Armed Q-Ship (Click HERE for the Scum GR-75 base with the forward firing arc)
Scum only, GR-75 only
10 points +0 energy
- Your upgrade bar loses 1 <crew> and 1 <cargo> slot and gains a <hardpoint> slot. Your fore section gains a front facing 90 degree firing arc.
Battering ram
GR-75 - 30
Q-ship - 10
Quad laser cannons - 6
Expanded cargo hold - 1
Deadmans switch - 2
49
Snipership
GR-75 - 30
Q-ship - 10
Combat retrofit - 10
Single Turbolaser - 8
Backup shield generator - 3
Expanded cargo hold - 1
Inertial dampeners - 1
63
Better Rammer
GR-75 - 30
Q-ship - 10
Intelligence Agent - 1
Quad laser cannons - 6
Ionization Reactor - 4
Engine Booster - 3
Deadmans switch - 2
56
Marksman-Q-ship
GR-75 - 30
Q-ship - 10
Mercenary Copilot - 2
Combat retrofit - 10
Single Turbolaser - 8
Slicer Tools -7
Backup Shield Generator - 3
Inertial dampeners - 1
71
Are you dangling a carrot here to suggest you might add non-hardpoint upgrades to a title in the kit, after you play test the simpler Q-ship version before going on to a full on combat version? I'd be disappointed if there wasn't a turret, missile, or canon version as I consider it more scum-like than the more common hardpoints. Give me some hope and tell me which "full-on combat" version you might test thirdly?
Edited by gabe69velasquez