Tuesday, February 26, 2013

Lady Naya Sirian


Old Style Deadboy by *MADMANMIKE on deviantART

Quick Flex Alien Cyber Knight
She was sent to learn about "The Buyer" a mysterious figure.  Instead she learned Nxla threatened Earth.
Version:1.0 StartHTML:0000000167 EndHTML:0000015237 StartFragment:0000000454 EndFragment:0000015221
Character Name: Lady Naya Sirian
Race: Quick Flex Alien
O.C.C.: Cyber Knight
Alignment: Scrupulous
XP Level: 4
XP Points: 8561
Next Level @ XP: 17,521

ATTRIBUTES
I.Q.: 12
M.E.: 15
M.A.: 13
P.S.: 25
P.P.: 27
P.E.: 23
P.B.: 8
Speed: 71

PHYSICAL DATA
P.P.E.: 4
I.S.P.: 28
H.P.: 41
S.D.C.: 110
Age: 18
Sex: Female
Height: 5'4"
Weight: 118 lbs.

Natural Abilities
Ambidextrous and double-jointed, enhanced reflexes
Leap 8 ft. high or lengthwise; add 4 ft. from running start
+1 to strike with modern weapons/archery
+8 to Perception

O.C.C. Abilities
Non-Psychic Cyber-Knight
Create Psi-Sword
Create Psi-Shield
Meditation
Psi-Sword 2d6 MD/6d6 SD
Paired Psi-Sword
Combat Acrobatics – No penalty to strike when moving
Cyber Armor: AR 16
*Shoulders (2) – 9 MD/16 SD each
*Back/Shoulder Blades (2) – 16 MD/30 SD each
*Forearms (2) – 11 MD/20 SD each
*Thighs/Upper Legs (2) – 16 MD/30 SD each
*Chest/Main Body – 53 MD/100 SD
Basic Combat Awareness
Negates any bonuses provided by weapons/machines
+3 to initiative from modern guns
+6 to initiative against artificial intelligence
+3 to strike and parry
Enemies gain -3 to dodge attacks, and loses 2 melee actions

O.C.C. Skills
Combat Driving
Escape Artist 65 (+5)
WP Paired Weapons
WP Quick Draw
WP Targeting
Read American 65 (+5)
Speak American 98 (+1)
Dragonese 98 (+5)
Spanish 85 (+5)
Euro 85 (+5)
Anthropology 50 (+5)
Body Building
Climbing 85 (+5)
Gymnastics
*Sense of Balance 78 (+5)
*Walk Tightrope 74 (+3)
*Climb Rope 91 (+2)
*Back Flip 80 (+5)
*Work Bars and Rings 80 (+5)
Horsemanship: Cyber-Knight 79/58 (+3)
Land Navigation 50 (+4)
Demon and Monster Lore 55 (+5)
Paramedic 55 (+5)
Swimming 75 (+5)
WP Sword
WP Archery
WP Energy Pistol
WP Energy Rifle
Hand to Hand: Martial Arts

O.C.C. Related Skills
Prowl 55 (+5)
Fencing
Boxing
Wrestling
Tracking: Humans 45 (+5)
Detect Ambush 50 (+5)
Detect Concealment 45 (+5)
Acrobatics
WP Knife
Kick Boxing
WP Heavy MD Weapons
WP Handguns
(3) Disguise 40 (+5)
(3) Sensory Equipment 40 (+5)

Secondary Skills
Running
Athletics (General)
Aerobic Athletics
Pilot Motorcycles 72 (+4)
Pilot Hover Cycles 79 (+3)
WP Rifles

Combat Data
Attacks Per Melee: 8
Strike: +9
Parry: +15
Dodge: +13
Damage: +10 (+12 to kicks)
Automatic Dodge: +9
Initiative: +9
Roll with Impact: +12
Pull Punch: +8
Disarm: +3
KO on Natural 20
Pin on 18-20

