Automatic
Projectile Weapons
- Misfire, shell ejected.
- Misfire, spend 1 round ejecting shell.
- Round jammed in barrel, spend 2D4 rounds unjamming weapon.
(1d4 with weapon engineering skill)
- Round jams in barrel, replace barrel or weapon useless.
- Round jams, weapon useless.
- Obstructed/deformed barrel, fire in a random direction,
roll.
- Weapon explodes, take 1D4.
- Weapon explodes, take 1D4x10.
- Trigger jams, weapon continues to fire until all rounds
expended. (firing wild no bonuses)
- Trigger jams, round jams, take 1D6 for each two remaining
rounds.
- Weapon explodes loose hand(s) regardless of SDC/MDC
respective.
- Weapon explodes, blinding flash, blind for 1D6 rounds.
- Weapon explodes, if no eye protection permanently blinded by
shrapnel.
- Weapon backfires, take weapon damage.
- Weapon backfires, take double weapon damage.
- Excessive recoil, loose all bonuses. (Straight die roll)
- Excessive recoil, shot goes wild, make PP check to maintain
balance.
- Weapon explodes take double weapon damage directly to face.
(Blinded permanently if face unprotected, otherwise for 2D4-1
rounds.
- Excessive recoil, drop weapon, shoot self in random body
part.
- Excessive recoil, drop weapon, shoot self in head.
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