QM: you can retrieve the
ZM LR-300 Assault Rifle.
>>5157910 I am still thinking about the rules for this. But basically:
It loads whenever Trauma exceeds 70. Each shot reduces your Trauma by 1, so currently you have 30 rounds. At 950rpm at full auto, you can unload 15 rounds per second, the damage is 15d20 per burst. A single 15 round full auto burst median damage of 15d20 is about 157-158 half of the time from
anydice.com, enough to take out even a magical opponent on a good damage roll, though the strongest opponents might survive a full burst.
With 15d20 or 15 round full auto 5.56mm bursts you would exceed 178 damage (ie 78 tarot + 100 Afterlife) about 17-18% of the time - this is roughly what the Magus would have had initially. Essentially a 15 round burst from this magic assault rifle would have had a 1 in 6 chance of instantly killing the Magus (if he never advanced in power or tattooed himself or found any artifacts etc etc) So this is sort of how I am calibrating the damage for the dice and magic weapons, if it makes sense.
You still need to hit with WANDS, SWORDS or Major Arcana. You can boost your chance to hit on CHALICES too with the Strange Syringe / vial of Dungeonmaster Tears.