Weapon Breakdown


Each type of weapon has different faults below are 2 tables of faults for each weapon type (guns, Energy weapons and Melee weapons). When determining a fault  Roll 1D8, for your weapons First fault Roll on Table 1, for the second Roll on table 2.

You gain the first fault after the weapon has lost one third of it's totally Durability and you gain the second when only one third of the total durability remains.


Guns.

Roll Table 1.

Roll 1D8 Result
1 Your weapon Takes a little time to Warm up, You cannot attack on the First Round of Combat.
2 Your Sights are twisted, You gain Disadvantage on shots over 15ft.
3 Your weapon is slow to fire, you lose 1 Attack from your Maximum, to a Minimum of 1.
4 The Damage to Your weapon is Increasing Rapidly, Damage from all sources is Now Doubled.
5 Your Clip has become Damaged, as a Result this weapon will Jam if loaded with recycled Ammo or Junk Rounds.
6 Your weapon Heats up fast, everytime you empty the Clip in combat you take 1D4-2 damage.
7 This weapons Casing is Damaged, it Cannot be switched out During combat, if you have already made (or plan to make ) an attack in the same turn, (if you would normally be able to switch this weapon as a bonus action it now requires a normal action).
8 Your weapon is Losing power Rapidly all attacks do 25% less damage. (This effect does not stack).

Roll Table 2.

Roll 1D8 Result
1 Your Barrel is Cracked and Dirty, The damage has Made it Prone to Jamming. Roll 1D20 and on a Roll of 4 or lower your weapon Jams and deals 1D6 Damage to you.
2 Your weapon is tricky to reload, you can no longer attack and reload in the same turn.
3 Your Barrel is Twisted, Disadvantage on all attacks further than 5ft.
4 Your weapon is slow to fire, you lose 2 Attacks from your Maximum, to a Minimum of 1.
5 Your Trigger pin is Damaged Roll 1D20 on a Roll of 4 or Lower your weapon Fails to Fire.
6 Your weapon is Prone to Seizing, Roll 1D20 each turn you attack, on a Roll of 5 or Lower you must past a DC 75 repair check before you can attack.
7 Your weapon kicks back when Fired, after each Shot Roll 1D4-3 for damage To yourself.
8 Your weapon is Losing power at an Alarming rate all attacks do 50% less damage. (This effect does not stack)


Energy Weapons. GUNS

Roll Table 1.

Roll 1D8 Result
1 Your weapon Takes a little time to Warm up, You cannot attack on the First Round of Combat.
2 Your Sights are twisted, You gain Disadvantage on shots over 15ft.
3 Your weapon is slow to fire, you lose 1 Attack from your Maximum, to a Minimum of 1.
4 The Damage to Your weapon is Increasing Rapidly, Damage from all sources is Now Doubled.
5 Your capacitor has become Damaged, as a Result this weapon will Short if loaded with recycled or Junk Cells.
6 Your weapon Heats up fast, everytime you Drain the charge in combat you take 1D4-2 damage.
7 This weapons Casing is Damaged, it Cannot be switched out During combat, if you have already made (or plan to make ) an attack in the same turn, (if you would normally be able to switch this weapon as a bonus action it now requires a normal action).
8 Your weapon is Losing power Rapidly all attacks do 25% less damage. (This effect does not stack).

ROLL TABLE 2.

Roll 1D8 Result
1 Your internal Battery is Cracked and leaking, The damage has Made it Prone to overloading. when you reload this weapon Roll 1D20 and on a Roll of 4 or lower the circuits overcharge and deal 1D6 Damage to you.
2 Your weapon is tricky to recharge, you can no longer attack and reload in the same turn.
3 Your relay coil is split, Disadvantage on all attacks further than 5ft.
4 Your weapon is slow to fire, you lose 2 Attacks from your Maximum, to a Minimum of 1.
5 Your Trigger pin is Damaged Roll 1D20 on a Roll of 4 or Lower your weapon Fails to Fire.
6 Your weapon is Prone to over loading, Roll 1D20 each turn you attack, on a Roll of 5 or Lower you must past a DC 75 repair check before you can attack.
7 Your weapon releases extra charge when Fired, after each Shot Roll 1D4-3 for damage To yourself.
8 Your weapon is Losing power at an Alarming rate all attacks do 50% less damage. (This effect does not stack)


Melee weapons.


