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Angel

Marauder Battleship — archetype + peer comparison. Tags are computed from raw stats; peer pool is real ships sharing ≥ 60% of the hard-tag set (Jaccard similarity).

Marauder Battleship — missile at mid range (R5), cap-tempo. (frail)

⤤ Long range ⊘ No return fire
PR
27,847
Hull
18,000
Hull / PR
0.65
Wep / PR
0.9
high for archetype
Range
5
Velocity
83,541
≈ 60.1M PR/hr

Weapon damage by type

Where the 26,400 weapon total is placed.
Energy
0
0% of total
Kinetic
8,400
32% of total
Missile
18,000
68% of total
Chemical
0
0% of total

Effective HP per damage type

hull / PR / (1 − shield). Wall threshold = 5.4. ≥ 10 = effectively immune.
Energy
0.76
shield +15%
Kinetic
0.50
shield −30%
Missile
2.15
shield +70%
Chemical
0.59
shield −10%

Strengths · Vulnerabilities

Auto-summarized from eHP per type.

Build economy

Solo-build cadence. Tempo band = pr × build_rate.
Build rate
3/turn
1 turn = 5s
PR / hour
60.1M
solo build, no breaks
Time to build 100m PR
1.7h
1,197 turns
Tempo band
Cap
83,541 velocity
Upkeep / unit
36,436
credits/turn
Upkeep / 1M PR
1,308,425
credits/turn
Upkeep / 1M PR / hr
942.1M
credits/hr drained

Archetype tags

Pass 1 hard tags · Pass 2 peer-relative tags
atk_m cap long_rng r5
frail wpr_hi

Closest existing ship

Different feature subsets — your design feels like one ship when shooting, another when getting shot at, another in build economy.
When shooting
Marauder · Frigate · PR 3,612
Wep / PR1.1 Range7
When getting shot at
Marauder · Cruiser · PR 6,336
Hull / PR1.10 Sh e/k/m/c +25%/−35%/+50%/−25%
In build economy
Marauder · Battleship · PR 22,527
Build rate3 Velocity67,581

Peer set (10)

Ships sharing ≥ 60% of hard tags. Pool excludes Scouts, memes, and rows missing PR/hull.

Compare with another ship?

See Angel side-by-side with another design — stat deltas, shared archetype tags, peer overlap.

Sim against the roster?

The Ship test tool runs 1v1 sims of this ship vs every viable real ship at PRs you set, plus a wins / wipes / median-trade summary.

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