Krassis Trelix (36):
- Concussion Missiles (4)
- Guidance Chips (0)
- Agent Kallus (2)
- Slave I (0)
- Extra Munitions (2)
Total: 44 pts
Krassis: Kept really cheap and still productive. Concussion/Extra costs 1 less point than HLC while making Krassis more accurate (with the same potency) between his ability, Chips, Kallus and Concussion's blank mod. Two front shots are enough for a ship that uses its rear arc far more often.
On Krassis with Kallus, I think I'd be tempted to go with LRS over the Guidance Chips. Grab a TL on Kallus's special friend round one and make Krassis's front arc a scary place for that ship.
The rear arc is someplace that should probably be avoided as well.
I think this one boils down to preference.
If you know how to disengage with a 'spray, LRS is a very good add-on. Opens up the action bar quite nicely, although I worry about the second Concussion shot.
I myself enjoy the free crit and suffer badly from cold dice. The disadvantage is that once ordnance is gone, GC is useless.