"Unusable?" its zoltan friend asked, dismissing the notion. "Nonsense! Come with me friend; there's science to be done!"
The Apeirohedron



A basic laser takes 10 seconds to charge. But a laser with the same firepower--in addition to mapping computers and impulse thrusters--can be installed on a fully automated unit, and with less cooldown time to boot! Strange, isn't it? Now if only you could make that firepower your own...
This ship mod attempts to do exactly that, attaching a Combat II to the ship as an Artillery system, sacrificing a drone slot to do so. Although it has the same foundation as the vanilla drone-ships, it's not quite the same 3-weap 3-drone build you're used to.
Its artillery, the Combat II, is a 1-shot 1-damage laser that has a base cooldown of 3 seconds. True drones have their firing speed determined by their movement speed, but I couldn't do that, since this drone doesn't move. From reviewing footage, I concluded that the average firing rate of a Combat II is about 1.5 shots per second. If you want to put 4 power into artillery, then you'll get that fire rate--just like putting 4 power into a Combat II.
Because this ship has seven system slots, it can only install one more system. Thus, additional systems are all in the same room (marked as the teleporter, but supports hacking, mind, cloaking).
Download v1.0 here.
Replaces the Kestrel A.
Videos:
Vanguard of Valor's twitch stream
Too bad Twitch deletes stream broadcasts after a while...

stylesrj's playthrough on Youtube
Attributions:
-Superluminal 2.1 D for assembling the ship mod.
-Various gibs from vanilla FTL resources.
-A turret's gib from CE resources.
-An anonymous FTL player, for originally pointing out the power of drones.
Changelog:
v1.0: Initial forum upload.