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View Full Version : Original System Custom malfunction tables for futuristic weapons



Iron Angel
2015-11-30, 02:36 AM
I'm using GURPS, which is 3d6 rolls, but I figured any of you guys might be able to adapt these, and maybe give some feedback as well if you like.
I've separated weapons into 4 categories that have different tables, as they operate differently and some sciences and methods are more reliable and sturdy than others.

Cored: Any weapon that uses a power core to generate energy projectiles. Lasers, plasma, bolts of electricity, etc.
Slug: Any weapon that fires traditional tried-and-true bullets or shells. Rifles, cannons, shotguns, and the like.
Hybrid: High tech weapons that use powered systems to assist physical projectiles. Railguns, MACs, proton rounds, and others.
Launcher: Any weapon that fires an explosive payload. Rocket launchers, grenade launchers, mortars, so on.

Also, if the enemy strikes a weapon and it is a Critical Hit, or they attempt to Parry an incoming critical hit with their weapon, they roll on the table.

TABLES
MALFUNCTIONS
Cored weapons:
3-4: Cycler glitch. Resolves itself at end of turn.
5-8: Heat sink out of alignment. Ready action to fix.
9-11: Capacitor connection opened. Concentrate action with repair roll to fix.
12-14: Debris in focuser. Requires Concentrate action with Repair roll to fix, then ready action.
15-17: Overheat. Weapon cannot fire for 3 rounds.
18: Power source breach. Weapon energency ejects core, which explodes in a 2 yard radius for weapon's damage in burn damage. Weapon is inoperable until innards are replaced.

Slug weapons:
3-4: Pin misstrike. Resolves itself at end of turn.
5-8: Dud round. The round is harmlessly discharged from the ejector, using an extra round of ammunition.
9-11: Jam. Ready action to fix.
12-14: Locked bolt. Concentrate action with Repair roll to fix.
15-17: Magazine jam. Requires Concentrate action with repair roll to fix, then ready action.
18: Misfire. Deals weapon damage to weapon. If this destroys the weapon, the weapon explodes, dealing weapon damage -1 piercing damage to user's hands. Weapon is inoperable until innards are replaced.

Hybrid weapons:
3-4: Fabricator glitch. Resolves itself at end of turn.
5-8: Electrical distortion. Weapon accuracy reduced to 1 until ready action used to fix.
9-11: Misaligned materials reservoir. Ready action to fix.
12-14: Heat sink damaged. Free action to dislodge, then Ready action to fix.
15-17: System sync error. Requires Concentrate with Repair or Computer Use skill to fix.
18: Field generator destabilization. Weapon's electrical systems fry, and anything in contact with the weapon takes weapon damage in heat damage and is stunned, requiring an IQ test at the end of each turn (including the turn this malfunction happens) to snap out of it. Weapon is inoperable until innards are replaced.

Launchers:
3-4: Trigger malfunction. Ready action to fix.
5-8: Mechanical failure. Concentrate roll with repair skill to fix.
9:11: Dud round. The projectile is still armed and partially fired. It is ejected from the front of the weapon at low speed, landing on the ground 1d6 meters in front of the firer, coming to rest on the ground. It does not explode... Yet. For these hazards, each subseqent round on the start of the firer's turn roll 1d6. On a 2+, the round remains on the ground harmlessly. On a 1, it explodes as if it had been fired and struck where it lies. If the surface it rests on is uneven, the projectile may roll or slide.
15-17: Dud round. The weapon is not fired, but it IS armed. Treat the projectile as above, except that it is still inside the weapon. It can be removed from the weapon with a successful Concentrate action using a repair skill. At this point, the round is out of the weapon, but still armed. If the round detonates inside the weapon, see below.
18: The round immediately explodes. Deal damage to the weapon equal to the explosive's damage at the center of its blast radius. If this destroys the weapon, the weapon explodes, and the projectile's blast damage is done immediately from its point of detonation. If by some miracle the weapon is not destroyed, it is instead rendered inoperable until its innards are replaced.
In addition, if the weapon has remaining ammunition, roll a final D6. On a 1, the ammunition experiences a chain reaction, and all remaining ammunition detonates as above. Goodbye.

In dud round cases, any character can attempt to use a Concentrate action to attempt to disarm the dud (if they have the guts). It may be safer to just run from it, however.