ARMY

Cho'Zen Empire emblem
CHO'ZEN EMPIRE · FR-01LIGHT FRAME · 100-SUPPLY SQUAD

Hammer

Heavy Coil-Cannon Light Frame

Cho'Zen Empire light frame, the smallest of the Empire's walkers at 5 m, fielded in packs of twenty-four to close and break a line. It bounds on the six nozzles of its back more than it runs, and its right forearm is a heavy coil cannon that throws a 6.8 kg slug every 0.6 s out to 2 km, at aircraft and ground alike.

Height5 m
Weight5.6 t
Core1 GW
Thrust751 kN
Lift13.7× weight
Squad24 frames
IDLE STANCE · 3/4 VIEWThe Hammer

01 · Speed

On foot, in the air, on its thrusters

GROUND RUN80m/s288 km/hHangar sheet
AIR DASH361m/s1,300 km/h · Mach 1.06Full burn at sea level, height held
THRUST SPEED8km/s28,800 km/hHangar sheet, on its thrusters
Against the sound barrier
0Mach 0.5transonic wallMach 1 · 340 m/s

Its thrusters push 751 kN, 13.7 times its weight: flat out at sea level it reaches Mach 1.06, past the sound barrier.

02 · Combat

One frame, and the squad of 24

Hull50Squad: 1,200
Shield200Squad: 4,800
Damage an attack79A volley of 24: 1,896
Damage a second132Squad: 3,168

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

03 · Weapon

Heavy coil cannon

Kinetic2 km/sHits air & ground

Heavy coil cannon

Right forearm · one coil-ringed barrel, a heavy tungsten slug a shot

One barrel ringed with coils throws a 6.8 kg tungsten slug every 0.6 s at 2 km/s, 14 MJ of speed and nothing else, across its 2 km in 1 s: a heavy gun for a 6 m frame, made to be fired up close. Its magazine holds 60 slugs, 36 seconds of fire.

An attack79damage
Damage a second132one frame, 3,168 the squad
Reach2 kmTargets air & ground
Interval0.6sShot speed: 2 km/s

Fire cycle · one frame over 3.6 s

79
79
79
79
79
79
0 s1.2 s2.4 s3.6 s

79 an attack every 0.6s: 132 a second. Six attacks land 474 from one frame, 11,376 from the squad of 24.

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 24. 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.

Hammer signature tech · 8

Hammer Micro-Warp Lunge400
+ WARPS INTO REACH− −20% SHIELD

The Empire's micro warp drives broke the Terran Navy, and each Hammer carries one small enough for a 6 m frame: when its mark stands far out of its cannon's reach, it folds space and steps out beside it, every 10 s. The drive's field is charged from the shield's bank: a fifth less shield.

Phase-Molt Carapace250
+ PHASE SKIRMISH− FIRE BREAKS PHASE

Hammer enters a protected phased sprint while disengaged; attacking collapses the phase until combat ends.

Flank-Breach Locomotion250
+ FLANK DEPLOY− COMMITS TO AN EDGE

Hammer may deploy on either flank strip and rush inward along an attack lane.

Packfire Spotter Link250
+ SENSOR AURA

Hammer exposes cloaked contacts and marks them for nearby allied attacks.

Saturation Attack Pattern250
+ BURST VOLLEY− LONGER RELOAD

Hammer compresses its attack into a heavier burst followed by a longer reload.

Disposable Brood250
+ WIDER FORMATION− FRAGILE INDIVIDUALS

Hammer fields 40% more bodies, sacrificing individual protection and output for formation saturation.

Predator Pursuit Logic250
+ CAPITAL HUNTER

Hammer prioritizes capital frames and loads a dedicated heavy-target charge for each strike.

Chaff-Bloom Escorts300
+ ORDNANCE SCREEN

Hammer scatters autonomous interceptors against guided payloads and light attackers.

Field a squad of 24Nexus Wars is in Early Access on Steam.