Sunday, February 17, 2013

Rifts SDC Rules V1.33


RIFTS SDC RULES
QUICK, CLEAN AND CINEMATIC; A NEEDED REVISION TO COMBAT IN RIFTS V1.33

SDC RIFTS PENETRATION VALUE TABLE

PV Description

1 POOR: Deflects off bone.

2 FAIR: Defects off bone, makes bigger dent.

3 ADEQUATE: May lodge in bone.

4 GOOD: May break bone.

5 VERY GOOD (LASERS AND FRAGMENTATION): Shatters bone, wood, goes through cinder block.

6 EXCELLENT (ION, VF LASER & LASER PULSE): Shatters bone, wood, goes through 1/4 inch armor plate steel.

7 SUPERIOR (PARTICLE BEAM, ION PULSE, VF LASER PULSE AND MOST HIGH EXPLOSIVES, FRAGMENTATION POINT BLANK & TRIAX ROUNDS): Goes through brick, ½ inch armor grade steel.

8 FAR SUPERIOR (PLASMA AND HI LASER): Goes through reinforced concrete, car engine block.

9 MAXIMUM PENETRATION (RAILGUNS, RAMJET, ARMOR PIERCING, HI LASER PULSE): Goes through most material and keeps on going. May penetrate modern military grade armor plating.

-10 VAPORIZING (GR GUNS, FUSION,PROTON AND NUCLEAR): Destroys most any material. May disrupt force fields.

-X VIBRO BLADES: Vibro Blade PV is based on quality and frequency of the blade. Roll once per strike to determine the PV of the strike.

Low; PV: 2D4+1 Standard; PV: 1D6+3 Military Grade; PV: 1D4+5


PENETRATION VALUE

-Penetration Value (PV) refers to the ability of a given weapon type or round to penetrate a given material. Weapons with a high PV pierce most materials well.

VIBRO WEAPONS: If the PV of an unparried Vibro Weapon attack exceeds the PR of the target, the weapon pierces or cuts completely through its target!

KINETIC WEAPONS: A kinetic (TK, explosive or solid round) weapon must have a PV equal to or greater than the PR of the target to inflict any damage.

ENERGY WEAPONS: An energy based (beam) weapon will inflict full damage regardless of the PV of the weapon or the PR of the target.

PENETRATION RESISTANCE

Penetration Resistance (PR) refers to how resistant to penetration/damage the armor/creature in question is. PR is a rating of protection the armor (natural or artificial) affords the target. All materials have a PR varying from 1 to 8 (rarely 9).

PENETRATION CHECKS

- A Penetration Check must be made when the weapon or round used has a PV higher than the PR of the target. To perform a Penetration Check, subtract the PR of the target from the PV of the weapon, multiplying the resulting number by 20. This number is the percent chance of penetration. [ (PV-PR) X20=% ] Make a standard percentage roll (D100); any roll equal to or below this percentage results in Armor Penetration occurring.

ARMOR PENETRATION

-Animate (living) targets whose natural or artificial armor (PR) is penetrated will take damage direct to HP, a roll to save vs. trauma/shock (16 or better adding in PE bonuses) must also be made. A failed roll results in the target losing initiative and 1D6 attacks/actions. Furthermore the target will take 1D6 HP (3D6HP for supernatural creatures) blood loss damage per minute until bandaged, regenerated, magically or psychicly healed. A successful roll negates trauma/shock but blood loss damage remains unchanged until tended to.

- Inanimate targets (buildings, vehicles, etc) will take double (X2) damage from non-critical attacks when Armor Penetration occurs.



BURSTS

MOST FULLY AUTOMATIC FIREARMS AND ENERGY WEAPONS

A 3 round burst from any weapon capable of burst fire (Standard) inflicts X 2 damage.

- Integrated energy weapons may fire 3 or 10 round bursts (X2 or X5 damage).

Bursts in which 4 or more rounds are fired do normal damage for the round X 50% of the total rounds fired in the burst (round number of rounds fired down to nearest even number).

PULSE FIRE

-Some special or modified laser and ion weapons are capable of Pulse Fire. Pulse Fire is a computer controlled burst of usually 3 to 4 rounds fired microseconds apart by a single pull of the trigger. Pulse Fire attacks can be precision aimed (aimed shot bonuses) and result in better penetration (+1 PV)

KILL SHOT” ON A NATURAL 20

A “Kill Shot” occurs on the roll of a natural (unmodified) 20 when the PV of the attack exceeds the PR of the target otherwise standard X2 damage is done. When a Vibro Blade is used, treat PV as 9 and damage target as appropriate.

