Weapons: Difference between revisions
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==Weapon attributes== | ==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!). | * '''Damage (distant / close):''' 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. | *'''Range (distant / close):''' 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 to hit. | * '''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. | ||
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=== Steel Crossbow === | === Steel Crossbow === | ||
'''Ammo:''' Bolts <br>'''Damage:''' +11 / +15 <br>'''Range''' | '''Ammo:''' Bolts <br>'''Damage (distant / close):''' +11 / +15 <br>'''Range (distant / close):''' 0 / 0<br>'''Armor piercing:''' No <br>'''Recoil:''' Low <br>'''Base Price:''' $150 <br>'''Description:''' A common ranged weapon, favored by many hunters and adventurers. Surprisingly powerful, and popular for its cheap ammunition. Better damage when used in close combat.<br>'''Incapacitation chance:''' +0% | ||
'''Variable:''' <code>owncrossbow</code>, and ammo: <code>bolts</code> | '''Variable:''' <code>owncrossbow</code>, and ammo: <code>bolts</code> | ||
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=== 9mm Pistol === | === 9mm Pistol === | ||
'''Ammo:''' 9mm bullets <br>'''Damage:''' +15 / +18 <br>'''Range''' | '''Ammo:''' 9mm bullets <br>'''Damage (distant / close):''' +15 / +18 <br>'''Range (distant / close):''' 0 / +5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' Low <br>'''Base Price:''' $380 <br>'''Description:''' Manufactured at the Cyker's Westside [[Assembly Plant|assembly plant]], from vintage schematics. The 9mm semiautomatic is a reliable and affordable gun that's common in the city. It is most effective at close range.<br>'''Incapacitation chance:''' +0% | ||
'''Variable:''' <code>ownpistol</code>, and ammo: <code>a9mm</code> | '''Variable:''' <code>ownpistol</code>, and ammo: <code>a9mm</code> | ||
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=== Colt Peacemaker === | === Colt Peacemaker === | ||
'''Ammo:''' .45 bullets <br>'''Damage:''' +20 / +30 <br>'''Range:''' 0 / +5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' $900<br>'''Description:''' Old-fashioned, powerful and reliable, six-chambered revolver. Not currently manufactured on Raana. Some antiques exist, after having been brought here from Earth. Compatible ammunition is obtainable however.<br>'''Incapacitation chance:''' -4% | '''Ammo:''' .45 bullets <br>'''Damage (distant / close):''' +20 / +30 <br>'''Range (distant / close):''' 0 / +5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' $900<br>'''Description:''' Old-fashioned, powerful and reliable, six-chambered revolver. Not currently manufactured on Raana. Some antiques exist, after having been brought here from Earth. Compatible ammunition is obtainable however.<br>'''Incapacitation chance:''' -4% | ||
'''Variable:''' <code>ownrevolver</code>, and ammo: <code>a45</code> | '''Variable:''' <code>ownrevolver</code>, and ammo: <code>a45</code> | ||
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=== R55 Revolver === | === R55 Revolver === | ||
'''Ammo:''' .50 cal rounds<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% | '''Ammo:''' .50 cal rounds<br>'''Damage (distant / close):''' +35 / +45 <br>'''Range (distant / close):''' 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% | ||
'''Variable:''' <code>ownr55</code>, and ammo: <code>a50</code> | '''Variable:''' <code>ownr55</code>, and ammo: <code>a50</code> | ||
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=== Pipe Gun === | === Pipe Gun === | ||
'''Ammo:''' 9mm bullets <br>'''Damage:''' +25 / +15 <br>'''Range:''' 0 / +5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' Low <br>'''Base Price:''' $400 <br>'''Description:''' An improvised weapon using 9mm ammunition. Cheap, effective and lightweight.<br>'''Incapacitation chance:''' +0% | '''Ammo:''' 9mm bullets <br>'''Damage (distant / close):''' +25 / +15 <br>'''Range (distant / close):''' 0 / +5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' Low <br>'''Base Price:''' $400 <br>'''Description:''' An improvised weapon using 9mm ammunition. Cheap, effective and lightweight.<br>'''Incapacitation chance:''' +0% | ||
'''Variable:''' <code>ownprifle</code>, and ammo: <code>a9mm</code> | '''Variable:''' <code>ownprifle</code>, and ammo: <code>a9mm</code> | ||
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=== Shotgun === | === Shotgun === | ||
