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Malfunction (Malf.) is an optional rule for all firearms and grenades.[1][2]

TL Malfunction number (Malf.)
TL3 12
TL4 14
TL5 16
TL6+ 17

For the result, see Firearm Malfunction Table!

For Better or Worse[]

Old n Busted[]

Bad maintenance and dusty or humid conditions can cause a mere severe Malf. number. This should mainly be used in situations where the PCs have to improvise firearms from a long-forgotten cache (like in an Action adventure) or when scrounging for weapons in an apocalypse (such as After the End, or Reign of Steel).

Smoke and Powder[]

In swashbuckling settings before the rise of smokeless powder (pre-TL6), Malfunctions are much more common (and dramatic). A desperate hero (or villain) might be willing to take one more shot with a "fouled barrel", risking the higher Malfunction rate.[3]

Fine Materials[]

Fine craftsmanship (CF +0.25) can make a gun more reliable, or very fine (CF +1.25) for even more reliability.[4]

Modifiers[]

But there are modifiers to this. For example, the Thompson Submachine Gun with the drum has a Malf. of 16 even though it is from TL6. Similarly lack of maintenance and certain battle conditions (a gun that fell into water or worse mud) can lower Malf.

Similarly, weapon quality also affects Malf. Some weapons are of such good quality that Malf. of a properly maintained weapon are much rarer then similar weapons of the TL. Others have such a reputation for Malf. that the only reason anyone uses them is they don't have a choice. Some examples of this is the LeMat grapeshot revolver, Chauchat, Sten gun MK II, and Apache pistol (thanks to an hair trigger it is likely to go off in your holster as anything else)

Additional Examples[]

See Also[]

References[]

  1. Basic Set, p.279
  2. Basic Set, p.407
  3. Low-Tech, p.95
  4. Low-Tech, p.96