The more I play around with ship design in MgT1e and the more I read from the early GDW editions, the more quibbles I have with some of the design choices. Keeping in mind that I'm using the High Guard errata and the systems from Trillion Credit Squadron, my thoughts and a few house rules, working my way through the weapons by TL:
TL-6
Missile Tube
Damage per missile, Range special, 0.75 MCr
The only TL-6 weapons are missiles. These are fine. At high TL they become somewhat ineffective, since Smart missiles are limited to Effect 4 and other missiles to Effect 6 by the space combat rules on pages 147-149 of the Core Rulebook. With only 1d6 damage, that limits the Armor they can inflict damage against. They're a potential threat to most ACS, but not full-up warships. Nuclear missiles are more powerful, but (1) banned in the TI and (2) pretty much anything you'd want to use a nuke against will have nuclear dampers.
Missile Pack
Damage per missile, Range special, Cost double missile cost
A single-shot 12-pack of missiles. Probably mostly a corsair/raider thing so that they can carry fewer gunners, launching a salvo early and then having the gunner take over another turret. The same caveats apply as with the Missile Tube.
TL-7
Pulse Laser
Damage 2d6, Range Short, Cost 0.5 MCr, -2 DM to Hit
The first weapon that doesn’t require ammunition. That -2 DM is big, since it essentially means you need 10+ to hit instead of 8+, dropping the odds (without any modifiers) from 5/12 to 2/12. It also reduces Effect, so every other weapon is more likely to hit, and if the Pulse Laser hits, so would another weapon with +2 to damage.
Sandcaster
Damage special, range special, Cost 0.25 MCr
A defensive weapon that can reduce an incoming beam attack by 1d6 if the gunner hits. Potentially useful for small craft, but against bay weapons that’s not much reduction.
TL-8
Particle Beam
Damage 3d6, Range Long, Cost 4 MCr, 1 per triple turret
This is overpowered and under-TL, particularly given its stats in CT (where it’s TL-15 and a single particle turret is equivalent to a double beam laser or triple pulse laser). I’d drop the damage to 2d6 and raise the TL to 14 or 15. This also keeps the P-Beam turret weapon from being available before the triple turret that’s required to mount it.
TL-9
Beam Laser
Damage 1d6, Range Medium, Cost 1 MCr
It has less punch than the Pulse Laser, but more range and accuracy, which can make it more effective than its stats suggest. I wouldn’t change anything here other than maybe dropping it to TL-8 so that it comes 1 TL after the Pulse Laser instead of 2 TLs. In RAW, the only thing it really has going for it compared to a P-Beam is cost.
TL-11
Plasma Gun
Damage 2d6+4, Range Medium, Cost 2.5 MCr, 1 per double turret or 2 per triple turret
This is a little more powerful than I’d expect and expensive compared to the CT version. Drop it to 2d6 and TL-10, and price it at 1.5 MCr. This also opens up room for the Fusion Gun that CT has but MgT doesn’t.
Changes/House Rules
TL-12
Fusion Gun
Damage 3d6, Range Medium, Cost 2.0 MCr, 1 per double turret or 2 per triple turret
The fusion gun is high-powered in CT, with a single fusion barrel being as effective in combat as 4 particle turrets or 6 beam lasers. Granting it the 3d6 that the P-Beam originally had makes it the heavy hitter of the turret weapons, but without the range the P-Beam has (unless it’s modified at a higher TL).
Just for the sake of clarity, IMMgTU I’ve adopted the rules that additional barrels for beam weapons add flat damage and that the flat damage is +1 per die of damage, so a triple pulse laser will be 2d6+4 and a double fusion gun would be 3d6+3. I also add Effect to damage because otherwise the "heavily armed" Gazelle can't damage itself without resorting to nukes.