-Animate (living) targets hit by a Kill Shot will have their HP reduced to zero and fall into a coma. Supernatural creatures may roll a save vs. trauma/shock (16 or better adding in PE bonuses) to reduce HP loss to ½ of remaining HP. Furthermore the creature loses initiative, 2D4 attacks/actions and 3D6 HP blood loss damage per minute until bandaged, regenerated, magically or psychicly healed.

Inanimate (vehicles, robots, borgs etc.) targets hit by a Kill Shot take X3 damage and have a cumulative 10% chance per Kill Shot suffered of being destroyed and exploding! If destroyed, the resulting explosion does damage equal to the remaining SDC of the target, prior to the kill shot, to everything within a sizable radius of the target (PV: 7). The chance of being destroyed stays in effect until an attempt to repair the damage is made (typically 2D4 hours of work restoring at least 10% of the lost SDC).

NOTE: Borgs will not explode if hit successfully with a kill shot, they will be shut down and the mechanical body rendered permanently useless. However the vital organs including the brain will remain preserved and undamaged for a period of time as per the life support system provided by the mechanical body. Furthermore the reinforced pilot’s compartment of power armor and robot vehicles is not damaged in the resulting explosion though survivors must free themselves or be freed from the wreckage (typically 3D6X10 minutes of work with appropriate tools).

MODIFIED MODERN WEAPON PROFICIENCIES

-1 to aimed “Kill Shot” at levels 4, 8, and 12.
-1 to burst “Kill Shot” at levels 5, 10, and 15.

MODIFED SNIPER SKILL

The sniper skill now reflects the specialized training required to make a quick, clean kill of a living target. It counts as two skill selections and grants bonuses to aid in the making of a “Kill Shot” (described above) on rolls other than a natural 20. This skill cannot be used to destroy inanimate targets (including borgs), though a successful “Sniper’s Kill Shot” can be used to eliminate the driver/ passenger of a vehicle if given a clear shot (line of sight).

-One must use an appropriate weapon to utilize this skill such as a rifle capable of a single shot or Pulse Fire and also have the appropriate WP.

-“SNIPER’S KILL SHOT” (SKS) counts as all attacks/actions for that melee round and must be declared before initiative is rolled. The shot takes place at the end of the melee round before the next begins. If the sniper is attacked or disturbed while setting up the shot, the shot is lost and the process must begin again, though the sniper will have one action that melee round. An unsuccessful SKS roll results in the need to make an appropriate Penetration Check and inflicts standard damage for the weapon given.

-The weapon or round used for a SKS must have a PV higher than the PR of the intended target for the shot to succeed.

BONUSES GRANTED FROM THE MODIFIED SNIPER SKILL:

+2 to strike on an aimed shot

• “Sniper’s Kill Shot” on an unmodified 18, 19, or 20!

-1 to SKS at levels 4, 7, 10, and 13 (17-20 at 4th level, 16-20 at 7th level, etc).

- +1 SKS attack at levels 3, 6, 9, 12, and 15.

- -1 to target PR at levels 7 and 14

1D6 damage to target’s PE/HP after successful SKS shot at levels 1, 3, 5, 7, 9, 11, 13, and 15.
DAMAGE MODIFICATIONS

VIBRO BLADES

-Vibro Blades do X3 listed damage in SDC regardless of PV or target PR.

MAGIC AND PISIONICS

-Magic and Psionics that inflict MD, now inflict do X3 SDC*
(Range and duration may also be tripled*)
[*perhaps X5]

RALIGUN DAMAGE MODIFICATION

One round does normal damage X10 SDC (1D4 MD = 1D4X10 SDC).

A burst does normal burst damage X5 SDC (1D4X10 MD = 1D4X10X5 SDC or 1D4X50 SDC).

Single flechette rounds do normal damage X5 (3D6X10 MD = 3D6X50 SDC).

The cannons on the IAR-2 Abolisher are treated as railguns for damage
infliction purposes, yet each shell has a blast diameter of 10 feet (PV 7 for blast diameter).

Railgun ammo costs 1 cr. per round.

Railguns are NOT considered energy weapons.

MISSILE AND FUSION DAMAGE MODIFCATION

Missiles and Fusion weapons do X10 SDC listed damage (X100 or X1000 [nuclear])

Mini Missiles, Grenades and Triax Rounds (Cost: 20-50 cr each) do X3 SDC damage.

