All of my party have weapons that are best quality so they won't jam. I feel that there should be a chance, no matter how small, that the weapon will malfunction. I've come up with a chart that is rolled on when a natural 100 is rolled when firing a ballistic weapon.
1-2 User Error: The Magazine/Powercell wasn't seated right and now the weapon won't fire until it the magazine is properly installed. spend a half action fixing the weapon.
3-4 Click/Fizz: The ammo/powercell used was purchased from an unreliable source and as it stands the current clip is useless. Reload the weapon with a new clip discarding the existing one. Spend the appropriate amount of actions determined by the weapon to reload.
5-6 And...nothing: Unknown weapon malfunction. The weapon is useless until after the current engagement or until a hard (+0) tech test is made.
7-8 Fancy club: Major weapon malfunction. The weapon is useless until the game session has ended. It will take an armory specialist to determine what went wrong with the weapon and fix it.
9-10 Boom!: Critical Weapon malfunction. The limb holding/firing the weapon takes 1D5 E damage to it, ignoring armor. Make a +10 Toughness test or lose the hand. (I might make this worse if the weapon is a plasma or flame weapon.)
I haven't used this yet but I think I will during my next game. I'd like you guys to tell me what you think.