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:''' A Gatling-style machine gun, using common 7.62 rifle ammunition, but with six barrels giving it a high rate of fire; its rotary mechanism requires an external power source. They are heavy, and cumbersome, and with considerable recoil. This plus the weight of the ammunition and the power supply made them impractical for infantry use on Earth. However on modern Raana the availability of light energy cells shifts the equation enough that very large and strong humans can carry and fire them - but still only for very short bursts, as even when geared down to reduce the rate of fire, the recoil quickly makes them uncontrollable, plus they quickly run out of ammunition. '''*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 09:47, 10 October 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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