VARIABLE FREQUENCY (VF) LASER MODIFICATION

-vs Gliterboys or other laser resistant armors VF lasers gain +1 PV






MACHINE GUNS (KINETIC)

Cost: 2500-5000 cr. PV 5
3500-7500 cr. PV 6
5000-10000 cr. PV 7
7500-25000+ cr. PV 8

Requires a minimum P.S. of 20 or greater to use a machine gun as a rifle.

Machine gun ammo is generally sold in 100 round magazines that clip directly to the gun (150 cr. loaded). A 250 round box magazine that also clips to the gun (300 cr. loaded; though the operator must have a P.S. of 24 or greater to use the weapon with the box magazine). Or a 1000 round ammo box/drum that uses a disintegrating belt to feed the gun (1000 cr. loaded can be used by borgs or large creatures with a P.S. of 24 or greater and a high P.E.).

Short, controlled bursts of 25 rounds can be fired by a machine gun. The burst inflicts the damage of a single round X 5.

Longer, less controlled bursts of 100 rounds can also be fired, but merely inflict the damage of a single round X10. Furthermore there is a cumulative 25% chance the gun will over heat and destroy the rifling (and accuracy) of the barrel. This will reduce the range of the gun by 50% and will require 100% more ammo to do equivalent damage (these penalties are cumulative). Also reduce all bonuses to strike with the gun to zero once the gun overheats.

EXPLODING AND RAMJET ROUNDS

EXPLODING ROUNDS

WI-2E exploding rounds inflict X2 damage for the weapon utilizing them, -1 to PV. The weapon is still a NON ENERGY, NON EXPLOSIVE WEAPON!

Cost: 1 to 5 cr. per round of pistol ammo.
5 to 10 cr. per round of rifle ammo.
10 to 25 cr. per round of machine gun ammo.

RAMJET ROUNDS

WI-5, WI-10 and WI-20 ramjet rounds have a PV of 9 like railguns although they offer NO ADDITIONAL DAMAGE CAPABILITIES.

Cost: 5 to 10 cr. per round of WI-5 (pistol ammo).
-10 to 25 cr. per round of WI-10 (rifle ammo).
-25 to 100 cr. per round of WI-20 (machine gun ammo).

---EXAMPLE: Colt .45 Model 15 NORMAL ROUND: [Damage: 4D6 SDC PV: 4] RAMJET ROUND [Damage: 4D6 SDC PV: 9] Ramjet rounds are extremely effective armor piercing rounds and are banned in the CS States.

MDC TO SDC HAND TO HAND COMBAT

Supernatural creatures, robots, power armor and borgs inflict H to H damage as per the Supernatural P.S. chart found on pg. 22 on the Conversion Book plus their PS strength bonus all X 3. Example: PS 24 does 6D6 (2D6X3) SD on a full strength punch or 12D6(4D6X3) SDC on a power punch; plus 27 (9X3)!!!

These kinetic attacks do damage regardless of the targets PR and inflict 1/4 damage to those inside body armor.

NATURAL 20s (CRITICAL STRIKE) IN HTH COMBAT

A “natural” 20 in hand to hand combat will inflict double (X2) damage. The target of this critical strike must roll to save vs. trauma (16 or better plus PE bonuses). An unsuccessful save means the target is stunned for 1D6 attacks/actions and loses initiative. NOTE: The above is only true when the aggressor is roughly the same size or larger than the target!

MEGA DAMAGE TO S.D.C. CONVERSIONS

BODY ARMOR

Multiply MDC X 2 and change to SDC.
Half Suit = 1/2 cost, 1/2 weight, 1/2 SDC+10, Prowl penalty (-1/2)+1, AR 15.
Juicer Plate cannot be a 1/2 suit AR: 18 (19 with MOH helmet)
Physical Damage: Character inside armor takes 1/4 from kinetic attacks (including all solid rounds, explosions and hand to hand combat) inside armor.

BORGS:

Multiply MDC X 3 and change to SDC.
For borg armor multiply MDC X 2 and change to SDC.

POWER ARMOR, UNMANNED ROBOTS AND ALL OTHER VEHICLES:

Multiply MDC X 5 and change to SDC (X 6 for the TX X-1000 Ulti-Max).

ROBOT VEHICLES:

Multiply MDC X 7 and change to SDC.

