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Weapons

47 bytes removed, 16:45, 17 March 2020
* '''Failure to eject''' (also called '''stovepipe'''): The firearm sustained a stovepipe malfunction (a spent casing is stuck in the ejection port), preventing any further shots from being fired until cleared.
** Weapons usually affected: Self-loading (semi-automatic, burst, automatic) firearms.
** Effects: For every 2 rolled, the '''two''' highest scoring shots (excluding critical failures) are cancelled(not fired). If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This may cancel critical hits, and potentially indeed all hits fired if enough of them occur.
** How to resolve: Automatically resolved. The shooter is assumed to spend part of the turn clearing any malfunctions.
* '''Failure to fire''' (also called '''misfire'''): The firearm could not fire that round at all. In revolvers, the bad round may be ignored and the shooter can simply move on to the next cylinder. In other affected weapons, the bad round is simply ejected out of the weapon.
** Weapons usually affected: Belt-fed firearms
** Effects: Depends on the amount of 2s rolled during that turn.
*** '''If 2 or less occurred''': For Same as stovepipes; for every 2 rolled, the '''threetwo''' highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never (not fired).*** '''If 3 or more occurred''': '''All shots ''' are cancelled and the firearm is considered to be in a '''jammed''' state.
** How to resolve (2 or less): Automatically resolved.
** How to resolve (3 or more): Perform a reloading action on a jammed firearm in order to un-jam it. You are allowed to perform a reloading action with the same belt it was previously loaded with for the purpose of unjamming.