Weapons: Difference between revisions
m added Slow weapons' +5 dam on Power Attacks |
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'''Damage:''' +15 <br> '''Armor piercing:''' No <br> '''Speed:''' Slow <br> '''Reach:''' 1 <br> '''Base Price:''' $120 <br> | '''Damage:''' +15 <br> '''Armor piercing:''' No <br> '''Speed:''' Slow <br> '''Reach:''' 1 <br> '''Base Price:''' $120 <br> | ||
'''Description:''' A powerful melee weapon with high damage output. Difficult to handle; adds a small penalty to your Melee skill when equipped. Damage modified by Strength and Melee skill. | '''Description:''' A powerful melee weapon with high damage output. Difficult to handle; adds a small penalty to your Melee skill when equipped. Damage modified by Strength and Melee skill. | ||
'''Special effect:''' +5 extra damage on a '''Power | '''Special effect:''' +5 extra damage on a '''Power Strike'''.<br>'''Incapacitation chance:''' +35%<br><br> | ||
'''SWORD'''[[File:Swordbutt.png|right|150px]] | '''SWORD'''[[File:Swordbutt.png|right|150px]] | ||
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'''Damage:''' +38 <br> '''Armor piercing:''' Yes <br>'''Speed:''' Slow <br> '''Reach:''' 2 <br> '''Base Price:''' $6,500 <br> | '''Damage:''' +38 <br> '''Armor piercing:''' Yes <br>'''Speed:''' Slow <br> '''Reach:''' 2 <br> '''Base Price:''' $6,500 <br> | ||
'''Description:''' A solid DuraSteel two-handed sword, forged by the mastersmiths of Crystal Heights.<br>Using this weapon while having a STRENGTH value below 75 adds a noticeable damage penalty. | '''Description:''' A solid DuraSteel two-handed sword, forged by the mastersmiths of Crystal Heights.<br>Using this weapon while having a STRENGTH value below 75 adds a noticeable damage penalty. | ||
'''Special effect:''' +5 extra damage on a '''Power | '''Special effect:''' +5 extra damage on a '''Power Strike.'''<br>'''Incapacitation chance:''' +15%<br><br> | ||
'''POWER KATANA''' [[File:Katanabutt.png|right|150px]] | '''POWER KATANA''' [[File:Katanabutt.png|right|150px]] |
Revision as of 23:04, 25 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 on Power Strikes of 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 Ammo: <<classified>> |
Melee
Damage: +2 Damage: +5 Damage: +9 Damage: +7 Damage: +11 Damage: +15 Damage: +13 Damage: +12 Damage: +38 Damage: +26 |