Weapons

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Here is a comprehensive list of all available weapons in Masters of Raana.

Weapon attributes

  • Damage: The amount of extra damage a weapon adds to the random damage roll (1D20). If divided, the first value is added damage from Distant combat and the other value is added damage from Close combat ("Charge!).
  • Range: Ranged weapons can fire at Close or Distant range. Some are more accurate at one range than the other. Bonuses or penalties to hit are indicated in the order "[Distant]/[Close]", e.g. for Rifle: +20/-5.
  • Armor piercing: An armor piercing weapon receives a damage boost when used against armored opponents. The penetration value is roughly 12-20% of an armor's Soak value (in effect, +1 damage vs soak 9-13, +3 vs 14-24, +5 vs 25-33, +7 vs 34-44, +9 vs. 45+).
  • Recoil: "Low" recoil projectile weapons can be used by anyone with any Ranged skill without penalty. "Medium" recoil guns give a chance penalty of -3 unless fired by someone with a Ranged skill of 40+. "High" recoil guns require Ranged 70+ to avoid a -6 penalty to hit.
  • Reach (melee only): A melee weapon can have a Reach value between 1-3. Using a melee weapon against a melee engaged opponent always checks Reach when calculating the chance roll. A defending combatant with a lower Reach receives a -5 penalty/Reach point.
  • Speed (melee only): A melee weapon's speed affects the opponent's chance to dodge an attack. Fast = -3 Dodge chance; Medium = no modification; Slow = +5 Dodge chance. This in effect gives a +3 chance to hit with a fast weapon, and -5 with a slow weapon.
  • Incapacitation chance: this is the weapons modifier to the base 11% chance that a knockout blow will incapacitate rather than kill. If you want captives not corpses, move in and use blunt melee weapons to finish off your foes!
  • Special Effects: Some weapons have extra abilities, such as the explosive AoE damage of grenades which can harm more than one target, the spread effect of cartridge pellets which increase a shotgun's chance to hit, the bonus to hunting chances afforded by the telescopic sight of a ·30-09 hunting rifle, the extra damage of Power Strikes with Slow melee weapons and Aimed attacks with grenade launchers or ·50 caliber rifles.

Ranged Weapons

Steel Crossbow

Ammo: Bolts
Damage: +11 / +15
Range: 0 / 0
Armor piercing: No
Recoil: Low
Base Price: $150
Description: A common ranged weapon, favored by many hunters and adventurers. Surprisingly powerful, and popular for its cheap ammunition. Better damage when used in close combat.
Incapacitation chance: +0%

A crossbow mass-produced by Imperial Arms
A crossbow mass-produced by Imperial Arms

9mm Pistol

Ammo: 9mm bullets
Damage: +15 / +18
Range: 0 / +5
Armor piercing: Yes
Recoil: Low
Base Price: $380
Description: Manufactured at the Cyker's Westside assembly plant, from vintage schematics. The 9mm semiautomatic is a reliable and affordable gun that's common in the city. It is most effective at close range.
Incapacitation chance: +0%

A 9mm pistol
A 9mm semiautomatic pistol

Colt Peacemaker

Ammo: ·45 bullets
Damage: +20 / +30
Range: 0 / +5
Armor piercing: Yes
Recoil: High
Base Price: unknown
Description: Old-fashioned, powerful and reliable, six-chambered revolver. Not currently manufactured on Raana. Some antiques exist, after having been brought here from Earth. Compatible ammunition is obtainable however.
Incapacitation chance: -4%

A Colt "peacemaker" revolver
A Colt "peacemaker" revolver

Pipe Gun

Ammo: 9mm bullets
Damage: +25 / +15
Range: 0 / +5
Armor piercing: Yes
Recoil: Low
Base Price: $400
Description: An improvised weapon using 9mm ammunition. Cheap, effective and lightweight.
Incapacitation chance: +0%

A pipe gun
A pipe gun

Shotgun

Ammo: Shells
Damage: +12 / +26
Range: +25* / +25*
Armor piercing: No
Recoil: High
Spread*: Yes
Base Price: $650
Description: A pump-action, 12-gauge shotgun rifle. Popular with many professions – hunters, adventurers, and caravan guards. Only effective in close combat - damage decreased when fired from a distance. *Special effect - SPREAD: fires a large number of small shot which spread out, increasing chance to hit (+25%); the flip-side of that decreased damage with distance.
Incapacitation chance: +0%

A pump-action shotgun
A pump-action shotgun

Remington Rifle

Ammo: ·30-06 cartridges
Damage: +30/+20
Range: +20 / -5
Armor piercing: Yes
Recoil: Medium
Base Price: $750
Description: A modified version of the Remington Model 700 rifle, using ·30-06 ammunition. Designed for accuracy at range, giving increased chance to hit and higher damage potential when fired in distant combat.
Special effect - HUNTING: adds a +5 Chance bonus to all Hunting sessions in the outskirts.
Incapacitation chance: +0%

