Machine guns overheating

Rules for Miniature Wargaming

Machine guns overheating

When opting for the double burst on MGs, that means shooting twice in one turn, the player must roll a 2D6 to check if the gun is overheating. An overheated gun has to cool down for one turn. A cool-down token is placed beside or under the miniature or miniature token.

SMGs, 20mm cannons or ARs do not have to check for overheating.

Table overheat check machine guns

Roll (2D6) Effect Consequence
2,3,4,5,6 Machine gun overheats
  • Machine gun has to cool down and may not be activated next turn
  • Place a cool down token next to the miniature / unit token
7,8,9,10,11,12 Machine does not overheat
  • Machine gun may be activated next turn

Note: machine guns and autocannons that are not mounted on vehicles do need a crew. For light machine guns you need a gunner and a loader. Heavier stationary machine guns and autocannons need a crew of at least three men. When a machine gun or autocannon looses 50 percent of its crew it also looses the ability to shoot twice per turn.