Rifts, Robotech, and Splicers AS S.D.C. Settings.....

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panzerfaust
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Rifts, Robotech, and Splicers AS S.D.C. Settings.....

Unread post by panzerfaust »

For those of you Who Love the Concept and Setting of Rifts, but HATE Mega-Damage, or actually DO LIKE mega-damage, but are a bit curious what Rifts (And Other M.D.C. Settings) would be like as an S.D.C. enviroment (Like Me) I present the following simple mathematical formulas and rules for the balanced conversion of M.D.C. to S.D.C.


Here is my proven Rifts M.D.C. to S.D.C. Conversion rules (Requires Heros Unlimited Second Edition to Use).....

Here are some conversion Rates for the Rifts RPG (also applicable to the Chaos Earth, Splicers, and the New Robotech RPGs) to convert M.D.C. power armor , bots , vehicles and weapons to the S.D.C. system. Multiply by the Listed amounts to get S.D.C.

M.D. Times 2 is now the S.D.C. damage for vibro-blades .

M.D. Times 2 is now the S.D.C. damage for hand-held Small Arms type weapons .

M.D. Times 3 (Tmes 2 for Man-sized Railguns) is now the S.D.C. damage for heavy or power armor mounted weapons (Includes Hand Grenades and the grenades used in Grenade Launchers), also note that Railguns do their converted burst damage in M.D. as S.D.C. per a singe shot (I.E. a C-40R SAMAS Railgun now does 2D4x10 S.D.C. per a single round) and that bursts from railguns should be treated as exacty the same as those of Machineguns.

M.D.Times 10 is now the S.D.C. damage for heavy vehicle mounted weapons (Includes the Glitter Boy's Boom-Gun).

M.D. Times 5 is now the S.D.C. damage for explosives/missiles.

M.D.C. Times 3 is now the S.D.C. for body armor (this puts Plastic-Man roughly equivalent with riot armor) and ALL Rifts, Robotech and Splicers High-Tech Body Armor has the equivalent of Natural/Robot A.R.

M.D.C. Times 3 is now the S.D.C. for power armor , cyborgs , small vehicles, and man-sized robots (this gives a Death's Head SAMAS 750 S.D.C., about as much as a mack truck) and ALL Bionic Systems and Military Vehicles have an equivalent of Natural/Robot A.R.

M.D.C. Times 3 is now the S.D.C. for M.D.C. tanks, conventional vehicles that are larger than man sized, ships , submarines, Glitter Boys and Giant Robots (this gives the largest Iron Heart Armaments tank something like 1900 S.D.C., which is better but still in the same ballpark as an M-1 Abrams at 1500 S.D.C.), and also ALL Military Vehcles have an equivalent of Natural/Robot A.R.

M.D.C. Times 1 to Times 10 for truly massive things (starships, Chi-Town, etc). The balance on these kinds of things varies dramatically (See the below notes on A.R. for these).

The Armor Rating of Different Types of Armor : The only other consideration for armor is to assign an Armor Rating (A.R.).

Most padded, plastic, and light vests and body armor like the Huntsman, Urban Warrior, Juicer, and Plastic Man armor are A.R. 13. Strong and lightweight body armors like the Bushman, Gladiator, Crusader, Explorer and full plate body armor will likely have an A.R. 15 or 16. Most power armor have an A.R. of 16 to 17 and so do human sized robots, like Skelebots, and giant robots, heavy robot vehices like the Coalition Spider Skull Walkers, tanks, APCs, etc., have and A.R. of 18. The Armor Ratings for bionic and robotic characters are likely to be in the range of at A.R. 11 or 12 for light armor, about 14 or 15 for medium armor, and 16 or 17 for heavy armor, and a 18 MAXIMUM for heavy full plate armor.

Vehicles like the Big Boss and the various car and airplane-like vehicles have an A.R. of 6 to 8, but armored vehicles like the Mountaineer A.T.V. have an A.R. of 13 to 14. Old Style Military Vehicles , the Coalition Mark V APC, Death’s Head Transports, and other tank, APC, military Aircraft and combat vehicles have an A.R. of 17. The old CS Sky Cycle has an A.R. of 14 but the new ones have an A.R. of 16.

