Weapons: Difference between revisions

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*'''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.   
*'''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!   
*'''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 <b>AoE damage </b>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.
*'''Special Effects:''' Some weapons have extra abilities, such as the explosive <b>AoE damage </b>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 Strike|Power Strikes]] from Slow melee weapons.


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Revision as of 22:56, 26 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


STEEL CROSSBOW

Ammo: Bolts
Damage: +11/+15
Armor piercing: No
Recoil: Low
Base Price: $160
Description: A common ranged weapon, favored by many hunters and adventurers. Surprisingly powerful and popular for its cheap ammunition. Better damage when used in close combat.

Incapacitation chance: -3%

9mm PISTOL

Ammo: 9mm bullets
Damage: +15/+18
Armor piercing: Yes
Recoil: Low
Base Price: $380
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.
Incapacitation chance: -3%

COLT PEACEMAKER

Ammo: ·45 bullets
Damage: +20/+32
Armor piercing: Yes
Recoil: High
Base Price: unknown
Description: Not currently manufactured on Raana. Some antiques may exist after having been brought here from Earth. Compatible ammunition is obtainable however.
Incapacitation chance: -3%

PIPE GUN

Ammo: 9mm bullets
Damage: +25/+15
Armor piercing: Yes
Recoil: Low
Base Price: $400
Description: An improvised weapon using 9mm ammunition. Cheap, effective and lightweight.
Incapacitation chance: -3%

SHOTGUN

Ammo: Shells
Damage: +12/+26
Armor piercing: No
Recoil: High
Spread*: Yes
Base Price: $650
Description: A pump-action, 12-gauge shotgun rifle. Popular with many professions – hunters, adventurers, and caravan guards. Only effective in close combat - damage decreased when fired from a distance. Special effect - SPREAD: fires a large number of small shot which spread out, increasing chance to hit (+25%); the flip-side of that decreased damage with distance.
Incapacitation chance: -4%

REMINGTON RIFLE

Ammo: ·30-06 cartridges
Damage: +30/+20
Armor piercing: Yes
Recoil: Medium
Base Price: $750
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.
Incapacitation chance: -3%

AUTOMATIC RIFLE

Ammo: 7·62 mm
Damage: +38
Armor piercing: Yes
Recoil: High
Base Price: $2,100
Description: A Westside-made assault rifle chambered in the heavier 7·62 instead of the more typical 5·56 to account for Raana's dangerous fauna. Produced from vintage schematics. Used primarily by elite soldiers and wealthy adventurers.
Incapacitation chance: -4%

·50 cal RIFLE

Ammo: ·50
Damage: +45/30
Armor piercing: Yes
Recoil: High
Base Price: $3,100
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.
Incapacitation chance: -3%

GRENADE LAUNCHER

Ammo: Grenades
Damage: +62* (see below)
Armor piercing: Kinetic
Recoil: Low
Base Price: $10,000 and 1000 Influence
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.
Incapacitation chance: -4%

COILGUN

Ammo: MAG Projectile
Damage: +45
Armor piercing: Yes
Recoil: High
Base Price: $5,500
Description: A high-end military rifle that fires ferromagnetic projectiles with tremendous speed. Pierces through armor and causes devastating injuries.
Incapacitation chance: -4%

PLASMA RIFLE

Ammo: Energy Cells
Damage: +60
Armor piercing: No
Recoil: None
Base Price: $13,000 and 2,000 Influence
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.
Incapacitation chance: -4%

<<CLASSIFIED>>

Ammo: <<classified>>
Damage: +92
Armor piercing: Yes
Recoil: Low
Base Price: <<classified>>
Description: <<classified>>
Incapacitation chance: <<classified>>


Melee


FISTS

Damage: +2
Armor piercing: No
Speed: Fast
Reach: 0
Base Price: n/a
Description: Damage modified by Strength and Melee skill.
Incapacitation chance: +80%

CANE

Damage: +5
Armor piercing: No
Speed: Fast
Reach: 0
Base Price: $20
Description: A sturdy and flexible bamboo cane. Perfect for executing punishments. Can also be used as a simple close-combat weapon. Damage modified by Strength and Melee skill.
Incapacitation chance: +85%

COMBAT STAFF

Damage: +9
Armor piercing: No
Speed: Medium
Reach: 1
Base Price: $30
Description: A cheap but efficient close combat weapon. Made from haalwood core, with reinforced ends. Damage modified by Strength and Melee skill.
Incapacitation chance: +70%

COMBAT KNIFE

Damage: +7
Armor piercing: No
Speed: Fast
Reach: 0
Base Price: $130
Description: A standard combat knife, equipped with a small quillon. Damage modified by Strength and Melee Skill.
Incapacitation chance: +15%

SPEAR

Damage: +11
Armor piercing: Yes
Speed: Medium
Reach: 2
Base Price: $150
Description: An effective warrior's weapon, popular for its long range and simple build.
Incapacitation chance: +15%

SLEDGEHAMMER

Damage: +15
Armor piercing: No
Speed: Slow
Reach: 1
Base Price: $120
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 Strike.
Incapacitation chance: +35%

SWORD

Damage: +13
Armor piercing: No
Speed: Medium
Reach: 1
Base Price: $250
Description: A large, double edged knife equipped with a quillon. A common alternative to handguns as there's no need to purchase expensive ammunition. Damage modified by Strength and Melee skill.
Incapacitation chance: +15%

WAKIZASHI

Damage: +12
Armor piercing: No
Speed: Fast
Reach: 1
Base Price: $500
Description: A pristine shortblade, measuring roughly 65 cm in length, forged by the former Master Smiths of Raikan.
Incapacitation chance: +15%

GREAT SWORD

Damage: +38
Armor piercing: Yes
Speed: Slow
Reach: 2
Base Price: $6,500
Description: A solid DuraSteel two-handed sword, forged by the mastersmiths of Crystal Heights.
Using this weapon while having a STRENGTH value below 75 adds a noticeable damage penalty. Special effect: +5 extra damage on a Power Strike.
Incapacitation chance: +15%

POWER KATANA

Damage: +26
Armor piercing: Yes
Speed: Medium
Reach: 1
Base Price: $2,500
Description: A DuraSteel-layered oriental blade with a hypersonic cut enhancer powered by an integrated fusion battery.
Incapacitation chance: +15%