Giant Battleship
A mobile fortress that launches swarm drones while its guns pound the line.

01 · In the line
At 3 km/s it takes 37 s to close its own reach of 110 km.
02 · Weapon
350 an attack every 2s: 175 a second. Six attacks land 2,100 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 seven-drone reserve wave, but the expanded formation takes 25% longer to rebuild.
Dreadnought launches 75% more craft in each attack wave, but takes longer to rebuild the formation.
Dreadnought launches smaller flights at nearly twice the cadence, keeping constant pressure on the field.
Dreadnought fields an autonomous battery against missiles, mines, and attacking light craft.
Dreadnought projects a regenerating mobile barrier that allied ships can shelter inside.
Dreadnought extends the weapon range of nearby allies through a tactical command net.
Dreadnought batteries share one fire-control net: the squad lays every gun on one mark, and each round leads it and scatters half as wide.
Dreadnought fields a repair wing that restores the most damaged nearby ally.