Table of Contents
Malfunction
Malfunctions are the representation of a Vehicles's chasiss and Components becoming faulty or inoperable and the accompanying side effects. These side effects range from being Knocked Flyinh or slightly or suffering some Slight Turbulence all the way up to Core Component Destruction and Complete Vehicle Destruction, as seen in the table below.
When prompted to generate a Malfunction roll a D100. The Result is your Total. Compare your Total to the Malfunction Table below. Once the Malfunction you would receive is known, apply any Upgrades or Downgrades such as those on the Common Malfunction Upgrades and Downgrades Table below. You now may either accept the Malfunction and its effects or you may use Abilities, such as "Not Today!", to alter the outcome.
When generating a Malfunction you Upgrade it for each previous Malfunction you have suffered in the current Encounter. A further Upgrade is applied for each Fault your Vehicle has.
Should your Vehicle suffer a Malfunction it has already received in the current Encounter, Upgrade your Vehicle Malfunction until you recieve one you have not already suffered this Encounter.
Common Malfunction Upgrades and Downgrades Table
| Type & Amount | Cause |
|---|---|
| Upgrade once | For each Fault a Vehicle has. |
| Upgrade once | For each previous Malfunction suffered in an Encounter. |
| Upgrading Malfunction once, twice or thrice | When an Malfunction is inflicted by an Ability or Item with the Brutal, Vicious or Disintegrating Traits. |
| Downgrade once | From the Sturdy, Rugged and Indomitable Traits. |
Example: Jim the Enforcer has just been prompted to generate a Malfunction for their Vehicle. Jim's Vehicle has already suffered 1 Malfunction in this Encounter so will Upgrade the outcome once. Jim's Vehicle also has a pre-existing Fault so will Upgrade the outcome an additional time. Jim rolls a Result of 44 on his D100. Consulting the Malfunction Table a Total of 44 would mean his Vehicle suffers the effects of Warped Plates. Jim must Upgrade this outcome twice and would instead suffer the effects of Crew Shaken Jim accepts the Malfunction suffering the D8 Stress Damage.
Please Note: Malfunctions are generally caused by being reduced to 0 Hull or some instances of the Dangerous and Fortuitous Properties, see their pages for more information.
Upgrading Malfunctions
Injury Table
| Total | Name | Effect |
|---|---|---|
| 0 or lower | Dead Hit | The Vehicle suffers no ill effects as if it had not suffered a Malfunction at all. You do not increase the amount of Malfunctions suffered this Encounter. |
| 1-5 | Knocked Off Course | Reface the Vehicle 45° away from the source of this Malfunction. |
| 6-10 | Turbulence | All [Crew] perform a Reflex Save of Difficulty 18, each [Crew] that fails generates 1 less Quick Action Point at the start of their next Turn. |
| 11-15 | Subsystem Discharge | The [Vehicle] takes D4 [Systems] Damage. |
| 16-20 | Ammo Spillage | Reduce all installed Equipment to 0 Ammo. |
| 21-25 | Crew Unnerved | All [Crew] take D4 Stress Damage. |
| 26-30 | Knocked Flying | Reface the Vehicle 90° away from the source of this Malfunction. |
| 31-35 | Shunted | All [Crew] perform a Fortitude Save Difficulty 18, each [Crew] that fails generates 1 less Action Point at the start of their next Turn. |
| 36-40 | Subsystem Discharge | Trigger the [Vehicles] [Overload]. |
| 41-45 | Warped Plates | Malfunction; 50/Turn. Reduce the [Vehicle's] Speed by 1 until end of Encounter. |
| 46-50 | High G's | All [Crew] perform a Fortitude Save of Difficulty 18, each [Crew] that fails generates 1 less Action Point and Quick Action Point at the start of their next Turn. |
| 51-55 | Crew Shaken | All [Crew] take D8 Stress Damage. |
| 56-60 | Aux. Component Busted | Malfunction; 50/Turn. Determine an [Auxilliary] [Component], render it inactive until the end of the Encounter. |
| 61-65 | Systems Shocked | Trigger the [Vehicles] [Overload] twice. |
| 66-70 | Shredded Plates | Malfunction; 80/Turn. Reduce the [Armour] of an installed [Plating] [Component] to 0. |
| 71-75 | Generator Flux | Malfunction; 80/Turn. Reduce the [Systems Regen] of an installed [Generator] [Component] to 0. |
| 76-80 | Propulsion Spasm | Malfunction; 80/Turn. Reduce the all [Vehicle] Speed by 1. |
| 81-85 | Crew Distressed | All [Crew] take D12 Stress Damage. |
| 86-90 | Systems Overloaded | Trigger the [Vehicle's] [Overload] Thrice. |
| 91-95 | Feedback Sparks | All [Crew] gain D6 instances of Burning. |
| 96-99 | Vehicle Fault | Gain a Fault. |
| 100 | Unifying Experience | All [Crew] gain 1 Exp and generate a Trauma. |
| 101-105 | Aux. Component Damaged | Malfunction; 120/Turn. Determine an [Auxilliary] [Component], it is rendered non-functional. Gain a Fault. |
| 106-110 | Combat Component Damaged | Malfunction; 120/Turn. Determine a [Weapon] or [Flickerfield] [Component], it is rendered non-functional. Gain a Fault. |
| 111-115 | Propulsion Damaged | Malfunction; 120/Turn. Determine a [Propulsion] [Component], it is rendered non-functional. Gain a Fault. |
| 116-120 | Generator Damaged | Malfunction; 120/Turn. Determine a [Generator] [Component], it is rendered non-functional. Gain a Fault. |
| 121-125 | Plating Component Damaged | Malfunction; 120/Turn. Determine an [Plating] [Component], it is rendered non-functional. Gain a Fault. |
| 126-130 | Life Support Damaged | Malfunction; 120/Turn. The atmospheric seal of the [Vehicle] is ruptured. All [Crew] inside that compartment will be exposed to the outer environment. Gain a Fault. |
| 131-135 | Violent Discharge | All [Crew] generate an Injury. |
| 136-140 | Aux. Component Destroyed | Malfunction; 120/Periodic. Determine an [Auxilliary] [Component], it is rendered non-functional. Gain a Fault. |
| 141-145 | Core Component Destroyed | Malfunction; 120/Periodic. Determine a [Core] [Component], it is rendered non-functional. Gain a Fault. |
| 146-149 | Life Support Damaged | Malfunction; 120/Periodic.The atmospheric seal of the [Vehicle] is ruptured. All [Crew] inside that compartment will be exposed to the outer environment. After the current Encounter, the [Vehicle] will no longer be able to generate [Rebreathers]. Gain a Fault. |
| 150 | Shared Experience | All [Crew] gain D6 Experience, generate a Trauma and obtain a Scar. |
| 151+ | Vehicle Destroyed | Malfunction; 200/Periodic. The Vehicle is rendered non-functioning. |
| 200+ | Vaporised! | The Vehicle is turned into nothing but a pile of useless rubble, scrap and dust. |
Changelog
Version 0.5c - Oct 2026
- Page Created
