CSI: NY : Played straight in one episode where a sawn-off shotgun is thrown out of a window by the villains and bump-fires into a passerby, killing her and leading the protagonists to another crime committed with the weapon.
Averted in a later episode, where Mac Taylor and his gun fall at least 30 feet onto a metal grate — the gun bounces, but doesn't go off. Averted in the reimagined Battlestar Galactica when Adama demands Starbuck's sidearm, chambers a round, presumably flicks off the safety and tosses the weapon on the table, where it bounces quite a bit but does not go off. Jams happen periodically in Band of Brothers. The characters usually get to work clearing them, sometimes having trouble with it and sometimes not.
All the actors were trained in WW2 weapons handling as their characters would have been so, as in real life, the ability to sort out a jam would depend on the actor's own weapon skill.
Not to mention their concentration. Many of the times that jams weren't quickly handled occurred under fire, when both actor and character would find it hard to focus. In one episode of NCIS , a perp drops his recently fired gun while surrendering.
Tony proceeds to flip out on the guy. Still averted, as the gun didn't fire. Buffy the Vampire Slayer. In "Flooded" Buffy reprimands a security officer for using a gun on a demon, tosses it aside and winces at the subsequent discharge sound. In one episode of Frasier , Martin's gun from his police days not seen in the episode, but identified as an M in She's the Boss is brought out from its storage "under the bed" still in a shoebox. The shoebox is knocked off a table and, naturally, the gun goes off, shooting up at an improbable angle to damage the apartment decor.
In an episode of the Lovejoy TV series "The Axe-Man Cometh" an antique flintlock which had been used solely as a display item for decades was apparently loaded, since when it was grabbed and used to try and bluff the eponymous axe-man it actually went off leaving him with an Ash Face. Many cases of this trope have been tested — and busted — by the MythBusters. One notable exception involves an urban legend where an explosion in a room caused some Russian SKS rifles note which have a free-floating firing pin rather than a typical spring-loaded one therein to go off — the MythBusters were able to get one of the four to go off.
Earlier, they had failed to set off any SKS rifles with a boom-car stereo at full volume. Doctor Who : In " The Highlanders " the companion Ben casually throws away a pistol when asked to get rid of it. The weapon discharges, alerting British redcoats to the location where the Doctor, his companions, and some Scottish rebels are.
Taken to absurd lengths in "A Town Called Mercy", when Amy has multiple accidental discharges with a single-action revolver, which should require the hammer to be manually drawn back before each shot. Most characters seem to have no knowledge of basic firearm maintenance. One character tries to shoot Darren only for his pistol to jam. Darren disarms him and keeps the weapon for himself, making use of it later.
Nidge loses his Glock at one point, causing the magazine release to be hit and the chambered round misfires. Rather than abandoning the weapon, Nidge clears the jam, reloads and fires again. Then again, Nidge is the one character who is shown onscreen learning how to field strip a weapon. Daredevil : "Rabbit in a Snowstorm" opens with John Healy, a hitman working for Wilson Fisk, about to shoot a gang boss in a bowling alley. Just as he pulls the trigger, we flash back to 36 hours earlier, when he's buying the gun from Turk Barrett.
Turk guarantees that the gun will not jam. We then return to the present and sure enough the gun jams, and Healy is forced to beat his target to death. A previous episode established that the gun was part of a larger batch of illegal guns Turk is smuggling into the city. It's worth noting that Turk removed it directly from the storage crate. It's implied the gun was probably some low quality knock-off that was not stored and maintained properly after it left the factory, so Healy only had himself to blame for not personally test firing it before the hit.
Season two establishes that Turk specializes in selling extremely cheap and unreliable guns that are at their deadliest when used to bludgeon someone to death. The gun goes off when it hits the ground, discharging and killing him.
Fortitude : After Yuri has tricked Eric into dropping his gun in the season 1 finale, his gun misfires, allowing Eric to attack him hand-to-hand. Dot is unpacking, and wonders what to do with Phryne's gold-plated revolver. She picks the top drawer of the nightstand. Some prankster has concealed a live snake in there, causing Dot to scream and drop the revolver.
It fires on impact, tearing a chunk out of the skirting board and causing Dot to scream again. This is played with on Stan Lee's Lucky Man. Harry is supernaturally lucky due to an ancient bracelet he is wearing. One of Golding's mooks tries to shoot Harry but the first two shots miss. On the third shot the mook's gun comes apart in her hand and the slide flies backwards and knocks her unconscious.
It has been established that Golding likes to hire former special forces soldiers who use modern weapons and would know how to maintain them properly. The odds of the gun failing that spectacularly are enormous and it shows how powerful the bracelet really is. Midsomer Murders : In "Down Among the Dead Men", two suspects are arguing over a shotgun when they slam it down on the floor and it goes off, blowing a hole in the ceiling.
