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CRUISER · STRATEGIC LOGISTICS · TIER 1BUILT BY VOIDFORGE HULLWORKS

Ward

Support Cruiser

Projects a 25 km Aegis barrier with 1,200 HP, 15% universal resistance, and online regeneration after five seconds without damage.

Hull30
Shield120
Squad1 hull
Speed6 km/s
Reach75 km
DPS4,286
300SUPPLY
MARK II HULL · BOW QUARTERThe Ward

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 6 km/s it takes 13 s to close its own reach of 75 km.

02 · Weapon

Missile battery

Ordnance500 km/s

Missile battery

An attack6,000damage
Damage a second4,286one hull
Reach75 kmTargets nearest
Interval1.4s (2×)Shot speed: 500 km/s

Fire cycle · one hull over 8.4 s

6,000
6,000
6,000
6,000
6,000
6,000
0 s2.8 s5.6 s8.4 s

6,000 an attack every 1.4s (2×): 4,286 a second. Six attacks land 36,000 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 · 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%.

Ward signature tech · 8

Bulwark Field350
+ SHIELD SANCTUARY

The Ward projects shield regeneration to allies sheltering around its mobile barrier.

Relay Aperture300
+ WIDER SUPPORT ZONE− LOWER FIELD OUTPUT

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

Dual-Purpose Emitters300
+ SECONDARY SYSTEM

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

Silent Running Core300
+ SUPPORT CLOAK− FIRING REVEALS

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

Forward Relay Rig300
+ FLANK DEPLOY− ISOLATED POSITION

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

Escort Shelter Screen300
+ TEAM BARRIER− FIELD CAN COLLAPSE

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

Pulse-Sync Overclock350
+ COMMAND VOLLEY− LONGER RELOAD / FRAGILE

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

Priority Target Uplink350
+ RETARGETING PAYLOADS− CAPITAL PRIORITY

Ward designates capital targets and equips its payloads to pursue a new lock after the first dies.

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