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Small Arms Critical Failure Chart
After a SA Critical failure, roll 1D20 and consult chart.
If failure was from a roll of 20, roll 1D10 + 10.
Roll Event
1 - 5 Dud round
6 - 10 Mis-feed (Dud for revolvers and single shot)
11 - 13 Feed jammed. One action to clear
14 Mechanical failure. Easy repair
15 Mechanical failure. Average repair
16 Mechanical failure. Difficult repair
17 Mechanical failure. Formidible repair
18 Primer only * (Dud for shotgun type weapons)
19 Hang fire **
20 Explosive failure. Gun destroyed. Arm(s), Chest, & Head take
1d6 flak damage each. Trigger Arm takes 2d6 concussion damage
in addition to flak damage.
* No charge in round but bullet is released from shell. Observation
or Small Arms (which ever is higher) at Difficult needed to realize bullet
is still in barrel before next shot is taken. If roll is failed next shot
causes explosive failure.
** Slow burn/faulty primer. Round goes off 1D10 + 5 seconds after fire.
Observation or Small Arms (which ever is higher) at Difficult needed to
realize hang fire failure. If roll is failed, player will clear gun as if a
dud. If cleared, on a 1-5 on D20, round hits player. On a 6-20 on D20, make
a roll on the scatter diagram for direction of travel and on hit location
chart for inclination (I.E. Head = High, Leg = Low). Assume origination point
at player. Round is at half damage and half range.