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pb2besm:personal_weapons

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This page helps to cover the conversion convention for weapons and items in Palladium.

Personal Weapons Mega-Damage Section "Standard" Megaverse Missile Chart

This is another area where Palladium and BESM differ greatly and are not directly compatible. In Palladium, weapons and items are created by the writer's imagination, often using real world references. Damage is determined using dice after a successful strike, which is in essence assigned arbitrarily. In BESM, weapons and items are created using the Attributes Weapon Attack, Item, Personal Gear, etc. A perfect mimicry of Palladium in BESM would be impossible in practice and cumbersome in theory to say the least. Hence why the title says, “helps to cover”, not “covers”.

Among BESM's flaws is the insistence of using multiples of 5 and 15 exclusively. Building the weapons with weapon attack is less and issue in terms of special effects, but on a mundane level is allows a knife to do the same damage as a one-hand wielded katana, while a one-hand wielded wakizashi does the same damage as a two-hand wielded katana. Some of this was “corrected” in the Revised Second Edition.

All of this is before we even discuss Mega Damage weapons, which will have aids further on.

Personal Weapons

Revised using TDG House Rules

Personal gear weaponry is built along the same rules as the Weapon Attack attribute with the following exceptions.

Damage per level is 3 for Mundane, 4 for Minor with a level cap of 1 and 5 for Major with a level cap 3 (usually 2-3).

Melee weapons built as personal gear always start at weapon level 0. Ranged weapons start at level 1. If a melee weapon is listed as two-handed, it takes two hands to inflict full damage (which is the listed damage) or no damage as is the case with long guns and bows. Used one handed reduces the damage it would normally do. For mundane personal weapons the damage is 2 for every 3. For minor personal weapons the damage is 3 for every 4. For major personal weapons and weapon attacks the damage is 3 for every 5. If a melee weapon is listed as two-handed, it takes two hands to use the weapon at all, no one handed options available. This Disability does not add to damage but instead increases effective range by 150%. This is compatible with Short Range and Long Range.

Wood, bone, stone, and leather weapons do 1 point less of damage per level.

