Weapons: Difference between revisions
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'''Damage:''' +12 <br> '''Armor piercing:''' No <br> '''Speed:''' Fast <br> '''Reach:''' 1 <br> '''Base Price:''' $500 <br> | '''Damage:''' +12 <br> '''Armor piercing:''' No <br> '''Speed:''' Fast <br> '''Reach:''' 1 <br> '''Base Price:''' $500 <br> | ||
'''Description:''' A pristine shortblade, measuring roughly 65 cm in length, forged by the former Master Smiths of Raikan. | '''Description:''' A pristine shortblade, measuring roughly 65 cm in length, forged by the former Master Smiths of Raikan. | ||
<br>'''Incapacitation chance:''' +15%<br><br> | |||
'''POWER KATANA''' [[File:Katanabutt.png|right|150px]] | |||
'''Damage:''' +26 <br> '''Armor piercing:''' Yes <br>'''Speed:''' Medium <br> '''Reach:''' 1 <br> '''Base Price:''' $2,500 <br> | |||
'''Description:''' A DuraSteel-layered oriental blade with a hypersonic cut enhancer powered by an integrated fusion battery. | |||
<br>'''Incapacitation chance:''' +15%<br><br> | <br>'''Incapacitation chance:''' +15%<br><br> | ||
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'''Special effect:''' +5 extra damage on a '''[[Power Strike]].'''<br>'''Incapacitation chance:''' +15%<br><br> | '''Special effect:''' +5 extra damage on a '''[[Power Strike]].'''<br>'''Incapacitation chance:''' +15%<br><br> | ||
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Revision as of 02:45, 8 May 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: +26 Damage: +38
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