Jamming question

By JayDako, in Dark Heresy Rules Questions

Ok I need to know if I am reading this right because it is a bit crazy. I fired my hot shot las pistol and it jammed. From how jamming is written, I need to make a ballistics skill test, as a full action, to unjam it. However, unjamming makes you lose all the ammo in the gun. So, does my hotshot lose its entire 40 round backpack? Cause that takes me out of a fight completely because you can't really reload all that. Can't exactly carry around spare backpacks. This makes HotShot weapons somewhat trash from how it is written.

Did you try getting a Reliable one?

I think Good or Best Craftsmanship does that.

I it is right according to the rules, but I think it's unrealistic to loose an entire magazine so I just let my players loose a couple of rounds in their weapons.

Talk to your GM, if he isn't a going by the books, chances are that he'll come up with an alternative.

If it were me, I'd say that you lose dx* rounds from the clip when the gun jams. Unjamming the gun with the BS skill test also unloads the partial clip. Unjamming with sacred unguents leaves the clip in the gun.

*where x is the number of shots fired in the burst that jammed it. If I don't have a die of the exact size, I'll pick my smallest die that is still larger than the burst size and reroll until I get a value of x or less.

I can defiantly see that needing some tweaking, if a hot shot las gun lost all that energy it would have exploded.
It is defiantly worth discussing with you GM and group.

I was defiantly caught unaware of how Jamming workings, like alot of rules in DH it is kind of extreme.

The truth is that I've never seen a player let their weapon jam. Every time they rolled a jam, they spent a fate point to reroll.

usually with large backpack ammo supplies i have seen it done where you lose all the ammo in the shot and an extra d10 rounds.

I don't like the current jamming rules to be honest. While I'm not one for realism in 40k, theres a point where things don't make sense, and losing an entire clip for a jam is ridiculous. You lose the shot sure, and you may even have to reload, but you shouldn't lose an entire clip. Lasgun's don't jam as much as they overheat, and burning up an entire clip in such a fashion in any weapon would probably destroy the gun, barring single shot weapons. This is why jams are essentially mandatory fate point usage, better to miss than have your ammo vanish into the warp.

rules for backpack ammo supplies say you lose one clip as compared to the whole backpack, which still doesn't make much sense in my opinion, and considering they did not add the backpack power supply into the weapon profile on the table I would argue its a "if you were to get one standard issue instead of requisitioning it via influence." the backpack also makes no sense as it would weigh too much and require carrying around multiple backpacks. That or an actual backpack power supply is essentially mandatory as any jam would be fatal.

in short RAW, this is a disaster and you hope and pray it doesn't happen, or you take a backpack power supply upgrade whenever you get a hotshot weapon so each clip doesn't weigh 10 kilos and still hope you don't jam much. Also consider the next time you try and get ammo, its as easy to get a backpack ammo supply (and its only 5 kilos heavier) as it is to get more hotshot clips, and you can roll tech-use to recharge it rather than rolling constantly for power backpacks

Otherwise, try to get the GM to house rule out of it, but that generally is a last resort (one of mine abandoned the 10kg power pack).

Yeah the trick I think is that you really ought to get the actual ammo backpack upgrade, and not rely on the hellgun backpack. The ammo backpack has specific rules for how you don't lose all the ammo, whereas losing 40 shots is within the range of just how bad a jam can be.

Really, this is what fate points are for.

The reason why you lose the magazine is explained if you read the "Technical Knock" talent. The Technical Knock talent says your character understands how to clear jams. Every character without that talent has no idea why their gun has stopped working. They simply know that if they eject and replace the magazine, they can begin shooting again. This fits the theme of 40k where technology is understood by only a few.

I would recommend that if you don't want to lose the magazine, you take the Technical Knock talent.

Edited by Utherix

The reason why you lose the magazine is explained if you read the "Technical Knock" talent. The Technical Knock talent says your character understands how to clear jams. Every character without that talent has no idea why their gun has stopped working. They simply know that if they eject and replace the magazine, they can begin shooting again. This fits the theme of 40k where technology is understood by only a few.

I would recommend that if you don't want to lose the magazine, you take the Technical Knock talent.

That interpretation makes me feel much better.

Pull out the clip, say some soothing words, pull some levers and hope the next clip works better! Sounds very 40k.

The reason why you lose the magazine is explained if you read the "Technical Knock" talent. The Technical Knock talent says your character understands how to clear jams. Every character without that talent has no idea why their gun has stopped working. They simply know that if they eject and replace the magazine, they can begin shooting again. This fits the theme of 40k where technology is understood by only a few.

I would recommend that if you don't want to lose the magazine, you take the Technical Knock talent.

Aye, that sounds more like 40k, I had forgotten about that talent, thanks for the reminder :)

The reason why you lose the magazine is explained if you read the "Technical Knock" talent. The Technical Knock talent says your character understands how to clear jams. Every character without that talent has no idea why their gun has stopped working. They simply know that if they eject and replace the magazine, they can begin shooting again. This fits the theme of 40k where technology is understood by only a few.

I would recommend that if you don't want to lose the magazine, you take the Technical Knock talent.

Aye, that sounds more like 40k, I had forgotten about that talent, thanks for the reminder :)

And I had forgotten the average intelligence of your typical 40k soldier was none. All the more reason for them to have a ranged fighter that actually has good tech use, as currently they seem mutually exclusive, when it comes to roles.