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.

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