NAVY

DESTROYER · FRIGATE SUPPRESSION · TIER 2BUILT BY FORGE MASTERS STARWORKS

Chorus

Imperial Battery Destroyer · Two-Ship Squadron

Cho Zen Imperial battery destroyer, fielded in pairs. Dual Devastator-style antimatter rail guns fire 88 × 2 every 0.2 s to 100 km. Armored VLS hatches open for eight 167.5-damage missiles every 3.3 s: 128 rounds per ship, 180 km launch range, 320 km travel, 22 km/s and 255 m splash. Missiles prioritize frigates, corvettes and drones, with larger hulls as fallback targets. A contained red FTL core powers seven aft drives.

Hull1,906
Shield7,623
Squad2 hulls
Speed9 km/s
Reach100 km
DPS880
300SUPPLY
MARK II HULL · BOW QUARTERThe Chorus

01 · In the line

Against the other destroyers

Speed among destroyers · km/s

Chorus
9
Sunfall
7
Tempest
6
Thunderhead
6
Longbow
5
Suppressor
5
Jinsu
5

Reach among destroyers

Tempest
180 km
Thunderhead
180 km
Longbow
140 km
Jinsu
140 km
Chorus
100 km
Sunfall
95 km
Suppressor
55 km

At 9 km/s it takes 11 s to close its own reach of 100 km.

02 · Weapon

Antimatter rail batteries

Kinetic60 km/s

Antimatter rail batteries

Two dorsal twin-barrel batteries · terminal-effect rounds

Each barrel drives a 1 g slug down its rails at 60 km/s, one barrel after another, across 10 km in under two seconds. Each slug carries 311 ng of antimatter in its own trap, let go as it strikes: a blast that kills in the open out to 7 m and wrecks out to 12 m. Two single-target attacks every 0.2 s, 88 damage each, with 500 m splash and 100 km reach. Unguided rounds lead moving air and ground targets.

An attack176damage
Damage a second880one hull, 1,760 the squad
Reach100 kmTargets air & ground
Interval0.2s (2×)Shot speed: 60 km/s

Fire cycle · one hull over 1.2 s

176
176
176
176
176
176
0 s0.4 s0.8 s1.2 s

176 an attack every 0.2s (2×): 880 a second. Six attacks land 1,056 from one hull, 2,112 from the squad of 2.

03 · Available tech

What a commander can fit

Bought mid-battle with supply. Each one gives something and costs something.

Core upgrades · 5

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.

Threshold Deflector300
Shield-break overflow gateMust recharge to 25% to re-arm

Adds 250 shield. If at least 25% charged, a breaking hit loses all hull overflow; the gate re-arms only after recharge reaches 25%.

Chorus signature tech · 8

Sha’dina’s Writ250
+ Rail rounds deal ×2 shield damage.− Rail damage −15%.

The Empress’s armourers tune the antimatter charge to overload shield harmonics. Less of each rail round remains for bare armour.

Shanta Crucible300
+ Rail damage +50%.− Rail firing interval +30%; rail splash radius −40%.

Shanta-pattern containment rings compress a denser antimatter charge. The narrow detonation rewards a direct hit; the capacitors take longer to recover.

Horizon Rails250
+ Rail velocity +100%; rail range +25%.− Rail firing interval +20%.

Extended magnetic acceleration stages carry the Golden Hammer’s unguided rounds farther and faster. Fire control still has to lead a moving target.

Purge-Synchronized Autoloaders200
+ Rail firing interval −25%.− Shield capacity −15%.

The existing plasma purge manifolds draw heat from the breeches, allowing shorter rail recharge cycles. Shield-field amplifiers surrender part of their power budget.

Imperial Saturation Protocol300
+ 16 missiles per salvo instead of 8.− VLS firing interval +35%; twice the ammunition per salvo.

Both 28-cell VLS racks ripple a heavier curtain of missiles through their captive hatches. The same 128-round magazine empties in fewer salvos.

Cinderburst Warheads250
+ Missile splash radius +100% (510 m).− Missile damage −20%.

Imperial demolition casings spread the VLS detonation over a wider formation. Each missile sacrifices its concentrated killing charge.

Long March Boosters250
+ Missile velocity +50% (33 km/s); launch range +25% (225 km).− Missile damage −15%; maximum travel stays 320 km.

An expeditionary booster package extends the missile engagement envelope without exceeding the 320 km flight budget. Propellant displaces warhead mass.

Stabilizer Aegis250
+ Shield capacity +30%.− Ship speed −10%.

The red FTL core’s stabilizer rings feed the shield-field amplifier. Sha’dina’s battery holds the line while its seven drives accept a smaller share of reactor output.

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