Weapon Misfires
When you roll an attack with that weapon you always roll damage alongside it, hit or miss.
If the attack roll (before modifiers) and the weapon’s damage roll match, you have a misfire. Note that misfires will, thus, be much more likely on misses than hits.
When rolling with Advantage both results have to match the damage, substantially decreasing the likelihood of misfires. With Disadvantage you misfire if either die matches damage.
When a misfire occurs, consult the table (below) and apply the result that matches the dice. Higher results are worse, with the exception of 1s, which are always fumbles. Note that this means smaller weapons are less likely to produce disastrous results.
On critical hits (x2 damage) use the total damage result. This means it misfires ONLY if the damage result is 20 or better; this will virtually always be a disastrous, terrible misfire IN ADDITION TO dealing damage to the target.
On a critical failure (natural 1) the result is always a fumble, regardless of the damage roll (use the entry under 1 on the misfire table). A fumble is also possible with, for example, an attack of 3 on a Very Fragile weapon.
Weapons’ misfires can be altered in a few ways:
Dangerous: Roll this weapon’s damage twice and take the better result. However, if either result matches the attack, you misfire.
Sturdy: You can choose to decrease this weapon’s damage roll by 1 (minimum 1), likely avoiding misfires. Double this weapon’s hit points.
Extra Sturdy: You can choose to decrease this weapon’s damage by 1 or 2. Triple this weapon’s hit points.
Fragile: If this weapon’s damage is within 1 (i.e., one higher or lower than) of the attack roll it counts as a misfire.
Very Fragile: As Fragile, but within 2 of the attack result (e.g., an attack of 9 misfires on a 7, 8, 9, 10, or 11 on the damage die).
Stable: When this weapon misfires you reduce the result of the misfire (not attack or damage, just the result on the table) by 3 (minimum 1).
Unstable: If this weapon misfires, add 3 to the result of the misfire (not the damage or attack, just the result on the table).
Tech weapons have more dangerous misfire tables, while scrap weapons mostly fall apart or slip from their users’ hands.
Non-weapon devices can also have a malfunction die, rolled any time a d20 is rolled with the device. Scrap tools mostly just break, while tech tools can explode or otherwise cause havoc.
Weapons can take damage equal to their cost before breaking. At 1/2 hp or less the weapon suffers a -1. Fixing a weapon costs that many chips (1 per hp, or half that for Sturdy weapons, or 1/3 for Very Sturdy).
Most melee and scrap weapons are Sturdy. Melee scrap weapons are usually Very Sturdy.
| Roll | Ranged Tech Weapons | Melee Tech Weapons | Ranged Scrap Weapons | Melee Scrap Weapons |
|---|---|---|---|---|
| 1 | Fumble! Roll a d12 on this table and suffer the result; if you roll a 1 count it as a 13. | Fumble! | Fumble! | Fumble! |
| 2 | You miss! No further effect. | Miss! | Miss! | Miss! |
| 3 | Fim up your grip; you cannot make further attacks this turn. | Firm up your grip; you cannot make further attacks this turn. | Miss! | Miss! |
| 4 | Jam! You cannot fire this weapon again until you use an action to clear the jam. | Overheat! Your weapon does not count as tech or use tech features until you use an action to restart it. | Miss! | Miss! |
| 5 | Bad ammo. You jam the gun AND spend one extra ammo | Fizzle! Your weapon overheats (as below), and uses up an extra charge (if applicable). | Firm up your grip; you cannot make further attacks this turn. | Firm up your grip; you cannot make further attacks this turn. |
| 6 | Ricochet! A random target within Near range of the original target takes 1 damage. | Energy discharge. A random target within 5 ft of you takes 1 damage. | Firm up your grip; you cannot make further attacks this turn. | Firm up your grip. |
| 7 | Ricochet! 3 damage. | Energy discharge: 3 damage. | Ricochet! A random target within Near range of the original target takes 1 damage. | Whoa, too far! Deal 1 damage to a target within 5 ft of the target or the wielder. |
| 8 | Oops! The wielder misses their initial target and instead targets an ally within 5 ft of the target OR the wielder. Use the original attack roll and bonus. Ignore this result if there's no eligible target. | Oops! The wielder misses their initial target and instead targets an ally within 5 ft of the target OR the wielder. Use the original attack roll and bonus. Ignore this result if there's no eligible target. | Ricochet! 3 damage. | Too far! 3 damage. |
| 9 | What a kick! The weapon escapes your grip and lands within Near range in a random direction. | Disjunctive vibrations numb your hands. You drop the weapon and cannot use your primary hand (or both, for two-handed weapons) until the end of your next turn. | Butterfingers! The weapon slips from your grip and lands in Near range in a random direction. | Butterfingers! The weapon slips from your grip and lands in Near range in a random direction. |
| 10 | Backfire! The wielder takes weapon damage. | Hoist on your own petard. Take 1x weapon damage as you stab yourself. | Ouch! You injure yourself, taking 1x weapon damage, and miss the target. | Hoist on your own petard. Take 1x weapon damage as you stab yourself. |
| 11 | Misfire! The weapon and wielder both take weapon damage. | Energy cell rupture! You take 1x weapon damage. | Oops! The wielder misses their initial target and instead targets an ally within 5 ft of the target OR the wielder. Use the original attack roll and bonus. Ignore this result if there's no eligible target. | Oops! The wielder misses their initial target and instead targets an ally within 5 ft of the target OR the wielder. Use the original attack roll and bonus. Ignore this result if there's no eligible target. |
| 12 | Catastrophic misfire! The weapon takes 2x attack damage, and the wielder takes 1x attack damage. | Explosion! You and the weapon both take 1x weapon damage, and miss your target. | Snap! You and the weapon suffer 1x weapon damage, the shot misses, the ammo is wasted. | Magnificent failure. Take 1x weapon damage as you stab yourself, and miss your enemy. |
| 13+ | Roll twice, take both results, and spend one extra ammo. | Roll twice, take both results. | Roll twice, take both results, and spend one extra ammo. | Roll twice, take both results. |