ARMY

Reapers Swarm emblem
REAPERS SWARM · FR-05LIGHT FRAME · 100-SUPPLY SQUAD

Reaper

Thunderbolt Light Frame

Reapers light frame, sent in packs of nine. Its right arm is a Thunderbolt cannon: a guide laser bores a channel through the air, and a burst of three plasma rings follows it down at 4,000 km/s, a sustainer beam keeping them hot all the way. The first ring sweeps the channel clear; the other two strike the same hole.

Height8 m
Weight12.1 t
Core1 GW
Thrust971 kN
Lift8.2× weight
Squad9 frames
IDLE STANCE · 3/4 VIEWThe Reaper

01 · Speed

On foot, in the air, on its thrusters

GROUND RUN60m/s216 km/hHangar sheet
AIR DASH305m/s1,098 km/h · Mach 0.89Full 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 971 kN, 8.2 times its weight: flat out at sea level it reaches Mach 0.89.

02 · Combat

One frame, and the squad of 9

Hull47Squad: 423
Shield187Squad: 1,683
Damage an attack126A volley of 9: 1,134
Damage a second84Squad: 756

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

03 · Weapon

Thunderbolt plasma-ring cannon

Plasma4,000 km/sHits air & ground

Thunderbolt plasma-ring cannon

Right-arm cannon · three-ring burst down a laser-bored channel

A guide laser bores a channel 15 cm across through 7 km of air, heating it 2700 K; three rings of plasma (3.6 MJ, 7.2 MJ, 14 MJ) follow it at 4,000 km/s inside a sustainer beam that keeps them hot. The first sweeps the channel clear; the other two land 22 MJ in one hole, 16 cm into steel. It draws 750 MW: 1.1 GJ a shot, 1.9% of it on the mark, most into the air it bores through. A ring holds together for 1 ms, 4 km; past that it spreads into the air, twice as wide by 7 km, where it lands 25% as a 30 cm scar 4 cm deep.

An attack126damage
Damage a second84one frame, 756 the squad
Reach7 kmTargets air & ground
Interval1.5sShot speed: 4,000 km/s

Fire cycle · one frame over 9 s

126
126
126
126
126
126
0 s3 s6 s9 s

126 an attack every 1.5s: 84 a second. Six attacks land 756 from one frame, 6,804 from the squad of 9.

What lands · by distance through air

100% at the muzzle25% at 7 km
0 km4 km · whole to here7 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 9. 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.

Reaper signature tech · 8

Reaper Ghost Shells400
+ UNSEEN APPROACH− −20% SHIELD

The Forge leaves no trace of who is inside a Reaper, and these shells carry none of what a sensor reads: the pack walks in unseen and cannot be targeted until it fires. A running shield is the loudest thing a frame carries, so it is run low: a fifth less shield.

Snowplow Train300
+ LONG CHANNEL− SLOWER · MINIMUM RANGE

Reaper guide lasers bore the channel the Thunderbolt was drawn for, 8 km of it: the rings reach that far, on a 1.7 s cycle while a longer channel is bored, and its optics, focused far out, cannot bore one inside 1 km.

Deep-Melt Rings350
+ ARMOUR MELT− SLOWER CADENCE

Reaper rings are wound tight for heavy plate, from a bank filled over a 2 s cycle: 230 a shot against a heavy, assault or titan frame, melting 28 cm into its plate where the plain rings melt 16.

Split Bank300
+ DOUBLE BURST− −35% PER BURST

Reaper banks are split between two bursts of rings an attack, each down a channel of its own: 82 a burst, on a 1.8 s cycle. More in all, and neither a killing shot.

Black Ledger Contract300
+ PACK FOCUS− ONE MARK AT A TIME

A contract on the Black Ledger names one mark, and the Reaper pack is paid for that one: all nine lay their Thunderbolts on it, and it falls in a ninth of the time. Everything else waits its turn.

Salvage Shells300
+ WIDER PACK− THINNER SHELLS

Shells from the fence yards fill out the Reaper pack: twelve frames where there were nine, each with three tenths less plate and shield, and 107 a shot where it was 126. Reapers are cheap, and are spent so.

Grave-Plate Bracer300
+ FRONTAL SHIELD− FLANKS EXPOSED

Reaper frames raise grave plate on the fist arm across themselves as they fire. It takes 110 points of return fire across the forward 72°. Fire from the flank goes past it.

Hunter’s Eyes350
+ HUNTER’S EYES

Reaper skulls read a frame by its heat, through any cloak: cloaks within 7 km are stripped, and what is revealed is marked for allied fire at 8% more damage.

Field a squad of 9Nexus Wars is in Early Access on Steam.