Weapon Proficiencies
WP Archery: +4 strike, +1 parry, +1 disarm, 4 shots
WP Knife: +2 strike, +2 parry, +2 to throw
WP Shield: +1 strike, +2 parry
WP Sword: +3 strike, +3 parry, +1 to throw, +1d6 damage
WP Targeting: +2 strike
WP Handguns: +3 strike
WP Rifles: +3 strike
WP Energy Pistol: +3 strike
WP Energy Rifle: +3 strike
WP Heavy MD Weapons: +3 strike

Saving Throw Bonuses
VS Coma/Death: +14%
VS Magic/Poisons: +4
Saves as Minor Psychic (12 or higher)
VS Horror Factor: +1

Special Attacks
Body Flip / Throw 1d6+10
Roundhouse Kick 3d6+12
Axe Kick 2d8+12
Knee Strike 1d8+12
Leap Kick 3d8+12 (2 attacks)
Block/Tackle 1d4

Crush 1d4

Equipment
CA-3 Light Deadboy armor
Dress Cothing, Blackups clothing, gas mask air filter tinted googles, hatchet 2 knifes 6 wood steaks silver cross 2 kisenite swords2d6+3MD +1s/+2p
10 light exp arros d6x10sdc
10 med exp arrows d6md
10 heavy exp arrows 2d6md
x2 wilks 325 mariner pulse laser pistols 2d8MD/4d8x2 pulse 900ft 24dual/p/ long clip
CP40 Pulse Laser Rifle 2d6md/6d6md 2000ft range
6 long eclips

Firstaid kit, knapsack, backpack, saddlebags, 2 canteens, 2 weeks rations, geiger counter

Bandito Arms rabian Robot Horse MDC 240 MDC PS 28 PP 22 SPD 180
+3 ata +3 init +2s +5 dodge while running, +1 roll
800cr
7000cr blackmarket
 updates:


Herman the Phaeton Juicer


The Sun Chariot Combat Mecha by *ChuckWalton on deviantART

Herman is an orphan of the Tolkeen War who grew up in the Cyberknight refugee camps west of tolkeen.

6.5 yrs left on juicer conversion done secretly by cyberknights out of desperation working with black market contacts to make an army to protect the growing number of refugees.  The use of juicer tech by the knights of the camp is a strictly controlled secret.  Herman has been sent to protect a Lady Cyberknight he had never met before.  After he met her he learned Nxla threatened Earth and he has been working with her since.

3rd Level Phaeton Juicer
Unprincipled
IQ 30 ME 18 MA 15 PS 21 PP 26 PE 26 PB 9 SPD 73


HP 61 SDC 340

5 Attacks +1 in light vehicle
+4init/+5 in light vehicle
+8strike/+9 in light vehicle
+9 parry
+9 dodge/+10 in light vehicle
autododge +6
dodge in flying vehicle +12

Saves
+4 vs hf
+42%vs coma/death
+12 vs harmful drugs
+2 vs insanity
+12 vs psi ?
+6 vs magic




Natural/O.C.C./R.C.C. Skills

Pilot: Robots and Power Armor +25

Pilot: Flight Combat System +25

Pilot: Hover Craft +15

Pilot: Hovercycles and such +15

Pilot: Tank and APC +15

Pilot: Combat Helicopters +15

Pilot: Unfamiliar Vehicles

Pilot: Alien Tech

Radio Basic +10

Basic Math +20

Land Navigation +10

Navigation +15

Weapon Systems +15

Language: American

Language: +10

HtH: Martial Arts

WP: Heavy MD Weapons

 
O.C.C./R.C.C. Related Skills
Read Sensory Equipment +10

Field Armorer & Munitions Expert

-Basic Mechanics +5

Demolitions +5

Demolitions Disposal +5

Computer Operation +10 (@ Lv 3)

Computer Hacking +10 (@ Lv 3)

