Weapons
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. This in effect gives a +3 chance to hit with a fast weapon, and -5 with a slow weapon.
- 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, the extra damage of Power Strikes with Slow melee weapons and Aimed attacks with grenade launchers or ·50 caliber rifles.
Ranged weapons
STEEL CROSSBOWAmmo: Bolts 9mm PISTOLAmmo: 9mm bullets COLT PEACEMAKERAmmo: ·45 bullets PIPE GUNAmmo: 9mm bullets SHOTGUNAmmo: Shells REMINGTON RIFLEAmmo: ·30-06 cartridges AUTOMATIC RIFLEAmmo: 7.62 mm ·50 cal RIFLEAmmo: ·50 GRENADE LAUNCHERAmmo: Grenades COILGUNAmmo: MAG Projectile PLASMA RIFLEAmmo: Energy Cells (one per shot) Cyber Cannon (W.E.G.A)Ammo: WEGA cannisters (one per shot) MinigunAmmo: 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
FISTSDamage: +2 CANEDamage: +5 COMBAT STAFFDamage: +9 COMBAT KNIFEDamage: +7 SPEARDamage: +11 SLEDGEHAMMERDamage: +15 SWORDDamage: +13 WAKIZASHIDamage: +12 POWER KATANADamage: +28 GREAT SWORDDamage: +38 GREAT AXEDamage: +40
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