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Weapons Development &
 Rating System                        

    This system is designed to give players and Game Masters the freedom to find the weapon they want in a game where there are far more weapons than records of them. As a house rule, these may be modified as time goes along and the process is fine tuned. I will for the most part be posting these notes here. Below will describe the use of the Weapons Rating Table, please let me have your suggestions as I build upon this idea, and develope a new system.

Weapons Rating Table
     The Weapons Rating Table is used like a characters attributes are used. Depending on the strength of the characters resources and availability of credit, an initial weapon, may now be radomly rolled.
     An average characters weapon will have (3D6) PV/AR. Giving the character a weapons any where inbetween 3-18. An average Military OCC will have a (6D6) PV/AR weapon, increasing the characters available weapon to a rating of (36).
(Thats a 5D6x100 MDC weapon!)
      Please note, this is solely based on the GMs discretion, remembering that any attribute given to a character of say (36) is fairly high also.


Table of Developed Contents
     Damage Classes
     Weapons Classes
             Damage Rating
             Range Class
             Payload Capacity
             Rate of Fire / Pulse Speed
     Armor Rating and Penetration Value
     Rounding out Weapon Types



DAMAGE CLASSES                                      

1 HP =
100 SDC =
10000 MDC =

HP (Health Points)
        Health Points is Palladium's standard set of damage points, these are equivalent to SDC, yet involving a more "vital" part of the characters health.

SDC (Structural Damage Class)
        SDC is the most basic damage class along side HP. It represents the actual physical toughness of an every-day object or character. SDC is largely organic in nature, anything found "naturally" can be represented by a SDC value. Both SDC and HP are classed levels (1-15) on the Ratings Table. In Attribute terms, average.

MDC (Mega Damage Class)
        MDC is a step above, this represents an element of sometimes inorganic exceptionally strong material, what is usually of a "unnatural" nature. MDC is in game terms equivalent to (100) SDC, however, no MDC object can be harmed by a SDC weapon. On the other hand, any SDC object struck by any amout of MDC is in immediate danger of complete destruction, no mater how much SDC the object may have. MDC is classed levels (16-45) on the Ratings Table. Exceptional to Superior.

NDC (Nova Damage Class)
        NDC is much higher than any other damage class before it. Relatively new, this damage class is limited to astral bodies. Planets, Stars and Really large space craft. NDC materials would be of a highly energetic nature, producing so much so that no amount of MDC fire made could destroy a NDC object. NDC is also a unstopable destructive force if unleashed, even in small amounts. NDC is classed levels (46+) on the Ratings Table. Absolutely Superior.

Damage Class Equivalents Chart



WEAPONS CLASSES                                  
      Modern Weapons, for the most part can be divided into several categories. For the sake of this game design, Ive used (5) Major classes which represent weapons in their various size and coordinations.

    Includes all sidearm revolvers, derringers, automatics and holdouts. Pistols are a small single-handed compact / concealable firearm.
    Covers all Small machinegun and pulse fire side arms. A single-handed pistol sized weapon with a faster rate of fire, requiring more ammunition.
    Includes shotguns, sniper, hunting and sporting rifles. Also included are full-sized automatic assault rifles. These all require the use of two hands.
    These are large mostly immobile heavy fire weapons. Including all Grenade launchers, Small sized missiles launchers, and all turret, pod and harness mounted Machine Guns.
    Covers all vehicle/craft-sized cannons and howitzers, as well as large vehicle mounted missile systems and Gunships.


Damage Rating
      This is the amount of damage a specific weapon will produce. The Rating increases as the Weapons Penetration Value increases. Specifically, the ‘damage dice’ are the suggested number (and type) of dice rolled. The Maximum effective damage is given in brackets. This will be included on all tables.

Range Class
     This is the weapons most effective striking distance. This accounts for both the weapons aiming acuracy and damage / velocity degredation. Attempting to use a weapon beyond its effective range will cause the user a reduction in these. Generally speaking, no WP bonus and a (-4) for every 25 ft beyond.
     Determining the Range Class of a Weapon is much like the determining of its Penetration Value.

