Weapon Malfunction Table

By Brad Clark

Upon rolling a natural 1 some sort of malfunction will occur, as no weapon is 100% reliable. Roll a d20 to see what effect occurs.

RollEffect
1Safety was left on or was switched back on accidentally. Free action to clear.
2Magazine not inserted all the way. Free action to clear.
3Bolt failed to chamber a round. Half action to clear.
4Loaded empty magazine by mistake. Half action to clear.
5Dud round- DC 10 just that round DC20 entire magazine. Free action or half action to clear.
6Double feed. Half action to clear.
7Stove pipe. Free action to clear.
8Weak magazine springs. Half action to clear.
9Magazine failure- magazine flies apart. Half action to clear.
10Broken magazine feed lips. Half action to clear.
11Slide flies off for pistol; action hung up for rifle, pump locked for pump action shot gun, cylinder locked for revolver. Full action to clear.
12Broken extractor. Weapon out of commission until broken part replaced.
13Retaining pins snap. Weapon out of commission until broken part replaced.
14Broken firing pin. Weapon out of commission until broken part replaced.
15Miscellaneous weapons parts fall off (hand guards, pistol grip etc). Weapon out of commission until broken part replaced.
16Action seized. Weapon out of commission until action taken apart and cleaned.
17Bolt failure- comes apart inside the weapon. Weapon out of commission until weapon taken apart and repaired.
18Warped barrel (DC20 for barrel explosion). Weapon out of commission until broken part replaced.
19Fouled barrel- barrel explodes DC15 to avoid 1d6 damage). Weapon destroyed.
20Chamber explosion DC10 to avoid being blinded for 1d6 rounds, DC20 to avoid 2d6 points of damage and being blinded. Weapon destroyed.
  • If effect cannot happen on that weapon roll again.
  • Effects can be lessened by expending action dice, if action die brings effect below a 1 then 1 is the minimum effect.

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