Newer Simplified Jam Mechanic
I was called out on my Jam Mechanic by a new player the other night. Eric is so new to gaming that he only has 2 game sessions under his belt. However, he is a very experienced hunter and competitive shooter. He gave me this simplified version of my own Jam Mechanic.
When rolling under the weapon's Wear Value to see if it has jammed; a Roll of 1 on the INITIAL JAM ROLL CAUSES A CATASTROPHIC FAILURE in a weapon with a Wear Value of 6 or greater. A roll of 1 or 2 on the INITIAL JAM ROLL CAUSES A CATASTROPHIC FAILURE in a weapon with a Wear Value of 10.
If a Catastrophic Failure does occur; It requires an AVERAGE: Gunsmithing (no Small Arms here) roll to restore the weapon to function. This task takes 2D10 +10 minutes and requires Small Arms tools (mechanic's tools may be substituted but this makes the task DIFFICULT). At the GM's discretion, This may require 1 unit of small arms parts (as per 2013's rules) to fix the failure. The weapon WILL increase in Wear Value by 1 level (with Wear Value 10 weapons becoming inoperable). If an OUTSTANDING SUCCESS occurs during this roll, NO Wear occurs and NO parts are needed to restore function. If a CATASTROPHIC FAILURE occurs on the Gunsmithing roll, The weapon is NO LONGER FUNCTIONAL and is only good for parts salvage.
My friend (who is a machinist) also suggested that half of all gun parts taken from a weapon (if your using the 2013 Salvage Rules) be Specific to THAT Weapon's Model (ie barrel, bolt, sear, etc...) and the other half (the larger half if there is an uneven number of parts) be "generic" gun parts (pins, screws, and springs) usable on any project.
This reduces the number of rolls from 3 (in my old system) to 2 (as above). Anything that reduces the number of skill rolls is welcome in my campaign. Fresh Minds, New Ideas.
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