far-trader
SOC-14 10K
Actually, this presents a new problem for me. In the designs I've done up to now, I deduct the volume for the type of turret installed but I don't leave any unused volume other than for cargo. So, for my ships turrets really aren't interchangeable except that different weapons can be fitted within the turret there.
Exactly as it should be imo. I did once design (redesign) a larger turret into a smaller one in TNE by making it deeper thanks to the cargo hold being below the original turret. It seemed reasonable to me, being the "hardpoint" wasn't moved and the volume was there. It did mean a big chunk of the middle of the cargo hold was awkwardly filled but thems the breaks

I never thought through the problems presented by trying to mount a FG turret where a BLaser turret used to be - can't be done unless the original design dedicates the free space to allow it or if the components nearby can be relocated to another area of the ship.
Precisely. Fuel spaces for another can be useful for this purpose. I inlcude changing normal turrets over to pop turrets in this meme. And in that case hiding the retracted turret in a fuel void is even better for the deception.
Based on your earlier post, this was what I intended to extrapolate volumes from - at least for those that can fit up to three per turret and following similar logic for those that only fit two or one per turret (or barbette). But your penalties are right in line for what I was looking for in the OP.
Please expand on that if you can.
Certainly


Fewer weapons meaning only two per hardpoint rather than the three allowed for some systems?
Correct. That was one of the original (CT AM6) penalties. I had a small disagreement with a fellow contributer when trying to adapt the rule to T20 (for the terminally late Solomani Warships ebook). I wanted to maintain the compromises, he didn't see why in the case of limiting the number of weapons. I'm not sure what the final decision was at this point.
My take was the 3 per turret weapons would be restricted to 2 fixed per hardpoint, the 2 per turret weapons would be restricted to 1 fixed per hardpoint, and the 1 per turret weapon (particle accelerator) would not be allowed (effective?) in a fixed mount.
Limited by computer control meaning no DM for gunnery skill?
Yep, the computer fills the role of the dedicated fire control, doing double duty (hence the limit of 1 fixed hardpoint per computer number). It's not really clear if you need the fire control programs (Target, Launch, etc.) or not, so it's not clear if the bonus DM ones would apply or not. I think we figured none were needed or applicable, figuring the programs were for interfacing the turret tracking with the ship maneuvering. It only says the weapon(s) is(are) fired by a gunner(s?) on the bridge (instead of in the turret). Personally I've always thought that strange for lasers and think they'd have to be aimed by or in concert with the pilot pointing the ship at the target.
Aiming penalty?
Sorry, thought it was covered earlier. In the original rule there is a to hit DM -2 (CT B2 combat, so on 2D6 with a target number of 8+ for significant impact) for the attacker for fixed mount weapons fire.
I like the idea on no internal access. Consider that one stolen first.
Consider it given
