Weapons: Difference between revisions
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==Weapon attributes== | ==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!). | * '''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 | * '''Armor piercing:''' An armor piercing weapon receives a damage boost when used against armored opponents. The penetration value is roughly 15-20% of an armor's Soak value. | ||
* '''Recoil:''' Medium and High Recoil adds a chance penalty if used by a wielder whose Ranged combat skill is below 39 (low) or 69 (high). | * '''Recoil:''' Medium and High Recoil adds a chance penalty if used by a wielder whose Ranged combat skill is below 39 (low) or 69 (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. | * '''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. |
Revision as of 14:15, 25 March 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 armored opponents. The penetration value is roughly 15-20% of an armor's Soak value.
- Recoil: Medium and High Recoil adds a chance penalty if used by a wielder whose Ranged combat skill is below 39 (low) or 69 (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. Ammo: 9mm bullets. Ammo: .45 bullets. Ammo: 9mm bullets. Ammo: .30.06 cartridges. Ammo: Shells. Ammo: 7.62 mm. Ammo: .50. Ammo: Grenades. Ammo: MAG Projectile. Ammo: Energy cells. Ammo: <<classified>>. |
Melee
Damage: +0. Damage: +3. Damage: +7. Damage: +9. Damage: +11. Damage: +12. Damage: +13. Damage: +15. Damage: +26. Damage: +38. |