MEGA-DAMAGE CREATURES

Multiply MDC X 3 and change to SDC, 25% of that number is now the creature’s HP.

EXAMPLE: 1000 MDC = 2250 SDC and 750 HP.

MEGA DAMAGE TO S.D.C. PR LISTINGS

BODY ARMOR

*SDC for the main body only, see book for other conversions (arms, etc. X 2).

SLAVE BORG ARMOR 140 SDC PR: 6
LIGHT ESPIONAGE BORG ARMOR 270 SDC PR: 8
LIGHT INFANTRY BORG ARMOR 540 SDC PR: 8
HEAVY INFANTRY BORG ARMOR 840 SDC PR: 8
CYBERARMOR AR 16 100 SDC PR: 7
LIGHT DEAD BOY 100 SDC PR: 7
HEAVY DEAD BOY 160 SDC PR: 8
DOG PACK LIGHT RIOT ARMOR 100 SDC PR: 6
GLITTER BOY PERSONAL ARMOR SUIT 50 SDC PR: 5
THE GLADIATOR 140 SDC PR: 7
THE CRUSADER 110 SDC PR: 5
THE URBAN WARRIOR 100 SDC PR: 6
THE PLASTIC MAN 70 SDC PR: 5
JUICER PLATE AR 18 90 SDC PR: 7
THE HUNTSMAN 80 SDC PR: 6
THE BUSHMAN 120 SDC PR: 6
THE EXPLORER 140 SDC PR: 7
NG-EX10 GLADIUS 360 SDC PR: 7
NE-C20 CAMOUFLAGE VARIABLE 160 SDC PR: 8
CAI-50 CHALLENGER 240 SDC* PR: 6
TITAN PLATE ARMOR 390 SDC PR: 8
MEGA JUICER COMBAT ARMOR 260 SDC PR: 7
SPIKED ARMOR 90 SDC PR: 6
VIBRO SPIKED ARMOR 100 SDC PR: 6
MAN-KILLER EBA 220 SDC PR: 8
SUPER-HIDE ARMOR SDC: varies PR: 6-8 (varies)

FORCE FIELDS

N-F10A 90 SDC PR: 9
N-F10B (12,000cr.) 180 SDC PR: 9
N-F20A 150 SDC PR: 9
N-F20B (18,000cr.) 300 SDC PR: 9
N-F40A 220 SDC PR: 9
N-F40B (36,000cr.) 440 SDC PR: 9
N-F50A 320 SDC PR: 9
N-F50B (60,000cr.) 640 SDC PR: 9

POWER ARMOR

NOTE: SDC listed is for the main body only, see book for other conversions (arms, legs, etc. X 5).

CS SAMAS 1250 SDC PR: 8
NG SAMSON 1200 SDC PR: 6
FLYING TITAN 900 SDC PR: 6
GLITTER BOY 3850 SDC PR: 8
TX T-21 TERRAIN HOPPER 850 SDC PR: 7
TX X-10 PREDATOR 1750 SDC PR: 7 (PR: 8 MILITARY UNITS)
TX X-1000 ULTI-MAX 2400 SDC PR: 8
********FORCE FIELD 600 SDC PR: 9
MECHA-KNIGHT 2000 SDC PR: 7
CHIPWELL ASSAULT SUIT 750 SDC PR: 5
CAI-100 WARMONGER 200 SDC PR: 6
NG-JK1A JUICER KILLER 850 SDC PR: 6
NG-JK1B JUICER KILLER 1050 SDC PR: 6
THE DEFENDER (J.A.P.E. II) 1050 SDC PR: 6

ROBOT VEHICLES

NOTE: ALL Reinforced Pilots’ Compartments have a PR of 9. If a robot, robot vehicle, power armor or other vehicle's armor is penetrated, it takes X2 damage, roll on the random vehicle damage table. The SDC listed is for the main body only, see book for other conversions (arms, legs, etc. X 7).

