Albatross is getting a second turret. Current armament is 1 triple turret: Missile, Beam Laser, Sandcaster.
Depends on the application/use case.
Conventional/commercial would simply be another identical triple turret (with both loading TL=13 weapons for the extra +1DM code factor). Keeps the training needed for them common and therefore simpler. Just organize 2x Missile, 2x Beam Laser and 2x Sandcaster batteries and call it a day. Note that a triple turret (MCr1) plus Missile, Beam Laser and Sandcaster will cost MCr3 in total.
A more interesting use case for variety would be a dual turret with a TL=13 Fusion Gun plus something else (Missile, another Beam Laser or another Sandcaster). There should be plenty of surplus EP to power a Fusion Gun without affecting Agility. A Fusion Gun would be really useful for "demolitions work" where you don't want to have to use explosives to clear "stuff" in order to reach what you're interested in getting at. Downside to a Fusion Gun (aside from the MCr2 cost) is that the shots fired from it are undergoing actual Fusion (briefly) ... which means that they would show up on
Neutrino Sensors, which according to TravellerWiki are a TL=10 item (and you'd better believe that military and paramilitary ship sensor suites would have Neutrino Sensors at TL=10+ for detection of fusion reactions). The primary use case for such sensors is the detection of fusion power plants (which most starships have) while powered up, so if their transponder is off but the power plant is running the ship will still show up on sensors. Of course, you need the fusion power plant to provide the EP needed to power the fusion gun, so ... no free lunch there as far as clandestine use goes there (can't shield neutrinos to prevent them radiating away).
Still kind of partial to my twin dual turrets idea of sandcaster/missile and laser/plasma gun, since that combination has so much roleplaying potential.
Triple Turret: Sandcaster, Beam Laser, Missile = MCr3 (including cost of triple turret), 1 ton, EP=1
Dual Turret: Sandcaster, Missile = MCr1.5 (including cost of dual turret), 1 ton, EP=0
Dual Turret: Pulse Laser, Fusion Gun = MCr3 (including cost of dual turret), 2 tons, EP=3
TL=13 Batteries: 1 Sandcaster (code: 3), 1 Pulse Laser (code: 2), 1 Fusion Gun (code: 4), 1 Missile (code: 2)
Note: According to TravellerWiki, an adaptor kit can be fitted to a Pulse Laser to turn rapidly convert it into a
Mining Laser for prospecting work and would be standard equipment for Belters. Add either a Plasma Gun or a Fusion Gun for bulk demolitions work alongside the Mining Laser for controlled precision work and you've got a really good combination, while still having a missile launcher for standoff demolitions (and the laser act as a low power target designator for the launched missile's guidance system for precision shooting as a roleplaying synergy). A very useful mix of capabilities if you ask me ... but then, I'm the Navigator
![Compass :compass: 🧭](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f9ed.png)
... what do I know about Gunnery
![Shooting star :stars: 🌠](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f320.png)
and Prospecting
![Collision :boom: 💥](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a5.png)
(let alone Exploration and Survey)?
According to LBB2.81, p23:
- Hardpoint: MCr0.1
- Single Turret: MCr0.2
- Dual Turret: MCr0.5
- Triple Turret: MCr1
However, if you want to go full power LBB5.80 Munchkin™ though for ship to ship combat, rather than utility features modes, the maximal option would be:
Triple Turret: Sandcaster, Beam Laser, Beam Laser = MCr3.25 (including cost of triple turret), 1 ton, EP=2
Dual Turret: Fusion Gun, Missile = MCr3.25 (including cost of dual turret), 2 tons, EP=2
TL=13 Batteries: 1 Sandcaster (code: 3), 1 Beam Laser (code: 3), 1 Fusion Gun (code: 4), 1 Missile (code: 2)
All things considered, if cost is an issue (and it sounds like it won't be with GP footing the bill?) it would probably be best to procure and install any new armament on the Albatross here at Boughene, rather than jumping to Efate and trying to procure the weapons there.
Anyway, that's my Cr2.
Oh and how much fire control is reserved for that extra turret?
![Unsure :unsure: :unsure:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
If it's only 1 ton of fire control reserved, we're back to the Sand/Laser/Missile triple turret as the best option if we don't want to sacrifice cargo space.