Just last night we finished a game with a Q-ship variant. It was the third game with a Scum GR75, and I was only able to do the rematch playing the opposing side by conceding the use of weapons. I said pick any two weapons you want, and I ended up fighting against a GR75 with a Blaster Turret and a Single Turbolaser battery. It was a very close game, in that I had one hull left on my Decimator (PS8) when I took out the GR75, but then Kavil (PS7) finished it off and won the game.
It was very easy to stay out of the GR75's front arc, and when I slipped into it I was almost always closer than range 3 on the Single Turbolaser. Because of this I recommend the broadside arcs like the secondaries for the CR90, or a turret like the CR90 primary, which only goes up to the blue line anyway, and which I mentioned before is a 290 degree arc.
If you consider the comparison of an attack transport with the CR90 or Raider the appropriate one, then you will consider those ships arcs the ones to be emulated, not the average large ship's arcs.
Well the turret and hardpoint is for the Unique Death Merchant upgrade. The Q-ship just has a harpoint and a front facing firing arc. For me placing a front facing firing arc is simple as I just take one of the Aggressor and put it in front which fits perfectly.
Still working on the Q-ship. For the Armed Q-ship I think it should read
Armed Q-ship
10 points Energy + 0
Scum Only, GR-75 only
- Your upgrade bar loses <crew><cargo> and gains <hardpoint>. Your fore section gains forward firing arc.
As for the Death Merchant
- Death Merchant (unique)
50 points Energy + 2
Scum Only, GR-75 only
- Your upgrade bar loses <cargo><cargo> and gains <hardpoint><turret> and your for section gains forward firing arc. Turret upgrade secondary weapons replace header with [Attack: Energy] and you must spend 1 energy from pilot card when making an attack from fore section only. When instructed to spend focus spend energy from pilot card.
Still a mouthful but I think this gets the turret weapon to function like a secondary weapon on a huge ship.
As for the Vasurda which is a support ship not a combat ship
- Vasurda
4 points Energy + 1
Scum only, GR-75 only
- Whenever you reveal a 4 straight maneuver gain 1 energy in the gain energy step.
So for this I decided something simple should be good for the Vasurda giving all of the maneuvers energy may do some good.