Weapons: Difference between revisions
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=== Cyber Cannon (W.E.G.A) === | === Cyber Cannon (W.E.G.A) === | ||
'''Ammo:''' [[WEGA cannisters]] (one per shot)<br>'''Damage:''' +96 / +96 <br>'''Range:''' 0 / 0<br>'''Armor piercing:''' Yes <br>'''Recoil:''' Low <br>'''Base Price:''' $500,000 and 20,000 [[Influence]] (there is currently only one available for purchase, and another that may be discovered).<br>'''Description:''' The W.E.G.A. autocannon, nicknamed "cyber cannon" for its neural-link capabilities, boasts a damage output equalling a mounted anti-tank cannon while still being light enough to be carried by one person. These guns were manufactured on Earth, as was their ammunition; only a few made it to Raana before the stargate closed, and whilst the weapons continue to function, their ammunition is running out. | '''Ammo:''' [[WEGA cannisters]] (one per shot)<br>'''Damage:''' +96 / +96 <br>'''Range:''' 0 / 0<br>'''Armor piercing:''' Yes <br>'''Recoil:''' Low <br>'''Base Price:''' $500,000 and 20,000 [[Influence]] (there is currently only one available for purchase, and another that may be [[Quests#Hidden quests|discovered]]).<br>'''Description:''' The W.E.G.A. autocannon, nicknamed "cyber cannon" for its neural-link capabilities, boasts a damage output equalling a mounted anti-tank cannon while still being light enough to be carried by one person. These guns were manufactured on Earth, as was their ammunition; only a few made it to Raana before the stargate closed, and whilst the weapons continue to function, their ammunition is running out. | ||
Overrides [[Traits (NPCs)#Ammo Pack|Ammo Pack]] Trait if assigned to NPCs.<br>'''Incapacitation chance:''' -4% | Overrides [[Traits (NPCs)#Ammo Pack|Ammo Pack]] Trait if assigned to NPCs.<br>'''Incapacitation chance:''' -4% | ||
Latest revision as of 21:22, 19 June 2026
Here is a comprehensive list of all available weapons in Masters of Raana.
Note that prices vary depending on political, economic and social factors (detailed HERE) and game difficulty setting, so the costs below are indicative only.
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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