Condottiere said:
I was considering the other option of lasers that are fivefold in size.
They might not be able to be used as point defence, but they should do more than just boil the paint off a battleship's hull.
Which brings up the issue of power usage, if there's some minimum power plant requirement.
If you go much higher than 3-4 d6 in damage you give a barbette laser more punch than a 50 ton bay...
If you allowed the beam barbette to fire in two modes, standard fire giving it a +2 to attack rolls, and barrage fire to give it a concentrated punch..with limits on how often if can fire a barrage..say only every other round, with the weapon out of action while powering back up/cooling down after barrage.
Allowing the barbette to act as a self contained barrage would be a nasty threat to anything short of a well armored combat vessel. Especially if multiple barbettes are mounted and combined into a barrage.
to keep it within the rules tweak the number of beam lasers mounted to 10, and adjust the cost slightly for the extra two weapons(final cost 10Mcr) . The final cost would be higher than a particle barbette or rail-gun barbette but the extra punch would be worth it.
That would allow for a lot of damage potential, Barbette barrage potential, (10-laser-long-1)
trading off point defense, internal volume, extra cost, and rate of fire, for respectable firepower.
no point defense..there I strongly agree there
Power requirements....
Well there's the catch, while i think a heavy weapon array like a multiple projector system like a multi-laser barbette should be a power hog and require some extra juice from the reactor...it doesn't make sense to tag them with a power limitation when bays aren't.
I think that the easiest way to handle that is to specify that each barbette has it's own capacitor, bank, or independent reactor to supply the extra power the weapons need. Either by direct generation, or by storing up power as the ships cruises along.
If you go with capacitors you can tag on a limit of say 20 shots for the mount before out have to recharge( reload) the bay with power from the reactor... During recharge the weapons cant fire, and I'd drop the ships thrust rating by one to allow for the massive drain on the ships power as you have to replace gigawatts of power in a very short period of time... a warship mounting multiple barbettes would be forced with loosing mobility in a battle, or being forced to withdraw for several rounds to recharge it's capacitor banks for multiple barbettes.
if you give barbettes their own reactors I'd make them more vulnerable to damage, dropping the number of hits it takes to destroy the weapon mount from 3 to 2...first shot disables the mount until a repair check is made, second shot knocks the battery out of action completely unless the first one has already been repaired.
A good way to simulate the independant reactor being knocked off line or a dangerous fuel leak occurring which has to be repaired by the crew before they can fire again.