Weapon Damage Abilities Disabilities Skill Type and Level
Battle Axe 12 none Melee Two-Handed Melee (axe) minor 3
Baton or Club 4 none Melee Melee (baton/club) mundane 2
Bo (wooden staff) 6 none Melee Two-Handed Melee (polearm) mundane 3
Bokken (wooden sword) 6 none Melee Two-Handed Melee (sword) mundane 3
Broadsword 8 none Melee Melee (sword) minor 2
Combat Yo-Yo 0 Accurate Concealable Flexible Returning Melee Low Penetration Melee (whips/chains) minor 0
Katana (long sword) 12 none Melee Two-Handed Melee (sword) minor 3
Knife 3 Concealable Melee Melee (knife) mundane 1
Naginata (bladed staff) 12 none Melee Two-Handed Melee (polearm) minor 3
Nunchuku 6 Flexible Melee Melee (whips/chains) minor 2
Yari (spear) 9 none Melee Two-Handed Melee (polearm) mundane 3
Wakizashi (short sword) 4 Concealable Melee Melee (sword) minor 1
Whip 0 Concealable Flexible Flare (sound) Melee Low Penetration Melee (whips/chains) minor 0
Thrown Weapons Damage Abilities Disabilities Skill Type and Level
Shuriken 4 Concealable Short Range Thrown Weapons (blades) minor 1
Boomerang 4 Returning Short Range Thrown Weapons (boomerang) minor 1
Bola 0 (8) Tangle Short Range No Damage Thrown Weapons (bola) minor 1
Bows Damage Abilities Disabilities Skill Type and Level
Crossbow 10-15 none Slow, Static, Two-Handed, Ranged Archery (crossbow) major 2-3
Shortbow 4 none Short Range, Two-Handed, Ranged Archery (bow) minor 1
Longbow 5 none Two-Handed, Ranged Archery (bow) major 1
Compound Bow 5-10 Accurate Two-Handed, Ranged Archery (bow) major 2-3
Guns Damage Abilities Disabilities Skill Type and Level
Light Pistol 5 Accurate Concealable Low Penetration Short Range Gun Combat (pistol) major 1
Medium Pistol 5 Concealable Short Range Gun Combat (pistol) major 1
Heavy Pistol 10 Concealable Short Range Gun Combat (pistol) major 2
Hunting Rifle 10 none Two-Handed, Ranged Gun Combat (rifle) major
Shotgun 15 Spreading Short Range Low Penetration Limited Shots(6) Two-Handed, Ranged Gun Combat (rifle) minor
Sniper Rifle 15 Accurate Two-Handed, Ranged Gun Combat (rifle) major 3
Assault Rifle 10 Auto-Fire Limited Shots (6 bursts) Two-Handed, Ranged Gun Combat (autofire) major 3
Machine Pistol 5 Auto-Fire Concealable Inaccurate Limited Shots(6 bursts) Short Range Gun Combat (autofire) major 3
Submachine Gun 5 Auto-Fire Limited Shots(6) Gun Combat (autofire) major 3
Blaster Pistol 10 Concealable none Gun Combat (pistol) major 3
Blaster Rifle 15 Accurate Two-Handed, Ranged Gun Combat (rifle) major 3
Heavy Weapons Damage Abilities Disabilities Skill Type and Level
Machine Gun 15 Auto-Fire Static Heavy Weapons (machine gun) major 4
Rocket Launcher 30 Area-Effect Penetrating Inaccurate Limited Shots x3 (1) Slow Static Heavy Weapons (launcher) major 3
Grenade Type Damage Abilities Disabilities Skill Type and Level
Base 15 Area Effect Concealable Limited Shots x3 (1) Short Range Thrown Weapons (grenades) major 1 (3)
Tear Gas 0 (25) Area of Effect, Concealable, Irritant Limited Shots x3 (1), No Damage, Short Range, Toxic Thrown Weapons (grenades) major 1 (5)
Sleep Gas 0 (10) Area of Effect, Concealable, Incapacitating Limited Shots x3 (1), No Damage, Short Range, Toxic Thrown Weapons (grenades) major 1 (2)
Flash 0 (10) Area of Effect, Concealable, Flash x2 (Vision and Hearing) Limited Shots x3 (1), No Damage, Short Range Thrown Weapons (grenades) major 1 (2)

Arrow versions of grenades do the same damage from losing Concealable (too large) and Short Range (uses the bow range).

Mega-Damage Section

"Standard" Megaverse Missile Chart
For a weapon to be Mega-Damage, it much be able to inflict damage past 20 points of armor. For example, a Vibro-Blade usually capable of inflicting 14 points of damage is Mega-Damage because it can get through 27 points of damage reduction because it has Armor Penetrating 1.

The standard rules for conversion are that Mega-Damage Weapons are created as items or spells, and the damage is roughly one half maximum damage. example, a 5D6 attack does 15 and a 1d6x10+50 does 80. This may be lowered after play testing.

Hand held weapons are built as items. This helps with the idea that MD weaponry is “rare” and that it is part of the character concept.

Human sized weaponry should use the 2 point version of Weapon Attack.

Mecha can use any range of Weapon Attack, but the 4 point version should be limited to “large” weapons.

Large ships can easily use any range of Weapon Attack.

