Index
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 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 |
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 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.