1 HP =
100 SDC =
10000 MDC =
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.
(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.
(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
(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.
Class Equivalents Chart
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 /
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.
MOUNTED and HEAVY (MG)
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.
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.
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.
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.
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.
ARMOR RATING and PENETRATION VALUE
Armor Rating is an indication of a targets
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 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)
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
Rounding out Weapons Types and Descriptors
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)
Piercing / Teflon (Double PV/AR)
Full metal jacketed (Double PV/AR)
Hollow Point / Dum Dum (+4SDC)
Scatter Shot / Flechette Rounds
High Explosive Rounds
Flare / Flash explosives
Atomic Energy Systems
Ion Beam Weapons
Laser Beam Weapons
Particle Beam Weapons (Blasters)
Electro-Magnetic Gauss/Rail Guns
Micro-wave / X-ray Blasters
Repulser / Graviton