Type | Base Damage | Range (m) | Fire Control (bonuses) | Burst Value (RoF) | Blast Radius (1/2 damage) | Errata |
125mm cannon | 3d4x10 VD | 3000m | BC | BV-1 | BR-15m | No APFSDSDU | 122mm howitzer | 3d4x10 VD | 1500m | BC | BV-1 | BR-50m | direct fire |
120mm cannon | 2d6x10 VD | 3200m | BC | BV-1 | BR-15m | (US) |
120mm cannon | 2d6x10 VD | 3500m | BC | BV-1 | BR-15m | (IS) |
115mm cannon | 1d10+1x10 VD | 3000m | BC | BV-1 | BR-10m | |
105mm cannon | 1d10x10 VD | 3000m | BC | BV-1 | BR-15m | |
90mm cannon | 9d10 VD | 2000m | BC | BV-1 | BR-10m | Low Recoil |
90mm cannon | 1d8+1x10 VD | 3000m | BC | BV-1 | BR-12m | |
85mm cannon | 1d8x10 VD | 2000m | O | BV-1 | BR-12m | |
76mm cannon | 1d6+1x10 VD | 3000m | O | BV-1 | BR-10m | |
73mm cannon | 1d6+1x10 VD | 1300m | O | BV-1 | BR-5m | |
40mm auto-cannon | 1d4x10 VD | 3000m | O | BV-5 | BR-5m | |
40mm AGL | 4d10 VD | 2200m | none | BV-5 | BR-15m | |
35mm auto-cannon | 1d6x5 VD | 4000m | O | BV-5 | BR-5m | |
30mm AGL | 3d10 VD | 1500m | none | BV-5 | BR-10m | |
30mm auto-cannon | 1d6x5 VD | 2000m | 0 | BV-5 | BR-3m | |
30mm rotary cannon | 1d6x5 VD | 3200m | O | BV-10 | BR-1m | |
30mm chaingun | 1d6x5 VD | 2200m | BC | BV-10 | BR-2m | |
30mm cannon | 1d6x5 VD | 2500m | O | BV-3 | BR-3m | |
30mm auto-cannon | 1d6x5 VD | 2000m | BC | BV-5 | BR-3m | Low Recoil |
25mm chaingun | 4d6 VD | 2200m | BC | BV-10 | BR-3m | |
23mm auto-cannon | 4d6 VD | 2000m | O | BV-5 | BR-10m | |
20mm auto-cannon | 2d10 VD | 2000m | O | BV-5 | BR-6m | |
20mm rotary cannon | 1d4x5 VD | 1600m | O | BV-10 | BR-2m | |
105mm recoiless rifle | 10d10 VD | 1200m | none | BV-1 | BR-15m | |
90mm recoiless rifle | 9d10 VD | 800m | none | BV-1 | BR-10m | |
84mm recoiless rifle | 8d10 VD | 700m | none | BV-1 | BR-10m | |
60mm rifle grenade | 6d10 VD | 300m | none | BV-1 | BR-10m | |
40mm rifle grenade | 4d10 VD | 400m | none | BV-1 | BR-8m | |
14.5mm machine gun | 14d10 SD | 1300m | none | BV-5 | BR-0m |
Weapon Name | Type | Base Damage | Range (m) | Fire Control/Guidance/Intelligence (bonuses) | Warhead type | Blast Radius (1/2 damage) | Errata |
TOW II-C | ATGM | 1d10x10MD | 3750m | passive/wire+optical/dumb(+2) | HEAT | BR-15m | top attack |
HELLFIRE | ATGM | 2d6x10MD | 5000m | semi-active/radar+laser/imaging (+8) | HEAT | BR-15m | |
HELLFIRE-POST | ATGM | 2d6x10MD | 6000m | semi-active/laser+radar+POST/imaging (+11) | HEAT | BR-15m | top attack |
TOGER | ATGM | 1d10x10MD | 4500m | passive/optical+wire/dumb (+2) | HEAT | BR-15m | |
ADATS | ATGM/SAM | 2d6x10MD | 6000m | active/ laser+radar/imaging (+9) | HVAP | BR-0m | This missile has no explosive warhead |
HOT | ATGM | 1d10x10MD | 4000m | passive/wire+optical/dumb (+2) | HEAT | BR-12m | |
AT-3 ATGM 1d6x10MD 3000m wire/HEAT/BR-5m | |||||||
AT-4 ATGM 1d8x10MD 2000m wire/HEAT/BR-4m | |||||||
AT-5 ATGM 1d10x10MD 3500m wire/HEAT/BR-12m | |||||||
AT-6 ATGM 2d6x10MD 6000m laser/HEAT/BR-12m | |||||||
