These are just suggestions based on what we've discussed previously. My first priority was finding ways to make the ship more maneuverable. The big challenge is likely finding a ship with enough emplacement points.
![Smile :)](./images/smilies/icon_smile.gif)
WEAPONS
* Pilot controlled weapons: A must have, allowing Highlife to fire on enemies at will.
* At least one crew controlled weapon (perferably two)
MANEUVERABILITY
In terms of creating a faster, more maneuverable starship, there are several things we can do. First, the pilot adds the ship's Dexterity modifer to his Pilot checks, so anything that improves Dex will help:
Manuevering Jets
Starships of the Galaxy
* Mauenvering Jets +2, 2 emplacement points, 2,000 cr base
* Mauenvering Jets +4, 3 emplacement points, 5,000 cr base
* Mauenvering Jets +6, 4 emplacement points, 10,000 cr base
Tech Specialist Vehicle Trait
Starships of the Galaxy
* Enhanced Dexterity
As a tech specialist, Zulen can apply the "Enhanced Dexterity" trait to the new ship, granting it a +2 bonus to Dexterity (I'm assuming that the maunevering jets and enhanced dexterity stack).
Personalized Controls
Combat Thruster
Starships of the Galaxy
* Combat Thruster, 1 emplacement point, 2,000 cr base
Combat thrusters allow the ship to behave as a starfighter for purposes of dogfighting and being targeted by capital ships, but do not reduce the Pilot penalities associated with the ship's size.
Personalized Controls
Scum & Villainy
* Personalized Controls, 0 emplacement points, 1,000 cr base
Provides a +1 bonus to any check associated with a particular station on the ship (e.g. pilot, engineer, etc.) You need to install it for each station.
OTHER ENHANCEMENTS
Auxilary Generator
Scum & Villainy
Auxilary Generator, 2 emplacement points, 2,000 cr base
Provides +2 Strength bonus to the ship, allows it to run if the engines are disabled. Salvage uses for this should be obvious.
![Smile :)](./images/smilies/icon_smile.gif)
Docking Clamp
Auxilary Generator, 1 emplacement point, 2,000 cr base