After looking at Erin Palette's TL7 Weapon Bays post (and also flipping through some MegaTraveller stuff) I got bored and made up Mongoose Traveller 1e stats for a bunch of things.
Heavy Pulse Laser Weapons
These all have the same -2 DM that was added to the Pulse Laser Turret in High Guard. They let TL-7 ships have some punch, but with terrible range and accuracy compared to higher TLs.
Beam Laser Spinal Weapon
With the low tech level requirement for PAs this isn't really a very useful weapon, but I wanted an actual superlaser. Particle A does double the damage for an extra 500 MCr and the same tonnage/HP, so it's either for ship designers on a really tight budget or organizations that don't have PA technology.
Disintegrators
From the future-technology section of MegaTraveller, disintegrators ignore armor and radiation screens. Only nuclear dampers and Black Globes provide defense against their attacks (and White Globes if you're using house rules to add those to MgT1). Spinal A and the 100-ton Bay have the lowest TL requirement because those bulky systems are developed first, and refinement allows smaller systems and more powerful large systems later.
One disintegrator fits into a triple turret, the same as (High Guard) Particle Beams.
Design notes: In Mega, disintegrators are more accurate at long range than lasers and equal to PAs and meson guns, which implies Long range. They don't inflict the extra hits of a nuclear missile, so I didn't grant them a crew hit. If I was following Mega exactly, they would be resisted by armor and nuclear dampers but inflict both an external and internal hit each time they hit, but I like them better as ignoring armor but still having to chew through the outside of a vessel before damaging its internals. For actual damage I put them one die below PAs. Heavy nuclear damper screens will mostly shake off their effect, but there's always the chance of a poor roll on the damper.
Heavy Pulse Laser Weapons
These all have the same -2 DM that was added to the Pulse Laser Turret in High Guard. They let TL-7 ships have some punch, but with terrible range and accuracy compared to higher TLs.
| Type | TL | Optimum Range | Damage | Cost (MCr.) |
| Barbette | 7 | Short | 4d6 | 1.5 |
| 50-ton Bay | 7 | Short | 5d6 | 10 |
| 100-ton Bay | 7 | Short | 8d6 | 20 |
Beam Laser Spinal Weapon
With the low tech level requirement for PAs this isn't really a very useful weapon, but I wanted an actual superlaser. Particle A does double the damage for an extra 500 MCr and the same tonnage/HP, so it's either for ship designers on a really tight budget or organizations that don't have PA technology.
| Spinal | TL | Range | Damage | Cost (MCr.) | Tons | Hardpoints |
| Laser A | 9 | Long | 100 | 3000 | 5000 | 50 |
Disintegrators
From the future-technology section of MegaTraveller, disintegrators ignore armor and radiation screens. Only nuclear dampers and Black Globes provide defense against their attacks (and White Globes if you're using house rules to add those to MgT1). Spinal A and the 100-ton Bay have the lowest TL requirement because those bulky systems are developed first, and refinement allows smaller systems and more powerful large systems later.
| Disintegrators | TL | Optimum Range | Damage | Cost (MCr) |
| Turret | 18 | Long | 2d6 | 5 |
| Barbette | 18 | Long | 3d6 | 10 |
| 50-ton Bay | 18 | Long | 5d6 | 40 |
| 100-ton Bay | 17 | Long | 8d6 | 150 |
| Spinal | TL | Range | Damage | Cost (MCr) | Tons | Hardpoints |
| Disintegrator A | 17 | Long | 200 | 5000 | 4500 | 45 |
| Disintegrator B | 18 | Long | 250 | 3500 | 4000 | 40 |
| Disintegrator C | 19 | Long | 300 | 2400 | 3500 | 35 |
| Disintegrator D | 20 | Long | 350 | 1500 | 3000 | 30 |
| Disintegrator E | 21 | Long | 400 | 1200 | 2500 | 25 |
Design notes: In Mega, disintegrators are more accurate at long range than lasers and equal to PAs and meson guns, which implies Long range. They don't inflict the extra hits of a nuclear missile, so I didn't grant them a crew hit. If I was following Mega exactly, they would be resisted by armor and nuclear dampers but inflict both an external and internal hit each time they hit, but I like them better as ignoring armor but still having to chew through the outside of a vessel before damaging its internals. For actual damage I put them one die below PAs. Heavy nuclear damper screens will mostly shake off their effect, but there's always the chance of a poor roll on the damper.