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On a Nat1, your firearm breaks and cannot be used again until you spend an action to try and repair it.
To repair your firearm, you must make a successful Tinker’s Tools check (DC 8). If your check fails, the weapon is broken and must be mended outside of combat.
If the weapon is successfully repaired in combat, the next attack with it is a guaranteed hit (Still roll to hit, in case it might be a Nat20)