' Wrote:capital ship weapons are mostly free for all - at least untill the community finally agrees to stick to faction weapons - or at least to lawful vs. unlawful weapons. point is - most basic turrets are fairly similar, even nomad turrets, - which are slightly better - but not really much.
it becomes tricky when you d apply the special turrets to roleplay, too. battlerazors ( are they bretonian or order? ), mortars ( order ), infernos ( outcast ).
or maybe go for additional equipment. train disruptors are basicly a red hessian thing. ( but sold on capetown BHG base, too ), supernovas are order tech - but not only available in various places, but also essential. ( you can fly a bomber with hullbusters and double infernos allright - but supernovas are still sort of better for most of it )
all in all, it depeonds on what the community finds acceptable - or in roleplay for both, capital ships and fighters.
Actually I think its more ooRP for cap ships as they haven't been adapted to work with human ships, those turrets are organic.
And not all cap weapons are free for all, theres about 4-5 that everyone can use, the rest (which includes nomads) are not.
You will be shot in Rhindland if you have nomad weapons on a cap ship and don't get rid of them.