Palladium Weapon Damages:

Index

Introduction:

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,

Pistols & Submachinguns:
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 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

Rifle:
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

Shotgun:
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 SDC, 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 SDC 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 SDC when fired directly at a target and grenade inflicts 2D4x10 SDC 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 SDC. 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 SDC. 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.


By Mischa and Kitsune.


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