AT-6M ATGM 2d6x10MD 7000m laser+radar/HEAT/BR-12m | |||||||
Swingfire ATGM 1d8x10MD 4000m wire/HEAT/BR-12m | |||||||
Milan II-T ATGM 1d8X10MD 2000m wire/HEAT/top attack/BR-12m | |||||||
EFOG-M ATGM/SAM 2d6x10MD 10,000m wire/HEAT/BR-12m | |||||||
Red Arrow ATGM 1d8x10MD 3000m wire/HEAT/BR-10m | |||||||
RBS-56 BILL ATGM 1d4x10MD 2000m wire/HEAT/top attack/BR-8m | |||||||
Dragon PIP ATGM 1d4x10MD 1000m wire/HEAT/BR-12m | |||||||
Apilas LAW 1d4x10MD 800m HEAT BR-4m | |||||||
Armbrust LAW 1d4x10MD 300m HEAT BR-4m | |||||||
M-72 LAW 6D6MD 200m HEAT BR-4m | |||||||
B300 LAW 1d4x10MD 400m HEAT BR-4m | |||||||
SMAW Demo rocket 3d10MD 500m HE BR-12m | |||||||
Eryx LAW 1d6x10MD 600m HEAT BR-12m | |||||||
LAW 80 LAW 7d10MD 500m HEAT BR-4m | |||||||
M136 LAW 5d10MD 300m HEAT BR-4m | |||||||
LRAC F-1 LAW 5d10MD 500m HEAT BR-4m | |||||||
RPG-2 LAW 3d10MD 240m HEAT BR-4m | |||||||
RPG-7 LAW 1d4x10MD 200m HEAT BR-4m | |||||||
RPG-16 LAW 5d10MD 400m HEAT BR-6m | |||||||
RPG-18 LAW 4d10MD 320m HEAT BR-4m | |||||||
>RPG-75 LAW 4d10MD 400m HEAT BR-4m | |||||||
PZF-44 LAW 5d10MD 400m HEAT BR-6m | |||||||
M-202 rocket 1d6 VD 200m WP BR-15m | |||||||
Stinger SAM 1d10x10VD 3900m HEPF/IR BR-20m | |||||||
Stinger POST SAM 2d6x10VD 5000m HEPF/IR+POST BR-22m | |||||||
SA-7 SAM 9d10VD 3500m HEPF/IR BR-15m | |||||||
SA-9 SAM 1d10x10VD 7000m HEPR/IR BR-20m | |||||||
SA-13 SAM 2d6x10VD 8000m HEPF/IR BR-22m | |||||||
Blowpipe SAM 9d10VD 3000m HEPF/IR BR-15m | |||||||
Javelin SAM 1d10x10VD 4000m HEPF/IR+laser BR-12m | |||||||
Chaparral SAM 1d10x10VD 6600m HEPF/IR BR-12m | |||||||
Roland II SAM 9d10VD 6000m HEPF/radar BR-15m | |||||||
Rapier SAM 1d10x10 VD 5000m HEPF/radar BR-20m | |||||||
55mm rocket HE 5d10 VD 1600m BV-16(1) BR-28m | |||||||
68mm rocket HE 7d10 VD 1700m BV-12(1) BR-28m | |||||||
68mm rocket WP 1D6VD BR-20m | |||||||
68mm rocket APERS 6d10 SD BR-36m | |||||||
2.75" rocket HE 7d10 VD 1700m BV-7(1)/19(1) BR-28m | |||||||
2.75" rocket WP 7d10 SD BR-20m | |||||||
2.75" rocket APERS 7d10 SD BR-36m | |||||||
5" Zuni rocket HE 2d6 MD 1700m BR-20m | |||||||
137mm rocket HE 3d4 MD 1700m BR-22m | |||||||
190mm rocket HE 3d6 MD 1900m BR-24m | |||||||
212mm rocket HE 5d4 MD 2000m BR-28m |
Mini-Missiles are basically small man portable anti-armor/-mecha weapons or guided rockets equivalent to LAW's
HE 5d6 1600m BR=2m
HEPF 5d6 800m BR=6m
HEAT 1d4x10 1600m BR=1m
WP/napalm 1d6/rnd(x20) 1600m BR=2m
Gas warhead/smoke ---- 800m BR= 2m per 3 seconds for 1 minute (40 meters)
Short Range Missiles. Generally mounted either singly, in groups of 3 on a hard point or in a pod of up to 20. These are the standard tactical missiles available for anti-tank, -mecha and -aircraft roles.
For a much more detailed description of the effects of Nuclear Weapons, click here. These rules are formatted for the Palladium system already. Enjoy nuking them till they glow!
