jedion357 September 18, 2014 - 3:21am | If you pulled the Assault rocket launcher on the Assualt Scout how many laser pods could you install? For purposes of this discussion lets assume its a military contractor not a civilian doing the job. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
TerlObar September 18, 2014 - 3:53am | Two. The laser pods are 20 cubic meters each and the AR launcher + 4 AR are a total of 50 cubic meters. Ad Astra Per Ardua! My blog - Expanding Frontier Webmaster - The Star Frontiers Network & this site Founding Editor - The Frontier Explorer Magazine Managing Editor - The Star Frontiersman Magazine |
jedion357 September 18, 2014 - 5:23am | I'm toying with the idea of a saurian privateer vessel used to go after the sathar. built on a military surplus assualt scout but designed to operate deep behind enemy lines. AR is a liability there but lasers would not be. As small dedicated crew of clan related saurians who sneak back to their home space observe and pounce on any sathar vessels small enough for them to take out. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Jaxon September 19, 2014 - 6:51am | Removing the laser battery, assault rocket launcher and 4 rockets provides 75 cubic meter space. You could install a combo of the below: Pod Laser - 20 m3 (50k km range) ER Pod Laser - 25 m3 (90k km range) Pod Laser Turret - 20 m3 (40k km range) Ion Cannon - 20 m3 (60k km range) Ion Battery - 20 m3 (50k km range) The laser piston is essentially the same as a pod laser but, they do not list the space requirement for it. Basically, you can add three beam weapons. |
Shadow Shack September 19, 2014 - 6:59am | What I've done in the past is drop the AR down to two rockets and added a supplement PL system. Every once in a while I'll dump the entire AR system in favor of two PL systems allowing two shots per turn at d10 each. In one instance (on a pirate scout) I had the second PL set up as a "stern chaser" (a.k.a. rear firing) to take care of any pursuits. |
jedion357 September 19, 2014 - 4:41pm | I think a stern chaser makes more sense on a slow less manueverable ship. The Assault Scout has the speed and manueverability to bring its forward fire weapons to bare It makes more sense to pair them and employ the pilot's subskill to enhance forward fire weapons. I played my kids and with a little bit of coaching from me they managed to get behind the sathar destroyers with their assault scouts and whethered the pounding with battery weapons and they pretty much gutted the slower less manueverable ships from behind while their squadron of fighters were not able to get behind and they were gutted by the destroyers. Fast ships like this dont need to worry about being chased, handled well they should do the chasing. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Shadow Shack September 19, 2014 - 9:54pm | Which is exactly what made the system such a surprise to those pursuing it. I granted the forward firing bonus to the system, the pilot guides the craft to get the guns lined up with the target. Target in front or rear, the principal still works the same. It really kept the players in the pursuing assault scout on their toes chasing this one down...they never saw that first shot coming. It was nothing but flanking maneuvers afterwards. |
Malcadon September 20, 2014 - 12:56am | For S&Gs, let us gut a (hull size 20) Battleship of everything, so we can replace the big, fancy bridge/command center with an Fighter cockpit, and pile as many assault rockets onto and into the hull as physically possible! What it would lack in speed, maneuverability, attack range, accuracy, practicality, and everything else, it make-up in for in obscene levels of full-frontal firepower, and the type of confidence that can only be had by a guy who can barely pleasure a gnat. And to make things even more blatant, the engines mounting would give the craft a distinct shape: So, how much |
jedion357 September 20, 2014 - 3:33am | So, how much None, Assault Rockets cannot be used on ships with an MR of less than 4 its tough to find that statement in the rules but its there if you do your homework . For the allusion you'r looking for I would recommend the seeker missile which shoots from a ship and travels on the board and "sticks to" anything it gets near. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Malcadon September 20, 2014 - 5:39am | The idea to make a hull size 20 fighter came form "How many Assault Rockets can an Assault Scout hold, if one removes the Laser Battery?" and "Why stop at a HS 3 ship?". Then it reminded me of something I once did with Battletech for S&G. Basically, I mounted about 50 machine guns on a 100 ton 'mech. Anything that gets within 3 hexes would get totally annihilated. DakkaDakkaDakka!! Much like the ship that I proposed, it is too slow and ponderous to close in on the enemy, and enemy units would just stand back to blast away form a safe distance (or from it's blind spot an the rear), while trying to make a hit on the MG ammo — the bast way to nuke a 'mech, in that game. I can totally see same yahoo (like myself) flying that thing, and running out of rockets, only to crash into an Assault Carrier, trying to rearm. "...and you guys said that I'm way too large for your hanger! Well, I found a way to get it to fit!" |
Shadow Shack September 20, 2014 - 1:47pm |
For the allusion you'r looking for I would recommend the seeker missile which shoots from a ship and travels on the board and "sticks to" anything it gets near. Seekers are placed, not fired...but if they were fired they track the closest ship (and if two are the same disance it goes after the largest), and the HS:20 ship is both closest and largest. |