J. L. Brown
Emperor Mongoose
It's great that you have a house rule that works for you. What would the power requirements be? How many separate targets could it hit?For the plasma pulse cannon with base damage 2D, I’d add the barrels together first, like with any multi-mount weapon.
So, 2D + 2 for double turret, 2D + 4 for triple.
After that I’d add the auto effects, so a triple plasma pulse burst fire would be 2D + 4 + 4, and full auto fire would be four attack rolls at 2D + 4, just like with handheld weaponry. Imho.
Really, I wanted an official ruling from the guy who composed the rules in the first place, which is why I had replied to him. By my calculations a single 3x PPC turret firing full auto is prohibitively expensive -- it would be 30 power just for the basic weapons fire, and 120 for full auto fire. A single triple turret requires 120 power -- or 6 dTons (12 MCr) of dedicated TL15 Fusion plant, which is absolutely crazy. A ship needs to budget more power than any (non-PPC) Small or Medium bay weapon, per turret -- and that is without examining bay weapons. A Small Bay (1 hardpoint) uses 60 power for basic fire, and 360 power for full auto; a Medium Bay (1 hardpoint) uses 90 power for basic fire, and 720 for full auto; a Large Bay (5 hardpoints) uses 400 power for basic fire, and 3200 power for full auto. Considering that a 'Solar Pulse Generator' is described as 'using massive amounts of power' (2000 points of power) -- so much so that just keeping the power stored is dangerous -- then a weapon that uses more than one and a half times as much power seems a little silly.
Of course, I do not expect any clarification from Mongoose. They are busy shilling the next book, and any answer will likely be 'This is for the GM to decide for their own universe' or 'Maybe it will be fixed in the next haphazard revision of the book you have already bought three times -- be sure to buy the new one at full price!'