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 (5.56x29 mm) 3D6
.221 Fireball (5.56x31 mm) 3D6 $20 / 20 rounds
.22 H&K PWD (5.6x30 mm) 3D6+3 [1]
.22 LR (5.7x17 mm Long Rifle) 1D6 $5 / 100 rounds
.22 Magnum (5.7x24.5 mm) 2D4 $8 / 50 rounds
.22 SS-190 (5.7x28 mm) 3D6+3 [1]
.25 ACP (6.3x15.5 mm) 1D6 $12 / 50 rounds
.32 Short 2D4 $17 / 50 rounds
.32 ACP (7.65x17 mm) 2D6 $14 / 50 rounds
.32 H & R Magnum 2D6+3 $9 / 20 rounds
7.62 mm Tokarev (7.62x25 mm Tokarev) 2D6 $13 / 50 Rounds
7.65 mm Czech (7.65x31 mm) 3D6 $45 / 100 rounds
8 mm Nambu (8x21 mm) 3D6 $50 / 50 rounds
.380 ACP (9x17 mm) 2D6+3 $12 / 50 Rounds
9 mm Japanese Revolver 2D6+3
9 mm M (9x18 mm Makarov) 2D6+3 $11 / 50 Rounds
9 mm P (9x19 mm Parabellum / Luger) 3D6 $10 / 50 Rounds
9 x 21 mm SP-10 4D6 [2]
.38 Special (9x29 mm) 3D6 (4D6 for +P) $12 / 50 Rounds
.38 Super 4D6 $15 / 50 Rounds
.357 Magnum (9x33 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 (10x24 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 (11.2x32.8 mm) 6D6 $20 / 50 Rounds
.440 Cor-Bon 7D6 $30 / 20 Rounds
.45 ACP (11.43x23 mm) 5D6 $14 / 50 Rounds
.45 Long Colt 5D6 $25 / 50 Rounds
.45 WM (11.6x56 mm Winchester Magnum) 6D6+3 $20 / 20 Rounds
.454 Casull 7D6 $25 / 20 Rounds
.455 Webley (11.6x19 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
Rifle:
Caliber Damage (S.D.C.) Ammo Cost (Dollars)
.22 LR (5.7x17 mm Long Rifle) 3D6 $5 / 100 rounds
4.7 mm Cls (4.7x21 mm Caseless) 5D6
.22 - 250 Remington 5D6 $15 / 20 rounds
.220 Swift 5D6 $45 / 20 rounds
5.45 mm Russian (5.45x39 mm Russian) 5D6 $6 / 20 rounds
5.56 mm N [.223 Rem] (5.56x45 mm NATO) 5D6 $10 / 20 rounds
.243 Winchester 6D6 $15 / 20 rounds
.25 - 06 Remington 6D6 $20 / 20 rounds
.257 Weatherby Magnun 7D6 $40 / 20 rounds
.270 Weatherby Magnum 7D6 $40 / 20 rounds
.270 Winchester 7D6 $20 / 20 rounds
6.5 x 55 mm Swedish 6D6 $17 / 20 rounds
7mm-08 Remington 6D6 $20 / 20 rounds
7 mm Remington Magnum 7D6 $25 / 20 rounds
7 mm STW 7D6+3 $30 / 20 rounds
7 mm Weatherby Magnum 7D6+3 $40 / 20 rounds
.30 Carbine (7.62x33 mm) 5D6 $15 / 20 rounds
7.62 mm Russian (7.62x39 mm Russian) 5D6+3 $5 / 20 rounds
.30-30 Winchester (7.62x51 mm) 6D6 $12 / 20 rounds
7.62 mm Nato (7.62x51 mm NATO) 6D6+3 $20 / 20 rounds
7.62 mm Rimmed Russian (7.62x54 mm) 7D6 $15 / 20 rounds
.300 Remington Ultra Magnum 8D6 $35 / 20 rounds
.300 Winchester Magnum 7D6+3 $30 / 20 rounds
.300 Weatherby Magnum 7D6+3 $40 / 20 rounds
.30-378 Weatherby Magnum 8D6 $80 / 20 rounds
.303 British (7.7x56 mm) 6D6+3 $17 / 20 rounds
.30-06 Springfield (7.62x63 mm) 7D6 $20 / 20 rounds
8 mm M (7.92 x 57 mm Mauser) 6D6+3 $17 / 20 rounds
8 mm P (7.92 x 94 mm Patronen) 1D6x10+10
.338 Lapua (8.60 x 70 mm) 1D4x10 $78 / 20 rounds
.338-378 Weatherby Magnum 1D4x10 $85 / 20 rounds
.338 Winchester Magnum 8D6 $32 / 20 rounds
.340 Weatherby Magnum 1D4x10 $50 / 20 rounds
.375 H&H Magnum 1D4x10 $40 / 50 rounds
.375 Weatherby Magnum 1D4x10 $70 / 20 rounds
.378 Weatherby Magnum 1D4x10 $75 / 20 rounds
.416 Remington Magnum 1D4x10 $72 / 50 rounds
.416 Weatherby Magnum 1Dx10+10 $100/ 20 rounds
.444 Marlin 8D6 $22 / 20 rounds
.45-70 Govt (11.6x54 mm) 7D6 $22 / 20 rounds
.458 Winchester Magnum 1D4x10 $65 / 50 rounds
.460 Weatherby (11.6x74 mm Weatherby) 1D4x10+10 $90 / 20 rounds
12.7 mm B (12.7x107 mm Bloc) 1D6x10
.50 BMG (12.7x99 mm Browning Machinegun)1D6x10 $60 / 20 rounds
.55 Boys (13.9x99 mm) 1D6x10+10
14.5 mm B (14.5x114 mm Bloc) 2D4x10
14.5 mm AMR (14.5x200 mm) 2D6x10 [3]
.600 Nitro (15.7x76 mm) 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 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.