Many thanks for the patience and help, keithcurtis. I have used that up arrow to debug some script parameters, so I am learning new uses for this. Hmm, your asking the question prompted me to create a new entry in the character sheet with no user fields in except the TOHIT and Malfunction values: @{TG Elend|roll}&{template:skillRoll} {{sheetStyle=@{TG Elend|sheetstyle}}} {{type=Ranged Attack}} {{rangedAttack=[[1]]}} {{selected=@{TG Elend|selected_token_macro}}} {{target1=@{TG Elend|target_token_macro}}} {{activeDefense=[[0]]}} {{isSkillRoll=[[1]]}} {{showHitLabel=[[1]]}} {{characterName=@{TG Elend|character_name}}} {{skillName=TestGun}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[{14 + @{TG Elend|modifier} + @{TG Elend|ranged_roll_modifier}, @{TG Elend|ranged_roll_max_nine_value} }kl1]]}} {{useModToll=[[1]]}} {{maxNine=[[@{TG Elend|ranged_roll_max_nine}]]}} {{rollModifier=[[@{TG Elend|ranged_roll_modifier}]]}} {{rollModifierSummary=@{TG Elend|ranged_roll_modifier_summary}}} {{rollTraitSummary=@{TG Elend|ranged_roll_trait_summary}}} {{hitLocation=@{TG Elend|ranged_roll_hit_location}}} {{maneuver=@{TG Elend|ranged_roll_maneuver}}} {{allOutAttack=@{TG Elend|ranged_roll_allout_attack}}} {{notes=}} {{showNotes=[[1]]}} {{rof=}} {{recoil=}} {{useCriticalPlusTen=[[@{TG Elend|use_critical_plus_10}]]}} {{useMalfunction=[[@{TG Elend|use_malfunction}]]}} {{malfunction=[[3]]}} {{verifyMalfunction=[[ 0 ]]}} {{veryReliable=[[ 0 ]]}} {{customSuccessNote=}} {{customCriticalSuccessNote=}} {{customFailNote=}} {{customCriticalFailNote=}} {{showRawDefenseNotes=[[@{TG Elend|show_raw_defensive_notes}]]}} {{rawSuccessNote=@{TG Elend|raw_hit_notes}}} {{rawCriticalSuccessNote=@{TG Elend|raw_critical_hit_notes}}} {{rawFailNote=@{TG Elend|raw_miss_notes}}} {{rawCriticalFailNote=@{TG Elend|raw_critical_miss_notes}}} From a technical point of view the GURPS Malfunction mechanic is parallel with a normal "to hit" roll. You can technically aim correctly but if the die roll is above or equal to the MALF rating the gun fails to function correctly. (e.g., TOHIT target 16, MALF 14. If you roll a 15, the shot can technicall work but the gun will malfunction (which is not always failing to fire...)). The party is currently in the desert so MALF is worsened by 1... <a href="https://gurps.fandom.com/wiki/Malfunction" rel="nofollow">https://gurps.fandom.com/wiki/Malfunction</a> EDIT: It occurs to me that I could make a separate "MALF CHECK" weapon line so each time the player attacks it they immediately click that as well and I can check the Pass/fail boxes on that. I do not want to double the player workload if there is something simple we could code, mind you. Cheers!