Particularly egregious as the gun in question is a Purdey, generally regarded as the finest shotguns ever made. However, Jim eventually discovers that the victim had been planning murder himself, but changed his mind and threw the gun across the room. The gun went off when it hit the vent and shot him through the heart.
Star Trek: Picard : Romulan handguns seem to be of pretty low quality. When Narissa goes Guns Akimbo on the Artifact's xBs in "Broken Pieces", one of her disruptor pistols fires about a dozen shots before it malfunctions, spitting sparks and smoke. Since it wasn't her own, she returns it to the Romulan guard she borrowed it from and sardonically tells him that he'll need a new gun.
One verse of Rilo Kiley 's "Accidntel Deth" sic : Indietronica artist Dntel produced the song includes at least one instance where the accidental death was of a deer the narrator's father who probably isn't Jenny Lewis had killed when his shotgun went off without him meaning it to probably because he hit it too hard or something while hunting with his dad when he was eight. The dad swears off guns after that. Well, on every other pass, one'll get you in the ass! The video starts off with a bunch of animated children sneaking out at night so they can play on private property.
A security guard pursues, trips and his gun falls, landing on its magazine, which causes it to fire. The remainder of the video is the camera following the bullet around until it returns to the animated scene. Tabletop Games. BattleTech 's ultra-series autocannons are considered a version of this by some players due to their chance of randomly breaking down and becoming dead weight for the rest of the game when using their optional double rate of fire their main defining feature.
Background-wise, the fact that even the Clans, who unlike the nations of the Inner Sphere never lost the technology and have been using UACs for over two hundred years, somehow never managed to eliminate this problem definitely plays the trope dead straight.
Then there's the Rotary Autocannons; More Dakka at it's finest, pretty much. And unlike UltraACs, they have systems built-in to clear jams during the battle, without the pilot having to get out of his cockpit to mess around with it.
Too bad they have fairly limited ammo reserves, and they only come in the lower autocannon calibers. Fluff-wise, the difference is that a rotary autocannon is a multi-barrel arrangement with a presumably complex feed mechanism that "only" jams every so often while ultra autocannons use Explosive Overclocking to achieve their maximum rate of fire, resulting in actual mechanical breakdowns once in a while. In game terms, the latter can actually end up looking more reliable since while one bad roll can make them sit out the rest of the fight with no chance of recovery, the former tend to jam more often and clearing each jam comes with its own opportunity cost in the form of at least one turn not doing much else and doesn't guarantee the weapon won't promptly jam again right away next turn.
Even beyond that, in the game's fluff, there is the Quikscell company, maker of cheap weapons, ammo, and tanks, all traditionally considered the least reliable in the universe. The rules don't actually reflect that by default, though. Maybe they were sabotaged by Commie mutant traitors. You aren't a Commie mutant traitor, are you?
Generally, the more destructive the weapon is when it works, the more destructive it is when it doesn't. And the harder it is to fix. Or just prevent it from blowing up. Or just unstrap yourself from it and outrun the blast radius. And if it was only assigned to you for the duration of the mission, then the more expensive the fine for allowing valuable mission equipment to be damaged.
As for those experimental weapons that the Troubleshooters were field-testing for Research and Design Well, perhaps the Troubleshooters didn't maintain them properly.
What's that, you say? The maintenance instructions aren't available at their security clearance? Huh, go figure. Also necessary for play balance. The arquebus only did 1d4 damage With no upper limit. It was entirely within the rules not very likely , but within the rules for a 1st level character to one-shot a maximum age Red Dragon with one of these things.
It's still usable though, albeit slightly less effective and more dangerous to the one holding it — a second critical failure renders it useless and injures the gunman. Warhammer Fantasy : Cannons have a chance to misfire when attacking, reflecting in the somewhat haphazard forging on 16th century cannon this rule is universal, meaning that The Perfectionist Dwarfs' cannons break down equally as often as human ones. Jams or dud powder charge in this case is the least destructive outcome, as the crew simply need to spend a round replacing the charge and projectile; in the worst cases the cannon explodes, killing the crew.
Multi-barrel weapons like the Empire's Hellblaster Volley Gun and the Dwarfen Organ Gun, meanwhile, simply fail to fire some of their barrels and become more inaccurate or reduce their number of shots unless multiple misfires are rolled at a time At which point they break down just like a cannon would. Handguns, being matchlock arquebuses, do not misfire under any circumstances in the wargame. Skaven Warplock Jezzails and Ratling Guns , meanwhile, are built to Skaven engineering standards and can misfire, usually killing the wielder.