Bladed Weapons.

Roll table 1.

Roll 1D8 Result
1 Your Blade is Begining to Dull, all attacks do 25% less Damage.
2 Your Blade is Rough and chipped, this Serated Edge inflicts 1D8 Bleeding damage on a Critical Hit.
3 The Damage to Your weapon makes it Hard to Control, when you attack during a Round in combat at the end of your turn you take 1D4-3 damage.
4 This weapons bent and is difficult to holster, it Cannot be switched out During combat, if you have already made (or plan to make ) an attack in the same turn, (if you would normally be able to switch this weapon as a bonus action it now requires a normal action).
5 Your Weapon is starting To Become unbalanced Roll 1D6 at the Beggining of your Turn on an odd Roll all attacks with this weapon have disadvantage for that Round.
6 Your Weapon is Becoming increasingly Difficult to swing, you lose 1 Attack from your Maximum , to a Minimum of 1.
7 your weapon Is Breaking down at a Rapid Rate, Damage From All Sources Is Now Doubled.
8 The Blade of your weapon has Rusted, Your weapon Now deals an extra 2 points of poison Damage, but Gains an extra breakdown point per use.

Roll Table 2.


Roll 1D8 Result
1 your weapon Is Breaking down at a Rapid Rate, Damage From All Sources Is Now Tripled. (this Effect Does Not Stack.)
2 The Damage to Your weapon makes it Hard to Control, when you attack during a Round in combat at the end of your turn you take 1D4-2 damage.
3 Your Weapon is Prone to getting Stuck, On a sucessful hit Roll 1D20, on a Roll of 3 or lower you weapon becomes Stuck and requires a DC 100 Strength check to retrieve.
4 Your Weapon is unbalanced all attacks with this weapon have disadvantage.
5 Your Weapon is extremely Difficult to swing, you lose 2 Attacks from your Maximum, to a Minimum of 1.
6 Your Blade Is beginning to become loose, after each attack Roll 1D20 on a Roll of 2 or Lower You Blade and Handle Become Seperated and Require a Dc75 weaponsmith Check before this weapon Can be used again.
7 Your Blade is almost completely Blunt, all attacks do 50% less damage. (This effect does not stack)
8 The Damage To Your Weapon is too severe, as a result this weapon is no longer useable.

Bludgeoning weapons.

roll table 1.

Roll 1D8 Result
1 The Damage to Your weapon makes it Hard to Control, when you attack during a Round in combat at the end of your turn you take 1D4-3 damage.
2 Your weapon has bent and is difficult to holster, it Cannot be switched out During combat, if you have already made (or plan to make ) an attack in the same turn, (if you would normally be able to switch this weapon as a bonus action it now requires a normal action).
3 Your weapon has Rusted, splintered or Cracked and has picked up dirt and dust from the wasteland. Your weapon Now deals an extra 2points of poison Damage, but Gains an extra breakdown point per use.
4 Your weapon is Begining to Crack, all attacks do 25% less Damage.
5 your weapon Is Breaking down at a Rapid Rate, Damage From All Sources Is Now Doubled.
6 Your Weapon is starting To Become unbalanced Roll 1D6 at the Beggining of your Turn on an odd Roll all attacks with this weapon have disadvantage for that Round.
7 Your Weapon is Becoming increasingly Difficult to swing, you lose 1 Attack from your Maximum , to a Minimum of 1.
8 Your weapon is Rough and chipped, this Serated Edge inflicts 1D8 Bleeding damage on a Critical Hit.

roll table 2.