Force Fields and Magic Barriers usually have an A.R. of 19 or 20, allowing the force field to absorb all or most of the damage. When all of the force field’s S.D.C. is used up it’s destroyed/gone. The Armor of Ithan spell provides an A.R. of 18 and 200 S.D.C. points.

Notes: Only the following weapons have a prayer of EVEN SLIGHTLY damaging Tanks/Armored Vehicles, Large Robot Vehicles and Heavy Power Armor (Glitterboys, CS Terror Trooper, Ulti-Max, etc, etc...): Magic/Psionic Weapons/Spells/Powers, Heavy Macineguns (.50 inch, 12.7mm and 14.5mm), Auto-Cannons, Energy Weapons, Any Weapon Listed as a Anti-Armor/Tank Weapon, and ANY Weapon Converted to the S.D.C. System Using these Rules that ORIGINALLY was listed as doing Mega-Damage.

Physical Strength of Robots, Power Armor, Cyborgs, and Juicers: Use these rules for the raw Physical Strength (P.S.) Of the items and individuals.

Exo-skeleton body armor and Partial Conversion Cyborgs and Juicers (Anything with Augmented Physical Strength) have a physical strength equal to the Heroes Unlimited Minor Super Ability: Extraordinary Physical Strength.

Power Armor, Full Conversion Cyborgs and Giant Robots (Anything with Robot Physical Strength) have an equivalent physical strength to the Heroes Unlimited Major Super Ability: Super Human Physical Strength.

Creatures/Items/Powers that possess/grant Supernatural Physical Stength have, well, the equivalent of the Heros Unlimited Major Super Ability: Supernatural Physical Strength.

NOTE: For magical and supernatural creatures, spells, and creations just use the rules on page 31 of the Rifts Conversion Book One Revised Edition to turn them into S.D.C./Hit Point equivalent creatures/spells, then take a look at how they stat out and modify them to your liking.
Last edited by panzerfaust on Tue Sep 16, 2008 11:01 pm, edited 1 time in total.
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Re: Rifts, Robotech, and Splicers AS S.D.C. Settings.....

Unread post by Grand Paladin »

panzerfaust, these are some very good house rules for converting Palladium's Mega-Damage settings to S.D.C.

It's quite similar to my own conversion rules that I posted years ago now, but the topic was snipped. I'd like to get your take on what I came up with:

Modified S.D.C. / A.R. Rules for Rifts RPG
By Grand Paladin

For Armor Ratings on Rifts Equipment, use the rules presented in Rifts Conversion Book One (Rev).

The following is a custom rule modification for Rifts, using the standard Palladium S.D.C. damage system instead of the Mega Damage system. These rules were developed after reading multiple threads on the Palladium Message Boards. Many, many individuals are unhappy with the M.D.C. rules, and want a damage system where high technology, the supernatural, psychic powers, and formidable magic would be accurately represented and make sense. No longer are unarmored player characters susceptible to instant death in the face of the Mega Damage level weapons. However, as Rifts Earth is a place where ultra-science and supernatural powers abound, the unarmored player character is in extreme danger when facing energy weapons, rail guns, supernatural physical attacks, magic spells or psionic powers.

All existing statistics for Rifts remain the same- no changes. A “classic” Coalition SAMAS still has 250 Main Body points of armor, and a Wilks Laser pistol still inflicts 1D6 damage.

Tiers have been included to determine the differential amounts of damage an object can withstand, or inflict by various means. For example; a medieval sword (which would be a Tier 1 weapon) will be incapable of causing serious structural damage to a Coalition UAR-1 Enforcer robot vehicle (a Tier 3 object/vehicle). The sword- a 2D6 S.D.C. weapon would have damage inflicted reduced by 75% when used against the UAR-1 Enforcer. Damage range in this scenario would be 1/2 SDC- no damage, to 3 points S.D.C. maximum.

