NAVY

DESTROYER · FRIGATE SUPPRESSION · TIER 2BUILT BY FORGE MASTERS STARWORKS

Thunderhead

Guided-Missile Destroyer · Four-Ship Squadron

Terran Federation destroyer, deployed in four-ship squadrons. Each craft carries 80 missiles: ten eight-round salvos, 386 damage per missile, 6.6 s reload, 40 km/s carrier cruise, 550 m splash and 180 km reach. At 2.5 km from the target envelope, each carrier releases 2 guided rockets at 20 km/s, sharing its 386 damage (193 each). The carrier is consumed without an explosion; carriers and individual rockets remain vulnerable to PD and nearby missile detonations. Its fixed ventral railgun fires one unguided, piercing kinetic slug for 640 damage every 4 s at 20 km/s, out to 140 km. Five laser point-defense mounts per craft protect it: three dorsal and two aft ventral, 60 ordnance damage per emitter every 0.5 s within 2 km. Saturation can overwhelm the screen. Blue-gray armor, orange hazard markings, blue fusion cores and six stern drives.

Hull230
Shield919
Squad4 hulls
Speed6 km/s
Reach180 km
DPS628
Length150 m
Beam59 m
Height35 m
200SUPPLY
MARK II HULL · BOW QUARTERThe Thunderhead

01 · In the line

Against the other destroyers

Speed among destroyers · km/s

Chorus
9
Sunfall
7
Tempest
6
Thunderhead
6
Longbow
5
Suppressor
5
Jinsu
5

Reach among destroyers

Tempest
180 km
Thunderhead
180 km
Longbow
140 km
Jinsu
140 km
Chorus
100 km
Sunfall
95 km
Suppressor
55 km

At 6 km/s it takes 30 s to close its own reach of 180 km.

02 · Weapon

Eight-tube missile battery and Ventral railgun

Ordnance40 km/s

Eight-tube missile battery

Dorsal eight-tube launcher · 80 missiles per craft

Each craft carries 80 guided missiles, fired eight per salvo. Ten complete salvos exhaust the magazine; the ventral railgun remains available.

An attack3,088damage
Damage a second468one hull, 1,872 the squad
Reach180 kmTargets ground
Interval6.6s (8×)Shot speed: 40 km/s

Fire cycle · one hull over 39.6 s

3,088
3,088
3,088
3,088
3,088
3,088
0 s13.2 s26.4 s39.6 s

3,088 an attack every 6.6s (8×): 468 a second. Six attacks land 18,528 from one hull, 74,112 from the squad of 4.

Ventral railgun

Fixed ventral barrel · muzzle below the bow

One unguided kinetic slug at 20 km/s. It retains speed and energy between impacts in vacuum. Shields and hull consume its damage budget; only unspent energy continues through a destroyed ship. The 140 km limit is the firing solution, not air drag. No explosive payload or splash.

An attack640damage
Damage a second160one hull, 640 the squad
Reach140 kmTargets ground
Interval4sShot speed: 20 km/s

Fire cycle · one hull over 24 s

640
640
640
640
640
640
0 s8 s16 s24 s

640 an attack every 4s: 160 a second. Six attacks land 3,840 from one hull, 15,360 from the squad of 4.

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.

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.

Thunderhead signature tech · 8

Martian Tandem Charges300
+ +40% missile damage− +25% firing interval

Martian ordnance engineers stage a heavier follow-through charge behind the first detonation. The eight-tube launcher needs longer to prepare each salvo.

Extended Burn Motors300
+ +50% missile speed · +25% weapon range− −15% missile damage

A longer-burning motor carries Star Fleet missile carriers farther and faster. Their terminal rockets retain 20 km/s. Extra propellant displaces part of the warhead; point defense can still intercept both stages.

Star Fleet Seeker Link350
+ +50% homing authority− −10% missile damage

Supervised fire-control updates improve course corrections for crossing and evasive targets. Added seeker electronics replace explosive payload; forward target recovery and fuel limits remain in effect.

Cold-Launch Autoloaders250
+ −25% firing interval− −15% shield capacity

Faster feed drives reload the same eight tubes between salvos. The straight cold-ejection sequence is retained; the shield grid gives up reserve power to the loading machinery.

Fragmentation Sleeves250
+ +100% splash radius (1.1 km before other upgrades)− −20% missile damage

Pre-scored casings spread the detonation across a wider formation. Less explosive mass remains for the direct strike.

Shield-Breach Fuzes300
+ ×2 direct damage against shields− −20% missile damage

Timed pulse fuzes concentrate the detonation against a deflector field. Their smaller main charge hurts exposed hulls less; shields are damaged rather than bypassed.

Aegis Reserve Capacitors250
+ +30% shield capacity− −10% ship speed

Terran Aegis capacitor practice expands the existing shield grid. The six main drives surrender part of their power budget to keep the reserve charged.

Assault Vector Drives250
+ +30% ship speed · +25% turning− −15% weapon range

Star Fleet assault doctrine favors quick strikes and rapid repositioning. Drive and attitude-jet upgrades make the destroyer more agile, while a reduced fire-control budget shortens missile engagement range.

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