Warhammer 40, : Some weapons have the "Gets Hot" rule. This means that the weapon may break, usually with lethal results, if a one is rolled. Justified in that the technology is poorly understood and that most factions have reserves. Although the archetypical Gets Hot, the plasma gun, isn't actually breaking. It's building up too much heat from being repeatedly fired and venting the super-heated gas to keep the gun from exploding. If you're a Space Marine, whose armor is deliberately made especially heat-resistant, you have a good chance to survive; not so much if you're a Guardsman.
The Ork Psycho-Dakka-Blasta will break when fired. This happens when the player rolls a certain number basically, you roll a series of dice. The number of shots fired is equal to the total of dice. Rolling a 1 or 2 jams the weapon for the rest of the game. Again, justified, as the Orks are essentially firing a jury-rigged minigun which probably shouldn't even work at all on full auto. Somehow, presumably for the sake of convenience, most Ork guns on the tabletop don't exhibit this trope, which is almost miraculous when you consider that the average Ork gun is made from scrap metal, held together with baling twine, was built by someone a halfway sensible engineering school would definitely reject and more likely than not secretly bury in the woods at night, and may well have been loaded by pouring bullets into a magazine out of a bucket.
And any "best quality" version of a gun is immune to overheating. GURPS has rules for malfunctions, with an attack roll that lands on or above a specific number indicating that the weapon malfunctioned with unreliable guns having a lower target number and highly reliable guns having such a high one that only a critical failure will cause them to jam.
The High-Tech sourcebook, having a thick Gun Porn section, also includes information on certain guns having a reputation for firing when dropped and mentions the dangers of old single-action revolvers as detailed below in the Real Life section.
Damage to the gun deliberate or otherwise can also have a variety of effects, from lowering the malfunction number i. The worst case scenario, a character with no Weaponsmith skill and a misfire, only calls for two phases to clear the weapon with no chance of the round going off while being cleared.
Roll a in Call of Cthulhu , and your gun explodes in your hands. Not only does it get destroyed, it also hurts the wielder. All guns and many other non-melee weapons have a Malfunction Number, usually around a 96 to Generally, if you critically fail - anything above the gun's malfunction number - the gun will just jam and need to be repaired for a few rounds. But again, it does depend on the Keeper Their first and most infamous member, Barrel Dragon, was based on a revolver, making the gambling a Russian Roulette reference, but most of the others are based on different guns semi-auto pistol, gatling gun, derringer , which invokes this trope.
In the opening scene of Giuseppe Verdi 's opera La Forza Del Destino , the hero and heroine are confronted by her father while trying to elope. The hero surrenders by letting his pistol fall to the floor, and it accidentally goes off and kills the old man. The Maverick has developed a reputation for having the most problematic samples due to the strict tolerances required for a reliable cylinder-advancing mechanism.
Another gun with a revolver cylinder, the Barricade, resembles a Warhammer 40K bolter more than a traditional revolver, but it also has a tendency to misfeed darts at the first and worst opportunity.
Part of this is due to its firing mechanism, a flywheel-based friction launcher, sometimes not actually having the power to pull the dart out all the way before the cylinder advances with the next trigger pull. While otherwise reliable in terms of actually firing darts a good distance, the Longshot rifle has a higher-than-average tendency to chew up darts from its magazine at the wrong time and foul them in its receiver, compared to something like a Recon.
It's one of the prices to pay for a fairly powerful dart launching system. The Centurion's complicated sliding bolt feed can sometimes end up trapping MEGA darts between exposed parts of the inside assembly, which will definitely render the dart unuseable through getting bent, folded, and mutilated.
The Vulcan is a battery-powered, belt-fed behemoth of a machine gun; however, if it fails to fire the dart all the way out of its belt before advancing to the next, it's stuck there and there's no way to remove it short of yanking the belt as hard as possible and shredding the dart.
This type of misfire is either caused by old, worn-out darts failing to achieve a proper gas seal in the 'chamber', or by improper loading of the darts that leaves them not properly seated in the 'chambers' on the belt.
Other non-Nerf blasters, especially cheap, brandless generics, are also prone to such reliability flaws that renders them useless to non-modders. Some brands even use rope as part of their cocking and launching mechanism. These, naturally, fray quickly with use and are often on the difficult side of replacement. Cock one of these guns too hard and the rope for the mechanism can overstretch or snap, rendering it useless. Shur-Fine Guns indeed.
Video Games. Occasionally, they may even discharge when their wielders fling it around after being hit themselves. Sure, he could also be pulling the trigger in reflex, but even semi-automatic weapons discharge multiple times and it is impossible that a reflex would enable the shooter to pull the trigger several times in a row. In Gears of War , your gun can jam if you reload incorrectly.