'''Ammo:''' Shells <br>'''Damage:''' +12 / +26 <br>'''Range:''' +25* / +25*<br>'''Armor piercing:''' No <br>'''Recoil:''' High <br>'''Spread*:''' Yes <br>'''Base Price:''' $650 <br>'''Description:''' A pump-action, 12-gauge shotgun rifle. Popular with many professions – hunters, adventurers, and caravan guards. Only effective in close combat - damage decreased when fired from a distance. '''*Special effect - SPREAD:''' fires a large number of small shot which spread out, increasing chance to hit (+25%); the flip-side of that decreased damage with distance.<br>'''Incapacitation chance:''' +0% | '''Ammo:''' Shells <br>'''Damage (distant / close):''' +12 / +26 <br>'''Range (distant / close):''' +25* / +25*<br>'''Armor piercing:''' No <br>'''Recoil:''' High <br>'''Spread*:''' Yes <br>'''Base Price:''' $650 <br>'''Description:''' A pump-action, 12-gauge shotgun rifle. Popular with many professions – hunters, adventurers, and caravan guards. Only effective in close combat - damage decreased when fired from a distance. '''*Special effect - SPREAD:''' fires a large number of small shot which spread out, increasing chance to hit (+25%); the flip-side of that decreased damage with distance.<br>'''Incapacitation chance:''' +0% | ||
'''Variable:''' <code>ownshotgun</code>, and ammo: <code>a12g</code> | '''Variable:''' <code>ownshotgun</code>, and ammo: <code>a12g</code> | ||
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=== Remington Rifle === | === Remington Rifle === | ||
'''Ammo:''' ·30-06 cartridges <br>'''Damage:''' +30/+20 <br>'''Range:''' +20 / -5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' Medium <br>'''Base Price:''' $750 <br>'''Description:''' A modified version of the Remington Model 700 rifle, using ·30-06 ammunition. Designed for accuracy at range, giving increased chance to hit and higher damage potential when fired in distant combat. <br>'''Special effect - HUNTING''': adds a +5 Chance bonus to all [[Hunting]] sessions in the outskirts.<br>'''Incapacitation chance:''' +0% | '''Ammo:''' ·30-06 cartridges <br>'''Damage (distant / close):''' +30/+20 <br>'''Range (distant / close):''' +20 / -5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' Medium <br>'''Base Price:''' $750 <br>'''Description:''' A modified version of the Remington Model 700 rifle, using ·30-06 ammunition. Designed for accuracy at range, giving increased chance to hit and higher damage potential when fired in distant combat. <br>'''Special effect - HUNTING''': adds a +5 Chance bonus to all [[Hunting]] sessions in the outskirts.<br>'''Incapacitation chance:''' +0% | ||
'''Variable:''' <code>ownrifle</code>, and ammo: <code>a306</code> | '''Variable:''' <code>ownrifle</code>, and ammo: <code>a306</code> | ||
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=== Automatic Rifle === | === Automatic Rifle === | ||
'''Ammo:''' 7.62 mm bullets<br>'''Damage:''' +38 <br>'''Range:''' 0 / +5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' $2,100 <br>'''Description:''' A Westside-made assault rifle, chambered in the heavier 7·62 instead of the historically commoner 5·56 to account for Raana's dangerous fauna. Produced from vintage schematics. Used primarily by elite soldiers and wealthy adventurers.<br>'''Incapacitation chance:''' -5% | '''Ammo:''' 7.62 mm bullets<br>'''Damage (distant / close):''' +38 / +38<br>'''Range (distant / close):''' 0 / +5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' $2,100 <br>'''Description:''' A Westside-made assault rifle, chambered in the heavier 7·62 instead of the historically commoner 5·56 to account for Raana's dangerous fauna. Produced from vintage schematics. Used primarily by elite soldiers and wealthy adventurers.<br>'''Incapacitation chance:''' -5% | ||
'''Variable:''' <code>ownautorifle</code>, and ammo: <code>a556</code> | '''Variable:''' <code>ownautorifle</code>, and ammo: <code>a556</code> | ||
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=== .50 cal Rifle === | === .50 cal Rifle === | ||
'''Ammo:''' ∙50 cal rounds<br>'''Damage:''' +45 / +30 <br>'''Range:''' 0 / +5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' $3,100 <br>'''Description:''' A ·50 caliber rifle used by republic snipers and wealthy big-game hunters. This sniper rifle sacrifices precision for power: initially designed for taking out vehicles and infrastructure in warfare on Earth, it proves useful against charucks on Raana. <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:''' -10% | '''Ammo:''' ∙50 cal rounds<br>'''Damage (distant / close):''' +45 / +30 <br>'''Range (distant / close):''' 0 / +5<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' $3,100 <br>'''Description:''' A ·50 caliber rifle used by republic snipers and wealthy big-game hunters. This sniper rifle sacrifices precision for power: initially designed for taking out vehicles and infrastructure in warfare on Earth, it proves useful against charucks on Raana. <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:''' -10% | ||
