Weapons: Difference between revisions
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* '''Armor piercing:''' An armor piercing weapon receives a damage boost when used against armed opponents. The penetration value is roughly 15-20% of an armor's Soak value. | * '''Armor piercing:''' An armor piercing weapon receives a damage boost when used against armed opponents. The penetration value is roughly 15-20% of an armor's Soak value. | ||
* '''Recoil:''' Low and High Recoil adds a chance penalty if used by a wielder whose Ranged combat skill is below 49 (low) or 79 (high). | * '''Recoil:''' Low and High Recoil adds a chance penalty if used by a wielder whose Ranged combat skill is below 49 (low) or 79 (high). | ||
* '''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. | |||
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'''Steel Crossbow''' [[File:Crossbow.png|right|150px]] | '''Steel Crossbow''' [[File:Crossbow.png|right|150px]] | ||
'''Ammo:''' Bolts <br> Damage +11 / +15 <br> Armor piercing = No <br> Recoil = Low <br> Shot-Cost = $1,25 | |||
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'''Pistol, 9mm - Automatic''' [[File:Pistol.png|right|150px]] | '''Pistol, 9mm - Automatic''' [[File:Pistol.png|right|150px]] |
Revision as of 15:56, 10 January 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!).
- Armor piercing: An armor piercing weapon receives a damage boost when used against armed opponents. The penetration value is roughly 15-20% of an armor's Soak value.
- Recoil: Low and High Recoil adds a chance penalty if used by a wielder whose Ranged combat skill is below 49 (low) or 79 (high).
- 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.
Ranged weapons
Ammo: Bolts Uses 9mm Ammunition Uses 0.45 Ammunition Uses 0.30 Ammunition Uses 12mm Ammunition Uses 7.62mm Ammunition Uses MAG Projectile Ammunition Uses Plasma Energy Cells
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It's possible to fight unarmed, but not recommended. Fights in the Arena may be between unarmed opponents, but outside this controlled setting, try to avoid fights if unarmed. If you start a fight and recognize at the beginning that you are unarmed try to switch to a weapon with the little arrows - if you have none in your Inventory: Good Luck !
Damage +3 Damage +7 Damage +9 Damage +13 Damage +15 Damage +26 |