Titan
Overload Volley: a 200 km spinal lance that pierces everything along its path.

01 · In the line
At 2 km/s it takes 100 s to close its own reach of 200 km.
02 · Weapon
4,000 an attack every 20s: 200 a second. Six attacks land 24,000 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.
The 13s overload lance penetrates an entire battle line but cannot fire inside 45 km.
Colossus gains a much longer firing envelope but cannot engage inside its new dead zone.
Colossus prioritizes capital targets and loads a devastating heavy-hull shot at a slower cadence.
Colossus walks two more rounds into every salvo (3 on its own sheet), then enters an extended reload.
Colossus fire penetrates every hull aligned behind the first target.
Colossus converts its impact into a shaped falloff zone; beams create a focal burn field.
Colossus raises a narrow forward shield against return fire; flanking shots bypass it.
Colossus reveals cloaked attackers and marks them for nearby allied fire.