Swarm Drone
Anti-capital swarm. Hunts the biggest hull in reach.

01 · In the line
At 11 km/s it takes 1.1 s to close its own reach of 12 km.
02 · Weapon
A slow shell that implodes on contact, pulls its victims in and detonates.
420 an attack every 2.7s: 156 a second. Six attacks land 2,520 from one hull, 30,240 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.
Burns at +65% speed while marching or closing on its chosen standoff, then disengages in combat; turn authority is halved during the burn.
Stingers lock capital hulls and load a 672-damage charge for that attack, followed by a longer reload.
Stinger enters a phased sprint while out of combat; firing collapses the protection until it disengages.
Stinger may deploy from either flank strip and accelerates into the opening breach.
Stinger exposes cloaked contacts and marks targets for nearby allied fire.
Stinger compresses two more shots into every attack (a 3-shot attack on its own sheet), followed by a longer reload.
Stinger fields 40% more bodies, trading individual armor and weapon output for saturation.
Stinger projectiles acquire guidance and seek a new victim when their first target dies.
Stinger scatters autonomous interceptors that screen its formation from guided ordnance.