Giant Cruiser
Support cruiser. Projects a 45 km no-warp field that cancels hostile jumps leaving or entering its reach.

01 · In the line
At 4.5 km/s it takes 13 s to close its own reach of 60 km.
02 · Weapon
80 an attack every 1.5s: 53 a second. Six attacks land 480 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.
Nearby allies within 45 km gain +10% range.
Anchor spreads its native support field farther, reshaping the formation's safe zone at lower field intensity.
Anchor gains a second support system chosen to complement its native role.
Anchor begins concealed and recloaks while it holds fire, allowing risky forward support positions.
Anchor may deploy from a flank strip to establish an off-axis support pocket.
Anchor projects a mobile barrier that catches hostile fire entering its support pocket.
Anchor strips protective mass to synchronize a short command volley with faster native support pulses, then pauses to recharge.
Anchor designates capital targets and calibrates its direct fire for heavy-hull weak points.