Plasma / Fusion weapons
Plasma / fusion weapons are bulky and take extra space in turrets, a double turret can hold one weapon, a triple turret can hold two weapons.
Barbette, a single heavy weapon in a large turret (2Dtons in size) on the hull with power and support structure in the hull. Takes 5dtons in total
Small Bay, a single very heavy weapon in a very large turret (5dtons) on the hull with power and support in the hull. Takes 50dtons
Large bay, twin very heavy weapons or a single huge weapon in a huge turret (10dtons) on the hull with power and support in the hull. Takes 100dtons. Twin weapons fire together and count as a single attack when used (twin or single is for image or background, has no effect on rules)
Plasma Turret, TECH 10, RANGE CLOSE, DAMAGE 2D*, COST Mcr2, TONS 1 turret
Plasma Barbette, TECH 10, RANGE CLOSE, DAMAGE 3D*, COST Mcr4, TONS 5
Plasma light bay, TECH 10, RANGE SHORT, DAMAGE 4D*, COST Mcr7, TONS 50
Plasma heavy bay, TECH 10, RANGE SHORT, DAMAGE 6D*, COST Mcr14, TONS 100
Fusion Turret, TECH 12, RANGE SHORT, DAMAGE 3D*, COST Mcr3, TONS 1 turret
Fusion Barbette, TECH 12, RANGE SHORT, DAMAGE 4D*, COST Mcr5, TONS 5
Fusion light bay, TECH 12, RANGE MED, DAMAGE 5D*, COST Mcr8, TONS 50
Fusion heavy bay, TECH 12, RANGE MED, DAMAGE 8D*, COST Mcr16, TONS 100
*Plasma and fusion do NOT inflict crew radiation hits, instead plasma weapons ignore four points of target armour, fusion weapons ignore 8 points of armour.
Both plasma and fusion weapons create and fire packets of high energy gas/matter contained in an Emag bottle at launch. They degrade quickly over time and have a shorter range when compared to other weapons. Also the energy packets are accelerated to fairly fast speeds but are direct fire and are inaccurate against fast agile targets. Double any evade or range penalties when using these weapons. I.E. Fusion weapon is -2 at medium, -4 at long, Plasma is -2 at short, -4 at medium
Plasma / Fusion turret and barbette weapons are class 5 permits and available to accredited star merc units or to individuals able to hold such permits (sector/subsector auxiliary, hurscarle unit etc).
Each of the "Special" weapon types has an effect in additon to damage. Particle weapons are the simplest and earliest tech, They inflict crew radiation hits and have a decent range. Plasma / fusion weapons increase firepower and because you are firing packets of star mass at people tend to burn through/ vapourise thin armour. Meson weapons bypass armour completely.
Feedback please, polite only
Damage and range of fusion weapons in the main rules and High guard are both less than Pbeams yet they are 4 tech levels higher, there must be some point in developing them into weapons as Pbeams have better stats all round hence the armour pen which cuts though everything but frontline warships.