Wardens! Need inspiration for things that can happen when a Combat stat roll is failed? Fear not! Here is a table I use. Loosely. Because some results are worse than others; e.g. apply "hit an ally" carefully. Some of these are better as Critical Failure results...
1d100 Mishaps When Failing a Combat Stat Roll
01-03 Trouble with recoil/swing, or lose grip: drop
weapon
03-06 Weapon jams; clear the jam next round with a Combat
check or Intellect + Jury Rigging/Mechanical Repair/Military Training/Firearms
– or is stuck in something if melee weapon, Strength check or similar to free
it
07-09 Weapon suffers damage and is at ½ damage
until repaired
10-12 Weapon suffers damage and is at Disadvantage
[-] for use until repaired
13-15 Weapon uses an extra shot and misses
16-18 Weapon uses 1d5 extra shots and misses (or
all remaining ammo and misses)
19-21 Hit the/adjacent enemy but do ½ damage; or
use all ammo and hit ½ damage
22-24 Hit an ally but do ½ damage
25-27 Hit an ally or two Adj.; they can Body save to
avoid full damage; otherwise ½ damage
28-30 Hit an enemy but do ½ damage to them and (you
or nearby ally)
31-33 Hit the local environment, creating hazard
(obscuring smoke; dangerous gas; electrical shock or venting heat; disabled
life support; hull breach; etc.)
34-36 Recoil/overswing disorients you; you cannot
attack next turn
37-39 Slip and fall to ground (take next round to
stand, or be [-] from ground for some actions)
40-42 You stumble and knock an adjacent ally down
prone
43-45 Distract an ally with your mishap: they are
at Disadvantage [-] on their next action
46-48 Something’s in your eye-- Disadvantage [-]
for vision-related checks until cleared
49-51 Armor/clothes strap breaks; opponents can
ignore AP until armour is fixed
52-54 Twist ankle/wrist: Disadvantage [-] on Speed
or Combat rolls using that limb until treated
55-57 You’re outmanouvred! Lose cover, or similar
tactical problem arises
58-60 If an ally is adjacent to you, one of the
above mishaps happens to them instead
61-63 That was a bad shot/move! Increased
self-doubt: 2x Stress result from this fail (i.e., +2 not +1 Stress)
64-66 Watch out! Ally is nearly hit and must make a
Fear save or they gain +1 Stress
67-68 WTF? Ally sees how bad your attack was and
grows in doubting you—they gain +1 Stress
69-71 Rising panic! Your next Panic check is at
Disadvantage [-]
71-73 Am I cursed or something? Sanity save or +1
Stress
74-77 Butterfingers! If an enemy is Adj. to you, it
may now grab your weapon as a free action; or drop it
78-80 Ouch! You wrenched/bruised a limb (recoil?)
or other body part and take 1d5 DMG
81-83 Ricochet! Everyone (attacker included) within
Close range to target = Body save or take ½ damage
84-86 Wide open! Enemy gets an extra attack on you
(or someone else?) now, rolling their Combat stat
87-89 Lose Edge/enemy gains Edge (i.e., Edge = next
action gets [+] or extra attack or similar benefit)
90-100 Choose one of above or roll two
On Critical
Failures, may use the above as a guideline and make the result much worse.
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