High Speed Frigate
Blink-drive harasser. Warps onto distant targets on a cooldown.

01 · In the line
At 14 km/s it takes 6.4 s to close its own reach of 90 km.
02 · Weapon
2,234 an attack every 3.4s: 657 a second. Six attacks land 13,404 from one hull, 26,808 from the squad of 2.
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.
Blink recovery falls to 5s and the Phoenix phases between attacks until it fires again.
Phoenix may deploy from a flank strip and begins the battle on an attack vector.
Phoenix gains a combat blink, or shortens the recovery of its native jump system.
Phoenix hunts capital targets and loads a dedicated heavy-hull strike package.
Phoenix opens with two more shots in every magazine (3 on its own sheet), then spends longer reloading.
Phoenix fire continues through its first victim, rewarding attack lines across clustered enemies.
Phoenix carries a directional shield for head-on passes; flank and rear fire bypass it.
Phoenix gains concealment; an already-cloaked hull instead learns to phase between attacks.