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- For determining the Trauma Die and the Trauma Rating of a SWN weapon, use the following table:
- Ranged
- Primitive bow: 1d6, x2
- Advanced bow: 1d8+1, x3
- Conversion bow: 1d10, x3
- Grenade: 1d8, x2
- Crude pistol: 1d6, x2
- Revolver: 1d6, x3
- Rifle: 1d8, x3
- Semi auto pistol : 1d8 x2
- Shotgun: 1d10, x3
- Submachine Gun: 1d6, x2
- Combat Rifle: 1d8, x3
- Combat shotgun: 1d10, x3
- Sniper rifle: 1d10, x4
- Void Carbine: 1d8, x3
- Mag Pistol: 1d8, x3
- Mag Rifle: 1d8, x3
- Spike Thrower: 1d10, x3
- Laser Pistol: 1d6, x2
- Laser Rifle: 1d8, x2
- Thermal Pistol: 1d10, x2
- Plasma Projector: 1d12, x2
- Shear Rifle: 1d8, x3
- Thunder Gun: 1d8, x3
- Distortion Cannon: 1d10, x4
- Melee
- Small Primitive Weapon: 1d6, x3
- Medium Primitive Weapon: 1d8, x3
- Large Primitive Weapon: 1d8, x3
- Small Advanced Weapon: 1d8, x3
- Medium Advanced Weapon: 1d8, x3
- Large Advanced Weapon: 1d8, x3
- Stun Baton: N/a
- Suit Ripper: 1d8, x3
- Unarmed attack: 1d6, x1
- The following is a list of the modifiers each piece of armor gives to the wearer's Trauma Target.
- Primitive
- Shield: 0
- Leather jacks, thick hides, quilted armor: 0
- Cuirass, brigandine, linothorax, half-plate: +1
- Full plate, layered mail: +2
- Street armor
- Warpaint: 0
- Armored undersuit: 0
- Secure Clothing: 0
- Armored Vacc Suit: 0
- Deflector Array: +2
- Combat Armor
- Force Pavis: +1
- Security Armor: +1
- Woven Body Armor: +2
- Combat Field Uniform: +2
- Icarus Harness: +2
- Powered Armor:
- Vestimentum: +3
- Assault Suit: +2
- Storm Armor: +3
- Field Emitter Panoply: 0
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