Antimatter Rail Destroyer · Single Hull
Guild Sunfall anti-swarm destroyer, one 240 m hull. Its spinal rail cannon fires one unguided proximity-fused antimatter shell at 65 km/s every 0.9 s, out to 95 km. The shell bursts near its target before hull contact; damage comes from the area flash. It leads moving targets; shells never track. Each burst deals 365 damage per hull within 2.5 km and inverse-square damage through 7 km (47 at the edge), including friendly ships. Its modest damage per hull is spread across the whole swarm. No singularity pull. Fire is inhibited inside 8.75 km. 180 individually isolated shell traps form the armored magazine, enough for 162 s of continuous firing cycles. Eight laser point-defense turrets with 2 km ordnance interception reach and scan reveal are standard. Upgrade EXP is 750. The visible flash is an artistic cue for the otherwise invisible gamma emission.

01 · In the line
At 7 km/s it takes 14 s to close its own reach of 95 km.
02 · Weapon
Fixed spinal cannon · 30 individually isolated shell traps
Anti-swarm antimatter airburst. One unguided shell every 0.9 s, out to 95 km, detonating near its target before hull contact. 180 rounds provide 162 s of continuous firing cycles. The flash deals 365 damage per hull inside 2.5 km, with inverse-square falloff to 47 damage at 7 km. Its modest per-hull damage covers an entire swarm. Friendly fire, no pull, no launch inside 8.75 km. The visible flash is an artistic cue in vacuum.
365 an attack every 0.9s: 406 a second. Six attacks land 2,190 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.
Burns at +65% speed while marching or closing on its chosen standoff, then disengages in combat; turn authority is halved during the burn.