'''Variable:''' <code>own50c</code>, and ammo: <code>a50</code> | '''Variable:''' <code>own50c</code>, and ammo: <code>a50</code> | ||
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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 (distant / close):''' +40* / +40* (see below) <br>'''Range (distant / close):''' +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% | ||
'''Variable:''' <code>owngl</code>, and ammo: <code>agl</code> | '''Variable:''' <code>owngl</code>, and ammo: <code>agl</code> | ||
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=== Coilgun === | === Coilgun === | ||
'''Ammo:''' MAG Projectiles <br>'''Damage:''' +45 / +45 <br>'''Range:''' 0 / 0<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' $5,500 <br>'''Description:''' A high-end military rifle that generates intense magnetic fields to accellerate ferromagnetic projectiles to hypersonic speeds. These "MAG" projectiles, travelling far faster than bullets propelled by gunpowder or other explosives, will punch through walls as well as bodies, and defeat even duraplate body armor. <br>'''Incapacitation chance:''' -8% | '''Ammo:''' MAG Projectiles <br>'''Damage (distant / close):''' +45 / +45 <br>'''Range (distant / close):''' 0 / 0<br>'''Armor piercing:''' Yes <br>'''Recoil:''' High <br>'''Base Price:''' $5,500 <br>'''Description:''' A high-end military rifle that generates intense magnetic fields to accellerate ferromagnetic projectiles to hypersonic speeds. These "MAG" projectiles, travelling far faster than bullets propelled by gunpowder or other explosives, will punch through walls as well as bodies, and defeat even duraplate body armor. <br>'''Incapacitation chance:''' -8% | ||
'''Variable:''' <code>owncoil</code>, and ammo: <code>acoil</code> | '''Variable:''' <code>owncoil</code>, and ammo: <code>acoil</code> | ||
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=== Plasma Rifle === | === Plasma Rifle === | ||
'''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. '''*Special effect:''' -10 damage in [[Weather|heavy rain]] ([[Difficulty settings|Grimdark difficulty]] only).<br>'''Incapacitation chance:''' -8% | '''Ammo:''' [[Energy Cells]] (one per shot)<br>'''Damage (distant / close):''' +60* / +60*<br>'''Range (distant / close):''' 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. '''*Special effect:''' -10 damage in [[Weather|heavy rain]] ([[Difficulty settings|Grimdark difficulty]] only).<br>'''Incapacitation chance:''' -8% | ||
'''Variable:''' <code>ownplasma</code>, and ammo: <code>aenergy</code> | '''Variable:''' <code>ownplasma</code>, and ammo: <code>aenergy</code> | ||
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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 [[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. | '''Ammo:''' [[WEGA cannisters]] (one per shot)<br>'''Damage (distant / close):''' +96 / +96 <br>'''Range (distant / close):''' 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% | ||
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=== Minigun === | === Minigun === | ||
'''Ammo:''' 7.62 mm bullets<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>'''Variable:''' <code>ownminigun</code>, and ammo: <code>a556</code> | '''Ammo:''' 7.62 mm bullets<br>'''Damage (distant / close):''' +85* / +85* (see below)<br>'''Range (distant / close):''' +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>'''Variable:''' <code>ownminigun</code>, and ammo: <code>a556</code> | ||
|[[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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===Nemesis SR-C=== | ===Nemesis SR-C=== | ||
'''Ammo:''' NEM-50 (modified ∙50 cal rounds)<br>'''Damage:''' +63*<br>'''Range:''' 0<br>'''Armor piercing:''' No<br>'''Recoil:''' None<br>'''Base Price:''' Unpriced<br>'''Description:''' Unique weapon used by the mercenary assassin [[Clea Vallas]]. An updated ∙50 caliber rifle optimised for sniping human-sized targets rather than big game and materiel, and customised to be an ergonomic best fit for Clea herself. | '''Ammo:''' NEM-50 (modified ∙50 cal rounds)<br>'''Damage (distant / close):''' +63* / +63* (see below)<br>'''Range (distant / close):''' 0 / 0 <br>'''Armor piercing:''' No<br>'''Recoil:''' None<br>'''Base Price:''' Unpriced<br>'''Description:''' Unique weapon used by the mercenary assassin [[Clea Vallas]]. An updated ∙50 caliber rifle optimised for sniping human-sized targets rather than big game and materiel, and customised to be an ergonomic best fit for Clea herself. '''* Special effect - Sniping:''' does an extra damage dice from the Distant range when using the [[Aim]] action (+10-45, average +17).<br>'''Incapacitation chance:''' -10% | ||
