Giant Battlecruiser
Charges the enemy line and grinds through it. A battering ram with engines.
01 · In the line
At 8 km/s it takes 1.9 s to close its own reach of 15 km.
02 · Weapon
260 an attack every 1.1s: 236 a second. Six attacks land 1,560 from one hull.
03 · Available tech
Bought mid-battle with supply. Each one gives something and costs something.
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.
Converts the squad into a breacher: it closes to 45% range and deals +60% damage there, but deals 15% less outside the breach band.
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.
Adds 250 shield. If at least 25% charged, a breaking hit loses all hull overflow; the gate re-arms only after recharge reaches 25%.
Burns at +65% speed while marching or closing on its chosen standoff, then disengages in combat; turn authority is halved during the burn.
Grinder rounds penetrate the front line and pin every frame caught in the breach.
Juggernaut carries a heavy forward shield that can be defeated by crossfire from its flanks.
Juggernaut may enter from a flank strip to collapse a firing line from the side.
Juggernaut shots punch through the first target and prioritize the heavy hulls behind it.
Juggernaut fires at redline for a short assault window, then locks out to vent heat.
Juggernaut attacks pin struck enemies at 55% movement speed for three seconds.
Juggernaut impacts bloom through a wide falloff ring, but the blast no longer discriminates allies.
Juggernaut mounts an autonomous screen that clears missiles, mines, and light craft during the push.