Palladium Weapon Damages:
Index
- Introduction
Pistols & Submachinguns
Rifles
Shotguns
Optional Rules for Types of Ammo
Special Shotgun Ammunition
Grenade Launcher Ammo
Several ammo type that are very significant were not listed in any of the Palladium Game books. These ammo types including the .40 Smith and Wesson, which is an important law enforcement round, and the .50 Action Express which is a powerful round of interest by many Mercenaries. As well, several different new ammo types such as the .400 & .440 Cor-Bon, the .357 Sig round, and the SS-190 have been introduced recently and are not covered. The author also wanted to add a variety of special shotgun and grenade launchers round. Finally, there are several inconsistencies in round type within the Revised Heroes Unlimited Second Edition which I have attempted to clear up. Machinegun rounds and rifle round of the same caliber size contain the same amount of powder and have approximately the same muzzle velocity. There are several rifles that also use the .50 BMG round and they would do the same damage per round as a .50 M2HB which is a .50 Caliber Machinegun.
The Authors has attempted to get prices for as many types of ammunition as possible although getting a price was impossible in some cases. For common ammunition types, there is often a large variety of costs for ammunition. The Authors generally used low end prices but not the absolute lowest prices for the ammunition. Most Russian ammunition prices are based on Russian Military Surplus prices. Non Surplus is about twice as expensive on average but is of much higher quality. For exact prices on ammunition, the Authors suggest that the reader search through gun magazines or online ammunition websites. Some of the ammo prices are estimated and should not be taken as real life costs. Many of the specialty ammo types are very hard to get a hold of but may be specially made. Given the right equipment, a good gunsmith can make most varieties of ammunition,
Caliber | Damage (S.D.C.) | Ammo Cost (Dollars) |
.22 Scamp (5.56 x 29 mm) | 3D6 | |
.221 Fireball (5.56 x 31 mm) | 3D6 | $20 / 20 rounds |
.22 H&K PWD (5.6 x 30 mm) | 3D6+3 [1] | |
.22 LR (5.7 x 17 mm Long Rifle) | 1D6 | $5 / 100 rounds |
.22 Magnum (5.7 x 24.5 mm) | 2D4 | $8 / 50 rounds |
.22 SS-190 (5.7 x 28 mm) | 3D6+3 [1] | |
.25 ACP (6.3 x 15.5 mm) | 1D6 | $12 / 50 rounds |
.32 Short | 2D4 | $17 / 50 rounds |
.32 ACP (7.65 x 17 mm) | 2D6 | $14 / 50 rounds |
.32 H & R Magnum | 2D6+3 | $9 / 20 rounds |
7.65 mm Tokarev (7.65 x 25 mm Tokarev) | 2D6 | $13 / 50 Rounds |
7.65 mm Czech (7.65 x 31 mm) | 3D6 | $45 / 100 rounds |
8 mm Nambu (8 x 21 mm) | 3D6 | $50 / 50 rounds |
.380 ACP (9 x 17 mm) | 2D6+3 | $12 / 50 Rounds |
9 mm Japanese Revolver | 2D6+3 | |
9 mm M (9 x 18 mm Makarov) | 2D6+3 | $11 / 50 Rounds |
9 mm P (9 x 19 mm Parabellum / Luger) | 3D6 | $10 / 50 Rounds |
9 x 21 mm SP-10 | 4D6 [2] | |
.38 Special (9 x 29 mm) | 3D6 (4D6 for +P) | $12 / 50 Rounds |
.38 Super | 4D6 | $15 / 50 Rounds |
.357 Magnum (9 x 33 mm) | 5D6 | $20 / 50 Rounds |
.357 Maximum | 5D6+3 | $17 / 20 Rounds |
.357 Sig | 5D6 | $20 / 50 Rounds |
.40 S&W (Smith and Wesson) | 4D6 | $14 / 50 Rounds |