Prowl +5

Acrobatics +5

-Sense of Balance

-Walk Tightrope/High Wire

-Climb Rope

-Back Flip

-Basic Climb

 
Secondary Skills
WP: Energy Pistol

WP: Energy Rifle

WP: Sword

Brewing

Cook

Dance

Play Musical Instrument (Piano)

Equipment
JA-12 Laser Rifle
NG-57
Ripper Vibrosword 3d6md

NE Sunchariot Robot Vehicle +2 init +1ata +1s +3p +1d / +3 in chariot mode MB 320MD force field 60
400mph in chariot mode/80mph running

Bio-comp, bio-data & PAS Helmet, Drug Harness & Supply, Portable IRMSS kit,

Set of Fatigues, Utility Belt, Backpack,

Sunglasses, Canteen, Compass
NGMI Credits 2,000
Black Credits2,000
8 short eclips for JA12
8 long eclips for NG57

Wednesday, February 20, 2013

Rifts Bioware


Moon and Organs by *dezimaton on deviantART

Rifts Bioware is very rare and only availible in the "big 4" nations most high tech areas like the fortress cities of CS, NGR, and Northern Gun.  Prices are low in the big cities but can be x10 as much outside black market.
Juicers and non-humans cannot get these implants.

Brain
Cerebral Booster
Neural, Legal. L1: 0.4E, 50K, L2: 0.8E, 110K.
+1 IQ/lvl +5%/lvl for technical, mechanical, electrical, and science skills.

Mnemonic Enhancer
Neural, Legal. 0.2E/L, 15K/L, MaxL 3.
Cybernetic Total Recal and  +2%/lvl for mental skills.

Synaptic Accelerator
Neural, 5P-BB. L1: 0.3E, 75K, L2: 1.6E, 200K.
+2initiative/lvl

Pain Editor
Neural, 6P-BA. 0.6E, 60K
+1 ME, -1 IQ. No penalty for SDC damage, no knockout. All nerves inactive. Switch included.

Damage Compensator
Neural, 6P-BA. L1-2: 0.2E/L, 25K/L, L3-5: 0.2E/L, 50K/L, L6-9: 0.2E/L, 100K/L
No penalties for 10 HP and 20 SDC damage / level. For perceiving own wounds make perception check or computer operations check.

Reflex Recorder
Neural, Legal. Fullskill: 0.25E, 25K, Concentration: 0.1E, 10K.
Fullskill: +5% to 1 piloting skill
Concentration: +5% to 1 physical skill

Sleep Regulator
Neural, Legal. 0.3E, 20K.
4h sleep per night suffice. 48h awake apiece without penalties.

Killer

Adrenal Pump
Endocrine, 5P-BA. L1: 1.25E, 60K, L2: 2.5E, 100K.
+17 PPE/lvl
+4PS&PE/lvl +1strike/parry/dodge/attack/lvl
+1init/lvl  Roll vs non lethal poison 4/ rounds of activity.
After a fail roll vs non lethal roll vs Deadly cardiac arrest/rd of activity.
(De)Activation requires rolling under ME on d20.
Phys damage automagically releases pump.

Suprathyroid Gland
Endocrine, 6P-BB. 1.4E, 50K.
+1 PE/ME/PS/PP Must take +100% food. +40% lifestyle cost. -10% to detect infrared signature

Enhanced Articulation
Structure, Legal. 0.6E, 40K.
+1 PP +5% for physical skills. Flowing movement.

Muscle Augmentation
Structure, 0.4E/L, 20K/L, MaxL 4.
+1PS/lvl. Cannot be seen (unlike muscle enhancement).

Muscle Toner
Structure, 4P-BC/D. 0.4E/L, 25K/L, MaxL 4.
+1PP/lvl +5%/lvl for escape artist. Cannot be seen.

