...Here you go. I also modified a Falcon AP gauss weapon to a HAG-equivilant, but the thing needs work, or there wouldn't be any reason to use SRMs. I kept it to a double-tap simply because I had a hard time justifying anything bigger.
Naval Gauss Repeaters
Assimilating the intelligence concerning dezClan Hell’s Horses new Hyper-Assault Gauss weapon, Technicians immediately saw the potential benefit to the fleet. Without a new weapon system for almost a hundred years, the Navy relied almost exclusively on the weapons technology of the Terran Hegemony.
Despite the availability of mass and space for an improved Gauss weapon, naval officers cautioned against firing increased numbers of poorly-aimed projectiles. Acknowledging their concerns, Technicians chose to limit capacitor increases to powering a second shot, similar to the Ultra-series of Autocannons.
Game Rules
Naval Repeaters do not jam, and have the option to fire a single round or double rate. Firing a second round generates twice the heat of a single round, and uses a second round of ammunition. Naval Repeaters roll on the ‘2’ column of the Cluster Hits Table to determine the number of rounds the target.
Heat Capital Range Ammo Wt Space Tech
Weapon Std(Aero) Dam (Aero) Min/Sht/Med/Lng (Aero) (ton) (tons) JS WS SS MS Rating
Light N-G (R) 9/Shot 15 N/A (Extreme) 5 5,600 1-C 1-C 1-C 1 E
Medium N-G (R) 15/Shot 25 N/A (Extreme) 5/2 6,600 1-C 1-C 1-C 1 E
Heavy N-G (R) 18/Shot 30 N/A (Extreme) 2 8,100 1-C 1-C 1-C 1 E