Titan
Command Matrix: fleet-wide +12% damage and +10% fire rate, launches escort wings.

01 · In the line
At 2 km/s it takes 75 s to close its own reach of 150 km.
02 · Weapon
500 an attack every 2s: 250 a second. Six attacks land 3,000 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.
Extends the command matrix to 120 km and shares a 10% range lens with nearby allies.
Sovereign launches 75% more craft in each attack wave, but takes longer to rebuild the formation.
Sovereign launches smaller flights at nearly twice the cadence, keeping constant pressure on the field.
Sovereign fields an autonomous battery against missiles, mines, and attacking light craft.
Sovereign projects a regenerating mobile barrier that allied ships can shelter inside.
Sovereign reveals concealed enemies and marks them for allied fire inside its war matrix.
Sovereign batteries share one fire-control net: the squad lays every gun on one mark, and each round leads it and scatters half as wide.
Sovereign fields a repair wing that restores the most damaged nearby ally.