ARMY

Ultra Consortium emblem
ULTRA CONSORTIUM · FR-07LONG-RANGE FRAME · 100-SUPPLY SQUAD

Marksman

Free-Electron Laser Sniper Frame

Ultra Consortium sniper frame. Its right arm is a free-electron laser as tall as the frame, an electron accelerator whose beam is turned into light: swung up to the shoulder, fed from the four capacitor cells in its breech block, and loosed as a single burst. Its heat goes into a deep-cold clathrate block in the breech, which fogs the air about it.

Height18 m
Weight65.8 t
Core1 GW
Thrust1,686 kN
Lift2.6× weight
Squad1 frame
IDLE STANCE · 3/4 VIEWThe Marksman

01 · Speed

On foot, in the air, on its thrusters

GROUND RUN50m/s180 km/hHangar sheet
AIR DASH214m/s770 km/h · Mach 0.63Full burn at sea level, height held
THRUST SPEED5km/s18,000 km/hHangar sheet, on its thrusters
Against the sound barrier
0Mach 0.5transonic wallMach 1 · 340 m/s

Its thrusters push 1,686 kN, 2.6 times its weight: flat out at sea level it reaches Mach 0.63.

02 · Combat

One frame, fielded alone

Hull324Hull points
Shield1,298Shield points
Damage an attack2,329Every attack
Damage a second751One frame

One frame at base rank, from the battle sheet; ranks strengthen hull, shield and damage.

03 · Weapon

High-energy beam laser

Directed energyLight speedHits air & ground

High-energy beam laser

Free-electron laser arm · flat beam

Fed from the four capacitor cells in its breech and loosed as one burst: a blade of light the width of its slot mouth, on its mark the instant it fires. Light has no recoil; the heat of the shot goes into a deep-cold clathrate sink that fogs the breech.

An attack2,329damage
Damage a second751one frame
Reach14 kmTargets air & ground
Interval3.1sShot speed: Light speed

Fire cycle · one frame over 18.6 s

2,329
2,329
2,329
2,329
2,329
2,329
0 s6.2 s12.4 s18.6 s

2,329 an attack every 3.1s: 751 a second. Six attacks land 13,974 from one frame.

What lands · by distance through air

100% at the muzzle45% at 14 km
0 km14 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 · 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.

Marksman signature tech · 8

Marksman Closing Order500
+ ASSAULT MODE− −40% REACH

Consortium doctrine is to close. The Marksman's accelerator is recut for short, hot bursts and its thrusters carry it into the line: a 1.86 s cycle and a fifth faster on its feet, for a reach of 8.4 km. It fires on whatever is nearest instead of waiting for a heavy mark.

Ringspan Survey Optics300
+ SIEGE STANCE− MINIMUM RANGE

Marksman trues its beam with optics built for a megastructure's spans across Saturn's rings: it reaches 17.5 km, and cannot bring it to bear on anything inside 3.5 km.

Four-Cell Discharge350
+ CAPITAL EXECUTION− SLOWER CADENCE

Marksman empties all four breech cells into one mark: 4,076 damage to a heavy, assault or titan frame, on a 4 s cycle while the cells refill.

Paired-Cell Cycling300
+ DOUBLE TAP− −38% PER BEAM

Marksman looses its cells two at a time: two beams a volley at 62% each, on a 3.5 s cycle. More in all, and neither of them a killing shot.

Linebreaker Aperture300
+ LINE PIERCE− REQUIRES FIRING LANES

Marksman opens its slot mouth to its full height. The flat beam cuts through every frame in line behind its mark and spares allies in the lane: how a Consortium line breaks a formation before it closes.

Mine-Burst Focus300
+ FOCAL BURN FIELD− −10% ON THE MARK

Marksman lays a beam the way Ultra fleets lay mines. It is let bloom on its mark and burns everything within 600 m, less the farther out, for 10% less on the mark itself.

Titan-Yard Pauldrons350
+ FRONTAL SHIELD− SLOWER · FLANKS EXPOSED

Marksman hangs armour plate from the Titan yards on both shoulders, turned to the enemy. It takes 950 points of return fire across the forward 72°, and its weight costs a tenth of the frame's pace. Fire from the flank goes past it.

Batch-Link Optics350
+ FORWARD OBSERVER

Marksman shares its gunner's sight with its clone batch down the line. Cloaks within 7.7 km are stripped, and what is revealed is marked for allied fire at 8% more damage.

Field the MarksmanNexus Wars is in Early Access on Steam.