'''Variable:''' <code>ownneme</code>, and ammo: <code>a50srr</code> | '''Variable:''' <code>ownneme</code>, and ammo: <code>a50srr</code> | ||
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=== Bofors 40mm === | === Bofors 40mm === | ||
'''Ammo:''' 40mm shells<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% | '''Ammo:''' 40mm shells<br>'''Damage - variable depending on roll (1-7):''' +70, +70, +90, +90, +110, +130, or +140.<br>'''Range (distant / close):''' 0 / 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% | ||
'''Variable:''' <code>TBA</code>, and ammo <code>TBA</code> | '''Variable:''' <code>TBA</code>, and ammo <code>TBA</code> | ||
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=== Fists === | === Fists === | ||
'''Damage:''' +2 <br>'''Armor piercing:''' No <br>'''Speed:''' Fast <br>'''Reach:''' 0 <br>'''Base Price:''' n/a <br>'''Description:''' Damage modified by Strength and Melee skill.<br>'''Incapacitation chance:''' +85% | '''Damage close):''' +2 <br>'''Armor piercing:''' No <br>'''Speed:''' Fast <br>'''Reach:''' 0 <br>'''Base Price:''' n/a <br>'''Description:''' Damage modified by Strength and Melee skill.<br>'''Incapacitation chance:''' +85% | ||
'''Variable:''' N/A | '''Variable:''' N/A | ||
Latest revision as of 20:07, 22 July 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 (distant / close): 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 (distant / close): 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 Variable: |
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9mm PistolAmmo: 9mm bullets Variable: |
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Colt PeacemakerAmmo: .45 bullets Variable: |
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R55 RevolverAmmo: .50 cal rounds Variable: |
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Pipe GunAmmo: 9mm bullets Variable: |
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ShotgunAmmo: Shells Variable: |
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Remington RifleAmmo: ·30-06 cartridges Variable: |
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Automatic RifleAmmo: 7.62 mm bullets Variable: |
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.50 cal RifleAmmo: ∙50 cal rounds Variable: |
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Grenade LauncherAmmo: Grenades Variable: |
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CoilgunAmmo: MAG Projectiles Variable: |
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Plasma RifleAmmo: Energy Cells (one per shot) Variable: |
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Cyber Cannon (W.E.G.A)Ammo: WEGA cannisters (one per shot) Overrides Ammo Pack Trait if assigned to NPCs. Variable: |
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MinigunAmmo: 7.62 mm bullets |
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Nemesis SR-CAmmo: NEM-50 (modified ∙50 cal rounds) Variable: |
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Bofors 40mmAmmo: 40mm shells Variable: |
Melee Weapons
FistsDamage close): +2 Variable: N/A |
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CaneDamage: +5 Variable: |
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Combat KnifeDamage: +7 Incapacitation chance: +20% Variable: |
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Combat StaffDamage: +9 Variable: |
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"The Silver Sword"Damage: +13 Variable: NOTE: this unique item is only included in the Tier2+ subscription version. |
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SledgehammerDamage: +15 Variable: |
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SpearDamage: +11 Variable: |
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SwordDamage: +13 Variable: |
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WakizashiDamage: +12 Variable: |
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Power KatanaDamage: +28 Variable: |
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Great SwordDamage: +38 Variable: |
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Great AxeDamage: +40 Variable: |
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Ice DragonDamage: +30 Variable: |
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Sacred MalletDamage: 30/50 Variable: |
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Sword of AzukDamage: 50 Variable: |
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