Firearms Fumbles

roll 3d6, -3 if Fast Drawing, -3 if not up to STR Min, +3 if weapon ‘dirty’, +3 if weapon ‘unreliable’


            3:   attack self with OCV Ø, DCV Ø; if the weapon is normally held 2H, go to 4.

            4:   attack nearest un-intended target with OCV Ø, target DCV halved if friend.

            5:   drop [d4:  weapon | some ammo | an ammo container | other item ].

            6:   damage your [d3:  armor | weapon | other item ].

       7 - 8:   trip or otherwise waste two half phases (including getting to feet if character falls).

            9:   entangled:  your [d3:  weapon | clothing | other item ] becomes caught on [d4:  yourself | a friend | an opponent | the environment ]; STR of entangle = BOD of what you’re caught on.

          10:   misfire:  primer or cap does not fire. 50% chance of firing if primer or cap struck again; if does not fire on second attempt, round or load is a dud or improperly loaded.

          11:   ammo problems besides misfire:  [d8:   cartridge disassembled/disassembles when loaded | revolver chain fires (if c&b) | cartridge cooks off next round (if lots of firing already) | cartridge underpowered, bullet does not leave barrel (Gunsmith skill to recognize) | case separates during extraction (does not apply to all guns) | case bulged, character STR vs. 3xDC as STR to extract | primer blowout, roll DC- to do DC as normal energy attack on hand, roll DC- to set off rounds in box magazine | barrel heavily fouled, all subsequent shots at ½ Rmod (black powder only)]

  12 – 13:   clearable jam:  make [choose:  Gunsmith skill | Mechanics skill, -3 | DEX roll, -5 ] to clear, -3 if not familiar with weapon. Each attempt to clear the jam takes a full phase at ½ DCV.

  14 – 15:   gun mis-function or mis-operation, depends on mechanics of gun. Examples:  sights drift off (halve RMod); box magazine falls out of gun; round failed to feed from box magazine;  forgot to take safety off; etc.

  16 – 17:   serious jam, cannot be cleared in combat. Make [choose:  Gunsmith skill | Mechanics skill, -3 ] to realize it cannot be cleared.

          18:   roll twice! For NPCs:  weapon explodes due to improper ammo or operation!