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Anzu

High Speed Drone

Anu'Aki Guild drone fighter, flown in squadrons of twelve for the Guild's navy and its army alike. A disc of a hull ringed with thruster grilles in a groove round its rim, it hovers, dashes and fights at 160 m/s; its twin plasma blasters sit in the slot between its two nose prongs and fire together at 60 km/s, at aircraft and ground alike. Full damage holds to 30 km in space, followed by inverse-square plasma spreading to a 60 km maximum (3 km optimal and 6 km maximum in ground engagements). At maximum range, one quarter of the attack damage remains.

Hull62
Shield249
Squad12 hulls
Speed16 km/s
Reach60 km
DPS114
Length16 m
200SUPPLY
MARK II HULL · BOW QUARTERThe Anzu

01 · In the line

Against the other drones

Speed among drones · km/s

Mine
24
Claw SR-9
16
Anzu
16
Locust
16
Riftling
16
Stinger
11
Dart
6

Reach among drones

Anzu
60 km
Claw SR-9
50 km
Dart
30 km
Stinger
12 km
Riftling
6 km
Mine
2 km
Locust
300 m

At 16 km/s it takes 3.8 s to close its own reach of 60 km.

02 · Weapon

Twin plasma blasters

Plasma60 km/s

Twin plasma blasters

Nose slot between its two prongs · two barrels fired together

Two plasma blasters lie side by side in the slot between its nose prongs and fire together, one shot: a bolt from each, 14 MJ apiece and 27 MJ on the mark. A bolt is a ring of plasma held by its own field, thrown at 60 km/s: across its 6 km in 100 ms. Bolts fly unguided along their launch bearing. In fleet combat they retain full damage to 30 km, then spread with inverse-square falloff to 60 km, where 25% remains. Ground combat scales those distances to 3 km optimal and 6 km maximum. Atmospheric attenuation is additional.

An attack160damage
Damage a second114one hull, 1,368 the squad
Optimal30 kmFalloff to 60 km
Interval1.4sShot speed: 60 km/s

Fire cycle · one hull over 8.4 s

160
160
160
160
160
160
0 s2.8 s5.6 s8.4 s

160 an attack every 1.4s: 114 a second. Six attacks land 960 from one hull, 11,520 from the squad of 12.

What lands · by distance as its jet spreads

100% at the muzzle25% at 60 km
0 km30 km · whole to here60 km reach

Its jet spreads as it flies, in air as in vacuum: whole to 30 km, then less by the square of the distance.

03 · Available tech

What a commander can fit

Bought mid-battle with supply. 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.

Anzu signature tech · 8

Harmonic Bolts400
+ SHIELD BREAKER− −15% ON PLATE

The Guild builds photonic shields for others, and knows the note each one rings at. These bolts are tuned to it: a shield takes 272 of a shot, twice the bolt, and plate 136, 15% less than a plain shot’s 160.

Vane Jink300
+ JINK SPRINT− FIRING BREAKS IT

Between passes the rim vanes throw the disc into a jinking sprint: it takes 40% less damage, flies 1.4 times as fast and slips through a formation without touching it. A shot breaks the jink, and it takes 3 s without firing or being hit to jink again.

Cyclops Bay300
+ CYCLOPS DROP− ONE A DRONE

The core of each disc carries a Cyclops, folded in its bay. It drops when a hostile comes within 20 km or when the drone is destroyed: the Cyclops falls from the drone’s height and fights on beside the squadron, one for every drone.

Twin Sensor Shells350
+ SKY SENSORS

The sensor shells above and below the disc read the air and the ground at once. Cloaks within 40 km are stripped, and what is revealed is marked for allied fire at 8% more damage.

Core Overboost300
+ OVERBOOST PASSES− LOCKS OUT TO COOL

The fusion core is run past its rating for a pass: the blasters cycle every 0.84 s for 4 s, then lock for 3 s while the core cools. Five shots where there would have been three, and a tenth more fire across the fight.

Aki Reserve Wing300
+ WIDER SQUADRON− THINNER DRONES

Aki engineers put the squadron’s reserve in the air with it: sixteen drones where there were twelve, each with three tenths less plate and shield, and 136 a shot where it was 160. An eighth more fire in the sky, and the squadron’s protection spread thinner.

Drive-Breaker Bolts300
+ DRIVE DISRUPTION− −10% DAMAGE

The Guild’s support craft throw a hostile drive out of true, and these bolts carry the same charge: a struck unit moves at three quarters of its pace for 3 s, so a fighter it catches cannot break off. The squadron hunts squadrons and packs of eight or more first, for 144 a shot where it was 160.

Photonic Bow Shield300
+ FRONTAL SHIELD− FLANKS EXPOSED

A photonic shield of the Guild’s own make is hung across the front of the disc, from prong to rim. It takes 130 points of fire across the forward 120°; fire from the flank or from behind goes past it.

Bring the Anzu into the lineNexus Wars is in Early Access on Steam.