Firearm Malfunction Table
Basic Set: Campaigns · p.407
Open source p.407When a weapon malfunctions, roll
on the following table:
3-4 – Mechanical or electrical
problem.
5-8 – Misfire.
9-11 – Stoppage.
12-14 – Misfire.
15-18 – Mechanical or electrical prob-
lem, and possible explosion.
Mechanical or Electrical
Problem
The weapon fails to fire. A success-
ful Armoury or IQ-based weapon skill
roll (takes a Ready maneuver) can
diagnose the problem. Once the prob-
lem is known, make an Armoury skill
roll to correct it. Each repair attempt
takes one hour, and any critical failure
destroys the weapon.
Grenades: This represents a fusing
problem: the weapon detonates
seconds late.
Misfire
The weapon fails to fire. A suc-
cessful
Armory+2
or
IQ-based
weapon skill roll (takes a Ready
maneuver) can identify the problem.
If the weapon is a revolver, the next
shot will fire normally. Otherwise,
each attempt to fix the problem
requires three Ready maneuvers, two
hands
free,
and
a
successful
Armoury+2 or IQ-based weapon skill
roll. Critical failure causes a mechan-
ical or electrical problem.
Grenades: The grenade is a dud,
and will never explode.
Stoppage
The weapon fires one shot, then
jams or otherwise stops working.
(Treat the fired shot as a normal
attack.) Each attempt to clear the
stoppage requires three Ready maneu-
vers, two hands free, and a successful
Armoury roll, or IQ-based weapon
skill roll at -4. A success fixes the
weapon. Failure means it isn’t fixed
yet, but you can try again. Critical fail-
ure causes a mechanical or electrical
problem.
Beam weapons: Treat as a mechan-
ical or electrical problem.
Grenades and other single-use
weapons: The weapon is a dud; it will
never fire or explode.
Explosion
Any TL3 firearm or TL4 grenade,
breechloader, or repeating firearm
may blow up in the gunner’s face,
inflicting cr ex []. If the
weapon uses an explosive warhead,
use the warhead’s damage instead.
TL5+ weapons do not explode – treat
as a mechanical or electrical problem.