EMP Destroyer
Ion cannons that cripple engines. Slowed ships never reach your line.

01 · In the line
At 5 km/s it takes 11 s to close its own reach of 55 km.
02 · Weapon
40 an attack every 1.2s: 33 a second. Six attacks land 240 from one hull, 480 from the squad of 2.
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.
Ion hits drop engines to 30% (from 50%).
Suppressor may deploy from a flank strip and begins the battle on an attack vector.
Suppressor gains a combat blink, or shortens the recovery of its native jump system.
Suppressor hunts capital targets and loads a dedicated heavy-hull strike package.
Suppressor opens with two more shots in every magazine (3 on its own sheet), then spends longer reloading.
Suppressor fire continues through its first victim, rewarding attack lines across clustered enemies.
Suppressor carries a directional shield for head-on passes; flank and rear fire bypass it.
Suppressor gains concealment; an already-cloaked hull instead learns to phase between attacks.