"Standard" Megaverse Missile Chart

Short Range

Weapon Damage Abilities Disabilities Type, Level (eff Level) Points
High Explosive (Light) 30 Area Effect x1 Long Range x2 Velocity x3 Direct Hit x2 Interceptable Limited Shots x3 4WA x2 (2) (8 points)
8 km at 800 kph (1.3 kmpr), 30 damage on a direct hit (+1 attack), 3 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
High Explosive (Medium) 45 Area Effect x1 Long Range x2 Velocity x3 Direct Hit x2 Interceptable Limited Shots x3 4WA x3 (3) (12 points)
8 km at 800 kph (1.3 kmpr), 30 damage on a direct hit (+1 attack), 4.6 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
High Explosive (Fragmentation) 30 Area Effect x1 Long Range x2 Velocity x3 Direct Hit x2 Interceptable Limited Shots x3 4WA x2 (2) (8 points)
4.8 km at 720 kph (1.2 kmpr), 30 damage on a direct hit (+1 attack), 6.1 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
High Explosive (Armor Penetrating) 30 Area Effect x1 Long Range x2 Penetrating (Armor) x1 Velocity x3 Direct Hit x2 Interceptable Limited Shots x3 4WA x3 (3) (12 points)
8 km at 650 kph (1.1 kmpr), 30 damage on a direct hit (+1 attack), 1.5 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
Plasma/Napalm 45 Area Effect x1 Long Range x2 Velocity x3 Direct Hit x2 Interceptable Limited Shots x3 4WA x3 (3) (12 points)
4.8 km at 800 kph (1.3 kpr), 30 damage on a direct hit (+1 attack), 4.6 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
Tear Gas 0 (30) Area Effect x1 Irritant Long Range x1 Velocity x2 Interceptable Limited Shots x3 No Damage Toxic 4WA x2 (3) (8 points)
.8 km at 320 kph (533 mpr), no damage (Body Check with +3 penalty), 3 m blast radius, no penalty to intercept, can only be used once - always detonates
Knock Out Gas 0 (15) Area Effect x1 Incapacitating (3, Sleep) Long Range x1 Velocity x2 Interceptable Limited Shots x3 No Damage Toxic 4WA x2 (1) (8 points)
.8 km at 320 kph (533 mpr), no damage (Body Check with -3 bonus), 3 m blast radius, no penalty to intercept, can only be used once - always detonates
Smoke 0 (30) Area Affect x1 Flare Long Range x2 Velocity x2 Interceptable Limited Shots x3 No Damage Toxic 4WA x2 (2) (8 points)
1.6 km at 480 kph (800mpr), no damage (Body Check with +2 penalty), 6.1 m blast radius, no penalty to intercept, can only be used once - always detonates
Fire Retardant 0 () Area Affect x1 Flare Long Range x1 Velocity x2 Interceptable Limited Shots x3 No Damage Toxic 4WA x2 (2) (8 points)
.8 km at 320 kph(533 mpr), no damage (Body Check with -3 bonus), 3 m blast radius, no penalty to intercept, can only be used once - always detonates


