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Trap Table

When you need a trap, draw a single card from the Action Deck—this tells you everything you need to know about its type and lethality.
 
1 As Projectile, but victims must also make a Vigor roll per hit or suffer an automatic wound.
2 As Blade, but victims must also make a Vigor roll at –2 or suffer an automatic wound.
3 Bolt has a range of 12”. Trappings vary. All attacks are made against the closest target.
4 Blast has a various trappings with fire being the most common and the Template is centered on the square containing the trap.


VALUETRAPCLUBSDIAMONDSHEARTSSPADES
2–5Pit Trap3 yards, 2d65 yards, 2d610 yards, 2d6+520 yards, 2d6+10
6Spiked Pit3 yards, 2d6+25 yards, 2d6+510 yards, 2d6+1020 yards, 2d6+15
7–8ProjectileSh d6, 2d6, ROF 2Sh d8, 2d6, ROF 3Sh d10, 3d6, ROF 2Sh d12, 3d6, ROF 3
9–10BladeFighting d6, 1d6Fighting d8, 2d6Fighting d10, 3d6Fighting d12, 4d6
JackPoisoned Projectile1Sh d6, 2d6, ROF 2Sh d8, 2d6, ROF 3Sh d10, 3d6, ROF 2Sh d12, 3d6, ROF 3
QueenPoisoned Blade2Fighting d6, 1d6Fighting d8, 2d6Fighting d10, 3d6Fighting d12, 4d6
KingBolt 3Sh d6, 2d6, RoF 2Sh d8, 2d6, ROF 3Sh d10, 3d6, ROF 2Sh d12, 3d6, ROF 3
AceBlast 4Medium Burst, 2d6Medium Burst, 3d6Large Burst, 2d6Large Burst, 3d6
JokerThe trap is faulty and does not function.

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