Orthoskin
Dermal, 5P-BA. L1: 0.5E, 25K, +0/1 amor, L2: 1.0E, 60K, +1/1 armor, L3: 1.5E, 100K, +1/2 armor.
+L TN for touch perception. Incompatible to dermal plating. No scars possible. Cannot be seen.  20MDC/LVL AR 14/16/18

Chemical Gland
Endocrine, 5-Q. 0.6E, 30K.
Only 1 toxin. 24h to build 1 dose, max 5. Spit: Reach is PEft, roll wp targetting to hit. Exhale: Choke setting 2. Coating: Can coat a cyber blade weapon.
Sleep agent, paralysis agent, heart attack agent (save vs death), tear gas and truth serums are all possible. as per RMB.

Robustness

Extended Volume
Pneumatic, Legal. L1: 0.2E, 8K, -1 TN, L2: 0.3E, 15K, -1 TN, L3: 0.4E, 25K, -2 TN.
+1vs gases/lvl +1PE/lvl for stamina tests. +L*45 secs additional breath in lungs.

Synthacardium
Circulation, Legal. L1: 0.2E, 6K, L2: 0.3E, 15K.
+5%/lvl vs bloodloss or coma/death +1PE/lvl
(for athletics/platelet factory fail/cardiac arrest rolls.)

Trauma Damper
Neural, 6P-BA. 0.4E, 40K.
Activation converts 10hp worth of damage to 20sdc worth of damage.
+2 to save vs pain,
-10% to interrogate person with this cybernetic (vs torturers).
Not active if Pain Editor/Damage Compensator active.

Platelet Factory
Circulation, Legal. 0.4E, 30K.
+2 save vs bloodloss/shock, +10HP, can self heal 20hp worth of damage at +1d4hp / 10 minutes while damaged
Person must take coagulation pill 2* per day (25cr/dose), otherwise save vs death  (14) roll. If fail then cardiac arrest.  Not effected by bloodloss if playing with our SDC penetration rules.

Symbiotes
Circulation, Legal. L1: 0.4E, 15K, +50% Food, 90% Heal, L2: 0.7E, 35K, +70% Food, 70% Heal, L3: 1.0E, 60K,+100% Food, 50% Heal.
Decrease healing time both stun and phys. Person must eat more often. Cumulative to Suprathyroid Gland.
+5%vs coma/death / lvl, heals at 2xlvl rate.
 
Metabolic Arrester
Circulation, Legal. 0.6E, 20K.
Slows by factor 5 when dead. Incompatible with Suprathyroid Gland or Adrenal Pump.
+10%vs coma/death

Health

Digestive Expansion
Circulation, Legal. 1.0E, 80K.
Eat anything. -20% lifestyle costs. Ingested toxins PN/2. -1D for smell/taste.
+4 vs injested poisons

Nephritic Screen
Organ, Legal. 0.4E, 20K.
+2 vs Poisons


Tracheal Filter
Pneumatic, Legal. 0.4E/L, 60K/L, MaxL PE/2.
+1/lvl vs gases


Toxin Extractor
Hephatic, Legal. 0.4E/L, 45K/L, MaxL PE/2.
+1/lvl vs toxins in blood circulation.

Virus Filter
Lymphatic, Legal. 0.2E/L, 24K/L, MaxL PE/2.
+1/lvl vs virii in blood circulation.

Social

Cat's Eyes
Visual, Legal. 0.2E, 15K.
Natural lowlight vision.Glow in the dark.  Same abilities as Nightvision psionic.

Thermosense Organs
Neural, Legal. 0.5E, 25K.
Natural infrared within 10 meters.

Tailored Pheromones
Dermal, Legal. L1: 0.4E, 20K, L2: 0.6E, 45K.
+5% /Lvl to social skills, +2/lvl to MA and PB. 1/2 effect on races other than own. Reach 15m. No magic effects. L*2 for cultivated pheros. Effects only individuals with intact olfactories.



References
http://www.land-of-kain.de/shadowrun/tables/TableBio.html

http://gurth.home.xs4all.nl/sr_bio.html

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