Weapons: Difference between revisions
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'''9mm PISTOL''' [[File:Pistolbutt.png|right|150px]] | '''9mm PISTOL''' [[File:Pistolbutt.png|right|150px]] | ||
'''Ammo:''' 9mm bullets <br> '''Damage:''' +15/+18 <br> '''Armor piercing:''' Yes <br> '''Recoil:''' Low <br> '''Base Price:''' $380 <br> | '''Ammo:''' 9mm bullets <br> '''Damage:''' +15/+18 <br> '''Armor piercing:''' Yes <br> '''Recoil:''' Low <br> '''Base Price:''' $380 <br> | ||
'''Description:''' Manufactured at Westside assembly plant from vintage schematics. The 9mm is a reliable and affordable gun that's common in the city. Higher damage output in close combat. | '''Description:''' Manufactured at Westside [[Assembly Plant|assembly plant]] from vintage schematics. The 9mm is a reliable and affordable gun that's common in the city. Higher damage output in close combat. | ||
<br>'''Incapacitation chance:''' -3%<br><br> | <br>'''Incapacitation chance:''' -3%<br><br> | ||
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'''REMINGTON RIFLE'''[[File:Riflebutt.png|right|150px]] | '''REMINGTON RIFLE'''[[File:Riflebutt.png|right|150px]] | ||
'''Ammo:''' ·30-06 cartridges <br> '''Damage:''' +30/+20 <br> '''Armor piercing:''' Yes <br> '''Recoil:''' Medium <br> '''Base Price:''' $750 <br> | '''Ammo:''' ·30-06 cartridges <br> '''Damage:''' +30/+20 <br> '''Armor piercing:''' Yes <br> '''Recoil:''' Medium <br> '''Base Price:''' $750 <br> | ||
'''Description:''' A modified version of the Remington Model 700 rifle, using ·30-06 ammunition. Higher damage output and better accuracy when fired from distant combat. '''Special effect - HUNTING''': adds a bonus to all Hunting sessions in the outskirts. | '''Description:''' A modified version of the Remington Model 700 rifle, using ·30-06 ammunition. Higher damage output and better accuracy when fired from distant combat. '''Special effect - HUNTING''': adds a +5 Chance bonus to all [[Hunting]] sessions in the outskirts. | ||
<br>'''Incapacitation chance:''' -3%<br><br> | <br>'''Incapacitation chance:''' -3%<br><br> | ||
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'''Ammo:''' ·50 <br> '''Damage:''' +45/30 <br> '''Armor piercing:''' Yes <br> '''Recoil:''' High <br> '''Base Price:''' $3,100 <br> | '''Ammo:''' ·50 <br> '''Damage:''' +45/30 <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. | '''Description:''' A ·50 caliber rifle used by republic snipers and wealthy big-game hunters. | ||
'''Special effect - Sniping:''' does an extra damage dice from the Distant range when using the Aim action.<br>'''Incapacitation chance:''' -3%<br><br> | '''Special effect - Sniping:''' does an extra damage dice from the Distant range when using the [[Aim]] action.<br>'''Incapacitation chance:''' -3%<br><br> | ||
'''GRENADE LAUNCHER''' [[File:gl.png|right|150px]] | '''GRENADE LAUNCHER''' [[File:gl.png|right|150px]] | ||
'''Ammo:''' Grenades <br> '''Damage:''' +62* (see below)<br> '''Armor piercing:''' Kinetic <br> '''Recoil:''' Low <br> '''Base Price:''' $10,000 and | '''Ammo:''' Grenades <br> '''Damage:''' +62* (see below)<br> '''Armor piercing:''' Kinetic <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:''' damage is distributed between the target and their closest comrades. | '''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:''' damage is distributed between the target and their closest comrades. | ||
<br>'''Incapacitation chance:''' -4%<br><br> | <br>'''Incapacitation chance:''' -4%<br><br> | ||
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'''PLASMA RIFLE''' [[File:Plasmabutt.png|right|150px]] | '''PLASMA RIFLE''' [[File:Plasmabutt.png|right|150px]] | ||
'''Ammo:''' [[Energy Cells]] <br> '''Damage:''' +60 <br> '''Armor piercing:''' No <br> '''Recoil:''' None <br> '''Base Price:''' $13,000 and 2,000 Influence <br> | '''Ammo:''' [[Energy Cells]] (one per shot)<br> '''Damage:''' +60 <br> '''Armor piercing:''' No <br> '''Recoil:''' None <br> '''Base Price:''' $13,000 and 2,000 [[Influence]] <br> | ||
'''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. | '''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. | ||
<br>'''Incapacitation chance:''' -4%<br><br> | <br>'''Incapacitation chance:''' -4%<br><br> | ||
'''Cyber Cannon (W.E.G.A)''' [[File:cyber.png|right|150px]] | '''Cyber Cannon (W.E.G.A)''' [[File:cyber.png|right|150px]] | ||
'''Ammo:''' WEGA cannisters <br> '''Damage:''' +92 <br> '''Armor piercing:''' Yes <br> '''Recoil:''' Low <br> '''Base Price:''' $500,000 and 20,000 Influence <br> | '''Ammo:''' [[WEGA cannisters]] (one per shot)<br> '''Damage:''' +92 <br> '''Armor piercing:''' Yes <br> '''Recoil:''' Low <br> '''Base Price:''' $500,000 and 20,000 [[Influence]] <br> | ||
'''Description:''' A legendary weapon. Overrides Ammo Pack Trait if assigned to NPCs. | '''Description:''' A legendary weapon. Overrides [[Traits (NPCs)#Ammo Pack|Ammo Pack]] Trait if assigned to NPCs. | ||
<br>'''Incapacitation chance:''' -4%<br><br> | <br>'''Incapacitation chance:''' -4%<br><br> | ||
Revision as of 22:05, 27 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.
- 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 5% 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, and the extra damage of Power Strikes from Slow melee weapons.
Ranged weapons
Ammo: Bolts Incapacitation chance: -3% 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) |
Melee
Damage: +2 Damage: +5 Damage: +9 Damage: +7 Damage: +11 Damage: +15 Damage: +13 Damage: +12 Damage: +38 Damage: +26 |