Firearms - Stats and Costs (and Rules)
Malfunctions
| TL | Malf. |
|---|---|
| 3 | 12 |
| 4 | 14 |
| 5 | 16 |
| 6 or higher | 17 |
| Fine or Very Fine get +1, cheap gets -1. | |
| The Malfunction number can lower with damage, mistreatment, and lack of maintenance. |
Firearm Malfunction Table
| 3-4 | Mechanical or Electrical Problem |
|---|---|
| 5-8 | Misfire |
| 9-11 | Stoppage |
| 12-14 | Misfire |
| 15-18 | Mechanical or Electrical, possible Explosion! |
Mechanical or Electrical Problem
The weapon fails to fire. A successful Armoury or IQ-based weapon skill roll (takes a Ready maneuver) can diagnose the problem. Once the problem is known, make an Armoury skill roll to correct it. Each repair attempt takes one hour, and any critical failure destroys the weapon.
Grenades: This represents a fusing problem: the weapon detonates 1d seconds late.
Misfire
The weapon fails to fire. A successful Armory+2 or IQ-based weapon skill roll (takes a Ready maneuver) can identify the problem. If the weapon is a revolver, the next shot will fire normally. Otherwise, each attempt to fix the problem requires three Ready maneuvers, two hands free, and a successful Armoury+2 or IQ-based weapon skill roll. Critical failure causes a mechanical or electrical problem.
Grenades: The grenade is a dud, and will never explode.
Stoppage
The weapon fires one shot, then jams or otherwise stops working. (Treat the fired shot as a normal attack.) Each attempt to clear the stoppage requires three Ready maneuvers, two hands free, and a successful Armoury roll, or IQ-based weapon skill roll at -4. A success fixes the weapon. Failure means it isn’t fixed yet, but you can try again. Critical failure causes a mechanical or electrical problem.
Beam weapons: Treat as a mechanical or electrical problem.
Grenades and other single-use weapons: The weapon is a dud; it will never fire or explode.
Explosion
Any TL3 firearm or TL4 grenade, breechloader, or repeating firearm may blow up in the gunner’s face, inflicting 1d+2 cr ex [2d]. If the weapon uses an explosive warhead, use the warhead’s damage instead.
TL5+ weapons do not explode – treat as a mechanical or electrical problem.
Firearms Ranged Weapons Table
| Ranged Weapon | Type | Damage | Accuracy | 1/2 Damage | Max Range | Shots | RoF | Cost | Weight | Min STR | Bulk | Recoil | Legality Class |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Recoil
Recoil 1 means the weapon is recoilless, or nearly so. When firing at RoF 2+, every full multiple of Rcl by which you make your attack roll means you score one extra hit, to a maximum number of hits equal to total shots fired; see Rapid Fire (p. 373). (Firearms with RoF 1 still list Rcl, for use with certain rules.)
Shots
First number is number of ammo in a clip, number in parenthesis is how long it takes to reload the full amount.
An "i" listed means that shots must be loaded individually.
RoF (Rate of Fire)
The maximum number of shots that can be fired in a 1-second turn.
Mxn (eg. 3x9) means the weapon can fire a number of shots equal to the first number, and each shot releases smaller projectiles equal to the second number.
Rapid Fire Table
| Shots | Bonus to Hit |
|---|---|
| 2-4 | 0 |
| 5-8 | +1 |
| 9-12 | +2 |
| 13-16 | +3 |
| 17-24 | +4 |
| 25-49 | +5 |
| 50-99 | +6 |
| Each x2 | +1 per each |