"Standard" Megaverse Missile Chart

Medium Range

Weapon Damage Abilities Disabilities Type, Level (eff Level) Points
High Explosive (Light) 30 Area Effect x1 Long Range x3 Velocity x4 Direct Hit x2 Interceptable x2 Limited Shots x3 4WA x3 (2) (12 points)
80 km at 1920 kph (3.2 kmpr), 30 damage on a direct hit (+1 attack), 6.1 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
High Explosive (Medium) 45 Area Effect x1 Long Range x3 Velocity x3 Direct Hit x2 Interceptable x2 Limited Shots x3 4WA x3 (3) (12 points)
64 km at 1200 kph (2 kmpr), 30 damage on a direct hit (+1 attack), 6.1 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
High Explosive (Heavy) 60 Area Effect x1 Long Range x3 Velocity x3 Direct Hit x2 Interceptable x2 Limited Shots x3 4WA x4 (3) (16 points)
64 km at 1200 kph (2 kmpr), 30 damage on a direct hit (+1 attack), 9.1 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
High Explosive (Armor Penetrating) 45 Area Effect x1 Penetrating Armor x1 Long Rangex3 Velocity x4 Direct Hit x2 Interceptable x2 Limited Shots x3 4WA x4 (3) (16 points)
64 km at 1600 kph (2.7 kmpr), 45 damage on a direct hit (+1 attack), 6.1 m blast radius (22 damage), -1 bonus to intercept, can only be used once - always detonates
Fragmentation (light) 30 Area Effect x2 Long Rangex3 Velocity x3 Direct Hit x2 Interceptable x2 Limited Shots x3 4WA x3 (2) (12 points)
64 km at 1000 kph (1.7 kmpr), 45 damage on a direct hit (+1 attack), 12.2 m blast radius (22 damage), -1 bonus to intercept, can only be used once - always detonates
Plasma/Napalm 60 Area Effect x1 Long Rangex3 Velocity x4 Direct Hit x2 Interceptable x2 Limited Shots x3 4WA x5 (4) (20 points)
64 km at 1400 kph (2.3 kmpr), 45 damage on a direct hit (+1 attack), 12.2 m blast radius (22 damage), -1 bonus to intercept, can only be used once - always detonates
Multi-Warhead 75 Area Effect x1 Long Range x4 Velocity x4 Direct Hit x2 Interceptable x3 Limited Shots x3 4WA x6 (5) (24 points)
128 km at 1920 kph (3.2 kmpr), 30 damage on a direct hit (+1 attack), 6.1 m blast radius (15 damage), -1 bonus to intercept, can only be used once - always detonates
Smoke 0 (30) Area Affect x1 Flare Long Range x3 Velocity x3 Interceptable x2 Limited Shots x3 No Damage Toxic 4WA x2 (2) (8 points)
64 km at 1000 kph (1.7 kmpr), no damage (Body Check with +2 penalty), 6.1 m blast radius, -1 bonus to intercept, can only be used once - always detonates


"Standard" Megaverse Missile Chart

Long Range

Weapon Damage Abilities Disabilities Type, Level (eff Level) Points
High Explosive (Medium) 45 Area Effect x1 Long Range x5 Velocity x5 Direct Hit x2 Interceptable x4 Limited Shots x3 4WA x5 (3) (20 points)
800 km at 3234.8 kph (5.4 kmpr), 45 damage on a direct hit (+1 attack), 9.1 m blast radius (22 damage), -2 bonus to intercept, can only be used once - always detonates
High Explosive (Heavy) 60 Area Effect x1 Long Range x5 Velocity x5 Direct Hit x2 Interceptable x4 Limited Shots x3 4WA x6 (4) (24 points)
800 km at 3234.8 kph (5.4 kmpr), 60 damage on a direct hit (+1 attack), 12.2 m blast radius (30 damage), no penalty to intercept, can only be used once - always detonates

High-Explosive (heavy): 4D 6xlO M .D., 500 mile (800 km) range at 2010 mph (mach 3), 40 foot (12.2 m) radius, 20 M.D.C.