The Tiers:
Tier 1: All ancient weapons and armor. Most conventional (20th & early 21st Century) commercial grade weapons and armor. Most military grade weapons- tanks, aircraft and armor, will not fall into Tier 1. Human beings and all other S.D.C. D-Bees fall under the Tier 1 category. Most cybernetic systems and replacement limbs fall into this category.
Explosives/Missiles:
Blackpowder, dynamite, plastique, “modern”- (20th, 21st Century) C4, CENTEX, and equivalents.

Tier 2: All “modern” (20th & early 21st Century) military vehicles and weapons systems. Most Rifts body armor and energy hand weapons designed for antipersonnel/light assault, such as lasers and ion weapons, and human sized vibro blades. All Rifts one to two person vehicles, light exoskeletons, and most power armor units. Most minor Mega-Damage creatures and minor demons, low M.D.C. D-Bees, and creatures of magic.
Explosives/Missiles:
All mini-missiles, light antipersonnel landmines, light fusion blocks, and grenades.

Tier 3: All Rifts robotics, heavy power armor units, tanks, APC’s, combat ‘Borgs, fightercraft (air/space), most major demons, demon lords, supernatural creatures, dragons (hatchling and adult), godlings, and demigods. All heavy energy weapons, such as plasma ejectors, particle beams, and rail guns, as well as robot/giant sized vibro-weapons.
Explosives/Missiles:
All short and medium range missiles, medium yield landmines, medium fusion blocks, and light warheads made from Killarite..

Tier 4: The largest of combat vehicles such as mobile fortresses, naval vessels, starship sized vessels, and the weapons systems associated with them. This Tier encompasses the most powerful of supernatural beings, such as alien intelligences, gods, and ancient dragons.
Explosives/Missiles:
All long range and cruise missiles, heavy yield landmines, heavy fusion blocks, and medium to heavy warheads made from Killarite.

Damage Modification Table

Tier 1: No damage modification to other Tier 1 structure/creatures;
Divide damage by 2 for Tier 2 structures/creatures;
Divide damage by 4 for Tier 3 structures/creatures;
No damage inflicted to Tier 4 structures/creatures

Tier 2: No damage modification to other Tier 2 structure/creatures;
Multiply damage by 2 for Tier 1 structures/creatures;
Divide damage by 2 for Tier 3 structures/creatures;
Divide damage by 4 for Tier 4 structures/creatures

Tier 3: No damage modification to other Tier 3 structure/creatures;
Multiply damage by 4 for Tier 1 structures/creatures;
Multiply damage by 2 for Tier 2 structures/creatures;
Divide damage by 2 for Tier 4 structures/creatures

Tier 4: No damage modification to other Tier 4 structure/creatures;
Multiply damage by 10 for Tier 1 structures/creatures;
Multiply damage by 4 for Tier 2 structures/creatures;
Multiply damage by 2 for Tier 3 structures/creatures

Force fields created by advanced technology are the equivalent to Tier 4 structures.

Magic and Psionic Powers:

Magical spells or psionic powers that create a physical or energy barrier, or attacks that create a physical or energy component to inflict damage, are equivalent to Tier 4 structures or attacks.
Magical or psionic effects without a physical or energy component, will deal damage directly to a target’s H.P./S.D.C. The nature of the magic/psychic power conforms to the Tier level of the target.

Physical Strength as it applies to Tier Based Damage Modification:

I have retained the four levels of physical strengths, as it appears in the Rifts Game Masters Guide/RUE, as it fits into the Tier system of damage modification quite snugly. The only minor change has been the application of damage for the different strength levels. No longer are there multiple damage ratings based on a P.S. attribute number, within a strength level. All hand to hand damage now has a base damage that is modified by any damage bonuses, for their respective Tier level.

