Firearm Malfunction Table

The Firearm Malfunction Table (B407) can apply to modern ranged weapons and also advantages with Gadget Limitations if they take the version of Unreliable designed for it.
If using this to define some other kind of unreliable gadget other than a "firearm" or "weapon" one can just replace stuff with "weapon fails to fire" with "device fails to activate".
Although the rule says "only to firearms, grenades, and incendiaries" there isn't really any reason to prevent these rules (which would prevent that variation of the Unreliable limitation) for other stuff too.
Four results are possible (takes 3 readies and 2 hands per attempt to fix misfire/stoppage) (takes 1 ready to diagnose Problems/Misfires before repairs, stoppage don't need ready, obvious prob)
*Stoppage Armory+0 to fix (or IQ-based weapon minus 4)
*does not exist for beam weapons, result is just "problem"
*grenades never explode
*Misfire Armor+2 to fix (or IQ-based weapon)
**grenades never explode
*MOE problem (mechanical or electrical) only Armory can fix it, attempts take 1 hour, crit fails destroy device
**this can be caused by crit-failing attempts to clear a stoppage/misfire
*Explosion (TL3 firearms and TL4 grenades only, otherwise just MOE problem)
**TL5 weapons just get treated like "problem" which is always a 1d delay for explosion for grenades
B382 is also noteworthy:
:"malfunction has “priority” over a critical miss: if both would occur, only the malfunction takes place."
and B407:
:"Unlike a critical failure, a malfunction does not normally endanger the user."
Explosions are an obvious exception to "not normally", as it would also be if the user was in no danger from them by wearing good armor
==See also==
*Critical Hit Table
*Natural Malfunction Table
*Immediate Action
category:rules
category:tables