Giant Battleship
Rides a dimensional phase between engagements — always targetable, but 40% of your fire bleeds into the void until it opens up inside your formation.

01 · In the line
At 11 km/s it takes 0.9 s to close its own reach of 10 km.
02 · Weapon
8,000 an attack every 2.5s: 3,200 a second. Six attacks land 48,000 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.
Adds an 11s deepstrike jump that lets the Leviathan emerge beside a distant target.
Leviathan may deploy from a flank strip and begins the battle on an attack vector.
Leviathan conceals its deepstrike approach until it attacks.
Leviathan hunts capital targets and loads a dedicated heavy-hull strike package.
Leviathan opens with two more shots in every magazine (3 on its own sheet), then spends longer reloading.
Leviathan fire continues through its first victim, rewarding attack lines across clustered enemies.
Leviathan carries a directional shield for head-on passes; flank and rear fire bypass it.
Leviathan leaves a guidance-jamming wake that scrambles incoming ordnance.