Weapons: Difference between revisions
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=== R55 Revolver === | === R55 Revolver === | ||
'''Ammo:''' .50 cal<br>'''Damage:''' +35 / +45 <br>'''Range:''' 0<br>'''Armor piercing:''' Yes <br>'''Recoil:''' None<br>'''Base Price:''' $6,000<br>'''Description:''' A powerful revolver equipped with a PetraGrade anti-recoil module and a W.A.Z. target pointer. Was considered the most powerful one-handed weapon right before the Severance.<br>'''Incapacitation chance:''' -4% | '''Ammo:''' .50 cal<br>'''Damage:''' +35 / +45 <br>'''Range:''' 0 / +15<br>'''Armor piercing:''' Yes <br>'''Recoil:''' None<br>'''Base Price:''' $6,000<br>'''Description:''' A powerful revolver equipped with a PetraGrade anti-recoil module and a W.A.Z. target pointer. Was considered the most powerful one-handed weapon right before the Severance. <br>'''Incapacitation chance:''' -4% | ||
|[[File:R55 revolver upsized.png|thumb]] | |[[File:R55 revolver upsized.png|thumb]] | ||
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Revision as of 19:53, 12 August 2025
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 |
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9mm PistolAmmo: 9mm bullets |
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Colt PeacemakerAmmo: .45 bullets |
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R55 RevolverAmmo: .50 cal |
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Pipe GunAmmo: 9mm bullets |
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ShotgunAmmo: Shells |
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Remington RifleAmmo: ·30-06 cartridges |
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Automatic RifleAmmo: 7.62 mm |
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·50 cal RifleAmmo: .50 cal |
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Grenade LauncherAmmo: Grenades |
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CoilgunAmmo: MAG Projectile |
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Plasma RifleAmmo: Energy Cells (one per shot) |
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Cyber Cannon (W.E.G.A)Ammo: WEGA cannisters (one per shot) |
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MinigunAmmo: 7.62 mm |
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Nemesis SR-CAmmo: NEM-50 |
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Bofors 40mmAmmo: 40mm |
Melee Weapons
FistsDamage: +2 |
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CaneDamage: +5 |
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Combat StaffDamage: +9 |
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Combat KnifeDamage: +7 |
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SpearDamage: +11 |
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SledgehammerDamage: +15 |
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SwordDamage: +13 |
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WakizashiDamage: +12 |
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Power KatanaDamage: +28 |
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Great SwordDamage: +38 |
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Great AxeDamage: +40 |
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Ice DragonDamage: +30 |
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Sacred MalletDamage: 30/50 |
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Sword of AzukDamage: 50 |
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