Weapons: Difference between revisions
m Formatting of Greatsword (strength requirement) |
m corrected plasma rifle recoil |
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*'''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. | *'''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+). | * '''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:''' "Low" recoil projectile weapons can be used by anyone with any Ranged skill without penalty. "Medium" recoil guns give a chance penalty of -3 unless fired by someone with a Ranged skill of 40+. "High" recoil guns require Ranged 70+ to avoid a -6 penalty | * '''Recoil:''' "Low" recoil projectile weapons can be used by anyone with any Ranged skill without penalty. "Medium" recoil guns give a chance penalty of -3 unless fired by someone with a Ranged skill of 40+. "High" recoil guns require Ranged 70+ to avoid a -6 penalty to hit. | ||
* '''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. | * '''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. | *'''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. | ||
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'''PLASMA RIFLE''' [[File:Plasmabutt.png|right|150px]] | '''PLASMA RIFLE''' [[File:Plasmabutt.png|right|150px]] | ||
'''Ammo:''' [[Energy Cells]] (one per shot)<br>'''Damage:''' +60 / +60 <br>'''Range:''' 0 / 0<br>'''Armor piercing:''' No <br>'''Recoil:''' | '''Ammo:''' [[Energy Cells]] (one per shot)<br>'''Damage:''' +60 / +60 <br>'''Range:''' 0 / 0<br>'''Armor piercing:''' No <br>'''Recoil:''' Low.<br>'''Base Price:''' $13,000 and 2,000 [[Influence]] <br>'''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. Integrated high tech stabilizers nullify the otherwise considerable recoil this procedure generates. <br>'''Incapacitation chance:''' -8%<br><br> | ||
'''Cyber Cannon (W.E.G.A)''' [[File:cyber.png|right|150px]] | '''Cyber Cannon (W.E.G.A)''' [[File:cyber.png|right|150px]] |
Revision as of 14:43, 28 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: "Low" recoil projectile weapons can be used by anyone with any Ranged skill without penalty. "Medium" recoil guns give a chance penalty of -3 unless fired by someone with a Ranged skill of 40+. "High" recoil guns require Ranged 70+ to avoid a -6 penalty to hit.
- 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 *Special effect - AoE: Additional damage is delivered to comrades either side of the primary target. Very High Recoil: **A -50 chance penalty applies if user's STRENGTH is below 100. |
Melee
Damage: +2 Damage: +5 Damage: +9 Damage: +7 Damage: +11 Damage: +15 Damage: +13 Damage: +12 Damage: +28 Damage: +38
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