Overheating: Difference between revisions

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* In ''[[Warhammer 40000]]'' some weapons have a special rule called "Gets Hot!"; each time they're fired they have a 1 in 6 chance of "overheating" and injuring the operator. Most weapons with this rule are handheld plasma weapons, which is one of the technologies of which [[Vestigial Empire|the engineers have lost the understanding]].
* In ''[[Warhammer 40000]]'' some weapons have a special rule called "Gets Hot!"; each time they're fired they have a 1 in 6 chance of "overheating" and injuring the operator. Most weapons with this rule are handheld plasma weapons, which is one of the technologies of which [[Vestigial Empire|the engineers have lost the understanding]].
** [http://www.dakkadakka.com/s/i/at/2008/3/Plasma-23124627.jpg They're] [[Memetic Mutation|Totally]] [[Worth It]], though.
** [http://www.dakkadakka.com/s/i/at/2008/3/Plasma-23124627.jpg They're] [[Memetic Mutation|Totally]] [[Worth It]], though.
** In Warhammer RPG (''[[Dark Heresy]]'', ''[[Only War]]'', etc) it's "Overheat" quality. Such weapons have 1/10 base chance to vent at the user instead of firing, and if they do, must cool down for the next round. This applies nominal damage without Penetration (which is small solace, but better than nothing) and the weapon can be dropped instead (which is a better idea only if you can pick it up again, otherwise you lose an expensive piece and enemies may get you while unarmed - and the Commissar certainly will, if you're a Guardsman). Also, Best-craftsmanship weapons don't Overheat, but good luck getting one of those, unless you are a full Inquisitor or something. Also, some weapons simply have Recharge - fire every other round. Including the Plasma weapons in Maximal mode - if you're desperate enough to intentionally boost damage of a weapon that still may vent it at yourself.
** In Warhammer RPG (''[[Dark Heresy]]'', ''[[Only War]]'', etc) it's "Overheat" quality. Such weapons have 1/10 chance to vent at the user instead of firing, and if they do, must cool down for the next round. This applies nominal damage without Penetration (which is small solace, but better than nothing) and the weapon can be dropped instead (which is a better idea only if you can pick it up again, otherwise you lose an expensive piece and enemies may get you while unarmed - and the Commissar certainly will, if you're a Guardsman). Also, Best-craftsmanship weapons don't Overheat, but good luck getting one of those, unless you are a full Inquisitor or something. Also, some weapons simply have Recharge - fire every other round. Including the same Plasma weapons in Maximal mode - if you're desperate enough to intentionally boost damage of a weapon that still may vent it at yourself.
* [[GURPS]] High Tech [[The Dev Team Thinks of Everything|naturally]] has detailed rules for overheating of automatic weapons, including barrel swaps, heating management by burst firing, and the possibility of spectacular malfunctions. GURPS Ultra Tech has optional overheating rules for energy weapons.
* [[GURPS]] High Tech [[The Dev Team Thinks of Everything|naturally]] has detailed rules for overheating of automatic weapons, including barrel swaps, heating management by burst firing, and the possibility of spectacular malfunctions. GURPS Ultra Tech has optional overheating rules for energy weapons.