Short Range Frigate
The cheap mainline hull. Eight point-defense emitters strip ordnance off the line.

01 · In the line
At 6 km/s it takes 9.2 s to close its own reach of 55 km.
02 · Weapon
608 an attack every 4.5s: 135 a second. Six attacks land 3,648 from one hull, 18,240 from the squad of 5.
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%.
Adds a heavy 105° forward shield and slows the Hammer by 15%; crossfire bypasses the wall.
Hammer projects a mobile team barrier for the formation advancing behind it.
Hammer may enter from a flank strip to collapse a firing line from the side.
Hammer shots punch through the first target and prioritize the heavy hulls behind it.
Hammer fires at redline for a short assault window, then locks out to vent heat.
Hammer attacks pin struck enemies at 55% movement speed for three seconds.
Hammer impacts bloom through a wide falloff ring, but the blast no longer discriminates allies.
Hammer mounts an autonomous screen that clears missiles, mines, and light craft during the push.