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==Ship Customization== Aside from the single upgrade that Scourge destroyers can take, the Resistance is the first faction in Dropfleet Commander with options for its ships. All Resistance frigates and cruisers choose their weapons and a few other upgrades from a list. This gives your fleet a huge degree of flexibility, and you can spend hours figuring out the optimal builds (customizing the look of your ships is also pretty fun). *'''General rules''' **All ships in the same group have to take the same options. **Structure (non-weapon) options can only be taken once per ship. **Each ship can only have two broadside options, and no, it isn't one on the left and one on the right. Each option adds to both sides, then there's one in the front and one in the back. *'''Frigate Systems''' **'''N-31 Hybrid Gun Turret:''' The cheapest option is this basic turret, though squadron can give a group of frigates with these some bite. **'''NC-16 Missile Turret:''' A close action weapon for if you want to swarm enemies like you were a Taipei. Keep in mind that you don't exactly have the best scan range. **'''Light Vent Cannon Turret:''' Initially it's a couple of oculus rays complete with scald, but you can overcharge it for double damage (Subsystem Network does not allow you Overcharge two at once). Unlike the larger vent weapons, doing this will always damage you. **'''Sensor Dome:''' The only non-weapon option for a frigate, this grants you the Detector special rule that the UCM's Lima has, allowing you to Active Scan with all of them regardless of their battlegroup's special order. This is extremely helpful in making up for your terrible scan range. *'''Cruiser Structures''' **'''Scanner Array:''' Adds 4" to your scan range. **'''Ablative Armor:''' Improves the armor by 2 (to a 3+) until the ship is crippled. More valuable on ships with more hull since it takes longer to lose it. **'''Drive Refit:''' Adds 2" to your signature and thrust. Consider it for bulk landers and other ships that need to get into position quickly. *'''Cruiser Broadsides''' **'''N-31 Hybrid Gun Bank:''' Basically PHR medium broadsides, though you don't get as many shots. **'''N-8 Artillery Cannon Bank:''' More shots at lower accuracy than the Hybrid guns, but more importantly it has Low Power, so you can fire it along with another weapon. If your goal is to shoot a lot of guns without needing Weapons Free, this is a good place to look. Also not a bad choice if you want to take potshots into atmosphere. **'''NC-16 Missile Bank:''' A decent close action weapon, and it doesn't replace the one you already have. You probably need the boosted scan range for this to be effective. **'''Fighter/Bomber Hangar:''' At three launch per hanger, you can make a pretty point efficient carrier. Resistance bombers are less accurate than other factions, but they get more attacks. They end up broadly equivalent to UCM bombers, but with more hits and fewer criticals (so worse against armor). Resistance fighters are going to be pretty essential for you. They give the highest PD bonus of any faction, which is good because you start out with the worst base PD. You're going to need these against anyone who's bringing close action or bombers of their own. **'''Bulk Lander/Fire Ship Hangar:''' Gives you a single bulk lander or fire ship. What's a fire ship? A very short range bomber that hits on a 2+ for 3 damage. That can be pretty scary, though you'll need to launch a couple at once to get through anyone's PD. Since your strike carriers don't have Open, you should seriously consider using bulk landers for your ground game. *'''Cruiser Turrets''' **'''XN-31 Mass Driver Turret:''' A single shot on a 2+ and another on Weapons Free. If you take one, take two for the Subsystem Network. **'''N-11 Artillery Cannon Turret:''' Three shots at 4+ with Low Power. **'''N-109 Bombardment Mortar Turret:''' Your only bombardment gun fires 2 shots at 2+. It should be obvious that you take them in pairs because of Subsystem Network. Clusters have no signature, but they also don't move, so you probably don't need the extra scan range for a bombardment ship (debatable, there will be times when the extra scan range would allow you to start bombarding a turn earlier). Some low power guns might be useful to defend yourself while bombarding. **'''Vent Cannon Turret:''' D3 shots means that this won't always be better than a frigate's vent cannon, but that doesn't make this useless. For one thing unstable won't damage you unless you roll a 3. For another, you can give yourself extra scald range with a scanner array.
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