Human (and equivalent) P.S.: Equal to Tier 1 attacks damage: 1D6+P.S. bonus
Augmented P.S.: Equal to Tier 2 attack damage: 2D6+P.S. bonus
Robotic P.S.: Equal to Tier 3 attack damage: 3D6+P.S. bonus
Supernatural P.S.: Equal to Tier 4 attack damage: 4D6+P.S. bonus
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Re: Rifts, Robotech, and Splicers AS S.D.C. Settings.....

Unread post by panzerfaust »

Grand Paladin wrote:panzerfaust, these are some very good house rules for converting Palladium's Mega-Damage settings to S.D.C.

It's quite similar to my own conversion rules that I posted years ago now, but the topic was snipped. I'd like to get your take on what I came up with:

Modified S.D.C. / A.R. Rules for Rifts RPG
By Grand Paladin

For Armor Ratings on Rifts Equipment, use the rules presented in Rifts Conversion Book One (Rev).

The following is a custom rule modification for Rifts, using the standard Palladium S.D.C. damage system instead of the Mega Damage system. These rules were developed after reading multiple threads on the Palladium Message Boards. Many, many individuals are unhappy with the M.D.C. rules, and want a damage system where high technology, the supernatural, psychic powers, and formidable magic would be accurately represented and make sense. No longer are unarmored player characters susceptible to instant death in the face of the Mega Damage level weapons. However, as Rifts Earth is a place where ultra-science and supernatural powers abound, the unarmored player character is in extreme danger when facing energy weapons, rail guns, supernatural physical attacks, magic spells or psionic powers.

All existing statistics for Rifts remain the same- no changes. A “classic” Coalition SAMAS still has 250 Main Body points of armor, and a Wilks Laser pistol still inflicts 1D6 damage.

Tiers have been included to determine the differential amounts of damage an object can withstand, or inflict by various means. For example; a medieval sword (which would be a Tier 1 weapon) will be incapable of causing serious structural damage to a Coalition UAR-1 Enforcer robot vehicle (a Tier 3 object/vehicle). The sword- a 2D6 S.D.C. weapon would have damage inflicted reduced by 75% when used against the UAR-1 Enforcer. Damage range in this scenario would be 1/2 SDC- no damage, to 3 points S.D.C. maximum.

The Tiers:
Tier 1: All ancient weapons and armor. Most conventional (20th & early 21st Century) commercial grade weapons and armor. Most military grade weapons- tanks, aircraft and armor, will not fall into Tier 1. Human beings and all other S.D.C. D-Bees fall under the Tier 1 category. Most cybernetic systems and replacement limbs fall into this category.
Explosives/Missiles:
Blackpowder, dynamite, plastique, “modern”- (20th, 21st Century) C4, CENTEX, and equivalents.

Tier 2: All “modern” (20th & early 21st Century) military vehicles and weapons systems. Most Rifts body armor and energy hand weapons designed for antipersonnel/light assault, such as lasers and ion weapons, and human sized vibro blades. All Rifts one to two person vehicles, light exoskeletons, and most power armor units. Most minor Mega-Damage creatures and minor demons, low M.D.C. D-Bees, and creatures of magic.
Explosives/Missiles:
All mini-missiles, light antipersonnel landmines, light fusion blocks, and grenades.

Tier 3: All Rifts robotics, heavy power armor units, tanks, APC’s, combat ‘Borgs, fightercraft (air/space), most major demons, demon lords, supernatural creatures, dragons (hatchling and adult), godlings, and demigods. All heavy energy weapons, such as plasma ejectors, particle beams, and rail guns, as well as robot/giant sized vibro-weapons.
Explosives/Missiles:
All short and medium range missiles, medium yield landmines, medium fusion blocks, and light warheads made from Killarite..

Tier 4: The largest of combat vehicles such as mobile fortresses, naval vessels, starship sized vessels, and the weapons systems associated with them. This Tier encompasses the most powerful of supernatural beings, such as alien intelligences, gods, and ancient dragons.
Explosives/Missiles:
All long range and cruise missiles, heavy yield landmines, heavy fusion blocks, and medium to heavy warheads made from Killarite.

