ARMY

Trinity Union emblem
TRINITY UNION · FR-04LIGHT FRAME · 100-SUPPLY SQUAD

Triarius

Phase-Rotary Light Frame

Trinity Synthetics light frame, fielded twelve to a squad to hold the line up close. It carries the strongest shield of any light frame, and its gun arm is a Sextet: six barrels in a turning ring that fire seven phase rounds a second out to 4.5 km, at aircraft and ground alike. Each round is sleeved in a phase-weave field throughout that reach and passes through personal, frontal and dome shields to strike the plate beneath. The longer-lived sleeves draw more core power, leaving less for its thrusters.

Height7.5 m
Weight9.7 t
Core1 GW
Thrust397 kN
Lift4.2× weight
Squad12 frames
IDLE STANCE · 3/4 VIEWThe Triarius

01 · Speed

On foot, in the air, on its thrusters

GROUND RUN50m/s180 km/hHangar sheet
AIR DASH215m/s774 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 397 kN, 4.2 times its weight: flat out at sea level it reaches Mach 0.63.

02 · Combat

One frame, and the squad of 12

Hull53Squad: 636
Shield211Squad: 2,532
Damage an attack56A volley of 12: 672
Damage a second56Squad: 672

One frame at base rank, from the battle sheet; ranks strengthen hull, shield and damage. Phase rounds pass through shields out to 4.5 km and strike the plate beneath.

03 · Weapon

Sextet phase rotary

Kinetic1.5 km/sHits air & ground

Sextet phase rotary

Gun arm · six barrels in a turning ring, belt-fed phase rounds

Six barrels turn in a ring and fire 7 phase rounds a second out to its 4.5 km, each a 25 mm tungsten dart with 1.4 MJ of speed. Every round is sleeved at the breech in a phase-weave field, the stuff of Trinity's own shields, charged from the core with 114 MJ for 3.15 s of flight through sea-level air: 800 MW at full fire, 80% of its 1 GW core. The sleeve holds for its first 4.5 km: inside that the round passes through every shield it meets, a dome wall, a frontal shield, its mark's own, and strikes the plate; past it the sleeve is spent and a shield takes it like any round.

An attack56damage
Damage a second56one frame, 672 the squad
Reach4.5 kmTargets air & ground
Interval1s (7×)Shot speed: 1.5 km/s

Fire cycle · one frame over 6 s

56
56
56
56
56
56
0 s2 s4 s6 s

56 an attack every 1s (7×): 56 a second. Six attacks land 336 from one frame, 4,032 from the squad of 12.

What lands · by distance through air

100% at the muzzle82% at 4.5 km
0 km161 m · whole to here4.5 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 12. 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.

Triarius signature tech · 8

Triarius Long Sleeve400
+ LONGER PHASE− 6 ROUNDS A SECOND

Trinity stabilizes each Triarius round's phase weave on the same sleeve charge: firing and shield-bypass reach extend by half, from 4.5 to 6.75 km. The stabilizer slows the ring to one round a barrel: six rounds a second where it was seven.

Phase-Molt Carapace250
+ PHASE SKIRMISH− FIRE BREAKS PHASE

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

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

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

Packfire Spotter Link250
+ SENSOR AURA

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

Saturation Attack Pattern250
+ BURST VOLLEY− LONGER RELOAD

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

Disposable Brood250
+ WIDER FORMATION− FRAGILE INDIVIDUALS

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

Predator Pursuit Logic250
+ CAPITAL HUNTER

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

Chaff-Bloom Escorts300
+ ORDNANCE SCREEN

Triarius scatters autonomous interceptors against guided payloads and light attackers.

Field a squad of 12Nexus Wars is in Early Access on Steam.