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Weapons

1,810 bytes added, 12:03, 11 December 2019
| 0% || '''''Broken''''' || Weapon becomes unusable
|}
 
== Firearm failure types ==
 
When using firearms, rolling a 2 means running the risk of sustaining a '''weapon failure'''. Every firearm may have one of four types of failures, each representing a different type of malfunction and each being resolved in different ways. The failure types are as follows:
 
* '''Failure to eject''': The firearm sustained a stovepipe malfunction, preventing any further shots from being fired. Dice scores after a 2 resulting in this failure type are discarded, and these shots are considered not to be fired. The shooter is assumed to spend the rest of the turn clearing the malfunction, the weapon can be used again on the next turn.
* '''Failure to fire''': The firearm could not fire that round at all. Because this type of failure typically occurs in revolvers or manual actions, the bad round is simply ignored (by rotating to the next chamber) or discarded (by ejecting it out of the firearm). The 2 corresponding to a failure to fire is not counted as a shot fired for [[Recoil]] calculation, and any subsequent shots may be fired normally.
* '''Failure to feed''': Only found in belt-fed firearms, this type of failure is a double feed or other blockage. Dice scores after a 2 resulting in this failure type are discarded, and these shots are considered not to be fired. The weapon enters an "unusable" state, which can only be fixed by performing a reloading action, either with a fresh ammunition belt, or even simply trying to load the same ammunition belt back, effectively requiring an extra turn to resolve.
* '''Failure to burn''': Only found in flamethrowers, this type of failure is a pilot light failing to ignite, resulting in wasting fuel (ammunition). The 2 corresponding to a failure to burn is treated as a miss, any subsequent shots may fire normally.
 
= Weapons in the Mazes =