NAVY

CRUISER · LINE COMBAT · TIER 2BUILT BY VOIDFORGE HULLWORKS

Omen

Annihilation-Plasma Cruiser · Single Hull

Guild ring-hull combat cruiser: jade alloy armor, engraved gold trim, a live amber plasma rail and four base twin-barrel annihilation-plasma cannons, two above and two below. Each earned rank commissions an upper/lower pair: 6, 8, 10, 12, 14 and 16 main cannons at ranks 1–6. The eight PD mounts remain independent of rank. Guided, plasma-sheathed annihilation shells fly at 60 km/s and burst at 2.625 km from their locked target’s physical centre, before standard 2 km PD coverage; earlier shield or hull contact also detonates them: 381 damage per shot, 3.5 km splash radius (7 km diameter), 60 km reach, air and ground. Each turret locks a separate living target when possible, sharing targets as fewer remain. Eight independent Medium-class solar-lens laser PD mounts, four dorsal and four ventral, intercept ordnance within 3 km: 180 damage and a 0.5 s recharge per mount. Opposed centreline pairs cover both ends of the ship.

Hull2,823
Shield11,292
Squad1 hull
Speed10 km/s
Reach60 km
DPS953
Length360 m
Beam349 m
Height82 m
300SUPPLY
MARK II HULL · BOW QUARTERThe Omen

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 10 km/s it takes 6 s to close its own reach of 60 km.

02 · Weapon

Annihilation-Plasma Cannon

Ordnance60 km/s

Annihilation-Plasma Cannon

Four twin-barrel projectors · two dorsal and two ventral

Twin-barrel cannons launch guided, plasma-sheathed annihilation shells at 60 km/s. Predictive fire control and limited forward course corrections prevent missile-style pursuit; a missed shell cannot turn back. Shells are stand-off-fused: they burst at 2.625 km from the locked target’s physical centre, before shorter-range PD; earlier shield or hull contact also triggers them. Each burst releases an annihilation pulse within a 3.5 km radius (7 km total diameter). The plasma sheath surrounds a contained antimatter payload. The ship’s antimatter igniter stock is separate from these payloads.

An attack1,524damage
Damage a second953one hull
Reach60 kmTargets air & ground
Interval1.6s (4×)Shot speed: 60 km/s

Fire cycle · one hull over 9.6 s

1,524
1,524
1,524
1,524
1,524
1,524
0 s3.2 s6.4 s9.6 s

1,524 an attack every 1.6s (4×): 953 a second. Six attacks land 9,144 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.

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%.

Omen signature tech · 9

Crescent Edge400
+ 24,000-damage plasma ram · Cruiser+− 20% shields per charge · cannons pause

The forward rim forms a rigid, magnetically confined plasma arc blade. Arc Ram charges for at least 1 s, then commits to a 30 km/s collision for 24,000 damage against cruisers, battlecruisers, battleships and titans. It can close from 120 km and recover for another run, with a 12 s minimum cycle. Each charge spends 20% of maximum shields; cannons pause until the ship returns to station and faces the enemy again. Small craft cannot be ram targets.

Annihilation Bloom350
+ +50% blast radius− −20% shell damage

The ring projectors widen each stand-off detonation to a 5.25 km radius (10.5 km diameter), triggering at 3.9375 km from the target, at 20% less damage per shell. All commissioned cannons retain their independent target locks.

Containment Crucible350
+ +40% shell damage− Half blast radius · +25% cycle

A denser magnetic bottle concentrates the annihilation pulse: +40% shell damage, but half the blast radius and a 25% longer firing cycle. The base 1.75 km blast triggers at 1.3125 km from its target, exposing the shell to standard 2 km PD before it can burst.

Long-Baseline Projectors300
+ +25% weapon range− +25% firing cycle

Guild survey optics extend the cannon envelope by 25%, from 60 to 75 km. The extra field-stabilization time lengthens each firing cycle by 25%; shell velocity is unchanged.

Magnetic Overdrive300
+ Double projectile speed− Unguided · no reacquisition

The accelerator doubles shell velocity from 60 to 120 km/s. The magnetic bottle cannot steer under this load: shells follow a predicted intercept without in-flight guidance or reacquisition, and retain their stand-off fuse.

Pursuit Reacquisition300
+ Re-lock after a target dies− −15% projectile speed

A shell whose mark dies can acquire another living enemy within 60° of its nose and its remaining reach. Guidance turn authority rises from 0.20 to 0.35, at 15% less projectile speed. Magnetic Overdrive disables this guidance.

Harmonic Disruptors350
+ Double damage against shields− −15% shell damage

Guild harmonic emitters tune each annihilation pulse to strike shields at twice its damage. The pulse carries 15% less damage overall, so exposed hulls are harder to finish.

Thermal Shunt Cycling300
+ −25% firing cycle− −25% blast radius

The inner-rim exhaust ports dump cannon heat faster, shortening the firing cycle by 25%, from 1.6 to 1.2 s. Smaller containment charges reduce the blast radius by 25%, from 3.5 to 2.625 km, moving the stand-off fuse from 2.625 to 1.96875 km, just inside standard 2 km point defense.

Aegis Capacitor Diversion350
+ +25% shield capacity− +20% firing cycle

The twin reactors divert reserve power into the conformal photonic shield, adding 25% shield capacity. The cannons receive less recharge power and take 20% longer between volleys.

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