A 30-06 rifle
A 30-06 rifle

Automatic Rifle

Ammo: 7.62 mm
Damage: +38 / +38
Range: 0 / +5
Armor piercing: Yes
Recoil: High
Base Price: $2,100
Description: A Westside-made assault rifle, chambered in the heavier 7·62 instead of the historically commoner 5·56 to account for Raana's dangerous fauna. Produced from vintage schematics. Used primarily by elite soldiers and wealthy adventurers.
Incapacitation chance: -5%

An automatic rifle
A "Westside" automatic assault rifle

·50 cal Rifle

Ammo: ·50
Damage: +45 / +30
Range: 0 / +5
Armor piercing: Yes
Recoil: High
Base Price: $3,100
Description: A ·50 caliber rifle used by republic snipers and wealthy big-game hunters. This sniper rifle sacrifices precision for power: initially designed for taking out vehicles and infrastructure in warfare on Earth, it proves useful against charucks on Raana.
Special effect - Sniping: does an extra damage dice from the Distant range when using the Aim action (+10-45, average +17).
Incapacitation chance: -10%

A .50 caliber hunting rifle
A .50 caliber hunting rifle

Grenade Launcher

Ammo: Grenades
Damage: +40* (see below)
Range: +15 / +15
Armor piercing: Yes
Recoil: Low
Base Price: $10,000 and 1,000 Influence
Description: A military-class grenade launcher that's strictly forbidden to use unless you're a republic soldier or a government-appointed field agent. *Special effect - AoE: Additional damage is delivered to persons either side of the primary target - from zero to 49 points, averaging about 11, to each. So 62 damage on average if you hit the center of a group of three.
Special effect - Sniping: does an extra damage dice from the Distant range when using the Aim action (+10-45, average +17).
Incapacitation chance: +0%

A grenade launcher
A grenade launcher

Coilgun

Ammo: MAG Projectile
Damage: +45 / +45
Range: 0 / 0
Armor piercing: Yes
Recoil: High
Base Price: $5,500
Description: A high-end military rifle that fires ferromagnetic projectiles with tremendous speed. Pierces through armor and causes devastating injuries.
Incapacitation chance: -8%

An electromagnetic coilgun
An electromagnetic coilgun

Plasma Rifle

Ammo: Energy Cells (one per shot)
Damage: +60 / +60
Range: 0 / 0
Armor piercing: No
Recoil: Low.
Base Price: $13,000 and 2,000 Influence
Description: A 320 year old state-of-the-art energy weapon from Earth. Fires burning chunks of plasma that can incinerate most unarmored enemies with one shot. Integrated high tech stabilizers nullify the otherwise considerable recoil this procedure generates.
Incapacitation chance: -8%

A plasma rifle
A plasma rifle

Cyber Cannon (W.E.G.A)

Ammo: WEGA cannisters (one per shot)
Damage: +92 / +92
Range: 0 / 0
Armor piercing: Yes
Recoil: Low
Base Price: $500,000 and 20,000 Influence
Description: A legendary weapon. Overrides Ammo Pack Trait if assigned to NPCs.
Incapacitation chance: -4%

A WEGA cybercannon
A WEGA cybercannon

Minigun

Ammo: 7.62 mm
Damage: 85*
Range: +20 / +20
Armor piercing: Yes
Recoil: Very High**
Base Price: N/A - few exist, and they are not for sale.
Description: A Gatling-style machine gun, using common 7.62 rifle ammunition, but with six barrels giving it a high rate of fire; its rotary mechanism requires an external power source. They are cumbersome and come with considerable recoil. Combining those factors with the weight of the ammunition and the power supply made them impractical for infantry use on Earth. However on modern Raana, the availability of light energy cells shifts the equation enough that very large and strong humans can carry and fire them - but still only for very short bursts, as even when geared down to reduce the rate of fire, the recoil quickly makes them uncontrollable, plus they quickly run out of ammunition.
Special effect - AoE: Additional damage is delivered to comrades on either side of the primary target.
Very High Recoil: **A -50 chance penalty applies if user's STRENGTH is below 100.
Incapacitation chance: -4%

A rotary mingun
A rotary mingun

Nemesis SR-C

Ammo: NEM-50
Damage: +63*
Range: 0
Armor piercing: No
Recoil: None
Base Price: Unpriced
Description: Unique weapon used by the mercenary assassin Clea Vallas.
Special effect - Sniping: does an extra damage dice from the Distant range when using the Aim action (+10-45, average +17).
Incapacitation chance: %11