Damage Modification Table

Tier 1: No damage modification to other Tier 1 structure/creatures;
Divide damage by 2 for Tier 2 structures/creatures;
Divide damage by 4 for Tier 3 structures/creatures;
No damage inflicted to Tier 4 structures/creatures

Tier 2: No damage modification to other Tier 2 structure/creatures;
Multiply damage by 2 for Tier 1 structures/creatures;
Divide damage by 2 for Tier 3 structures/creatures;
Divide damage by 4 for Tier 4 structures/creatures

Tier 3: No damage modification to other Tier 3 structure/creatures;
Multiply damage by 4 for Tier 1 structures/creatures;
Multiply damage by 2 for Tier 2 structures/creatures;
Divide damage by 2 for Tier 4 structures/creatures

Tier 4: No damage modification to other Tier 4 structure/creatures;
Multiply damage by 10 for Tier 1 structures/creatures;
Multiply damage by 4 for Tier 2 structures/creatures;
Multiply damage by 2 for Tier 3 structures/creatures

Force fields created by advanced technology are the equivalent to Tier 4 structures.

Magic and Psionic Powers:

Magical spells or psionic powers that create a physical or energy barrier, or attacks that create a physical or energy component to inflict damage, are equivalent to Tier 4 structures or attacks.
Magical or psionic effects without a physical or energy component, will deal damage directly to a target’s H.P./S.D.C. The nature of the magic/psychic power conforms to the Tier level of the target.

Physical Strength as it applies to Tier Based Damage Modification:

I have retained the four levels of physical strengths, as it appears in the Rifts Game Masters Guide/RUE, as it fits into the Tier system of damage modification quite snugly. The only minor change has been the application of damage for the different strength levels. No longer are there multiple damage ratings based on a P.S. attribute number, within a strength level. All hand to hand damage now has a base damage that is modified by any damage bonuses, for their respective Tier level.

Human (and equivalent) P.S.: Equal to Tier 1 attacks damage: 1D6+P.S. bonus
Augmented P.S.: Equal to Tier 2 attack damage: 2D6+P.S. bonus
Robotic P.S.: Equal to Tier 3 attack damage: 3D6+P.S. bonus
Supernatural P.S.: Equal to Tier 4 attack damage: 4D6+P.S. bonus
Very interesting rules, and they'd likely work very well, but are a bit complex. The main diference between yours and mine are that I took mine mostly from existing palladium sources and worked and play tested till I came up with a good multiplers for the Various M.D.C Weapons/Armors/Vehicles/Robot's and Items I usually try to find ways to do something using the existing system and rules first, then make up new rules. Overall, I think you have some interesting rules.
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Re: Rifts, Robotech, and Splicers AS S.D.C. Settings.....

Unread post by drewkitty ~..~ »

the problem with converting MDC armorand MD weapons to SDC & SD are that the MDC armor is suppos to be REALLY REALLY GOOD ARMOR, and the MD weapons are on the same scale as the armor.

So do you make a VT with 200 MDC to a (N)AR15, SDC:20,000 or a mesley 200 sdc. That is why I don't mess with matirial convertions it $%^&*$ up the game setting.

Now if the MD weapons are taken to say PF, I would have them just stop working, dead. If they are taken to HU then they have about 15 sec to drop the weapon and run before the e-clips discharges BZZZZZTTTTT!

Magic and PSI convertions are easy compairibly. the M changes to an S. Or use the below, my, convertion table.

convertion from MD to SD
1d4md-------------------------->2d6sd 

1d6md-------------------------->3d4sd 

2d6md-------------------------->3d6sd/

3d6md-------------------------->4d6sd 

4d6md-------------------------->5d6sd 

5d6md------------------------->6d6sd

6d6md------------------------->1d4x10sd 

1d4x10md-------------------->1d6x10sd

1d6x10md-------------------->2d4x10sd 

2d4x10md-------------------->2d6x10sd

2d6x10md-------------------->3d6x10sd
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