A few months ago I was thinking about how to abuse the fact that you get temporary vision in the room where a bomb hits. Obviously for it to even matter, a ship must not have sensors or slug crew, but I still felt it was appropriate to make the mechanic into a slug ship. But since mind control isn't a viable method of defeating ships, I decided to also give it a custom weapon which I got inspiration for from SentryJumper's Mercenary Manhunter ship - but it behaves like I expected that to behave when I first saw the image before I read his entire post. That is, a normal burst laser which on top of (not instead of) its normal damage does a little bit of additional personnel damage. For the bomb, I was struggling with what to make it, I was thinking maybe just 1 or 2 ion damage would be all it needed if I make it not cost missiles (which might be necessary since you'd probably go through 2-3 per fight), but then when I asked Anistuffs he said I should make it lockdown. I was torn by the many options, but after playing with it a bit I think it's quite balanced (no missile, lockdown, 2 ion). This way it's usually capable of crewkills - but only if you're very careful.
But yeah, I guess the theme is a human crew having stolen a slug ship... sure, we'll go with that.
(If you need a mirror, do let me know)
Other useful info
- Replaces Slug A
- 9 starting power
- No artillery
- Two custom weapons. The bomb is a lockdown bomb (even uses the same art) that doesn't require missiles and does 2 ion damage, the laser (detailed in image) has 40% fire chance.
- I don't have a good idea for what my next ship will be yet... but I think I'll make a weapon pack at some point. I've already started, but don't have nearly enough yet - how many weapons do you think is appropriate to call it a pack?
- Just in case you still don't get what you're supposed to do, mind control in the moment the bomb landing animation plays.
stylesrj: Part 1 - Part 2 - Part 3
Anistuffs: Part 1 - Part 2
Biohazard063: Part 1 - Part 2 - Part 3