Long Range Corvette
Cho'Zen Empire long-range corvette, fielded in two spaced ranks of six: a dagger hull whose prow is a glowing blade, between two crescent claw arms that each carry matching heavy twin railgun turrets above and below the wing. Its four twin turrets fire up to eight unguided bullets together at 60 km/s. Active turrets share 36 total damage per ship every 0.4 seconds if all fired bullets hit (90 DPS); a full eight-bullet salvo deals 4.5 per bullet. The battery leads turning targets out to 90 km before launch; vector thrust preserves a longer firing line against fast pursuers, then fights laterally once they close while the bow and turrets stay on the enemy. Sunshear laser point defense. Cho'Zen crews call the paired ruby optics the Second Gaze: while Pulsar sights a distant kill, their brief laser cuts strip incoming missiles from its wings. Independent gimbals hand crossing threats between the two wing sentries without turning the rail battery away from its mark.

01 · In the line
At 8 km/s it takes 11 s to close its own reach of 90 km.
02 · Weapon
Two heavy twin-rail turrets on the claws' backs · lower cannon batteries
Four twin turrets fire two bullets apiece in a simultaneous salvo. 36 total damage per ship every 0.4 s if the fired bullets hit. Up to 8 bullets fire together; a full salvo is 4.5 damage per bullet. Fewer bearing barrels share the same total across the bullets they fire. Missed bullets deal no damage. Unguided kinetic slugs travel at 60 km/s and cross 90 km in 1.5 s. Turrets lead the target before launch; bullets never steer or reacquire.
36 an attack every 0.4s: 90 a second. Six attacks land 216 from one hull, 2,592 from the squad of 12.
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%.
The Empire’s blade arrays are drawn into the wing-mounted railguns: every shot runs on through its mark and down the line behind it, out to the battery’s full 90 km, and never into a friendly hull. A lance drawn that long is drawn thinner: a tenth less damage.
Pulsar gains a much longer firing envelope but cannot engage inside its new dead zone.
Pulsar prioritizes capital targets and loads a devastating heavy-hull shot at a slower cadence.
Pulsar walks two more rounds into every salvo (3 on its own sheet), then enters an extended reload.
Pulsar fire penetrates every hull aligned behind the first target.
Pulsar converts its impact into a shaped falloff zone; beams create a focal burn field.
Pulsar raises a narrow forward shield against return fire; flanking shots bypass it.
Pulsar reveals cloaked attackers and marks them for nearby allied fire.