Missile Destroyer
Smart torpedo artillery: volleys hold blast-safe spacing, and blasts chain-detonate torpedoes caught inside. Warheads burn friend and foe alike — it refuses to fire danger-close.

01 · In the line
At 6 km/s it takes 30 s to close its own reach of 180 km.
02 · Weapon
Heavy guided ordnance that detonates its whole payload across its blast.
3,088 an attack every 6.6s (4×): 468 a second. Six attacks land 18,528 from one hull, 74,112 from the squad of 4.
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.
Proximity-fused siege torpedoes create a 14 km blast that can catch allies near the target.
Tempest gains a much longer firing envelope but cannot engage inside its new dead zone.
Tempest prioritizes capital targets and loads a devastating heavy-hull shot at a slower cadence.
Tempest walks two more rounds into every salvo (6 on its own sheet), then enters an extended reload.
Tempest fire becomes an instant rail lance through every hull aligned behind the first target; its rounds no longer burst on the mark.
Tempest converts its impact into a shaped falloff zone; beams create a focal burn field.
Tempest raises a narrow forward shield against return fire; flanking shots bypass it.
Tempest reveals cloaked attackers and marks them for nearby allied fire.