NAVY

CORVETTE · PATROL / SCOUTING · TIER 1BUILT BY AEGIS

Pulsar

Long Range Corvette

Cho'Zen Empire long-range corvette, fielded in two spaced ranks of six: a dagger hull whose prow is a glowing blade, between two crescent claw arms that each carry matching heavy twin railgun turrets above and below the wing. Its four twin turrets fire up to eight unguided bullets together at 60 km/s. Active turrets share 36 total damage per ship every 0.4 seconds if all fired bullets hit (90 DPS); a full eight-bullet salvo deals 4.5 per bullet. The battery leads turning targets out to 90 km before launch; vector thrust preserves a longer firing line against fast pursuers, then fights laterally once they close while the bow and turrets stay on the enemy. Sunshear laser point defense. Cho'Zen crews call the paired ruby optics the Second Gaze: while Pulsar sights a distant kill, their brief laser cuts strip incoming missiles from its wings. Independent gimbals hand crossing threats between the two wing sentries without turning the rail battery away from its mark.

Hull69
Shield274
Squad12 hulls
Speed8 km/s
Reach90 km
DPS90
Length34 m
Beam27 m
Height7 m
200SUPPLY
MARK II HULL · BOW QUARTERThe Pulsar

01 · In the line

Against the other corvettes

Speed among corvettes · km/s

Raptor
16
Lynx
16
Sulara
12
Ghost
8
Pulsar
8

Reach among corvettes

Pulsar
90 km
Ghost
50 km
Lynx
32 km
Sulara
25 km
Raptor
14 km

At 8 km/s it takes 11 s to close its own reach of 90 km.

02 · Weapon

Heavy twin railgun

Kinetic60 km/s

Heavy twin railgun

Two heavy twin-rail turrets on the claws' backs · lower cannon batteries

Four twin turrets fire two bullets apiece in a simultaneous salvo. 36 total damage per ship every 0.4 s if the fired bullets hit. Up to 8 bullets fire together; a full salvo is 4.5 damage per bullet. Fewer bearing barrels share the same total across the bullets they fire. Missed bullets deal no damage. Unguided kinetic slugs travel at 60 km/s and cross 90 km in 1.5 s. Turrets lead the target before launch; bullets never steer or reacquire.

An attack36damage
Damage a second90one hull, 1,080 the squad
Reach90 kmTargets nearest
Interval0.4sShot speed: 60 km/s

Fire cycle · one hull over 2.4 s

36
36
36
36
36
36
0 s0.8 s1.6 s2.4 s

36 an attack every 0.4s: 90 a second. Six attacks land 216 from one hull, 2,592 from the squad of 12.

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.

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%.

Pulsar signature tech · 8

Scythe Lances300
+ PIERCING SHOTS− −10% DAMAGE

The Empire’s blade arrays are drawn into the wing-mounted railguns: every shot runs on through its mark and down the line behind it, out to the battery’s full 90 km, and never into a friendly hull. A lance drawn that long is drawn thinner: a tenth less damage.

Siege Baseline Optics250
+ SIEGE STANCE− MINIMUM RANGE

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

Capital Execution Charge250
+ CAPITAL EXECUTION− SLOWER CADENCE

Pulsar prioritizes capital targets and loads a devastating heavy-hull shot at a slower cadence.

Walking-Fire Autoloader250
+ WALKING SALVO− EXTENDED RELOAD

Pulsar walks two more rounds into every salvo (3 on its own sheet), then enters an extended reload.

Linebreaker Rails300
+ LINE PIERCE− REQUIRES FIRING LANES

Pulsar fire penetrates every hull aligned behind the first target.

Airburst Geometry300
+ PROXIMITY AIRBURST

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

Counterbattery Faceplate300
+ FRONTAL SHIELD− FLANKS EXPOSED

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

Counterbattery Triangulation300
+ FORWARD OBSERVER

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

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