10 mm (10 x 24 mm) | 5D6 | $20 / 50 Rounds |
.400 Cor-Bon | 5D6+3 | $16 / 20 Rounds |
.41 Action Express | 4D6 | |
.41 Magnum | 5D6 | $15 / 20 Rounds |
11 mm | 6D6 | |
.44 Special | 5D6 | $20 / 50 Rounds |
.44 Magnum (11.2 x 32.8 mm) | 6D6 | $20 / 50 Rounds |
.440 Cor-Bon | 7D6 | $30 / 20 Rounds |
.45 ACP (11.43 x 23 mm) | 5D6 | $14 / 50 Rounds |
.45 Long Colt | 5D6 | $25 / 50 Rounds |
.45 WM (11.6 x 56 mm Winchester Magnum) | 6D6+3 | $20 / 20 Rounds |
.454 Casull | 7D6 | $25 / 20 Rounds |
.455 Webley (11.6 x 19 mm) | 4D6 | $50 / 40 Rounds |
.475 Magnum | 6D6+3 | |
.475 Linebaugh | 7D6 | $20 / 20 Rounds |
.480 Ruger | 6D6+3 | $18 / 20 Rounds |
.50 Action Express | 6D6+3 | $20 / 20 Rounds |
.500 Smith & Wesson | 8D6 | $40 / 20 Rounds |
Caliber | Muzzle Energy (ft*lbs) |
Damage (S.D.C.) | Ammo Cost (Dollars) |
4.7 mm Cls (4.7 x 21 mm Caseless) | 1020 | 5D6 | |
.22 - 250 Remington | 1505 | 5D6 | $15 / 20 rounds |
.220 Swift | 1645 | 5D6 | $45 / 20 rounds |
5.45 mm Russian (5.45 x 39 mm Russian) | 1045 | 5D6 | $6 / 20 rounds |
5.56 mm N [.223 Rem] (5.56 x 45 mm NATO) | 1325 | 5D6 | $10 / 20 rounds |
.243 Winchester | 1880 | 6D6 | $15 / 20 rounds |
.25 - 06 Remington | 2340 | 6D6 | $20 / 20 rounds |
.257 Weatherby Magnun | 2685 | 7D6 | $40 / 20 rounds |
.270 Weatherby Magnum | 3055 | 7D6 | $40 / 20 rounds |
.270 Winchester | 2630 | 7D6 | $20 / 20 rounds |
6.5 x 55 mm Swedish | 2140 | 6D6 | $17 / 20 rounds |
7mm-08 Remington | 2350 | 6D6 | $20 / 20 rounds |
7 mm Remington Magnum | 3060 | 7D6 | $25 / 20 rounds |
7 mm STW | 3385 | 7D6+3 | $30 / 20 rounds |
7 mm Weatherby Magnum | 3215 | 7D6+3 | $40 / 20 rounds |
.30 Carbine (7.62 x 33 mm) | 930 | 5D6 | $15 / 20 rounds |
7.62 mm Russian (7.62 x 39 mm Russian) | 1505 | 5D6+3 | $5 / 20 rounds |
.30-30 Winchester (7.62 x 51 mm) | 1665 | 6D6 | $12 / 20 rounds |
7.62 mm Nato (7.62 x 51 mm NATO) | 2535 | 6D6+3 | $20 / 20 rounds |
7.62 mm Rimmed Russian (7.62 x 54 mm Russian) | 2745 | 7D6 | $15 / 20 rounds |
.300 Remington Ultra Magnum | 4198 | 8D6 | $35 / 20 rounds |
.300 Winchester Magnum | 3500 | 7D6+3 | $30 / 20 rounds |
.300 Weatherby Magnum | 3790 | 7D6+3 | $40 / 20 rounds |
.30-378 Weatherby Magnum | 4676 | 8D6 | $80 / 20 rounds |
.303 British (7.7 x 56 mm) | 2265 | 6D6+3 | $17 / 20 rounds |
.30-06 Springfield (7.62 x 63 mm) | 2760 | 7D6 | $20 / 20 rounds |
8 mm M (7.92 x 57 mm Mauser) | 2605 | 6D6+3 | $17 / 20 rounds |
8 mm P (7.92 x 95 mm Patronen) | 1D6x10+10 | ||
.338 Lapua (8.60 x 70 mm) | 5000 | 1D4x10 | $78 / 20 rounds |
.338-378 Weatherby Magnum | 5052 | 1D4x10 | $85 / 20 rounds |
.338 Winchester Magnum | 3935 | 8D6 | $32 / 20 rounds |
.340 Weatherby Magnum | 4485 | 1D4x10 | $50 / 20 rounds |
.375 H&H Magnum | 4240 | 1D4x10 | $40 / 50 rounds |
.375 Weatherby Magnum | 5224 | 1D4x10 | $70 / 20 rounds |
.378 Weatherby Magnum | 5585 | 1D4x10 | $75 / 20 rounds |
.416 Remington Magnum | 5090 | 1D4x10 | $72 / 50 rounds |
.416 Weatherby Magnum | 6255 | 1Dx10+10 | $100 / 20 rounds |
.444 Marlin | 2845 | 8D6 | $22 / 20 rounds |
.45-70 Govt (11.6 x 54 mm) | 2125 | 7D6 | $22 / 20 rounds |
.458 Winchester Magnum | 4465 | 1D4x10 | $65 / 50 rounds |
