All good points - plus sand doesn't affect them, but they can't do point defense. PAs are a risky choice on a ship with only one or two turrets.A particle accelerator turret is the same energy cost as a double laser turret. A pair of them on a free trader takes up 16 energy, of which it has 15 to spare already in the high guard version. It's obviously MCr6 more than the double lasers, but it is vastly more effective given that it does 3D dmg at VL range vs 1d+1 at Medium range.
That is deterrence against most pirates.
Fusion guns are just terrible for civilians, for sure. Ginormous power demands for only medium range and only slightly more damage than a particle accelerator.
Although I just realised the old restriction of only one PA in a turret seems to have been dropped. It does look like you could mount a laser (or two) and a PA in the same turret for switchable offense and point defence, so that's nice. Because only one type is firing at the same time, it's not really a power issue. I can see a setup with a single PA and twin lasers (probably beams) in a triple turret, covering all bases (including shooting at high evasion regular targets that the lasers may hit when the PA would miss).
And... I'd be comparing PULSE lasers with PAs in terms of damage. So that's a double PULSE turret, shooting out to Long range, doing 2D+2 and having a +2 to hit, vs 3D with no to hit bonus. Total turret and weapon cost is MCr2.5 for the lasers and MCr4.2 for the PA, both use 9 EP.
While it's true that the PA can engage at Very Long Range, that's a -4 to hit, so criticals aren't likely and misses are. Nonetheless, any unanswered fire is a good thing.
At Long range, where the twin pulse lasers and PAs are both shooting, the lasers have a net +0 to hit while the PA has a -2. I think that largely offsets the average damage of 9 vs 10.5; on average the lasers will have an effect two better than that of the PA, so giving them an extra 2 points of damage. Certainly in terms of raw damage, I would say they're comparable.
Of course, the PA will also cause radiation hits of 2Dx60, which IS enough to overcome a normal hull's protection on a roll of 9+. So is not a trivial point; even suited up in normal vacc suits as well you CAN take rads.
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