NAVY

FRIGATE · FLEXIBLE COMBAT · TIER 1BUILT BY THRONE INDUSTRIES

Warden

Executive Order Frigate · Five-Ship Squadron

Executive Order frigate, five ships abreast at 1 km centre-to-centre spacing for overlapping point defence. Its dorsal turret fires a one-second red laser burst every 4.5 s, dealing the full 608 damage only while tracking a single target throughout the burn, out to 95 km. Losing contact reduces the damage delivered. The beam travels at light speed and burns its point of impact without explosive splash. Its operational target domain is ground only. Four dorsal point-defense heads and one ventral head intercept hostile ordnance within 2 km. Four main stern engines drive the hull.

Hull696
Shield2,782
Squad5 hulls
Speed7 km/s
Reach95 km
DPS135
Length90 m
Beam34 m
Height25 m
200SUPPLY
MARK II HULL · BOW QUARTERThe Warden

01 · In the line

Against the other frigates

Speed among frigates · km/s

Breacher
16
Phoenix
14
Bastion
12
Brazier
9
Falcon
8
Aegis
7
Warden
7
Hammer
6

Reach among frigates

Warden
95 km
Phoenix
90 km
Brazier
75 km
Hammer
55 km
Bastion
45 km
Aegis
45 km
Breacher
45 km
Falcon
40 km

At 7 km/s it takes 14 s to close its own reach of 95 km.

02 · Weapon

Red beam laser

Directed energyLight speed

Red beam laser

Dorsal turret · one red laser aperture

One red laser burst every 4.5 s out to 95 km. The full 608 damage requires 1 second of tracked contact; losing aim, line of fire or range reduces the damage delivered. Light heats the struck shield or hull without explosive splash.

An attack608damage
Damage a second135one hull, 675 the squad
Reach95 kmTargets ground only
Interval4.5sShot speed: Light speed

Fire cycle · one hull over 27 s

608
608
608
608
608
608
0 s9 s18 s27 s

608 an attack every 4.5s: 135 a second. Six attacks land 3,648 from one hull, 18,240 from the squad of 5.

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.

Warden signature tech · 8

Capacitor Overcharge300
+ +35% beam damage− +25% firing interval

Raises full tracked-burst damage by 35%, at a 25% longer recharge cycle. The beam still needs its full tracking time to deliver that damage.

Long-Baseline Optics300
+ +25% weapon range− −15% beam damage

Extends the laser envelope by 25%, from 95 to 118.75 km. The wider optical train delivers 15% less damage per tracked burst.

Thermal Shunt Cycling300
+ −25% firing interval− −10% beam damage

The flank heat exchangers shorten the laser recharge interval by 25%, from 4.5 to 3.375 s. Smaller capacitor charges reduce full-burst damage by 10%.

Fast-Lock Optics300
+ 0.65 s tracked burst− −15% beam damage

Compresses the complete tracked exposure from 1 to 0.65 s, helping the laser finish its burst on fast targets. Full-burst damage is reduced by 15%; lost contact still wastes exposure time.

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

Tunes the red laser to deal twice its damage against shields. Its lower overall energy reduces full-burst damage by 15%, including damage against exposed hulls.

Aegis Capacitors350
+ +25% shield capacity− +20% firing interval

Diverts reserve power into the photonic shield, increasing shield capacity by 25%. The laser recharges 20% more slowly.

Vector Thrusters250
+ +25% speed · +20% turning− −10% shield capacity

Upgrades the attitude jets for 25% more flight speed and 20% more turn authority. Diverting shield power to the drives reduces shield capacity by 10%.

Point-Defense Overdrive300
+ −25% PD interval · +25% PD damage− +15% main laser interval

The same five rotating PD heads cycle 25% faster and deal 25% more damage to ordnance. Feeding their capacitor bank lengthens the main laser firing interval by 15%.

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