CS UAR-1 ENFORCER 2450 SDC PR: 8
CS SPIDER-SKULL WALKER 3500 SDC PR: 8
CS IAR-2 ABOLISHER ROBOT 3150 SDC PR: 8
TITAN COMBAT ROBOT 2590 SDC PR: 7
TITAN LIGHT COMBAT ROBOT 2100 SDC PR: 6
TITAN RECONNAISSANCE ROBOT 1890 SDC PR: 6
THE BEHEMOTH EXPLOROR 3500 SDC PR: 7
TX X-500 FORAGER BATTLEBOT 3150 SDC PR: 8
NG-V7 HUNTER MOBILE GUN 2870 SDC PR: 7
NG-M56 MULTI-BOT 2030 SDC PR: 7
NG-V10 SUPER ROBOT VEHICLE 2450 SDC PR: 7
DEATH KNIGHT ASSAULT ROBOT 4200 SDC PR: 8
NOMAD SCOUT ROBOT 3290 SDC PR: 7

VEHICLES

SDC listed is for the main body only, see book for other conversions (wheels, jets, etc. X 5).

CS MARK V APC 1750 SDC PR: 8
CS DEATH’S HEAD ARMORED TRANSPORT 6500 SDC PR: 8
CS SKY CYCLE 750 SDC PR: 8
CS GRINNING SKULL MAIN BATTLE TANK 2500 SDC PR: 8
CS MARK XI MISSILE LAUNCHER VEHICLE 1750 SDC PR: 8
CS NIGHTWING ATTACK AIRCRAFT 2250 SDC PR: 8
ATV SPEEDSTER HOVER CYCLE 375 SDC PR: 5
THE WASTELANDER MOTORCYCLE 225 SDC PR: 5
THE HIGHWAY-MAN MOTORCYCLE 375 SDC PR: 4
THE BIG BOSS ATV 325 SDC PR: 6
THE MOUNTAINEER ATV 700 SDC PR: 7
NG SKY KING 650 SDC PR: 7
IRON HAMMER MAIN BATTLE TANK 3250 SDC PR: 7
IRON FIST MEDIUM BATTLE TANK 2250 SDC PR: 7
IRON BOLT MISSILE VEHICLE 2250 SDC PR: 7
IRON MAIDEN APC-10 1600 SDC PR: 7
GREY FALCON ATTACK JET 850 SDC PR: 7
AC-29 AIR CASTLE BOMBER 4000 SDC PR: 7
IRON EAGLE ATTACK HELICOPTER 1500 SDC PR: 6
BOOMERANG ATTACK AERODYNE 1600 SDC PR: 7
BLACK EEL TORPEDO BOAT 625 SDC PR: 5
TRITON PATROL BOAT 3250 SDC PR: 7
SEA KING MISSILE CRUISER 13000 SDC PR: 8
CARNIVORE MARK I 2000 SDC PR: 8
JUGGERNAUT * 4500 SDC PR: 8
*OPTIONAL FORCE FIELD 2000 SDC PR: 9
TARANTULA COMBAT JUMP BIKE 500 SDC PR: 6
ROAD BOSS COMBAT CHOPPER 1000 SDC PR: 6
• “ROLLING THUNDER” ALL-PURPOSE VEHICLE 775 SDC PR: 6
ASSAULT HOVER BIKE 950 SDC PR: 7
ICARUS FLIGHT SYSTEM 600 SDC PR: 7

BORGS AND ROBOTS (UNMANNED)

NOTE: SDC listed is for the main body only, see book for other conversions (arms, legs, etc. X 3).

SOLDIER OR MERCENARY BORG 840 SDC PR: 7
SLAVE BORG 630 SDC PR: 6
CS SKELEBOT 390 SDC PR: 8
TX DV-12 DYNA-BOT 540 SDC PR: 7 (8 MILITARY UNITS)
NG-W9 LIGHT LABOR BOT 300 SDC PR: 5
NG-W10 HEAVY LABOR BOT 450 SDC PR: 5
A-49 COMBAT DRONE 600 SDC PR: 7
A-51 RECONNAISSANCE DRONE 600 SDC PR: 6
A-63 ALL PURPOSE HEAVY ROBOT 750 SDC PR: 7
A-64 ALL PURPOSE MASTER ROBOT 1200 SDC PR: 8
AA-10 BOTTWEILER 360 SDC PR: 6
MONST-REX A-001 900 SDC PR: 7
AA-50 INSECTON 1200 SDC PR: 6
NE-010 DESTRUCTO DRONE 210 SDC PR: 7
NE-020 COMBAT DRONE 300 SDC PR: 8
NE-030 SPY DRONE 375 SDC PR: 8