Roll 1D8 Result
1 Your Weapon is unbalanced all attacks with this weapon have disadvantage.
2 Your weapon is almost completely destroyed, all attacks do 50% less damage. (This effect does not stack)
3 Your weapon Is beginning to crack, after each attack Roll 1D20 on a Roll of 2 or Lower Your weapon snaps and the pieces Become Seperated and Require a Dc75 weaponsmith Check before this weapon Can be used again.
4 The damage to your weapon is so severe that when you critically fail whilst attacking in combat the weapon becomes 100% damaged and requires a Dc 75 scavenging check to be slavaged. if this check is failed the weapon is considered lost but can be scavenged once for components.
5 The Damage to Your weapon makes it Hard to Control, when you attack during a Round in combat at the end of your turn you take 1D4-2 damage.
6 your weapon Is Breaking down at a Rapid Rate, Damage From All Sources Is Now Tripled. (this Effect Does Not Stack.)
7 This weapon is Heavily damaged after each attack roll 1D20 on a Roll of 1 the weapon is considered to be broken and cannot be used until has been reapaired to atleast 70% of its total durability.
8 The Damage To Your Weapon is too severe, as a result this weapon is no longer useable.


Energy Melee Weapons.

Roll table 1.

Roll 1D8 Result
1 Your weapons power source is Begining to Crack causing a loss of power, all attacks do 25% less Damage.
2 Your weapon has bent and cracked as a result it has become difficult to holster, it Cannot be switched out During combat, if you have already made (or plan to make ) an attack in the same turn, (if you would normally be able to switch this weapon as a bonus action it now requires a normal action).
3 your weapon Is Breaking down at a Rapid Rate, Damage From All Sources Is Now Doubled.
4 The Damage to Your weapon sometimes causes it to overheat, when you attack during a Round in combat at the end of your turn you take 1D4-3 damage.
5 Your weapon has Rusted, and the battery casing has Cracked causing it to leak harmful materials. Your weapon Now deals an extra 2points of poison Damage, but Gains an extra breakdown point per use.
6 Your Weapon is starting To malfunction Roll 1D6 at the Beggining of your Turn on an odd Roll all attacks with this weapon have disadvantage for that Round.
7 Your Weapon is Becoming increasingly Difficult to use, you lose 1 Attack from your Maximum , to a Minimum of 1.
8 Your weapons casing is Rusted and cracked, this Serated Edge inflicts 1D8 Bleeding damage on a Critical Hit.

Roll table 2.

Roll 1D8 Result
1 Your weapon is almost completely destroyed, all attacks do 50% less damage. (This effect does not stack)
2 This weapon is Heavily damaged after each attack roll 1D20 on a Roll of 1 the weapon is considered to be broken and cannot be used until has been reapaired to atleast 70% of its total durability.
3 The ciruitry inside your weapon has become damaged as a result this weapon now has disadvantages to all attacks.
4 The Damage to Your weapon is causing it to malfunction, when you attack during a Round in combat at the end of your turn you take 1D4-2 damage.
5 your weapon Is Breaking down at a Rapid Rate, Damage From All Sources Is Now Tripled. (this Effect Does Not Stack.)
6 Your weapons casing Is beginning to crack, after each attack Roll 1D20 on a Roll of 2 or Lower Your weapon breaks and the pieces Become Seperated and Require a Dc75 weaponsmith Check before this weapon Can be used again.
7 Your Weapon is Prone to seasing, On a succesful hit Roll 1D20, on a Roll of 3 or lower you weapon becomes Seased and requires a DC 100 Strength check, or a DC 75 weaopnsmith check beforwe it can be used again.
8 The damage to your weapon is so severe that when you critically fail whilst attacking in combat the weapon becomes 100% damaged and requires a Dc 75 scavenging check to be slavaged. if this check is failed the weapon is considered lost but can be scavenged once for components.



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