Plasma Frigate · Three-Ship Squadron
Reaper anti-swarm plasma frigate, three ships abreast. Each forward furnace delivers 27 damage every 0.1 seconds (270 DPS) while tracking one target, with 100 m impact splash and 75 km reach. Continuous contact fire favors targetable drones and light packs; the widening mantle does not damage the entire visible cone. Keep a screen and clear firing lanes: dispersed flankers and longer-range batteries can deny contact. No point defense; exposed hull is fragile. Speed 9 km/s; 4,222 total protection per ship.

01 · In the line
At 9 km/s it takes 8.3 s to close its own reach of 75 km.
02 · Weapon
Forward furnace aperture
A continuous plasma beam inside a widening, rippling orange mantle. The furnace tracks the current target directly and delivers 27 damage every 0.1 seconds (270 DPS) only while the bore ray contacts a shield or hull, out to 75 km with 100 m splash at the impact. Losing contact stops the damage; there are no projectiles.
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.
Burns at +65% speed while marching or closing on its chosen standoff, then disengages in combat; turn authority is halved during the burn.
Runs the furnace above its containment rating for a stronger continuous plasma stream. The shield field surrenders part of its power budget.
Magnetic focusing holds the stream together out to 97.5 km. The leaner plasma column carries less energy into its point of contact.
An expanded contact corona burns tightly packed enemies within 300 m of the impact. Energy spread across the larger area reduces direct damage.
Tunes the furnace oscillation to break shield harmonics. The beam deals double damage against shields, at lower output against every target.
The existing attitude jets swing the bow onto moving targets faster and improve flight speed. Their reserve power comes from the shields; the beam still needs contact to hurt.
Overfeeds the seven existing drives to close on fleeing enemies. Less power remains for long-distance plasma containment.
Reinforces the armor around the furnace and its feed channels. The extra mass gives the hull more integrity but slows the ship.
Routes furnace reserve power into a larger shield field. The plasma stream gives up some of its continuous output to sustain that capacity.