.460 Weatherby (11.6 x 74 mm Weatherby) | 7115 | 1D4x10+10 | $90 / 20 rounds |
12.7 mm B (12.7 mm x 107 mm Bloc) | 11480 | 1D6x10 | |
.50 BMG (12.7 x 99 mm Browning Machine gun) | 13285 | 1D6x10 | $60 / 20 rounds |
.55 Boys (13.9 x 99 mm) | 13725 | 1D6x10+10 | |
14.5 mm B (14.5 x 114 mm Bloc) | 22285 | 2D4x10 | |
14.5 mm AMR (14.5 x 200 mm) | 2D6x10 [3] | ||
.600 Nitro (15.7x 76 mm) | 7615 | 1D4x10+10 | $40 / 20 rounds |
Caliber | Damage (S.D.C.) | Ammo Cost (Dollars) |
410 Gauge - Buckshot | 3D6 [4] | $10 / 25 rounds |
410 Gauge - Solid Slug | 5D6 | $10 / 25 rounds |
28 Gauge - Buckshot | 3D6+3 [4] | $12 / 25 rounds |
28 Gauge - Solid Slug | 5D6+3 | $12 / 25 rounds |
20 Gauge - Buckshot | 4D6 [4] | $12 / 25 rounds |
20 Gauge - Solid Slug | 6D6 | $12 / 25 rounds |
16 Gauge - Buckshot | 4D6+3 [4] | $12 / 25 rounds |
16 Gauge - Solid Slug | 6D6+3 | $12 / 25 rounds |
12 Gauge - Buckshot | 5D6 [4] | $20 / 25 rounds |
12 Gauge - Solid Slug | 7D6 | $20 / 25 rounds |
10 Gauge - Buckshot | 6D6 [4] | $15 / 10 rounds |
10 Gauge - Solid Slug | 8D6 | $15 / 10 rounds |
[1] Special Ammo: +4 to Penetrate Body armor (do not deduct 1 from each die of damage like standard armor piercing rounds). Round is designed to tumble in the target. Is not available as hollow points and is already armor piercing ammo
[ 2] Normal 9 x 21 mm SP-10 ammo is armor piercing. Follow standard rules for armor piercing rounds (+2 to penetrate body armor and -4 penalty to damage.) Conventional ammo could be developed for weapon.
[ 3] Special Ammo: +6 to Penetrate Body armor (do not deduct 1 from each die of damage like standard armor piercing rounds)
[ 4] Buckshot does double damage to targets at close range (less than 25% of effective range), normal damage at medium ranges (25% to 50% of effective range), half damage at long range (50% to 75% of effective range, and quarter damage at extreme range (Greater than 75% of effective range).
Optional Rules for Types of Ammo:
Hollow Points: Instead of the standard rule for Modern weapons
that hollow points do a flat +4 S.D.C., instead add +2 for each die of the
rounds damage. This extra damage applies only on soft targets. These rounds
have a penalty of -6 for pistols rounds and -2 for rifles rounds against
the A.R. rating of body armor when target is wearing armor. This can also
be applied to beings that have natural body armor.
Glazer Safety Slugs: These rounds can do massive damage to a
target but have almost non existent penetration. The rounds do +4 for each
die of the rounds damage but if used on any target that has any armor or
even has thick clothing or fur, the rounds only do one third of a normal
rounds target even if the armor rating is exceeded. The extra damage applies
only on soft targets. These rounds have a penalty of -8 against the A.R.
rating of body armor when target is wearing armor
Armor Piercing: These rounds are designed to penetrate body
armor and cover. These rounds have a bonus of +6 for Rifles and +2 for
pistols rounds to penetrate body armor. However, these rounds do less damage
to the target than a normal round. For gaming purposes, take one point
of damage away for every 1D6 of potential damage that the weapon does.
