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!