Swarm Drone
Dirt-cheap ramming swarm. Latches onto a hull and tears at it until the target dies.

01 · In the line
At 16 km/s it takes 0 s to close its own reach of 300 m.
02 · Weapon
Commits to one target, rides its hull and tears at it until it dies.
75 an attack every 0.6s: 125 a second. Six attacks land 450 from one hull, 10,800 from the squad of 24.
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.
Prints a 34-body formation, trading individual armor and output for a denser screen.
Locust enters a phased sprint while out of combat; firing collapses the protection until it disengages.
Locust may deploy from either flank strip and accelerates into the opening breach.
Locust exposes cloaked contacts and marks targets for nearby allied fire.
Locust compresses two more shots into every attack (a 3-shot attack on its own sheet), followed by a longer reload.
Locust fields 40% more bodies, trading individual armor and weapon output for saturation.
Locust prioritizes capital targets and overcharges each strike against heavy hulls.
Locust scatters autonomous interceptors that screen its formation from guided ordnance.