|
|
|
![](pixel.gif) |
![](pixel.gif) |
![](pixel.gif) |
Fumble Chart - Small Arms |
|
A roll of 98-00 results in a fumble chart. Results of fumbles can be found on charts like this. |
|
01-05 Weapon malfunction - Lose next attack |
06-10 Oops - Hit the magazine release - 2 rounds to recover* |
11-15 Lose next 1-2 rounds of activity |
16-20 Weapon falls to ground 1-2 rounds to recover |
21-25 Weapon jam - Lose next 3-4 attacks - or switch weapons and lose 1-2 attacks |
26-30 Panic - Check Coolness Under Fire (CUF) -2 |
31-35 Fall to ground, lose 2 rounds of activity unless staying prone |
36-40 Weapon malfunction / panic - lose next attack and Check CUF at -2 |
41-45 Vision impaired - 50% to all actions requiring sight for 1-3 rounds |
46-50 Vision blocked - blinded for 1-3 rounds |
51-55 Hit friend ½ damage |
56-60 Hit self ½ damage |
61-65 Hit friend full damage |
66-70 Hit self full damage - no whining. Roll! |
71-75 Weapon damaged - 1d10 x 10 = percentage damaged** |
76-80 Hit friend ½ damage & Weapon damaged 1d10% |
81-85 Hit self ½ damage & Weapon damaged 1d10% |
86-90 Hit friend full damage & Weapon damaged 1d10% |
91-95 Hit self full damage & Weapon damaged 1d10% |
96-00 You messed up bad! - Roll twice on this table and everyone laughs at you (except if you hit one of them, but the others only laugh harder.) |
|
*If weapon has an internal magazine bolt locks back - takes 1 round to release. |
**Must be fixed with an individual that has Gunsmith skill. The more damage the more parts and the more |
difficult it is to repair. 80% or more, consider it scraps for another weapon. |
![](pixel.gif) |