MEGA-DAMAGE CREATURES

BOGIE 1D4X30 SDC PR: 2
BROWNIE 1D4X30 SDC PR: 1
COMMON FAERIE 1D4X30 SDC PR: 1
GREEN WOOD FAERIE 1D4X30 SDC PR: 1
NIGHT-ELF FAERIE 1D4X30 SDC PR: 1
SILVER BELL FAERIE 1D4X30 SDC PR: 1
LEPRECHAUN 1D6X30+60 SDC PR: 1
NYMPH 1D6X30+60 SDC PR: 1
COMMON PIXIE 1D4X30+60 SDC PR: 1
FROST PIXIE 1D4X30+60 SDC PR: 1
PUCK 1D6X30+60 SDC PR: 2
SPRIGGAN 1D6X30+60 SDC PR: 1
TREE SPRITE 1D4X30 SDC PR: 1
WATER SPRITE 1D4X30 SDC PR: 1
WIND PUFF SPRITE 1D4X30 SDC PR: 1
TOAD STOOLS 1D6X30+60 SDC PR: 3
BEAST DRAGON 1D4X30+60 (Heads (3)) 6D6X30 SDC (Body) PR: 6
BUG-BEAR 6D6X3+30 PR: 4
CYBER-HORSEMEN 200 SDC, 400 SDC, 600 SDC PR: 6
CHIMERA 2D6X30+30 SDC PR: 5
DRAKIN 2D6X30 SDC PR: 4
DRAGONDACTYL 4D6X30 SDC PR: 5
DRAGON WOLF 4D6X30 SDC PR: 4
BASILISK See “DRAGONS” section PR: 6
COCKATRICE See “DRAGONS” section PR: 6
FIRE DRAGON See “DRAGONS” section PR: 7
GREAT HORNED DRAGON See “DRAGONS” section PR: 8
HYDRA See “DRAGONS” section PR: 7
ICE DRAGON See “DRAGONS” section PR: 7
KUKULCAN See “DRAGONS” section PR: 6
NIGHT STALKERS See “DRAGONS” section PR: 7
SERPENT OF THE WIND See “DRAGONS” section PR: 7
THUNDER LIZARDS See “DRAGONS” section PR: 7
WOOLY DRAGON See “DRAGONS” section PR: 6
EMIRIN 1D4X30+45 SDC PR: 4
EYE KILLER 6D6X3+18 SDC PR: 5
GRYPHON 6D6X3+150 SDC PR: 5
HARPIES 2D4X3+60 SDC PR: 4
KELPIE 3D6X30+900 SDC PR: 4
KI-LIN 5D6X3+180 SDC PR: 7
LIZARD MAGE 1D6X300+1200 SDC PR: 5
LOOGAROO 3D6X30 SDC PR: 4
MANTICORE 3D6X30+120 SDC PR: 5
MAXPARY 6D6X3+120 SDC (6D6X3+180 SDC for Shamblers) PR: 7
MELECH 1D6X30+120 SDC PR: 5
PEGASUS 3D6X30 SDC PR: 5
PERYTON-DEMON DEER 3D6X30+30 SDC PR: 5
RAHU-MEN 6D6X30 SDC PR: 5
SCARECROWS 1D4X300+600 SDC PR: 1
SILONAR 3D6X30 SDC PR: 4
SPECTRE 3D6X15 SDC PR: 0
SPHINX 5D6X30 SDC PR: 5
SYVAN 1D4X300 SDC PR: 2
UNICORN 1D6X300 SDC PR: 3
WATERNIX 4D6X30 SDC PR: 3
WING TIPS 3D6X3+6 SDC PR: 1
BLOW WORMS 2D4X300 SDC PR: 6
FIRE WORMS 4D6X3 SDC PR: 5
NIPPERS 1D4X30+30 SDC PR: 4
SERPENT BEASTS 2D6X30+150 SDC PR: 5
TRI-FANG 1D6X30+120 SDC PR: 5
TOMB WORMS 2D6X3 SDC PR: 4
ZA 4D6X3+300 SDC PR: 4
YEMA 2D6X30+120 SDC PR: 6
BOSCHALA 1D6X300+600 SDC PR: 6
DYBBUK 6D6X3+120 SDC PR: 4
DIMENSIONAL GHOUL 2D4X30 SDC PR: 4
DAR'OTA 2D4X30+120 SDC PR: 3
POLTERGEIST 4D6X3+30 SDC PR: 0
SYPHON ENTITY 1D6X3+90 SDC (Entity) PR: 0-9
HAUNTING ENTITY 1D6X30+90 SDC PR: 0
TECTONIC ENTITY 1D6X30+90 SDC (Entity) PR:0-9
