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CRUISER · STRATEGIC LOGISTICS · TIER 3BUILT BY VOIDFORGE HULLWORKS

Anchor

Giant Cruiser

Support cruiser. Projects a 45 km no-warp field that cancels hostile jumps leaving or entering its reach.

Hull840
Shield3,360
Squad1 hull
Speed4.5 km/s
Reach60 km
DPS53
400SUPPLY
MARK II HULL · BOW QUARTERThe Anchor

01 · In the line

Against the other cruisers

Speed among cruisers · km/s

Omen
10
Hunter
8
Deathstalker
7
Ward
6
Saber
6
Parasite
5
Oracle
5
Mender
5
Veil
5
Anchor
4.5

Reach among cruisers

Saber
127 km
Deathstalker
100 km
Hunter
80 km
Ward
75 km
Parasite
75 km
Oracle
60 km
Anchor
60 km
Omen
60 km
Veil
45 km
Mender
40 km

At 4.5 km/s it takes 13 s to close its own reach of 60 km.

02 · Weapon

Kinetic cannon

Kinetic80 km/s

Kinetic cannon

An attack80damage
Damage a second53one hull
Reach60 kmTargets nearest
Interval1.5sShot speed: 80 km/s

Fire cycle · one hull over 9.1 s

80
80
80
80
80
80
0 s3 s6 s9.1 s

80 an attack every 1.5s: 53 a second. Six attacks land 480 from one hull.

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.

Anchor signature tech · 8

Fleet Lensing450
+ COMMAND AURA

Nearby allies within 45 km gain +10% range.

Relay Aperture400
+ WIDER SUPPORT ZONE− LOWER FIELD OUTPUT

Anchor spreads its native support field farther, reshaping the formation's safe zone at lower field intensity.

Dual-Purpose Emitters400
+ SECONDARY SYSTEM

Anchor gains a second support system chosen to complement its native role.

Silent Running Core400
+ SUPPORT CLOAK− FIRING REVEALS

Anchor begins concealed and recloaks while it holds fire, allowing risky forward support positions.

Forward Relay Rig400
+ FLANK DEPLOY− ISOLATED POSITION

Anchor may deploy from a flank strip to establish an off-axis support pocket.

Escort Shelter Screen400
+ TEAM BARRIER− FIELD CAN COLLAPSE

Anchor projects a mobile barrier that catches hostile fire entering its support pocket.

Pulse-Sync Overclock450
+ COMMAND VOLLEY− LONGER RELOAD / FRAGILE

Anchor strips protective mass to synchronize a short command volley with faster native support pulses, then pauses to recharge.

Priority Target Uplink450
+ CAPITAL DESIGNATOR− CAPITAL PRIORITY

Anchor designates capital targets and calibrates its direct fire for heavy-hull weak points.

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