Titan
Cluster Doctrine: MIRV barrages that split into submunitions over the target.

01 · In the line
At 2 km/s it takes 85 s to close its own reach of 170 km.
02 · Weapon
2,600 an attack every 7s (10×): 371 a second. Six attacks land 15,600 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.
Fires a 14-missile stormfall barrage, then spends 30% longer rebuilding its launch pattern.
Ragnarok gains a much longer firing envelope but cannot engage inside its new dead zone.
Ragnarok prioritizes capital targets and loads a devastating heavy-hull shot at a slower cadence.
Ragnarok walks two more rounds into every salvo (12 on its own sheet), then enters an extended reload.
Ragnarok fire becomes an instant rail lance through every hull aligned behind the first target; its rounds no longer burst on the mark.
Ragnarok converts its impact into a shaped falloff zone; beams create a focal burn field.
Ragnarok raises a narrow forward shield against return fire; flanking shots bypass it.
Ragnarok reveals cloaked attackers and marks them for nearby allied fire.