Fusion Power Plants
1. If the magnetic bottle goes critical, you might want to eject the core. That would mean it would be located close to the hull.
2. @ sideranautae - Less critical events might just mean venting the energy in the form of heat, something the Rebellion picked up on.
3. sE - Theoretically, not sufficient to power any smallcraft energy weapons, which would mean that the Venture would have to rely on missiles, rail guns and sandcasters.
4. sK/aA - Would seem to be restricted to one energy weapon; however, Adventure power flants factors one and two can have twenty five percent of it's turret weapons can be particle beams, though I don't recall if this includes barbettes.
5. That would indicate that an sE power plant in a hundred ton Adventure class hull has no restrictions on the number of lasers, three inthis case, it can power, it's up in the air for turret or barbette particle beam, though at one weapon per turret/barbette, it's either at least one or at hundred percent, too much.
@ phavoc
6. Grav drives are interacting with an existing gravity field, so in theory they wouldn't need rocket exhausts, unless they acted as heat vents.