Talk:N'dru Suhlak/@comment-96.226.22.232-20150321172505/@comment-4523651-20150323212927

For one extra point, a Munitions Failsafe could help Third Charmer's go at this ship guarantee that both the Cluster Missiles and the Hot Shot don't go wasted. One point for this ship to save two somewhat pricey upgrades on a ship that can add dice to all attacks (and reroll 1 on both offense and defense with LW) ain't too shabby. Though your mileage may vary with good rerolls that don't require a MF, saving you a point for somewhere else.