Payload Capacity
     This is the weapons total number of rounds or blasts, per clip or magazine. The capacity does not determine the speed of the weapon, but rather the speed that a character can reload the weapon. Most speed loaders, (ie clips and mags) will take no more than a single attack, however, some archaic weapons may require a full melee or longer to reload. This is determined solely on the weapons value and how much one wants to spend on accessorizing it.
      The higher the Capacity the higher the expense. An average weapons magazine / clip, will usually cost (10%) that of the cost of the weapon, depending upon availability. A specialized or extended cartridge may cost twice that. Specialized munitions may cost upto half the cost of the weapon. Case in point, explosive shells, Armor Piercing / Teflon or Ramjet / Nano technology rounds.

Rate of Fire / Pulse Rate
     This is the actual speed or firing rate of the weapon. How many rounds can be fired in a single attack or melee round. This can be measured in Bursts of short, long or entire clip. Some weapons may modify the percentage of the clip fired however, for general purposes, a short burst is (20%), a long burst is (50%) and an entire clip is (100%). This math however tends to bog down play and should be modified where necessary. Pulse Rate is the number of single blasts that a energy weapon can fire in a single attack. This is then translated into a damage modifier, ( x1, x2, x3 etc...) This again is determined by the weapons accessory value, increasing its cost the faster the weapon.



A Note on,

Armour Rating (AR)
    Armor Rating is an indication of a target’s hardness. In game terms an AR is the minimum required number on a strike roll, needed to penetrate and do damage to the target. A roll above the target AR number will penetrate, doing damage to the target. A roll below the target AR number will not penetrate and the target sustains no damage. There are two major types of AR.
    Layered Armor. This is the most common type of AR. When attacked it is as though the attacker is striking at two targets, first, the outer layer, which is either an armored vest, a door or a wall. Second the individual target behind the cover. As described above, the strike roll must exceed the AR of the first layer to penetrate it and strike the second. If the strike roll is below the AR of the first layer, it will take the damage. If the strike roll is above the first layers needed AR, then that layer or armor is penetrated and damage is sustained directly to the individual target behind it. If the Strike roll is high enough to exceed both the layer and the individual targets AR, then the bullet will carry right on through. (The AR of a Human is 4.)
    Hard Armor or Natural AR is when the armor cannot be penetrated, rather, instead of damage being sustained to the wearer of the Armor, the armor itself takes damage, and when a strike roll is made below the Hard Armors AR, no damage is sustained to either the Armor or its wearer.
    ( NOTE: AR only applies in SDC. )

Penetration Value (PV)
    Penetration Value is like an AR number. However the PV is an indication of a weapons capability to sustain damage to a target. A PV rating which is higher than a targets AR number will always penetrate that target doing damage. If the PV is lower than the AR number than usual rules apply and the attacker must roll above the AR to affect damage to the target. (ie, Armor Peircing rounds)

Tempered Armor Rating (TAR)
    Tempered Armour Rating is an indication of a targets durability to resist or sustain direct damage before taking any ‘real’ damage. The TAR is represented by a SDC value, that SDC value must be ‘broke’ or the specific damage given must exceed the SDC value in order for the target to take damage.

IE. A high quality Katana blade is tempered to sustain 95 SDC, an attacker must be able to inflict 95 SDC damage in a single blow to damage the sword, shattering the sword on impact.


A Note on,
Rounding out Weapons Types and Descriptors      

    What kind of Weapon is it? Obviously from first glance one would need to take a measure of what kind of projectile is the modern weapon using. There are many sorted and various kinds of weapons, each requiring its own Weapons Proficient user. Here are some types of weapons you can use to describe your weapon. How you describe the amount of damage it does is up to you, after all who knows what the funny coloured beam is coming out from the gun. (This is BS time)

Kinetic Carbine Systems
    Armor Piercing / Teflon (Double PV/AR)
    Full metal jacketed (Double PV/AR)
    Hollow Point / Dum Dum (+4SDC)
    Scatter Shot / Flechette Rounds
    Projectile Needler
Explosive Systems
    High Explosive Rounds
    Fussion explosives
Incendiary Systems
    Flame Thrower
    Flare / Flash explosives
    Chaser Rounds
    Ramjet Rounds
Atomic Energy Systems
    Ion Beam Weapons
    Laser Beam Weapons
    Particle Beam Weapons (Blasters)
    Plasma Weapons
    Electro-Magnetic Gauss/Rail Guns
    Sonic Blasters
    Micro-wave / X-ray Blasters
    Repulser / Graviton




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