
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.

01 · Speed
Its thrusters push 397 kN, 4.2 times its weight: flat out at sea level it reaches Mach 0.63.
02 · Combat
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
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.
56 an attack every 1s (7×): 56 a second. Six attacks land 336 from one frame, 4,032 from the squad of 12.
Sea-level air. In vacuum, nothing takes from it: it lands whole at any range.
04 · Available tech
Bought mid-battle with supply, for the squad of 12. 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.
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.
Triarius enters a protected phased sprint while disengaged; attacking collapses the phase until combat ends.
Triarius may deploy on either flank strip and rush inward along an attack lane.
Triarius exposes cloaked contacts and marks them for nearby allied attacks.
Triarius compresses its attack into a heavier burst followed by a longer reload.
Triarius fields 40% more bodies, sacrificing individual protection and output for formation saturation.
Triarius prioritizes capital frames and loads a dedicated heavy-target charge for each strike.
Triarius scatters autonomous interceptors against guided payloads and light attackers.