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