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| Fumble Chart - Small Arms |
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| A roll of 98-00 results in a fumble chart. Results of fumbles can be found on charts like this. |
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| 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.) |
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| *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. |
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