Author Topic: Weapon malfunction  (Read 1473 times)

Offline chribu

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Weapon malfunction
« on: December 24, 2006, 03:58:14 AM »
The desert scenario has the "weapon malfunction" effect.
But how does weapon malfunction work? I could not find anything about it in the manual.

Offline Coil

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Re: Weapon malfunction
« Reply #1 on: December 24, 2006, 04:12:21 AM »
Page 101 left column.  :)

Offline dmcgee1

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Re: Weapon malfunction
« Reply #2 on: December 24, 2006, 06:21:13 AM »
The answer is a bit vague, Coil.  It does not tell you how to treat a jam, only when it occurs.

We treat jams as follows:

JamWeapon experiences a malfunction (jammed round, debris in chamber, etc.).  In the case of a close combat weapon, this is represented by the model having dropped its weapon.  Natural attacks are unaffected.

It takes an AC to clear the jam.  Therefore, place a Jammed Marker next to the affected model.  Before it may fire a weapon, again, it must clear the jam (pick up  a dropped weapon, etc.).  A vehicle which may Move and Fire must spend it's entire AC not moving to clear the jam.  The exception to this is that if the vehicle is multicrewed, the gunner may clear the jam while the pilot moves (unless the pilot jams his own weapon).
If sing, sang, and sung, sink, sank, and sunk, and drink, drank, and drunk, how is it that it isn't bring, brang, and brung, think, thank and thunk, and ding, dang, and dung?

Don't even get me started about bad, badder and baddest.  Run, ran AND run...again?  C'mon!