• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Arming a free trader

  • Thread starter Thread starter Black Globe Generator
  • Start date Start date
Depends on which build-system I'm using, and if I'm going for paramilitary or not
file_23.gif
.

Either way I'm putting at least one laser on it, so if one double turret then either two lasers or a laser and a missile.
 
Originally posted by Bill Cameron:
Being a wargamer, I'd arm my trader with an eye towards the HG2 tables. I know that's cheating or using meta-game knowledge but I figure if I actually live in the 57th Century I'd know enough about shipboard weapoonry to make the same choices. I want:

- Lasers for both their offensive punch and AM ability.
- Missiles to make the other guy use his lasers on them and not my hull.
- Sand to defend against both lasers and missiles while saving those precious energy points.
I took the same approach, particularly with the lasers-as-AM, only I put more of an emphasis on missles than sand - offensive punch when needed, and sending salvos after a pursuer forces him to do something else with his lasers besides shoot out your m-drive.

Plus, there are times when having a a triple missle turret can be useful in dealing with dirtside entanglements...

"I say we take off and nuke the site from orbit. Only way to be sure."

 
Originally posted by Bill Cameron:
Being a wargamer, I'd arm my trader with an eye towards the HG2 tables. I know that's cheating or using meta-game knowledge but I figure if I actually live in the 57th Century I'd know enough about shipboard weapoonry to make the same choices. I want:

- Lasers for both their offensive punch and AM ability.
- Missiles to make the other guy use his lasers on them and not my hull.
- Sand to defend against both lasers and missiles while saving those precious energy points.
I took the same approach, particularly with the lasers-as-AM, only I put more of an emphasis on missles than sand - offensive punch when needed, and sending salvos after a pursuer forces him to do something else with his lasers besides shoot out your m-drive.

Plus, there are times when having a a triple missle turret can be useful in dealing with dirtside entanglements...

"I say we take off and nuke the site from orbit. Only way to be sure."

 
My last player group chose two 2xP-Las-15/1x10cmMsl-15 turrets, plus a battlefield meson artillery piece (from Striker) in cargo.
 
My last player group chose two 2xP-Las-15/1x10cmMsl-15 turrets, plus a battlefield meson artillery piece (from Striker) in cargo.
 
I'm wondering how folks would up date this for the new Mongoose rule? The Core book has pulse doing 1d6 and beams doing 2d6, buy it looks like that is corrected in High Guard.

I'm of the mindset that one turret should be offensive, and one defensive. Put your best gunner in the O turret and let 'em rip.
 
Back
Top