Warhead Type | Effect | |
HE/High Explosive | A standard High Explosive warhead. Causes base damage to target and half damage to objects in the Blast Radius | |
HESH/High Explosive Squash Head | Armor has no effect, does base damage to target, ¼ damage to objects in Blast Radius. Does base damage to occupants of vehicles | |
HEP/High Explosive Plastic | Armor has no effect, does base damage to target, ¼ base damage to objects in Blast Radius. Does base damage to occupants of vehicles | |
HEPF/High Explosive Pre-Fragmented | Causes base damage to target AND all objects in Blast Radius | |
HEAT/High Explosive Anti-Tank | Causes base damage x 5 to target, but only ¼ base damage to objects in blast radius | |
HV/Hyper-Velocity | Base Damage x2, +1 to hit. Range x 1.5 | |
HEAP/High Explosive Armor Piercing | Causes base damage x 5 to target, but only ¼ base damage to objects in blast radius | |
AP/Armor Piercing | 1/2 the Armor Value of the target, but have no Blast Radius. Base Damage x 2 versus non-living targets. Base Damage x 1/2 to living targets | |
HVAP/Hyper-Velocity Armor Piercing | 1/4 the Armor Value/Stopping Power of the target, Base Damage x4 versus non-living targets, base damage versus living targets, Range x1.5, no blast radius, +1 to hit | |
WP/White Phosphorus | Causes 1/10 base damage to target and all objects in the blast radius. Does damage to EVERY PART of the object exposed to the blast. Does damage EVERY ROUND for one minute (20 combat rounds). Flammable materials ignite. | |
SLAP/Semi-Light Armor Piercing | 1/2 the Armor Value/Stopping Power of the target, but causes 1/2 base damage to flesh if target wearing armor, base damage x 1.5 if unarmored, and base damage x 2 versus non living targets | |
HVSLAP/Hyper-Velocity Semi-Light Armor Piercing | 1/3 the Armor Value/Stopping Power of the target, +1 to hit, range x 1.5, causes base damage to living targets if armor is penetrated, base damage x3 if living target is unarmored, base damage x 4 versus non living targets | |
HEDP/High Explosive Dual Purpose | 1/2 Armor Value/Stopping Power, Base Damage x 2, 1/2 base damage to everything in the Blast Radius | |
APDS/Armor Piercing Discarding Sabot | 1/2 Armor Value/Stopping Power, living targets 1/2 base damage, nonliving targets base damage x2, no blast radius | |
HVAPDS/Hyper-Velocity Armor Piercing Discarding Sabot | 1/4 Armor Value/Stopping Power, Base Damage x 4, +1 to hit, Range x 1.5, no blast radius | |
APFSDS/Armor Piercing Fin Stabilized Discarding Sabot | 1/2 Armor Value/Stopping Power, Base Damage x 5, +1 to hit, no Blast Radius, range x1.5 | |
HVAPFSDS/Hyper-Velocity Armor Piercing Fin Stabilized Discarding Sabot | 1/4 Armor Value/Stopping Power, Base Damage x 10, +2 to hit, range x 2, no blast radius | |
APFSDSDU/Armor Piercing Fin Stabilized Discarding Sabot, Depleted Uranium | 1/4 Armor Value, Base Damage x 10, +1 to hit, range x 1.5, no Blast Radius | |
HVAPFSDSDU/Hyper-Velocity Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium | 1/10 Armor Value/Stopping Power, Base Damage x 20 , +2 to hit, range x 2, no blast radius | |
APERS/Anti-Personnel (flechette) | Base damage to all objects in blast radius. Soft Armor ¼ Stopping Power, Hard Armor x 2 Stopping Power. |
Type of Fire Control/Weapon Guidance | Effect |
IR/Infra-Red | +2 to hit |
Thermal | +3 to hit |
Laser | +3 to hit |
Radar | +2 to hit |
BC/Ballistic Computers | +3 (+4 for United States) to hit |
0/Optical | +1 (usually magnification of 4x or higher) |
none | none. +0 Basically the same as iron sights on small arms. |
A missile must have 1 fire control, 1 (or more) guidance and 1 intelligence level. All bonuses are cumulative.
LAUNCHER FIRE CONTROL | ||
Type | Effect | |
Passive | -0 to hit (homing on target) | |
Semi-Active | +1 (homing on signal) | |
Active | +2 (homing on lock) | |
GUIDANCE SYSTEMS | ||
Type | Effect | Effective Countermeasures and their modifiers |
Wire | +1 to hit | None |
Optical | no bonuses | Smoke -3, Flares -3, Thermal Smoke -4, Fog/Rain up to -4 |
Fiber Optic | +2 to hit | None |
IR POST/Passive Optic Seeker-head Technology | +3 to hit | Flares -6, loss of signal -3, Thermal Smoke -7 |
IR/Infra-Red | +2 to hit | Flares -5, loss of signal -2, Thermal Smoke -6 |
Laser | +2 to hit | Smoke -5, Thermal Smoke -6, Fog/rain up to -6 |
Radar | +3 to hit | loss of signal -3, ECM, fog/rain up to -4 |
Sonar | +2 to hit | Noisemakers -5, loss of signal -2, rain -4 |
Anti-Radiation (radar) | +5 to hit | Loss of signal -5 |
XUV/Anti-Radiation (X-ray) | +2 to hit | Loss of signal -2 |
TV-Optical | +2 to hit | Smoke -5, Thermal Smoke -7, Fog/Rain up to -6 |
TV-FLIR/Television-Forward Looking Infra Red | +2 to hit | Loss of signal -2, Thermal Smoke -7, Smoke -5, Fog/Rain up to -3 |
INTELLIGENCE | ||
Type | Effects||
Dumb | +/- 0 to hit, Flies in a straight line | |
Imaging | +2 to hit, uses pattern matching algorithms for increased accuracy | |
Reflex | +4 to hit and a +4 to dodge incoming attacks. Uses AI. |