Weapons: Difference between revisions
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=== Grenade Launcher === | === Grenade Launcher === | ||
'''Ammo:''' Grenades <br>'''Damage:''' +40* (see below) <br>'''Range:''' +15 / +15<br>'''Armor piercing:''' Yes<br>'''Recoil:''' Low <br>'''Base Price:''' $10,000 and 1,000 [[Influence]] <br>'''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:''' Additional damage is delivered to persons either side of the primary target - from zero to 49 points, averaging about 11, to each. So 62 damage on average if you hit the center of a group of three. <br>'''Special effect - Sniping:''' does an extra damage dice from the Distant range when using the [[Aim]] action (+10-45, average +17). <br>'''Incapacitation chance:''' +0% | '''Ammo:''' Grenades <br>'''Damage:''' +40* (see below) <br>'''Range:''' +15 / +15<br>'''Armor piercing:''' Yes<br>'''Recoil:''' Low <br>'''Base Price:''' $10,000 and 1,000 [[Influence]] <br>'''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:''' Additional damage is delivered to persons either side of the primary target - from zero to 49 points, averaging about 11, to each. So +62 damage on average if you hit the center of a group of three. <br>'''Special effect - Sniping:''' does an extra damage dice from the Distant range when using the [[Aim]] action (+10-45, average +17). <br>'''Incapacitation chance:''' +0% | ||
|[[File:Glbig.png|alt=A grenade launcher|thumb|377x377px|A grenade launcher]] | |[[File:Glbig.png|alt=A grenade launcher|thumb|377x377px|A grenade launcher]] | ||
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=== Minigun === | === Minigun === | ||
'''Ammo:''' 7.62 mm <br>'''Damage:''' 85*<br>'''Range:''' +20 / +20 <br>'''Armor piercing:''' Yes <br>'''Recoil:''' Very High** <br>'''Base Price:''' $700,000 (there is only one available for purchase on Raana, nicknamed "The Defiler" - in the Armory of the [[USS Seneca]], unlocked in Ch. II of the "Slavemaster of Raana" [[quest]]; [[Kansas Adler]] has another). <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 a power source. They are cumbersome, and generate recoil increasing with each round fired so have to be used in short bursts unless on a fixed mount; they will spin you round and knock you over otherwise. Light durasteel manufacture plus energy cells for power supply renders these weapons feasible for infantry use, though the amount of ammunition needed to be carried, plus the recoil, means that only the biggest and strongest can use them (powered armor helps greatly).<br>'''Very High Recoil:''' **A -50 chance penalty applies if user's STRENGTH is below 100.<br>'''Incapacitation chance:''' -4%<br> | '''Ammo:''' 7.62 mm <br>'''Damage:''' +85*<br>'''Range:''' +20 / +20 <br>'''Armor piercing:''' Yes <br>'''Recoil:''' Very High** <br>'''Base Price:''' $700,000 (there is only one available for purchase on Raana, nicknamed "The Defiler" - in the Armory of the [[USS Seneca]], unlocked in Ch. II of the "Slavemaster of Raana" [[quest]]; [[Kansas Adler]] has another). <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 a power source. They are cumbersome, and generate recoil increasing with each round fired so have to be used in short bursts unless on a fixed mount; they will spin you round and knock you over otherwise. Light durasteel manufacture plus energy cells for power supply renders these weapons feasible for infantry use, though the amount of ammunition needed to be carried, plus the recoil, means that only the biggest and strongest can use them (powered armor helps greatly). '''*Special effect - AoE:''' Additional damage is delivered to persons either side of the primary target - from zero to 49 points, averaging about 11, to each. So +107 damage on average if you hit the center of a group of three. <br>'''Very High Recoil:''' **A -50 chance penalty applies if user's STRENGTH is below 100.<br>'''Incapacitation chance:''' -4%<br> | ||
|[[File:Minigun.png|alt=A rotary mingun|thumb|437x437px|A rotary mingun]] | |[[File:Minigun.png|alt=A rotary mingun|thumb|437x437px|A rotary mingun]] | ||
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=== Bofors 40mm === | === Bofors 40mm === | ||
'''Ammo:''' 40mm<br>'''Damage | '''Ammo:''' 40mm<br>'''Damage - variable depending on roll (1-7):''' +70, +70, +90, +90, +110, +130, or +140.<br>'''Range:''' 0<br>'''Armor piercing:''' Yes<br>'''Recoil:''' None<br>'''Base Price:''' Unpriced<br>'''Description:''' Unique weapon used by the [[Bofors Gun]] weapons team. The Bofors is an autocannon designed for anti-aircraft use, firing 2 lb shells at up to 120 rounds per minute, whose design makes it also useful for engaging ground targets such as light armored vehicles. The example encountered on Raana is a twin-gun variant on a wheeled carriage, weighing 5 tons. <br>'''Incapacitation chance:''' -100% | ||
|[[File:Machine40 375px.png|thumb|350x350px|Twin Bofors 40mm]] | |[[File:Machine40 375px.png|thumb|350x350px|Twin Bofors 40mm]] | ||
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Revision as of 22:49, 27 September 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) Overrides Ammo Pack Trait if assigned to NPCs. |
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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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