The consequence is that you have to take a moment to clear the jam before you can resume firing. It should be noted that this is only if you , the player, press the reload button while reloading at an incorrect time, and so, if someone never attempts the 'active reload' minigame to reload their gun, it will NEVER jam active reloading is specifically mentioned as skipping the proper reloading method to load the gun faster, but chancing a misfeed.
It's done to reload the gun faster a life saver in mutliplayer and get a damage boost. America's Army. Yep, in the official computer game your weapons can jam. Tap a key to clear the jam, with a tap to the bottom of the magazine followed by the forward assist.
Keep using them, though, and eventually they won't be able to go through a full magazine without a jam, to the point where they'll probably end up getting you killed more often than they kill what they're pointed at.
Eventually they'll just break completely. In the two later games, or in the first with the proper Game Mods , you can have guns repaired for a cost, or find the extremely rare repair kits with, again, the right mods. Justified in that weapon cleaning and maintenance kits are something that regular stalkers aren't skilled enough to use and as such most don't carry them, but gunsmiths, mechanics and technicians obviously do as part of their trade.
Special mention goes to the IL 86 , or what is known in the real world as the L85A1 rifle, which is a hilariously unreliable piece of shit that starts to have problems after only a few magazines. There's really nothing like trying to clear a jam out of your shoddy British rifle while you are being chased down a tunnel by a pack of terrifying, blood-sucking mutant predators.
In System Shock 2 , your guns are not only likely to jam at the drop of a pin; repairing a jam is an extremely complicated technical operation involving detailed cybernetically-enhanced skills, a consumable nanotech-based resource, and a small minigame. Then again, given that laser rifles can somehow jam in this game Enemy weapons aren't immune either, no matter how quickly you kill the shotgun-armed mutants that come after you, you'll always find the gun they had on them had conveniently jammed by the time you were ready to loot their corpse.
Word of God is that there was supposed to be an in-game explanation for this: basically The Many had released a corrosive gas that only affected mechanisms into the environment.
Unfortunately, the audio log explaining this was left out of the finished game. On the other hand, given that not only would the spaceship's life support but also the Many's own cyborgs be just as affected by that gas, it's probably for the best that it was left out. In Metal Gear Solid 3: Snake Eater , Ocelot stovepipes his own semiautomatic pistol when he tries a fancy move he'd heard of for the first time note Basically, copying a move he'd head about from Middle East fighters, which involves working the action of your gun after reloading, every time.
This is to ensure that the gun always has a round loaded, no matter if the chamber was empty or not. However, because he hadn't practiced the maneuver, he works the action too fast, resulting in the aforementioned stovepipe.
Ocelot then attempts to pistol whip Naked Snake with his gun instead of clearing it, despite the fact that Snake has just taken down half a dozen of his men with little more than his bare hands. Clearly it was his turn to hold the Idiot Ball. Snake easily counters, and when Ocelot drops his gun the cartridge pops out, clearing the jam. Snake then explains this to Ocelot and the audience , attributing it to the latter's faults and inexperience. He does try to cycle the action manually and clear it, but it won't budge, and he ends up tossing it to the ground; a Codec call to Otacon reveals that the ammo in that magazine was of poor quality.
With older military and civilian weapons, tolerances for fitting parts were a lot looser because of manufacturing technology available and to address the concerns of dirt and mud that could get inside. This practice was handed down and with good intentions, people started to oil everything that moved.
With current manufacturing technology, guns are designed and built to have very close tolerances for better fit and accuracy. Materials have changed and so the lubricity that is inherent in some materials have gone up too. Basically, the idea that you should bathe your gun in oil is no longer a good idea. We regularly take in guns that have been soaked in oil and we find that it is gummed up pretty bad to the point that the action is no longer smooth and slippery.
With hundreds of rounds fired, carbon and copper fouling, gun powder, and all matter of debris have mixed in with the lubrication to create a slurry suitable for constructing a building.
See photo. Guns like a , which can have a very tight rail to slide fit, will end up slowing down to the point that the gun no longer times right and jams begin to occur. A gun is like a precision watch and it has a timing and rhythm that helps it to function properly. All tests we're done using fully auto. Sorry I'm not a masochist, however in online play I have had multiple jams with Semi-Auto weapons, so if you we're to ask me, I would bet on it having no effect.
You can find all data here. So its a completely RNG based system. Long to mid range accuracy however, is still affected. I tested different magazines and saw no difference in the data. I used a mix of 75 rounders, 40 rounders, and 30 rounders. Zero Difference.
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