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