I'm been experimenting with bigger arrays for SC lasers. The physics indicates a larger array could have more peak power and focus at longer ranges thus:
This would nicely fit with a model of guns of "inches of calibre" (WW2 etc. naval guns) = "meters of diameter".
The mass of the weapon is proportional to the 4th power of the diameter. If a 6m x1 laser is 1 ton then it stands to reason a 12m x4 capital ship laser is 16 tons and a 18m x9 super laser on a future Yamato or N-3 is 81 tons. I personally think this is a little light, and would heavy up the lot, especially as the little 3m missile defense lasers would come in at 62.5 kg! Realistic masses are probably a lot greater. Classic SC of course will upmass the mount.
Example: a 12m x4 dbl in a jack mount with UTES and a dedicated +2 target computer would mass 4x(16+16+2+1) = 140 tons. The 8 MW required to power the mount would mass 267 tons, and the necessary crew etc. raise the mass penalty for the mount to ca. 450 tons.
Hitting
Since we've extended the range we should extend the "to hit" penalties. I previously suggested (for missiles) a simple -1 per hex. Thus at maximum range a 12 m laser is -4, and with a good TC (+2) and crew (+2) achieves one hit per volley 40% of the time.
The addition of doubles (or triples or greater) should simple allow for two rolls per turn. However a simple rules modification allows for the possibility of multiple hits per array, and simply adding +1 for extra pump per array - the number of hits achieved is equal to the number of points on the dice the roll was pass by. So if the requirement is for a 7+, then a 7 achieves a single hit, an 8 two, a 9 three etc.
This allows for easy battery rules. Add together all guns of one type directed by a single director and use this as a modifier (so 4 doubles = +7). A lot of hits from one roll can result.
A battery system would allow for greater range penalties, and I'd suggest using squares:
Which makes shooting at 4 hexes just about worth it, with the chance of some hits with a large battery at 4 hexes, but little real range advantage for a 15m laser, since it can't hit at that range.
Armour and Damage
1 damage point is inflicted for every 10 penetration (or part?) left over after rolling for armour penetration. If damage is more than 2 roll over to another hit. One hit is always absorbed as hull damage (either the first one, or the second if a surface feature is hit) before internal damage is taken.
The system prompts a redesign of armour value if cruisers carry larger weapons. If a Suffren has 12 m 4 MW arrays then much higher armour is called for, except since these are like old school "battlecruisers" they're not immune to their own guns. In fact a more sophisticated model is likely necessary, but more on that in the future.
Effects
It's a lot like the late 19th century. The optimal solution would be a few large guns (12 m) for range (with a director), a lot of small guns for missile defence (3m quadruples and hextuples at the like on local control) and a question on whether a middle battery of 8-10 m lasers is useful or whether just to "Dreadnought" up to the maximum number of 12 m guns. Perhaps Richelieu was the first "Dreadnought" with 4 x4 doubles as a single battery backed with 8-9 x1/4 quads for missile defence.
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