Support Cruiser
Boards and converts an enemy ship to your side. Cruisers and below.

01 · In the line
At 5 km/s it takes 15 s to close its own reach of 75 km.
02 · Weapon
2,700 an attack every 1.5s: 1,800 a second. Six attacks land 16,200 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.
Burns at +65% speed while marching or closing on its chosen standoff, then disengages in combat; turn authority is halved during the burn.
Extends the boarding uplink to 65 km and cloaks the Parasite until it fires or begins its intrusion.
Parasite spreads its native support field farther, reshaping the formation's safe zone at lower field intensity.
Parasite gains a second support system chosen to complement its native role.
Parasite phases between boarding attempts until it fires or takes damage.
Parasite may deploy from a flank strip to establish an off-axis support pocket.
Parasite projects a mobile barrier that catches hostile fire entering its support pocket.
Parasite strips protective mass to synchronize a short command volley with faster native support pulses, then pauses to recharge.
Parasite designates capital targets and calibrates its direct fire for heavy-hull weak points.