Weapons: Difference between revisions
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'''Minigun''' [[File:Minigunbutt.png|right|150px]] | '''Minigun''' [[File:Minigunbutt.png|right|150px]] | ||
'''Ammo:''' 7·62 mm <br>'''Damage:''' 85*<br>'''Range:''' 0<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' - <br>'''Description:''''''*Special effect - AoE:''' Additional damage is delivered to comrades either side of the primary target. A -50 chance penalty applies if user's STRENGTH is below 100.<br>'''Incapacitation chance:''' -4%<br><br> | '''Ammo:''' 7·62 mm <br>'''Damage:''' 85*<br>'''Range:''' 0<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' - <br>'''Description:''' '''*Special effect - AoE:''' Additional damage is delivered to comrades either side of the primary target. A -50 chance penalty applies if user's STRENGTH is below 100.<br>'''Incapacitation chance:''' -4%<br><br> | ||
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Revision as of 20:39, 4 August 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!).
- Range: Ranged weapons can fire at Close or Distant range. Some are more accurate at one range than the other. Bonuses or penalties to hit are indicated in the order "[Distant]/[Close]", e.g. for Rifle: +20/-5.
- Armor piercing: An armor piercing weapon receives a damage boost when used against armored opponents. The penetration value is roughly 12-20% of an armor's Soak value (in effect, +1 damage vs soak 9-13, +3 vs 14-24, +5 vs 25-33, +7 vs 34-44, +9 vs. 45+).
- Recoil: Medium and High Recoil adds a chance penalty (-3 or -6 respectively) if used by a wielder whose Ranged combat skill is below 40 for Medium or 70 for 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 11% 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 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) Ammo: 7·62 mm |
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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