Weapons: Difference between revisions
Added the Great Axe and changed the icon for the Power Katana (since it was changed as well) |
m included aiming in special effects list |
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*'''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. | *'''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. | ||
*'''[[Slave hunters#Incapacitation chance|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! | *'''[[Slave hunters#Incapacitation chance|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 <b>AoE damage </b>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, | *'''Special Effects:''' Some weapons have extra abilities, such as the explosive <b>AoE damage </b>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 Strike|Power Strikes]] with Slow melee weapons and [[Aim|Aimed]] attacks with grenade launchers or ·50 caliber rifles. | ||
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'''·50 cal RIFLE''' [[File:50cal.png|right|150px]] | '''·50 cal RIFLE''' [[File:50cal.png|right|150px]] | ||
'''Ammo:''' ·50 <br>'''Damage:''' +45 / +30 <br>'''Range:''' 0 / +5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' $3,100 <br>'''Description:''' A ·50 caliber rifle used by republic snipers and wealthy big-game hunters. <br>'''Special effect - Sniping:''' does an extra damage dice from the Distant range when using the [[Aim]] action.<br>'''Incapacitation chance:''' -10%<br><br> | '''Ammo:''' ·50 <br>'''Damage:''' +45 / +30 <br>'''Range:''' 0 / +5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' $3,100 <br>'''Description:''' A ·50 caliber rifle used by republic snipers and wealthy big-game hunters. <br>'''Special effect - Sniping:''' does an extra damage dice from the Distant range when using the [[Aim]] action (+10-45, average +17).<br>'''Incapacitation chance:''' -10%<br><br> | ||
'''GRENADE LAUNCHER''' [[File:gl.png|right|150px]] | '''GRENADE LAUNCHER''' [[File:gl.png|right|150px]] | ||
'''Ammo:''' Grenades <br>'''Damage:''' +40* (see below) <br>'''Range:''' +15 / +15<br>'''Armor piercing:''' Yes<br>'''Recoil:''' Low <br>'''Base Price:''' $10,000 and 1,000 [[Influence]] <br>'''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 comrades either side of the primary target - from zero up to 49 points, to each. <br>'''Special effect - Sniping:''' does an extra damage dice from the Distant range when using the [[Aim]] action. <br>'''Incapacitation chance:''' +0%<br><br> | '''Ammo:''' Grenades <br>'''Damage:''' +40* (see below) <br>'''Range:''' +15 / +15<br>'''Armor piercing:''' Yes<br>'''Recoil:''' Low <br>'''Base Price:''' $10,000 and 1,000 [[Influence]] <br>'''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 comrades either side of the primary target - from zero up to 49 points, to each. <br>'''Special effect - Sniping:''' does an extra damage dice from the Distant range when using the [[Aim]] action (+10-45, average +17). <br>'''Incapacitation chance:''' +0%<br><br> | ||
'''COILGUN''' [[File:Coilbutt.png|right|150px]] | '''COILGUN''' [[File:Coilbutt.png|right|150px]] | ||
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'''SLEDGEHAMMER'''[[File:Sledgebutt2.png|right|150px]] | '''SLEDGEHAMMER'''[[File:Sledgebutt2.png|right|150px]] | ||
'''Damage:''' +15 <br>'''Armor piercing:''' No <br>'''Speed:''' Slow <br>'''Reach:''' 1 <br>'''Base Price:''' $120 <br>'''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.<br>'''Special effect:''' + | '''Damage:''' +15 <br>'''Armor piercing:''' No <br>'''Speed:''' Slow <br>'''Reach:''' 1 <br>'''Base Price:''' $120 <br>'''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.<br>'''Special effect:''' +10 extra damage on a '''[[Power Strike]]'''.<br>'''Incapacitation chance:''' +35%<br><br> | ||
'''SWORD'''[[File:Swordbutt.png|right|150px]] | '''SWORD'''[[File:Swordbutt.png|right|150px]] | ||
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'''GREAT SWORD''' [[File:gsword.png|right|150px]] | '''GREAT SWORD''' [[File:gsword.png|right|150px]] | ||
'''Damage:''' +38 <br>'''Armor piercing:''' Yes <br>'''Speed:''' Slow <br>'''Reach:''' 2 <br>'''Base Price:''' $6,500 <br>'''Description:''' A solid DuraSteel two-handed sword, forged by the mastersmiths of Crystal Heights.<br>'''Unwieldy:''' Using this weapon with a STRENGTH below 75 incurs a -14 damage penalty, and -24 if below 40. '''Special effect:''' + | '''Damage:''' +38 <br>'''Armor piercing:''' Yes <br>'''Speed:''' Slow <br>'''Reach:''' 2 <br>'''Base Price:''' $6,500 <br>'''Description:''' A solid DuraSteel two-handed sword, forged by the mastersmiths of Crystal Heights.<br>'''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]]'''.<br>'''Incapacitation chance:''' +15%<br><br> | ||
'''GREAT AXE''' [[File:Gaxebutt.png|right|150px]] | '''GREAT AXE''' [[File:Gaxebutt.png|right|150px]] | ||
'''Damage:''' +40<br>'''Armor piercing:''' No<br>'''Speed:''' Slow <br>'''Reach:''' | '''Damage:''' +40<br>'''Armor piercing:''' No<br>'''Speed:''' Slow <br>'''Reach:''' 2<br>'''Base Price:''' $7,700 <br>'''Description:''' A solid DuraSteel axe, forged by the mastersmiths of Crystal Heights.<br>'''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]]'''.<br>'''Incapacitation chance:''' +15%<br><br> | ||
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Latest revision as of 16:46, 31 October 2024
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.
- 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
Ammo: Bolts Ammo: 9mm bullets Ammo: ·45 bullets Ammo: 9mm bullets Ammo: Shells Ammo: ·30-06 cartridges Ammo: 7.62 mm Ammo: ·50 Ammo: Grenades Ammo: MAG Projectile Ammo: Energy Cells (one per shot) Ammo: WEGA cannisters (one per shot) Ammo: 7.62 mm *Special effect - AoE: Additional damage is delivered to comrades either side of the primary target. Very High Recoil: **A -50 chance penalty applies if user's STRENGTH is below 100. |
Melee
Damage: +2 Damage: +5 Damage: +9 Damage: +7 Damage: +11 Damage: +15 Damage: +13 Damage: +12 Damage: +28 Damage: +38 Damage: +40
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