Firearm Malfunction Update
2026-11-11
On occasion, my playtest version of a mechanic will become quite different to the blog version of it. Part of this is, of course, I’m quite slow to update the blog on some of the nuts and bolts stuff, but also because things just evolve in playtesting and I honestly forget I changed stuff.
I’ve already stated before that the Firearm Rules Compendium will be treated as a living document that gets updated as I change or modify things. That said, larger mechanical overhauls or updates might also get their own posts alongside updates to the primary article.
For the sake of comparison, I have the old version of the malfunction mechanics preserved if anyone is interested in those. I think the new version is a lot better.
Firearm Malfunctions
Whenever a firearm attack roll is a natural 1, and the weapon is of poor quality or is being used in adverse conditions (such as mud, sand, heavy rain, or similar environments), roll on the Weapon Jam Table.
| 2d6 | Result | Effect |
|---|---|---|
| 2 | Catastrophic Failure | The weapon catastrophically fails. Make a Reflex Save or suffer Ballistic Damage equal to the weapon’s caliber. The weapon is broken and unusable until repaired. |
| 3–4 | Broken | The weapon is broken and cannot be fired again until fully repaired. |
| 5–7 | Malfunction | The weapon suffers a major malfunction. It requires 1d4 rounds to return to working order. |
| 8–10 | Jam | The weapon jams and requires 1 Turn to clear before it can be fired again. |
| 11–12 | Minor Stoppage | The weapon briefly malfunctions. Clear the stoppage immediately, but suffer −2 on the next attack made with the weapon. |
Defunct Weapon Malfunctions
When to Check
If a player rolls a natural 1 In conditions where a weapon could feasibly malfunction, roll on the malfunction table. such conditions may include:
- After submersion in water/mud
- After sustained spray fire (10 combat rounds)
- Using a Poor quality weapon
- Using Poor quality ammunition
Malfunction Table
Roll 1d20 - Quality modifiers
| Roll | Malfunction | Time to Fix | Damage Risk |
|---|---|---|---|
| 1-5 | Misfire | 1 round | None |
| 6-11 | Failure to Extract | 1 round | None |
| 12-17 | Double Feed | 2 rounds | None |
| 18-19 | Severe Malfunction | 2 rounds | None |
| 20 | Broken Part | Special | None |
| 21+ | Catastrophic Failure | Special | Yes |
Catastrophic Failure Details
Only possible on modified rolls of 24 or higher:
- Cracked Chamber
- Out of Battery Detonation (1d6 damage)
- Case Head Separation
- Catastrophic Failure (2d6 damage)