Giant Battleship
Fleet carrier. Continuously launches interceptor wings.

01 · In the line
At 2.5 km/s it takes 44 s to close its own reach of 109 km.
02 · Weapon
16,000 an attack every 3.6s (4×): 4,444 a second. Six attacks land 96,000 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.
Launches a four-ace wing, but elite replacements take 30% longer to train and deploy.
Overlord launches 75% more craft in each attack wave, but takes longer to rebuild the formation.
Overlord launches smaller flights at nearly twice the cadence, keeping constant pressure on the field.
Overlord fields an autonomous battery against missiles, mines, and attacking light craft.
Overlord projects a regenerating mobile barrier that allied ships can shelter inside.
Overlord extends the weapon range of nearby allies through a tactical command net.
Overlord batteries gain seeker guidance and reacquire new targets after a kill.
Overlord fields a repair wing that restores the most damaged nearby ally.