POSSESSING ENTITY 1D6X30+120 SDC (Entity) PR: 0-8
GARGOYLE 1D6X300 SDC PR: 5
GURGOYLE 1D4X300 SDC PR: 5
GARGOYLITE 1D4X300 SDC PR:5
GARGOYLE LORD 1D4X300+900 SDC PR: 6
****STONE FORM +600 SDC PR: 8
GOQUA 1D6X3000 SDC PR: 5
GRAVE GHOULS 1D6X30 SDC PR: 4
GREMLINS 1D6X30 SDC PR: 3
HELL HOUNDS 1D6X30+30 SDC PR: 5
MALINGNOUS 4D6X30 SDC (Insect) 1D4X30 SDC (Energy) PR: 6
MINDOLAR 1D6X300 SDC PR: 4
SOWKI 3D6X30 SDC PR: 6
SPIDER DEMON 2D4X30 SDC PR: 5
EARTH ELEMENTAL (Major) 3D6X3000 SDC PR: 8
EARTH ELEMENTAL (Minor) 1D6X300+900 SDC PR: 8
EARTH-TREE OR PLANT ELEMENTAL 1D6X300+300 SDC PR: 7
MUD MOUNDS 1D6X300+150 SDC PR:6
AIR ELEMENTAL (Major) 2D6X3000 SDC PR: 0
AIR ELEMENTAL (Minor) 1D6X300 SDC PR: 0
FIRE ELEMENTAL(Major) 2D4X3000 SDC PR: 0
FIRE ELEMENTAL (Minor) 1D6X300 SDC PR: 0
WATER ELEMENTAL (Major) 2D6X3000 SDC PR: 0
WATER ELEMENTAL (Minor) 1D6X300+150 SDC PR: 0
ICE MONSTER 1D6X300+600 SDC PR: 8
CHERU 1350 SDC PR: 4
SERAPH 1500 SDC PR: 6
ARIEL 1980 SDC PR: 6
THARSIS 1650 SDC PR:5
SUPERNATURAL INTELLIGENCE 2D6X30000 PR:6
ALU 4D4X30 SDC PR: 5
AQUATICS 3D6X30 in water (1/2 on dry land) PR: 4
LASAE 1D6X30 SDC PR: 7
MARES or NIGHTMARES 1D6X30+90 SDC PR: 5
SHEDIM 4D6X30 SDC PR: 5
BAAL-ROG 1D6X300+600 SDC PR: 6
DEMON LOCUST 2D4X300+600 SDC PR: 7
MAGGOT 1D4X3000 SDC PR: 6
JINN 2D6X300+600 SDC PR: 6
NIGHT OWLS 2D6X300 SDC PR: 4
GALLU 1D6X300+150 SDC PR: 6
RAKSASHA 1D6X3000+1500 SDC PR: 5
THE FOUR DEMON BEETLES 570 SDC PR: 7
SUCCOR-BEMOTH 4500 SDC PR: 6
BELPHEGOR OF THE SULFUR PITS 5760 SDC PR: 6
ABRASAX THE INSATIABLE 5640 SDC PR: 6
MODEUS-THE LORD OF HADES 270000 SDC PR: 6
MICTLA THE DEVOURER 36000 SDC PR: 6
DEEVILS 4D6X30 SDC PR: 5
DEVILKINS 3D6X30 SDC PR: 5
FENRY-DEMON WOLF 4D6X30 SDC PR: 6
FIENDS 1D6X300+90 SDC PR: 6
ARCHFIENDS 1D6X300+900 SDC PR: 7
GORGON 1D6X300+600 SDC PR: 6
MEPHISTO THE DECIEVER 36000 SDC PR: 6
SPLUGORTH SLAVER 900 SDC (Minion main body only) PR: 6
RHINO BUFFALO 450 SDC PR: 6
OSTROSAURUS 270 SDC PR: 5
THE BLACK FAERIE 360 SDC PR: 4
BRODKIL 750 SDC PR: 5
THE NEURON BEAST 2D4X300 SDC PR: 6
THE WITCHLING 600 SDC PR: 4
THORNHEAD 2D4X300 SDC PR: 6
THE LOST ONES 3D6X30 SDC PR: 4

2 comments:

  1. I am trying to convert robotic PS attacks to SDC. For instance a restrained punch does 6d6 SDC, but the regular punch does 1d4 MDC. Any suggestions?

    ReplyDelete