Special Shotgun Ammunition:
Flechette: Special shotgun shell filled with small dart shaped
projectiles. Typically about 20 Flechettes are in a 12 gauge shot gun shell.
These rounds have the same effect as buck shot at close range but are effective
at penetrating materials. Round does double damage to targets at close
range (less than 25% of effective range), normal damage at medium ranges
(25% to 50% of effective range), half damage at long range (50% to 75%
of effective range, and quarter damage at extreme range (Greater than 75%
of effective range). The Round has a bonus of +2 to penetrate body armor.
Armor Piercing: Shotgun slugs with a steel face for better penetration
of targets. Round inflicts normal damage but has a bonus of +4 to penetrate
body armors.
Flare: Used for Marking and produce a powerful flare for signaling.
Teargas: Used directly on a target and has range of about 20
feet (6.1 meters). Teargas blinds opponents for 4D4 minutes (No saving
throw) and gives -6 to strike, parry, and dodge.
Teargas Penetrators: Shotgun rounds designed to penetrate to
the other side of a door or wall and then release tear gas. Will work on
non reinforced walls and doors but not reinforced doors and walls. After
penetrating, teargas has a range of about 10 feet (3 meters). If used directly
on a target, round inflicts half normal damage. Teargas blinds opponents
for 4D4 minutes (No saving throw) and gives -6 to strike, parry, and dodge.
Grenade Launcher Ammo:
Most grenades require approximately 40 feet (12.2 meters) from their
launch to arm. Before then, the grenade inflicts only impact damage. Impact
damage is 2D4 S.D.C. for most grenades if they do not inflict explosive
or other damage. Shotgun and Flechettes style grenades are just like very
large shotgun shells and follow standard rules for shotgun shells.
Grenade Launcher - High Explosive (HE) Round: Grenade inflicts
3D4x10 S.D.C. with a blast radius of 16.4 feet (5 meters)
Grenade Launcher - High Explosive Dual Purpose (HEDP) Round:
Designed to have the ability to penetrate through 2 inches (5 cm) of when
fired straight at steel armor. Inflicts 4D6x10 S.D.C. when fired directly
at a target and grenade inflicts 2D4x10 S.D.C. with a blast radius of 16.4
feet (5 meters) to indirect targets. Round also has a +6 to penetrate body
armor.
Grenade Launcher - CS round: Mainly meant for Riot Control situations.
The Grenade produces a white cloud of CS gas on impact. CS Gas cloud has
a radius of about 20 feet (6.1 meters). CS Gas blinds opponents for 4D4
minutes (No saving throw) and gives -6 to strike, parry, and dodge.
Grenade Launcher - Star parachute round: It is used for illumination
and signals and is lighter and more accurate than comparable hand-held
signal rounds. The parachute attached to the round deploys upon ejection
to lower the candle at 7 feet per second. The candle burns for about 40
seconds and illuminates a 500 foot (152 meter) radius.
Grenade Launcher - Ground marker round (Smoke): This round is
used for aerial identification and for marking the location of soldiers
on the ground. Produces a cloud of smoke with a radius of about 20 feet
(6.1 meters).
Grenade Launcher - Shotgun Shell: Inflicts 8D6 S.D.C. Round does
double damage to targets at close range (less than 25% of effective range),
normal damage at medium ranges (25% to 50% of effective range), half damage
at long range (50% to 75% of effective range, and quarter damage at extreme
range (Greater than 75% of effective range).
Grenade Launcher - Flechette: Inflicts 8D6 S.D.C. Special shotgun
style shell filled with small dart shaped projectiles. These rounds have
the same effect as buck shot at close range but are effective at penetrating
materials. Round does double damage to targets at close range (less than
25% of effective range), normal damage at medium ranges (25% to 50% of
effective range), half damage at long range (50% to 75% of effective range,
and quarter damage at extreme range (Greater than 75% of effective range).
The Round has a bonus of +2 to penetrate body armor.
Writeup by Mischa (E-Mail Mischa ) and Kitsune (E-Mail Kitsune).
Copyright © 1999, 2000, & 2001, Mischa & Kitsune. All rights reserved.