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FRIGATE · FLEXIBLE COMBAT · TIER 1BUILT BY HYPERSPACE ARCHITECTS

Breacher

Beam Frigate · Four-Ship Squadron

Trinity Union Breacher frigate, four ships abreast. Each ship has 4,571 total protection split into 914 hull HP (20%) and 3,657 shield (80%), rounded to whole points, and travels at 16 km/s. Its original-FBX forward gun emits one single-target beam out to 45 km, with no splash and a ground-only target domain. It prioritizes destroyers and larger hulls, falling back to the nearest target when none are in reach. The first contact hit deals 2 damage. Further hits occur every 0.2 s, doubling during uninterrupted contact until capped at 2,604 damage per hit (13,020 peak DPS), first reached at 2.4 s. Changing targets or losing contact resets the ramp to 2. Squadron cost 200, unlock cost 0 and upgrade EXP 1,000. Optional Trinity hull technologies and core refits can be fitted to the squadron. The 90 m dock length follows the provisional frigate class default.

Hull914
Shield3,657
Squad4 hulls
Speed16 km/s
Reach45 km
DPS13,020
200SUPPLY
MARK II HULL · BOW QUARTERThe Breacher

01 · In the line

Against the other frigates

Speed among frigates · km/s

Breacher
16
Phoenix
14
Bastion
12
Brazier
9
Falcon
8
Aegis
7
Warden
7
Hammer
6

Reach among frigates

Warden
95 km
Phoenix
90 km
Brazier
75 km
Hammer
55 km
Bastion
45 km
Aegis
45 km
Breacher
45 km
Falcon
40 km

At 16 km/s it takes 2.8 s to close its own reach of 45 km.

02 · Weapon

Beam emitter

Directed energyLight speed

Beam emitter

A continuous beam: its damage is dealt every second it holds its lock.

At full power13,020damage a second
Damage a second13,020one hull, 52,080 the squad
Reach45 kmTargets ground only
FireHeldShot speed: Light speed

Spin-up · damage a second over a 4.1 s lock

13,020 a second, held
0 s2.1 s · full power4.1 s

A lock held for 4.1 s lands about 30,742. Break the lock and it climbs again from a flicker.

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.

Breacher signature tech · 8

Triune Consensus300
+ Full-power hit at 1.6 s before other upgrades− −10% beam damage

The three minds of the Trinity solve the focusing sequence in parallel. The first capped hit arrives at 1.6 seconds instead of 2.4; a conservative output limit protects the accelerated optics.

Phase-Weave Harmonics300
+ ×2 damage against shields− −20% beam damage

Knowledge from Trinity phase-weave screens tunes the lance against an enemy shield’s harmonic structure. The beam breaks the field rather than bypassing it, at reduced output against bare hull.

Coherent Lens Array250
+ +30% beam range (58.5 km before other upgrades)− −15% beam damage

Synthetic optical processors keep the particle-beam column coherent farther from the bow. The narrower power budget carries less energy into each hit.

Collective Cell Overdrive300
+ +40% beam damage− −15% shield capacity

Trinity Collective Cells synchronize their discharge into the original forward cannon. Shield capacitors surrender reserve power to sustain the stronger lance.

Prime Lattice Reserve250
+ +40% shield capacity− −10% flight speed

Reserve lattice cores follow the White Accord’s doctrine of layered protection. Charging the larger screen leaves less reactor output for the four existing drives.

Synaptic Tracking250
+ +50% turning · +10% flight speed− −10% shield capacity

A Synth-Core predicts the attitude corrections needed to hold the fixed bow cannon on a crossing target. Hive-Servos improve turning and flight speed; the shield grid funds their power draw.

Continuity Weave250
+ +60% hull integrity− −10% flight speed

Neural-Alloy reinforcement and Synthetic Weave armor protect the frame beneath its shield. The heavier hull preserves the original silhouette but slows the frigate; it does not regenerate in combat.

Recursion Seed Cache300
+ Opening hit 6.8 instead of 2 before other upgrades− −15% peak beam damage

Cached focusing solutions seed every fresh lock above the weakest opening charge. The opening hit becomes 6.8 before other upgrades, while the reserved compute and power reduce peak output. Losing contact still resets the lock.

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