Totally forgot about the armour belts on these ships! So not just the guns but the arbitrary armour limits. In this regard I think the old TNE Fire,Fusion & Steel I might be better. If the armour can fit in the available space then it is acceptable. The limit then comes from trying to get everything else in.
Another thing that got broken was the machine guns, in Mongoose 1 the heavy machinegun was TL5 in Mongoose 2 it became TL6 which makes the Vanguard fighter a bit of a problem. Since the illustration was of a Mustang I used FF&S1 to reconstruct the machine gun carried by a P51 and came pretty close, a couple of kg overweight but damage in this system was higher at 8D.
Thought I have had,
1. Design the weapons in FF&S1 then adjust the damage.
2. Ignore the armour limit maximums. (If the armour can fit it can be carried)
3. Use something like High Guards prototype disadvantages for early TLs such as increased size and innacurate for a weapon of the same rating. Other things could be extrapolated as well such as 'short range' etc.
Another thing that got broken was the machine guns, in Mongoose 1 the heavy machinegun was TL5 in Mongoose 2 it became TL6 which makes the Vanguard fighter a bit of a problem. Since the illustration was of a Mustang I used FF&S1 to reconstruct the machine gun carried by a P51 and came pretty close, a couple of kg overweight but damage in this system was higher at 8D.
Thought I have had,
1. Design the weapons in FF&S1 then adjust the damage.
2. Ignore the armour limit maximums. (If the armour can fit it can be carried)
3. Use something like High Guards prototype disadvantages for early TLs such as increased size and innacurate for a weapon of the same rating. Other things could be extrapolated as well such as 'short range' etc.