Weapons: Difference between revisions
Added base prices for the Coilgun, .50 Cal Rifle, Grenade Launcher, Plasma Rifle, Great Sword, Power Katana. Added descriptions for the Great Sword and Power Katana. |
m corrected what I think are typos - it said recoil effects kicked in below 39 & 69 skill rather than below 40 & 70 |
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* '''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 armored 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 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 | * '''Recoil:''' Medium and High Recoil adds a chance penalty if used by a wielder whose Ranged combat skill is below 40 (low) or 70 (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 05:24, 3 April 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 40 (low) or 70 (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: Shells Ammo: ·30-06 cartridges Ammo: 7·62 mm Ammo: ·50 Ammo: Grenades Ammo: MAG Projectile Ammo: Energy cells Ammo: <<classified>> |
Melee
Damage: +0 Damage: +3 Damage: +9 Damage: +7 Damage: +11 Damage: +15 Damage: +13 Damage: +12 Damage: +38 Damage: +26 |