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Re: Q Ship Module, was Re Jump Ships

From: DracSpy@a...
Date: Thu, 21 Jan 1999 19:25:08 EST
Subject: Re: Q Ship Module, was Re Jump Ships

In a message dated 99-01-21 18:50:22 EST, you write:

<< Ah, what you need is the Alarishi Q Module, specially designed for
standard
 merchant ship cargo fittings.	For a very reasonable cost, you too can
 procure what you need to convert your hard working merchant fleet to an
 instant home defense force--and be able to convert back after the
battle!
 Q-Module:
 Mass 14 (to fit standard merchant cargo bays)
 Thrust 1 (self contained power)
 Hull Integrity 1 (discourages aggression, encourages repeat customers)
 Fire Control 1 (not the most advanced Alarishi systems, but sufficient
to do
 the job)
 Payload Space 14
 
 Imagine his face when the enemy raider captain sees your "cargo bay"
doors
 open to reveal 2 Class 2 (360) beams and 5 submunition packs!	And
remember,
 while you can use one module per ship to protect your commerce, you can
also
 use two, three or more per ship in home defense operations.
 
 Other weapon fits are also available, including salvo missiles, Class 1
 beams, needle beams, and even fighter bays--however, due to engineering
 constraints, Class 3 or larger beams and Plasma Torpedo mounts cannot
be
 installed ["engineering constraints" meaning "Imperial Bureau of
 Intelligence and Security".  If you're using it for defensive purposes,
IBIS
 feels you can get along just fine without these weapons]. >>
Thats one idea...
What I'm thinking of is in system cargo ships (they have thrust-4) add
fighter
bays and such.
How would you do the missile packs from HH?
-Stephen


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