Clea's "Nemesis" rifle
Clea's "Nemesis" rifle

Melee Weapons

Fists

Damage: +2
Armor piercing: No
Speed: Fast
Reach: 0
Base Price: n/a
Description: Damage modified by Strength and Melee skill.
Incapacitation chance: +85%

Cane

Damage: +5
Armor piercing: No
Speed: Fast
Reach: 0
Base Price: $20
Description: A sturdy and flexible bamboo cane. Perfect for executing punishments. Can also be used as a simple close-combat weapon. Damage modified by Strength and Melee skill.
Incapacitation chance: +89%

A cane
A cane

Combat Staff

Damage: +9
Armor piercing: No
Speed: Medium
Reach: 1
Base Price: $30
Description: A cheap but efficient close combat weapon. Made from haalwood core, with reinforced ends. Damage modified by Strength and Melee skill.
Incapacitation chance: +70%

A combat staff
A combat staff

Combat Knife

Damage: +7
Armor piercing: No
Speed: Fast
Reach: 0
Base Price: $130
Description: A standard combat knife, equipped with a small quillon. Damage modified by Strength and Melee Skill. Incapacitation chance: +20%

A combat knife
A combat knife

Spear

Damage: +11
Armor piercing: Yes
Speed: Medium
Reach: 2
Base Price: $150
Description: An effective warrior's weapon, popular for its long range and simple build.
Incapacitation chance: +0%

A spear
A spear

Sledgehammer

Damage: +15
Armor piercing: No
Speed: Slow
Reach: 1
Base Price: $120
Description: A powerful melee weapon with high damage output. Difficult to handle; adds a small penalty to your Melee skill when equipped. Damage modified by Strength and Melee skill.
Special effect: +10 extra damage on a Power Strike.
Incapacitation chance: +35%

A sledgehammer
A sledgehammer

Sword

Damage: +13
Armor piercing: No
Speed: Medium
Reach: 1
Base Price: $250
Description: A large, double edged knife equipped with a quillon. A common alternative to handguns as there's no need to purchase expensive ammunition. Damage modified by Strength and Melee skill.
Incapacitation chance: +15%

A sword
A sword

Wakizashi

Damage: +12
Armor piercing: No
Speed: Fast
Reach: 1
Base Price: $500
Description: A pristine shortblade, measuring roughly 65 cm in length, forged by the former Master Smiths of Raikan.
Incapacitation chance: +0%

A wakizashi
A wakizashi

Power Katana

Damage: +28
Armor piercing: Yes
Speed: Medium
Reach: 1
Base Price: $2,500
Description: A DuraSteel-layered oriental blade with a hypersonic cut enhancer powered by an integrated fusion battery.
Incapacitation chance: +0%

A power katana
A power katana

Great Sword

Damage: +38
Armor piercing: Yes
Speed: Slow
Reach: 2
Base Price: $6,500
Description: A solid DuraSteel two-handed sword, forged by the mastersmiths of Crystal Heights.
Unwieldy: Using this weapon with a STRENGTH below 75 incurs a -14 damage penalty, and -24 if below 40.
Special effect: +10 extra damage on a Power Strike.
Incapacitation chance: +15%

A greatsword
A greatsword

Great Axe

Damage: +40
Armor piercing: No
Speed: Slow
Reach: 2
Base Price: $7,700
Description: A solid DuraSteel axe, forged by the mastersmiths of Crystal Heights.
Unwieldy: Using this weapon with a STRENGTH below 35 incurs a -35 damage penalty, -15 if between 40 - 74 and -10 if between 75 - 99.
Special effect: +15 extra damage on a Power Strike.
Incapacitation chance: +15%

A great axe
A great axe

Ice Dragon

Damage: +30
Armor piercing: Yes
Speed: Fast
Reach: No
Base Price: Unpriced
Description: Unique melee weapon possessed by Clea Vallas.
Special effect: Unpriced
Incapacitation chance: +70%

Sacred Mallet

Damage: 30/50
Armor piercing: Unknown
Speed: Slow
Reach: Unknown
Base Price: 30 Points (By selecting "God's Chosen" Trait in the Character Creation Menu)
Description: Unique weapon available to players who choose the God's Chosen trait during character creation.
Unwieldy: Using this weapon with a STRENGTH below 100 incurs a significant damage penalty.
Special effect: Does extra damage when wielded by someone with Devotion 100+ in the Christian faith.
Incapacitation chance: unknown

Sword of Azuk

Damage: 50
Armor piercing: Yes
Speed: slow
Reach: 2
Base Price: Unpriced
Description: A gigantic sword wield by King Azuk of the bloodthirsty Dengi Marauders. Only acquirable after defeating the king himself.
Unwieldy: Using this weapon with a STRENGTH below 190 incurs a significant damage penalty.
Special effect: -
Incapacitation chance: %11

The sword used by King Azuk.