View Single Post
  #5  
Old 02-15-2014, 12:23 PM
leonpoi leonpoi is offline
Registered User
 
Join Date: May 2009
Posts: 173
Default

Good idea. I'd suggest adapting the vehicle wear rules.

Something like this but maybe the flow/logic could be changed a bit:


Can adapt the vehicle rules:

* On a critical failure (perhaps a 20 on the to-hit roll) roll a d10

* If the result is <= wear value then the weapon has a Jam

* A Jam does not mean the weapon has actually suffered a serious malfunction. Avoiding a serious malfunction is a task (Difficult: Small Arms or Gunsmith) performed by the character who did the last maintenance on the weapon.
* A jam requires one full combat turn to clear. Clearing a jam is Average: Small Arms

* ???


Serious malfunction

* The current wear value of the weapon is the D10 roll for the chance of a major breakdown. Else it is a minor breakdown
* Major Breakdown = ???
* Minor Breakdown = ???



* After a weapon has suffered 10 serious malfunctions, its wear value is increased by 1. A weapon with a wear value of 10 which suffers its tenth malfunction at that
value is no longer repairable, and is good only for salvaging parts.
* A Difficult Gunsmith test can be used to Repair a weapon - use something similar to the vehicle rules
Reply With Quote