This seems like newfound errata:
Recent LBB2 close-reading has me puzzled over the “Double Fire” computer program. Page 12 has:
Each time double fire is used, a throw must be made to determine if overload has occurred: For the first phase of such fire, throw 1+ to survive overload; for the second phase, throw 2+ to survive, and so on. DM −1 for each turn in which lasers do not fire at all. If the throw is not achieved, a hit is received on the ship’s power plant.
This implies turns in which lasers “do not fire at all” make the throw more difficult (since DM’s are applied to the dice, not the required throw). I would think turns in which lasers don’t fire at all would make the chance of overload less likely, not more. I searched here and the Consolidated Errata, and didn’t come up with any discussion of this rule. Anyone have thoughts or in-play use of it?