A&8 Fumble Table
A&8 Fumble Table
A&8 Fumble Table
01-02
The buttstock (rifle or shotgun) or grip (pistol) is badly broken. A long gun with a broken buttstock can no longer be shoulder fired or aimed (in other words, all shots are hipshots). A pistol with a badly broken grip cannot be fired. The cylinder will not remain in place and falls out when the cylinder rod is broken. Obviously, the gun cannot be fired. No effect on guns without cylinders. A broken ejector (in the case of a rifle or most pistols) or extractor (in the case of a shotgun) wont eject spent cartridge cases. A rifle with a broken ejector cannot be fired since a casing remains lodged in the gun. The affected shotgun barrel cannot be reloaded. A pistol (or revolving rifle) can no longer be fired once out of shots. When the hammer breaks, the firing pin or primer cannot be struck, rendering the gun useless for shooting. Only affects one barrel of a shotgun (most recently fired). An internal part breaks preventing the gun from revolving or cycling. No effect for shotguns. When a rifles lever breaks the action wont cycle and the rifle can no longer be fired. No effect on pistols and shotguns (or rifles without a lever). The side of the cylinder remains uncovered when the loading gate breaks. When the cylinder is uncovered, the cartridges fall out and/or jam the cylinder. Only affects revolving guns with loading gates. No effect unless the weapon is a rifle with a magazine. When the magazine spring breaks, the cartridges wont load from the magazine and shooter will have to hand load each bullet. When the mainspring breaks, the hammer wont drop and the gun cannot be fired. Only affects one barrel of a shotgun (most recently fired). Rifle (or target pistol) has a broken sight (no effect for a shotgun or other pistol). Rifle cannot be aimed or aimed carefully. The trigger mechanism breaks inside the gun, which can no longer stay cocked. The shooter must now manually drop the hammer or fanfire the gun (-2 to Accuracy). Only affects one barrel of a shotgun (most recently fired). The cartridge or shell didnt ignite. Apart from the dead round being in need of ejection, no other adverse effects. A muffled report lets the shooter know his shot failed to hit the mark because it dropped harmlessly into the dirt due to an underload. A major underload has virtually no report and moreover the bullet travels virtually nowhere; it is now lodged in the barrel rendering the gun useless until repaired. Any shooter failing an Int check with a 10 bonus to the roll will go ahead and fire the next shot. If this happens, the gun blasts open (destroying it) and the shooter suffers 1d4-1 damage to the hand. If this results in 0, roll 1d4-1 to the face. If the face result is also 0, roll 1d4-1 to the head. If this results in 0, roll 1d4-1 to the neck. If the neck result is also 0, consider the dolt lucky. Of course, you have to be dumbern cowcrap to shoot a gun again after a major underload. For shotguns, treat this result as a Minor Underload result. The primer blows off causing gas and/or debris to shoot back into the shooters face. For pistols: The shooter suffers 1d4-1 damage to the face. If the face result is 0, roll 1d4-1 to the head. If this results in 0, roll 1d4-1 to the neck. If the neck result is also 0, the shooter escaped a painful mishap. For rifles and shotguns: use the same process but replace the d4 with a d6. The bullet or shell was packed with too much powder causing it to explode in the barrel or cylinder (for cylinder-based weapons). The gun is destroyed and the shooter suffers 1d4-1 damage to the hand. If this results in 0, roll 1d4-1 to the face. If the face result is also 0, roll 1d4-1 to the head. If this results in 0, roll 1d4-1 to the neck. If the neck result is also 0, the shooter escaped an agonizing accident.
Mechanical Failure Mechanical Failure Mechanical Failure Mechanical Failure Mechanical Failure Mechanical Failure Mechanical Failure Mechanical Failure Ammo Failure Ammo Failure Ammo Failure
Hammer Internal part Lever Loading gate Magazine spring Mainspring Sight Trigger Dud Underload, minor Underload, major 03-10 11-12 13-14
Ammo Failure
Blown Primer
15
01-50
Ammo Failure
Overload
51-100
Ammo Failure Ammo Failure Ammo Failure Ammo Failure Ammo Failure Gear Failure Gear Failure Gear Failure Gear Failure Gear Failure Gear Failure Gear Failure Gear Failure Gear Failure Gear Failure Accidental Shots Accidental Shots Accidental Shots Accidental Shots Accidental Shots
Case Separation Incorrect sizing, major Incorrect sizing, minor Chainfire Flaming debris Boot/footgear breaks Saddlebag breaks Belt/holster breaks Holster loosens Shirt tears Vest rips Button pops Hat torn Pants tear Sack/bag/parcel breaks Hit bystander Shot nearby livestock/horse Damage building Damage tree/cactus Fire during draw
16-19 20-21 22-23 24 25 26 27-29 30-32 33 34-35 36-37 38-40 41-42 43-44 45-47 48-50 51-53 54-56 57-59 60-63
Accidental Shots Hindrance Hindrance Hindrance Hindrance Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness
Accidental discharge Sweat in eyes Smoke obstructs view Sun/glare in eyes Smoke in eyes Stumble Slip Off balance Distracted Drop weapon
64-65 66-69 70-72 73-76 77-80 81-84 85-87 88-91 92-94 95-97
