 points of fire across the forward 72°; fire from the flank or from behind goes past it.

Field a squad of 18Nexus Wars is in Early Access on Steam.