Jump to content


A good starting ship

  • Please log in to reply
22 replies to this topic

#21 htsmithium



  • Members
  • 198 posts

Posted 04 November 2013 - 06:23 PM

 Malicious compliance to rules as written...lol. We justified it as that the weapon was a bit better than the standard ones when acquired. 

 ding dong mala mortuus est,

quem veteres strigam

impii strigam

ding dong impiorum strigam mortuus est.

#22 jabberwoky



  • Members
  • 210 posts

Posted 04 November 2013 - 07:39 PM

Judging from the description, I'd say that the Turbo-Weapons Battery upgrade is meant for conventional weapon batteries, and not Laser or Plasma Batteries, since it mentions propellants and recoil, which both are things Laser macrobatteries do not have.

I'm simply going by rules as written, SirFrog.  It's only restriction is that it can only be attached to a macrocannon and not a lance.  It's up to the GM whether or not to allow this cheesy min-maxing.


Personally, I'd allow it.

#23 Magnus Grendel

Magnus Grendel


  • Members
  • 1,328 posts

Posted 05 November 2013 - 03:54 AM

Also, htsmithium, how the hell do you manage to install ANYTHING on a Component known to violently explode when you look at it funny?

Carefully. Very, very carefully.


  • Nameless2all likes this

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS