Talk:"Dutch" Vander/@comment-174.74.9.234-20161005171915/@comment-454133-20161006073335

Sometimes it can be very useful to have a ship that can serve multiple roles, so long as its cost is appropriate for what you're getting out of it, and its features don't conflict. As planned, your ship is about 36 points, so make sure you get 36 points of work out of it.

You may want to swap out the conner net for either seismic charges, ion bombs or thermal detonator, as dropping one won't use up the action you need for target locking or R7-T1. Also remember that R7-T1 won't work if you're not in arc at the time, so it won't always get you out of your bomb's radius; it's best to either rely on your planned maneuver to do that, or be prepared to eat the bomb's effects (which might be good strategy when chosen well -- inhibit your support ship along with their ace).

IMO I'd say pick the thermal detonator for your bomb. That goes well with your turret -- if you can both stress and ion a ship, that makes its pilot very unhappy, and particularly vulnerable to ships getting behind it and blasting away. R7-T1 might be a good choice for getting yourself out of arc while still handing out a lock, and when you're not in arc you can still target lock normally.

In summary: Your primary roles are pinging foes with your ion cannon, and handing out locks to friends. You have a couple stress bombs you can drop when the time is right, ideally also ioning the target with your attack. If you're in arc of a lower-PS ship, you can boost out of there and still do your lock. I think there's reasonable synergy there, and if paired with the right allies, it could be a good use of points.

The important next step is to think about which allies would best benefit from the free locks, and from occasionally ioned or stressed foes.