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Seguleh

Starship Attachments and Tactics

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Hi, I worked myself through the books and thought about the upgrades and the ship (btw I made myself a list with what attachment does in a few words, are you interested in this as an overview and is it legal to post it?) and thought that some is more helpfull on the playingtable then others, and also goalong with some tactics.

For example I thought about taking a quite fast ship (speed 3) with high-output turbines (speed 4) with a good pilot (can increase speed to 5) giving it weapons with a good range (light turbo lasers, medium ion canons) and an advanced targeting computer with the sniper modification, you could be quite good in kiting most of your enemies because of your good speed and range.

Multiple stealth attachments would be nice to, but also a bit difficult to handle at the table "Hey I prepared an awesome space battle" "we sneak around" "hummm ok... you get minus 5 XP"

 

until now, our tactics was just RUN RUN RUN!!

but maybe we will get more into fighting. Do you have speacial tactics and attachment fitting for this or do you more... let things come at you?

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If you can mount light turbolasers,  you are usually talking Silhouette 5+, which means that "kiting" is going to be rather ineffective since you're limited to only one pilot only maneuver per turn. On smaller vessels, its hard to find one that has the sensor range to even target out very far, and there are no official ways to increase sensor range.

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Playing the right Specializations could enable this.  I can't find it now but I could swear I saw some Talent that allowed a ship to be treated as one Silhouette lower, effectively opening up the field to a new breed of dangerous.  

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There's an oversized weapon mount type thing in dangerous covenants that would allow you to put a light turbo laser on a silhouette 4 ship.  I personally won't touch a ship.with a base speed less than 4 so I can ion turbine it up to speed 5, so that severly limits my available ship options.  By the way I have a bachelor's in aerospace engineering, a master's in aeronautics and astronautics and a PhD in mechanical engineering, and the delay in fully operational is really bugging me because I want the shipwright spec and ship building rules.   I want to re-engineer a consular class cruiser to have a base speed of 4, so I can high output ion it to speed 5 and make the salon pod a hyperspace capable drop ship/shuttle 

 

I'd currently Stat real life self as an engineer:mechanic/scientist with a 5 or 6 into (I'm kind of at what I'd consider the dividing lune between a 5 and 6)... but I'm thinking that an engineer:shipwright/scientist would be more appropriate.

Edited by EliasWindrider

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3 hours ago, themensch said:

Playing the right Specializations could enable this.  I can't find it now but I could swear I saw some Talent that allowed a ship to be treated as one Silhouette lower, effectively opening up the field to a new breed of dangerous.  

Does not exist.

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4 hours ago, themensch said:

Playing the right Specializations could enable this.  I can't find it now but I could swear I saw some Talent that allowed a ship to be treated as one Silhouette lower, effectively opening up the field to a new breed of dangerous.  

I think you're referencing the "Tricky Target" talent, which only applies when you're being targeted by an attack. Saving us from some gamebreaking shenanigans. 

 

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a Sil5 ship with Speed 5 is still as fast as a TIE fighter, even if they can catch up they need more time to do so, giving you an advantage of a round or two where you have some (difficult) free shots.

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