
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.

01 · Speed
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 at base rank, from the battle sheet; ranks strengthen hull, shield and damage.
03 · Weapon
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.
79 an attack every 0.6s: 132 a second. Six attacks land 474 from one frame, 11,376 from the squad of 24.
04 · Available tech
Bought mid-battle with supply, for the squad of 24. 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.
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.
Hammer enters a protected phased sprint while disengaged; attacking collapses the phase until combat ends.
Hammer may deploy on either flank strip and rush inward along an attack lane.
Hammer exposes cloaked contacts and marks them for nearby allied attacks.
Hammer compresses its attack into a heavier burst followed by a longer reload.
Hammer fields 40% more bodies, sacrificing individual protection and output for formation saturation.
Hammer prioritizes capital frames and loads a dedicated heavy-target charge for each strike.
Hammer scatters autonomous interceptors against guided payloads and light attackers.