High Damage Destroyer
Saradook Crimson Sun sniper destroyer, the Guild's distant blade. A heavy beam laser runs the length of its spine between the prow's jaws, fed from the FTL core amidships: it hunts destroyers and anything heavier, holds its fire until the lance is bore-sighted, then burns through its mark and everything on the line behind it from 140 km. Two gimballed flank lasers intercept incoming ordnance. Built to stay unseen, strike from beyond reach and be gone.

01 · In the line
At 5 km/s it takes 28 s to close its own reach of 140 km.
02 · Weapon
Spinal lance between the prow's jaws · round beam, fed from the FTL core
A free-electron laser the length of its spine: an electron beam driven down the lance and through its coil rings, which turn it into light, loosed from the muzzle between the prow's jaws. It burns 400 MJ of light in one burst every 3.1 s, drawn from the FTL core amidships. From its 4.9 m mirror its 1 µm light spreads only as light must: a spot 7 cm across at 140 km, where one burst would boil some 53 kg of steel. It crosses its 140 km in 467 µs and throws nothing back. It burns every hull on its line to its full reach: through one it destroys it goes on, weakened by all that hull's shield and plate took, and the first that holds it stops it.
2,329 an attack every 3.1s: 751 a second. Six attacks land 13,974 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.
The Jinsu are the last trial of The Ascendance, and their name means annihilation. The lance is opened to its full bore: every enemy hull on the beam’s line between the Jinsu and its mark takes the whole burst, and the core takes a fifth longer to charge it.
Lenses ground in the clan foundries of Mercury true the lance to 175 km, and it cannot bring it to bear on anything inside 35 km.
The FTL core is opened into the lance for one killing burst: 4,076 damage to a heavy, assault or titan hull, on a 4 s cycle while the core recovers.
The coil rings are run as two banks: two bursts a volley at 62% each, on a 3.5 s cycle. More in all, and neither of them a killing shot.
The Guild's edge-field emitters tune the beam to a shield's own harmonics: it lands twice as hard on shields, for 15% less in all.
Crimson Sun gunners let the burst bloom on its mark: it burns everything within 6 km, less the farther out, for 10% less on the mark itself.
Mercury-forged heat shielding is hung on the prow and turned to the enemy. It takes 950 points of return fire across the forward 72°, and its weight costs a tenth of the pace. Fire from the flank goes past it.
The passive optical eyes on its mast share their sight with the clans down the line. Cloaks within 77 km are stripped, and what is revealed is marked for allied fire at 8% more damage.