Damage to Weapons and Armour

Firearms & Other Ranged Weapons
Improper use of a firearm can result in a slow degradation of its usefulness as its parameters begin to drop.

Each time a firearm’s parameters drop it will lose a point from one of the following of its parameters:
1. Accuracy
2. Armour Penetration
3. Damage
4. Recoil Compensation.
It will begin with Accuracy, and then through the others, in the order listed, and return to Accuracy once all the other parameters have taken a point of damage. If the Accuracy reaches 0, the weapon becomes useless until it can be serviced properly.

Glitches
Rolling a glitch while firing a weapon has a chance of causing some minor damage to the weapon. If a glitch is rolled, roll 1d6; on a 1-4 it takes a point of damage to one of its parameters, on a 5-6 something else occurs (e.g.; magazine falls out, gun jams, etc.; GMs discretion)

Critical Glitches
Rolling a critical glitch while firing a weapon always causing some minor damage to the weapon. If a glitch is rolled, roll 1d6; on a 1-4 it takes 2 points of damage to one of its parameters, on a 5-6 something else occurs (e.g.; explosive round detonates in the chamber, etc.; GMs discretion).

Using Firearms in Melee
Using a firearm without the ‘melee hardening’ upgrade always causes something to be damaged. The weapon takes a point of damage on any successful attack or parry when used in this manner.

Melee Weapons
Improper use of a melee weapon can result in a slow degradation of its usefulness as its parameters begin to drop.

Each time a firearm’s parameters drop it will lose a point from one of the following of its parameters:
1. Accuracy
2. Armour Penetration
3. Damage
It will begin with Accuracy, and then through the others, in the order listed, and return to Accuracy once all the other parameters have taken a point of damage. If Accuracy reaches 0, the weapon becomes useless until it can be serviced.

Glitches
Rolling a glitch while using a melee weapon has a chance of causing some minor damage to the weapon. If a glitch is rolled, roll 1d6; on a 1-4 it takes a point of damage to one of its parameters, on a 5-6 something else occurs (e.g.; drop weapon, weapon gets stuck in target, etc.; GMs discretion)

Critical Glitches
Rolling a critical glitch while firing a weapon always causing some minor damage to the weapon. If a glitch is rolled, roll 1d6; on a 1-4 it takes 2 points of damage to one of its parameters, on a 5-6 something else occurs (e.g.; explosive round detonates in the chamber, etc.; GMs discretion).

Armour:
Though it is designed to absorb damage, armor can be damaged and destroyed by certain elemental attacks. See SR5 p170

Repairing damage to weapons and Armour

Repairing damage to weapons and armor is straight forward; it is an extended Armorer + Logic [Mental]/30 minutes test. Each hit repairs 1 point of damage to the parameters of the weapon/armor of the armorer’s choice.

Damage to Weapons and Armour

Detroit 2099 Severinna