Annihilation-Plasma Cruiser · Single Hull
Guild ring-hull combat cruiser: jade alloy armor, engraved gold trim, a live amber plasma rail and four base twin-barrel annihilation-plasma cannons, two above and two below. Each earned rank commissions an upper/lower pair: 6, 8, 10, 12, 14 and 16 main cannons at ranks 1–6. The eight PD mounts remain independent of rank. Guided, plasma-sheathed annihilation shells fly at 60 km/s and burst at 2.625 km from their locked target’s physical centre, before standard 2 km PD coverage; earlier shield or hull contact also detonates them: 381 damage per shot, 3.5 km splash radius (7 km diameter), 60 km reach, air and ground. Each turret locks a separate living target when possible, sharing targets as fewer remain. Eight independent Medium-class solar-lens laser PD mounts, four dorsal and four ventral, intercept ordnance within 3 km: 180 damage and a 0.5 s recharge per mount. Opposed centreline pairs cover both ends of the ship.

01 · In the line
At 10 km/s it takes 6 s to close its own reach of 60 km.
02 · Weapon
Four twin-barrel projectors · two dorsal and two ventral
Twin-barrel cannons launch guided, plasma-sheathed annihilation shells at 60 km/s. Predictive fire control and limited forward course corrections prevent missile-style pursuit; a missed shell cannot turn back. Shells are stand-off-fused: they burst at 2.625 km from the locked target’s physical centre, before shorter-range PD; earlier shield or hull contact also triggers them. Each burst releases an annihilation pulse within a 3.5 km radius (7 km total diameter). The plasma sheath surrounds a contained antimatter payload. The ship’s antimatter igniter stock is separate from these payloads.
1,524 an attack every 1.6s (4×): 953 a second. Six attacks land 9,144 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.
Adds 250 shield. If at least 25% charged, a breaking hit loses all hull overflow; the gate re-arms only after recharge reaches 25%.
The forward rim forms a rigid, magnetically confined plasma arc blade. Arc Ram charges for at least 1 s, then commits to a 30 km/s collision for 24,000 damage against cruisers, battlecruisers, battleships and titans. It can close from 120 km and recover for another run, with a 12 s minimum cycle. Each charge spends 20% of maximum shields; cannons pause until the ship returns to station and faces the enemy again. Small craft cannot be ram targets.
The ring projectors widen each stand-off detonation to a 5.25 km radius (10.5 km diameter), triggering at 3.9375 km from the target, at 20% less damage per shell. All commissioned cannons retain their independent target locks.
A denser magnetic bottle concentrates the annihilation pulse: +40% shell damage, but half the blast radius and a 25% longer firing cycle. The base 1.75 km blast triggers at 1.3125 km from its target, exposing the shell to standard 2 km PD before it can burst.
Guild survey optics extend the cannon envelope by 25%, from 60 to 75 km. The extra field-stabilization time lengthens each firing cycle by 25%; shell velocity is unchanged.
The accelerator doubles shell velocity from 60 to 120 km/s. The magnetic bottle cannot steer under this load: shells follow a predicted intercept without in-flight guidance or reacquisition, and retain their stand-off fuse.
A shell whose mark dies can acquire another living enemy within 60° of its nose and its remaining reach. Guidance turn authority rises from 0.20 to 0.35, at 15% less projectile speed. Magnetic Overdrive disables this guidance.
Guild harmonic emitters tune each annihilation pulse to strike shields at twice its damage. The pulse carries 15% less damage overall, so exposed hulls are harder to finish.
The inner-rim exhaust ports dump cannon heat faster, shortening the firing cycle by 25%, from 1.6 to 1.2 s. Smaller containment charges reduce the blast radius by 25%, from 3.5 to 2.625 km, moving the stand-off fuse from 2.625 to 1.96875 km, just inside standard 2 km point defense.
The twin reactors divert reserve power into the conformal photonic shield, adding 25% shield capacity. The cannons receive less recharge power and take 20% longer between volleys.