AOE Module
Cloaked proximity warp charge — not a berth, a trap: it drops anywhere in your territory, even under a formation, and enemy fire control cannot lock it. Only point-defense emitters burn through and shoot it down. The first enemy to cross its 50 km perimeter draws the charge straight onto itself: a warp-collapse detonation of 5,000 damage across a 50 km bubble — and the collapse does not check IFF: friendly hulls inside the bubble are dragged in and burned too. Spent on firing; if nothing trips the ring it stays armed next round.

01 · In the line
02 · Weapon
A slow shell that implodes on contact, pulls its victims in and detonates.
5,000 an attack every 300s: 17 a second. Six attacks land 30,000 from one hull.
03 · Available tech
Bought mid-battle with supply. Each one gives something and costs something.
Converts the squad into a breacher: it closes to 45% range and deals +60% damage there, but deals 15% less outside the breach band.
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.
The trigger reaches 60 km and collapses a 45 km core for 30% more damage.
Warp Bomb raises a massive forward shield; attacks from the rear bypass the wall.
Warp Bomb forms a larger standoff ring but refuses to fire inside its own blast radius and cycles more slowly.
Warp Bomb creates a wide falloff blast that can also damage allies caught near the target.
Warp Bomb projects a regenerating barrier that allied units may shelter inside.
Warp Bomb adds an independent node against missiles, mines, and attacking light units.
Warp Bomb payloads gain seeker guidance and reacquire a new target after a kill.
Warp Bomb becomes a network node that extends allied weapon reach inside its perimeter.