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Weapons

531 bytes added, 16:43, 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: All For every 2 rolled, the '''two''' highest scoring shots following a 2 resulting in this failure type (excluding critical failures) are cancelled. 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 the rest part of the turn clearing the malfunction. The weapon may be used again on the same turnany 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: Revolvers, Manual-action (bolt-action, pump-action, lever-action) firearms.
** Effects: The 2 corresponding to the misfired round Every misfire is simply not fired; however misfired ammunition is considered to be spent. Any subsequent shots may be fired normally. For the purposes of [[Recoil]] calculation, misfired rounds are not counted.
** How to resolve: Automatically resolved.
* '''Failure to feed''': The firearm sustained a double-feed or other feeding blockage, preventing it from loading and firing ammunition until cleared.
** Weapons usually affected: Belt-fed firearms
** Effects: All shots following a Depends on the amount of 2s rolled during that turn.*** '''If 2 resulting in this failure type or less occurred''': For every 2 rolled, the '''three''' highest scoring shots (excluding critical failures) are cancelled. Weapon enters an "If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired.*** '''If 3 or more occurred''': All shots are cancelled and the firearm is considered to be in a '''jammed" ''' state which must be manually .** 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.
* '''Failure to burn''': Only found in flamethrowers, this type of failure is similar to a failure to fire. The pilot light flickered or failed to burn, resulting in wasting fuel (ammunition).
** Weapons usually affected: Flamethrowers