Malfunctions
This optional rule applies only to firearms, grenades, and incendiaries.
A “malfunction” is a mechanical failure of the weapon; e.g., a misfire or a jam. Unlike a critical failure, a malfunction does not normally endanger the user.
For the purpose of this rule, firearms, grenades, and incendiaries have a “malfunction number,” or “Malf.,” a function of TL.
TL Malf.
3 12
4 14
5 16
6 + 17
A fine or very fine firearm gets +1 to Malf.; a cheap weapon gets -1.
Specific types of weapons might have a higher or lower Malf., as indicated in their descriptions. The GM is free to lower a weapon’s Malf. for mistreatment, lack of maintenance, or damage.
Regardless of the attacker’s skill, a weapon will malfunction instead of firing on any unmodified attack roll equal to or greater than its Malf. The exact effects depend on the weapon.
Firearm Malfunction Table
When a weapon malfunctions, roll 3d on the following table:
3-4 Mechanical or electrical problem.
5-8 Misfire.
9-11 Stoppage.
12-14 Misfire.
15-18 Mechanical or electrical problem, and possible explosion.
Mechanical or Electrical Problem
The weapon fails to fire. A successful Armoury or IQ-based weapon skill roll (takes a Ready maneuver) can diagnose the problem. Once the problem is known, make an Armoury skill roll to correct it. Each repair attempt takes one hour, and any critical failure destroys the weapon.
Grenades: This represents a fusing problem: the weapon detonates 1d seconds late.
Misfire
The weapon fails to fire. A successful Armory+2 or IQ-based weapon skill roll (takes a Ready maneuver) can identify the problem. If the weapon is a revolver, the next shot will fire normally. Otherwise, each attempt to fix the problem requires three Ready maneuvers, two hands free, and a successful Armoury+2 or IQ-based weapon skill roll. Critical failure causes a mechanical or electrical problem.
Grenades: The grenade is a dud, and will never explode.
Stoppage
The weapon fires one shot, then jams or otherwise stops working. (Treat the fired shot as a normal attack.) Each attempt to clear the stoppage requires three Ready maneuvers, two hands free, and a successful Armoury roll, or IQ-based weapon skill roll at -4. A success fixes the weapon. Failure means it isn’t fixed yet, but you can try again. Critical failure causes a mechanical or electrical problem.
Beam weapons: Treat as a mechanical or electrical problem.
Grenades and other single-use weapons: The weapon is a dud; it will never fire or explode.
Explosion
Any TL3 firearm or TL4 grenade, breechloader, or repeating firearm may blow up in the gunner’s face, inflicting 1d+2 cr ex [2d]. If the weapon uses an explosive warhead, use the warhead’s damage instead. TL5+ weapons do not explode – treat as a mechanical or electrical problem.