[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Primitive firearms have their own unique mishaps, from the misfire that requires a complete reloading of the weapon (usually a time-consuming process) to the explosion that requires last rites. Our seventh table of tribulations is for use with muzzleloaders:
Critical Miss Table for Muzzleloaders | |
---|---|
1d6 | Result |
1 | Drop weapon. |
2 | Weapon misfires. |
3 | Weapon misfires and slips from grasp. |
4 | Ricochet in random direction. |
5 | Mechanism breaks. |
6 | Weapon explodes. |
Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:
1dF | Result |
---|---|
+ | Upward vertical |
0 | Horizontal |
- | Downward vertical |
A d6 may be substituted if Fudge dice are scarce in your vicinity.
[Originally posted in Fudgery.net/fudgerylog on 3 June 2011.]
No comments:
Post a Comment