NAVY

BATTLECRUISER · LINE COMBAT · TIER 2BUILT BY STELLAR DYNAMICS

Cyclone

Giant Battlecruiser

A wall of rotary cannon fire. Drone swarms simply evaporate.

Hull6,900
Shield27,600
Squad1 hull
Speed4.5 km/s
Reach55 km
DPS450
400SUPPLY
MARK II HULL · BOW QUARTERThe Cyclone

01 · In the line

Against the other battlecruisers

Speed among battlecruisers · km/s

Talon
16
Oath
16
Juggernaut
8
Sebastian
5.5
Cyclone
4.5
Typhoon
4.5
Widow
4
Solaris
4

Reach among battlecruisers

Solaris
130 km
Typhoon
85 km
Widow
70 km
Cyclone
55 km
Talon
46 km
Oath
46 km
Sebastian
30 km
Juggernaut
15 km

At 4.5 km/s it takes 12 s to close its own reach of 55 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 power450damage a second
Damage a second450one hull
Reach55 kmTargets swarms
FireHeldShot speed: Light speed

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.

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%.

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.

Cyclone signature tech · 8

Hurricane Drums500
+ HURRICANE WINDOW− VENTING DOWNTIME

Builds a 4s hurricane at a 0.055s cycle, then vents for 3s before the next wall of fire.

Siege Baseline Optics350
+ SIEGE STANCE− MINIMUM RANGE

Cyclone gains a much longer firing envelope but cannot engage inside its new dead zone.

Capital Execution Charge400
+ CAPITAL EXECUTION− LONGER LOCK BUILDUP

Cyclone prioritizes capital targets and builds a devastating heavy-hull lock through a longer beam spin-up.

Walking-Fire Heat Bank400
+ BEAM FIRE WINDOW− THERMAL VENT

Cyclone drives a high-output beam window, then shuts down for an extended thermal vent.

Linebreaker Rails400
+ LINE PIERCE− REQUIRES FIRING LANES

Cyclone fire penetrates every hull aligned behind the first target.

Airburst Geometry400
+ FOCAL BURN FIELD

Cyclone converts its impact into a shaped falloff zone; beams create a focal burn field.

Counterbattery Faceplate400
+ FRONTAL SHIELD− FLANKS EXPOSED

Cyclone raises a narrow forward shield against return fire; flanking shots bypass it.

Counterbattery Triangulation400
+ FORWARD OBSERVER

Cyclone reveals cloaked attackers and marks them for nearby allied fire.

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