Revised TL table
TL-6 – Missile Tube, Missile Pack
TL-7 – Pulse Laser, Sandcaster
TL-8 – Beam Laser
TL-10 – Plasma Gun (2d6/1.5 MCr)
TL-12 – Fusion Gun
TL-14 – Particle Beam (2d6)
This table adds weapons rapidly at low TLs, then slows down as TLs increase. It also helps keep lower-tech weapons a bit competitive, since by the time Plasma Guns are available, Pulse Lasers can be triple modified and Beam Lasers can be double modified. The prototype rules from High Guard can fill in the "empty" TL slots
TL-6
Missile Tube
Damage per missile, Range special, 0.75 MCr
The only TL-6 weapons are missiles. These are fine. At high TL they become somewhat ineffective, since Smart missiles are limited to Effect 4 and other missiles to Effect 6 by the space combat rules on pages 147-149 of the Core Rulebook. With only 1d6 damage, that limits the Armor they can inflict damage against. They're a potential threat to most ACS, but not full-up warships. Nuclear missiles are more powerful, but (1) banned in the TI and (2) pretty much anything you'd want to use a nuke against will have nuclear dampers.
Missile Pack
Damage per missile, Range special, Cost double missile cost
A single-shot 12-pack of missiles. Probably mostly a corsair/raider thing so that they can carry fewer gunners, launching a salvo early and then having the gunner take over another turret. The same caveats apply as with the Missile Tube.
TL-7
Pulse Laser
Damage 2d6, Range Short, Cost 0.5 MCr, -2 DM to Hit
The first weapon that doesn’t require ammunition. That -2 DM is big, since it essentially means you need 10+ to hit instead of 8+, dropping the odds (without any modifiers) from 5/12 to 2/12. It also reduces Effect, so every other weapon is more likely to hit, and if the Pulse Laser hits, so would another weapon with +2 to damage.
Sandcaster
Damage special, range special, Cost 0.25 MCr
A defensive weapon that can reduce an incoming beam attack by 1d6 if the gunner hits. Potentially useful for small craft, but against bay weapons that’s not much reduction.
TL-8
Particle Beam
Damage 3d6, Range Long, Cost 4 MCr, 1 per triple turret
This is overpowered and under-TL, particularly given its stats in CT (where it’s TL-15 and a single particle turret is equivalent to a double beam laser or triple pulse laser). I’d drop the damage to 2d6 and raise the TL to 14 or 15. This also keeps the P-Beam turret weapon from being available before the triple turret that’s required to mount it.
TL-9
Beam Laser
Damage 1d6, Range Medium, Cost 1 MCr
It has less punch than the Pulse Laser, but more range and accuracy, which can make it more effective than its stats suggest. I wouldn’t change anything here other than maybe dropping it to TL-8 so that it comes 1 TL after the Pulse Laser instead of 2 TLs. In RAW, the only thing it really has going for it compared to a P-Beam is cost.
TL-11
Plasma Gun
Damage 2d6+4, Range Medium, Cost 2.5 MCr, 1 per double turret or 2 per triple turret
This is a little more powerful than I’d expect and expensive compared to the CT version. Drop it to 2d6 and TL-10, and price it at 1.5 MCr. This also opens up room for the Fusion Gun that CT has but MgT doesn’t.
Changes/House Rules
TL-12
Fusion Gun
Damage 3d6, Range Medium, Cost 2.0 MCr, 1 per double turret or 2 per triple turret
The fusion gun is high-powered in CT, with a single fusion barrel being as effective in combat as 4 particle turrets or 6 beam lasers. Granting it the 3d6 that the P-Beam originally had makes it the heavy hitter of the turret weapons, but without the range the P-Beam has (unless it’s modified at a higher TL).
Just for the sake of clarity, IMMgTU I’ve adopted the rules that additional barrels for beam weapons add flat damage and that the flat damage is +1 per die of damage, so a triple pulse laser will be 2d6+4 and a double fusion gun would be 3d6+3. I also add Effect to damage because otherwise the "heavily armed" Gazelle can't damage itself without resorting to nukes.
Revised TL table
TL-6 – Missile Tube, Missile Pack
TL-7 – Pulse Laser, Sandcaster
TL-8 – Beam Laser
TL-10 – Plasma Gun (2d6/1.5 MCr)
TL-12 – Fusion Gun
TL-14 – Particle Beam (2d6)
This table adds weapons rapidly at low TLs, then slows down as TLs increase. It also helps keep lower-tech weapons a bit competitive, since by the time Plasma Guns are available, Pulse Lasers can be triple modified and Beam Lasers can be double modified. The prototype rules from High Guard can fill in the "empty" TL slots