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Old 11-20-2014, 04:39 PM   #1
BraselC5048
 
Join Date: Oct 2012
Default Not fully understanding High Tech's overheating rules

I've never really figured out how the overheating rules in High Tech work. The safe number of rounds per minute is perfectly understandable, but what "after firing three or more times the safe number of rounds" means is a little unclear. Does that mean, if the safe number is 100 rounds., firing 300 rounds in one minute, or firing over 100 rounds three times in three separate minutes? Also, I assume the modifiers are cumulative if the if you fire over 100 rounds during multiple minutes?

Also, a little farther down, only (I think) applying to machineguns, is "Firing three times the final safe number reduces Acc and Malf. by 2, making even a burst barrel likely!" How does that fit in to the rest of the rules, and does it apply to SMG's too?
Also, I assume a SMG can have a heavy barrel, if the designer goes for it?




Finally, I figure that in a vacuum, halving the number of safe rounds sounds about right, since the gun can only cool by radiation? More? Less? (I'm running a starship naval campaign, and that's the normal conditions they're used in during my games.)

I also already decided that weapons more or less designed for doing that are Malf 16 in a vacuum. What would happen to a weapon that was already Fine (Reliable) outside a vacuum, and had pretty good attention paid to using it there when it was designed? Would in then be simply Malf 17?
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full auto, high tech, malf, overheating, vacuum


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