The case separates and only the head of the cartridge is extracted. The rifle cannot be fired until the case is removed (with a special tool). No effect for shotguns or on additional chambers. The cartridge was of the wrong size and the shot was never fired. The gun is now jammed and must be disassembled to clear the poorly sized cartridge. No effect for shotguns, pistols or rifles with cylinders. The cartridge was of the wrong size and the shot was never fired. The gun is now jammed and must be recycled to clear the poorly sized cartridge. No effect for shotguns, pistols or rifles with cylinders. A chainfire can only occur with a cap and ball revolver or Remington revolving rifle. 1d6-1 additional shots fire. The shooter suffers 1d6-1 damage to the hand. Flaming debris shoots from the barrel, setting fire to any curtains or other flammables in the area. Sole or heel partially separates or tears from top or cracks (50/50 percent chance of either). A saddlebag rips open at the seam, spilling 1-10 percent of its contents per second. If more than one saddle bag, roll randomly. If not worn, no effect. Buckle breaks dropping belt or tears at seam (75/25 percent chance of each). Holster loosens causing a +2d6 Speed penalty to any draw attempts. If not worn, no effect. Shooter tears a seam or pocket on shirt (50/50 percent chance of either). Shooter tears a seam or pocket on vest (50/50 percent chance of either). Shooter pops a button on shirt, pants, vest or coat (50/50 percent chance of either). Shooter tears his hat. If not worn, no effect. Shooter tears his pants. If not worn, no effect. A sack, bag or parcel rips open at the seam, spilling 1-10 percent of its contents per second. If more than one bag, roll randomly. If not worn, no effect. Shooter accidentally shoots a bystander in field of fire. Randomly determine injury location. If none available, no effect. Shooter accidentally shoots a mount or livestock in field of fire. Randomly determine injury location. If none available, no effect. Shooter accidentally shoots out a window, door hinge, sign, or other building part in field of fire. Randomly determine location, if necessary. If none available, no effect. Shooter accidentally shoots a tree, cactus or other plant in field of fire. If none available, no effect. 01 (d10) Shooter fires during draw (graze own foot). Disregard if 2nd or later shot and/or the gun was drawn previous to shot. 02 (d10) Shooter fires during draw (shoot own foot). Disregard if 2nd or later shot and/or the gun was drawn previous to shot. 03-10 (d10) Shooter fires during draw (shot ground). Disregard if 2nd or later shot and/or the gun was drawn previous to shot. Shooter accidentally discharges into the air or ground. Shooter has sweat in his eyes and suffers a -6 Accuracy penalty for any shots fired during the next 10 Counts. Smoke obstructs the shooters view of the firing arc hes shooting in. Any additional shots fired that direction in the next 10 Counts are at a -3 Accuracy penalty. The sun, lamplight or a reflection temporarily blinds the shooter. He suffers a -10 Accuracy penalty for any shots fired during the next 5 Counts. Shooter has smoke in his eyes and suffers a -4 Accuracy penalty for any shots fired during the next 15 Counts. Shooter stumbles. If moving faster than a walk, he suffers a Speed penalty of +5. If moving a run or sprint, the character must make a Dexterity check or fall prone. -2 to Accuracy for 5 Counts. Shooter slips on mud, blood, water, whiskey or whatever else might be nearby. If moving faster than a stroll, he suffers a Speed penalty of 10. Additionally, if moving at a jog, run or sprint, the character must make a Dexterity check or fall prone. -4 to Accuracy for 10 Counts. Shooter falls off balance and suffers a -2 to Accuracy for 10 Counts. If moving at a run or sprint, must make a Dexterity check or fall prone. Something in the vicinity distracts shooter: a bird flying past, someone he knows, a prostitute calling, whatever is appropriate at the time. Shooter suffers a 5 Count delay. Shooter drops weapon and must retrieve it. Roll a d12 for direction (as a clock with 12 oclock the front facing of the shooter) and a d4 for distance in feet (penetration rules apply). Twist 01-03 (d10) The character suffers a +1 penalty to Speed for all movement related actions (but not mounted movement) for 1d3 days. Pulled Muscle 02-04 (d10) The character suffers a +2 penalty to Speed for all movement related actions (but not mounted movement) for 2d6 days. Sprain 07-09 (d10) The character suffers a +4 penalty to Speed for all movement related actions (but not mounted movement) for 1d6 days. Hyperextension 10 (d10) The character suffers a +5 penalty to Speed for all movement related actions (but not mounted movement) for 2d6 weeks.
Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness Clumsiness
Non-weapon injury: foot, right Non-weapon injury: foot, left Non-weapon injury: ankle, right Non-weapon injury: ankle, left Non-weapon injury: knee, right Non-weapon injury: knee, left Non-weapon injury: hip, right Non-weapon injury: hip, left Non-weapon injury: wrist, right Non-weapon injury: wrist, left Non-weapon injury: elbow, right Non-weapon injury: elbow, left Non-weapon injury: shoulder, right Non-weapon injury: shoulder, left Non-weapon injury: neck
98-100
01-06 07-12 13-19 20-26 27-32 33-38 39-44 45-50 51-56 57-62 63-68 69-74 75-80 81-86 87-93
The character suffers +1 Speed penalty for shooting-related activities (i.e., not movement) and a penalty of -1 to Accuracy for 1d3 days. Naturally, if its an arm or shoulder injury, he immediately drops any items carried by that limb.
the character suffers +2 Speed penalty for shooting-related activities (i.e., not movement) and a penalty of -1d3 to Accuracy for 2d6 days. Naturally, if it is an arm or shoulder injury, he immediately drops any items carried by that limb.
The character suffers +2 Speed penalty for shooting-related activities (i.e., not movement) and a penalty of -1d4 to Accuracy for 1d61 days. Naturally, if it is an arm or shoulder injury, he also drops any items carried by that limb.
The character suffers a +3 Speed penalty to shooting-related activities (i.e., not movement) and a -1d4 Accuracy penalty for 2d6 weeks. Naturally, if it is an arm or shoulder injury, he immediately drops any items carried by that limb. Both
Clumsiness
94-100
Both
Both
Both