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%
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%
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%
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%
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%
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%
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%
·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%
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%
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%
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%
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%
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%
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
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%
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%
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%
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%
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%
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%
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%
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%
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%
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%
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