High Explosive (Armor Penetrating) 45 Area Effect x1 Penetrating Armor x1 Long Rangex3 Velocity x4 Direct Hit x2 Interceptable x2 Limited Shots x3 4WA x4 (3) (16 points)
1280 km at 1600 kph (2.7 kmpr), 45 damage on a direct hit (+1 attack), 9.1 m blast radius (22 damage), -2 bonus to intercept, can only be used once - always detonates
Fragmentation (light) 45 Area Effect x2 Long Rangex5 Velocity x4 Direct Hit x2 Interceptable x4 Limited Shots x3 4WA x5 (3) (20 points)
640 km at 1400 kph (2.3 kmpr), 45 damage on a direct hit (+1 attack), 24.4 m blast radius (22 damage), -2 bonus to intercept, can only be used once - always detonates
Plasma/Heat (medium) 75 Area Effect x1 Long Rangex5 Velocity x4 Direct Hit x2 Interceptable x4 Limited Shots x3 4WA x6 (5) (24 points)
800 km at 2240 kph (3.7 kmpr), 75 damage on a direct hit (+1 attack), 12.2 m blast radius (37 damage), -2 bonus to intercept, can only be used once - always detonates
Plasma/Heat (heavy) 75 Area Effect x1 Long Rangex5 Velocity x4 Direct Hit x2 Interceptable x4 Limited Shots x3 4WA x6 (5) (24 points)
800 km at 2240 kph (3.7kmpr), 90 damage on a direct hit (+1 attack), 15.2 m blast radius (45 damage), -2 bonus to intercept, can only be used once - always detonates
Proton Torpedo (heavy) 75 Area Effect x1 Long Range x5 Velocity x5 Direct Hit x2 Interceptable x4 Limited Shots x3 4WA x6 (5) (24 points)
1920 km at 3234.8 kph (5.4kmpr), 90 damage on a direct hit (+1 attack), 15.2 m blast radius (45 damage), -2 bonus to intercept, can only be used once - always detonates
Reflex (medium ) 75 Area Effect x1 Long Rangex5 Velocity x5 Direct Hit x2 Interceptable x4 Limited Shots x3 4WA x6 (4) (24 points)
1600 km at 3234.8 kph (5.4 kmpr), 45 damage on a direct hit (+1 attack), 12.2 m blast radius (22 damage), -2 bonus to intercept, can only be used once - always detonates
Plasma/Napalm 90 Area Effect x1 Long Rangex5 Velocity x5 Direct Hit x2 Interceptable x4 Limited Shots x3 4WA x8 (6) (32 points)
1600 km at 3234.8kph (5.4 kmpr), 45 damage on a direct hit (+1 attack), 18.3 m blast radius (22 damage), -2 bonus to intercept, can only be used once - always detonates
Reflex Multi-Warhead 120 Area Effect x1 Long Rangex5 Velocity x5 Direct Hit x2 Interceptable x4 Limited Shots x3 4WA x10 (8) (40 points)
1800 km at 3234.8 kph (5.4 kmpr), 45 damage on a direct hit (+1 attack), 30.5 m blast radius (22 damage), -2 bonus to intercept, can only be used once - always detonates


"Standard" Megaverse Missile Chart

Mini-Missiles (Revised)

Weapon Damage Abilities Disabilities Type, Level (eff Level) Points
High Explosive 30 Area Effect x1 Long Range x2 Velocity x3 Direct Hit x2 Interceptable Limited Shots x3 4WA x2 (2) (8 points)
1.6 km range at 800 kph (1.3 kmpr), 30 damage on a direct hit (+1 attack), 1.5 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
Fragmentation 30 Area Effect x1 Long Range x1 Velocity x3 Direct Hit x2 Interceptable Limited Shots x3 4WA x1 (2) (4 points)
.8 km range at 800 kph (1.3 kmpr), 30 damage on a direct hit (+1 attack), 6.1 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
High Explosive Armor Piercing/HEAP 30 Area Effect x1 Long Range x2 Penetrating Armor x1 Velocity x4 Direct Hit x2 Interceptable Limited Shots x3 4WA x3 (2) (12 points)
1.6 km range at 2240 kph (3.7kmpr), 30 damage on a direct hit (+1 attack), .9 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
Plasma/Napalm 30 Area Effect x1 Long Range x2 Velocity x4 Direct Hit x2 Interceptable Limited Shots x3 4WA x2 (2) (8 points)
1.6 km range at 1920 kph (3.2 kmpr), 30 damage on a direct hit (+1 attack), .9 m blast radius (15 damage), no penalty to intercept, can only be used once - always detonates
Smoke 0 (45) Area Affect x1 Irritant Long Range x1 Velocity x2 Limited Shots(1) x3 No Damage Interceptable Toxic Heavy Weapons (missile) 4WA1 (2) (4 points)
.8 km range at 480 kph (800 mpr), Body with +3 penalty or +2 on all actions, 6.1 m blast radius, no penalty to intercept, can only be used once - always detonates

* Available as smart bombs, +5 to strike.
"Standard" Megaverse Missile Chart

pb2besm/personal_weapons.1709088954.txt.gz · Last modified: 2024/02/28 02:55 by ryan