Malfunctions

(Back to Combat)

(see also Firearms (rules)

Firearms are prone to jamming or misfiring. With any attack roll result equal to or higher than the firing weapon's malfunction number (see Weapons Table), the shooter does not merely miss - their weapon does not fire. If the weapon is a revolver, break-open gun, or bolt-action rifle, the problem is merely a dud round. If the weapon is lever-action, the malfunction is a jam. Fixing a jam takes 1D6 combat rounds, plus a successful Mechanical Repair roll or Firearms skill roll. The user can keep trying once per round until succeeding. If the roll is also a fumble, the Keeper may choose whether the gun malfunctions or if some other outcome occurs, such as hitting an ally or the wielder injuring themselves in some way.