Dice Conversions
1D4 = 1D6-2 2D4 = 1D6 3D4 = 2D6
4D4 = 2D6+2
1D6 = All D6 convert directly over
1D8 = 1D6+1 2D8 = 2D6+2 3D8 = 4D6
4D8 = 5D6+1
1D10 = 2D6-2 2D10 = 3D6+2 3D10 = 5D6
4D10 = 7D6
1D12 = 2D6 2D12 = 4D6 3D12 = 6D6
1D20 = 3D6+2 2D20 = 6D6+2 3D20 = 10D6
Any die combination with a multiplier of "x10" = +1 scale
Any die combination with a multiplier of "x100" = +2 scales
SCALES
Anything that does damage that is listed as SDC begins with the scale of Light. Anything that does damage that is MDC begins with the scale of Standard.
(example: A weapon that does 3D6 SDC damage in Rifts would do a total of 3D6 Light damage in D6 Rifts. A weapon that does 3D4x10 MDC in Rifts would do a total of 2D6 Heavy damage in D6 Rifts. That's 2D6 Standard damage, plus one scale for having a multiplier of x10, therefore putting it up to Heavy damage.)
When lesser items affect greater items, then we use a "die cap" which limits the number rolled on the dice. This is used so that not all weapons have the same effectiveness against varying types of armor. A Light scale weapon should not be able to damage a Standard scale armor the same way it would damage a Light scale armor. This is reflected in the die caps.
A die cap works the following way: Compare the type of weapon being used to the type of armor, or item, the weapon is attempting to damage. If it is of the same scale, there is no modifier. If it is a different scale, then cross reference the type of weapon to the type of item being hit. This will show the caps on each die for both sides. (Example: A Light scale weapon (3D damage) is firing at a Heavy scale armor plating (2D strength) on a bad guy. Look at the left hand column for the Light scale. Then move across the row until you reach the Heavy scale. The numbers there are 2/6. This means that when the Light scale weapon fires, the highest number that can be counted on any of the 3D is a 2. In the case of the wild die, if a 6 is rolled on the first roll, then count it as a 2, and reroll it again, counting any other subsequent 6's as 2's. Therefore, with a basic roll of 3,4,2 the total would be 6 damage (3 is capped at 2, 4 is capped at 2, and the 2 is unchanged.) The Heavy scale armor player now rolls his 2D for resisting the damage. He rolls a 3 and a 5. Since his number on the die cap is a 6, that means that his dice count normally. This means his total is an 8. The shot is less than the armor, so the shot bounces off harmlessly.)
Light Standard Heavy Mega
Light = 4/6 2/6 1/6
Standard 6/4 = 4/6 2/6
Heavy 6/2 6/4 = 4/6
Mega 6/1 6/2 6/4 =
ARMOR
Armor conversion works a bit differently. Depending on the strength and type of armor depends on how many dice it gets to resist damage with. Here is a breakdown of the armor to scale, followed by a detailed breakdown of armor values to Dice.
Armor Value Scale
1-100 Light
101-1000 Standard
1001-10,000 Heavy
10,001-100,000 Mega
Note that all armor value listed here are considered to be MDC strength. If the armor is actually SDC strength, then divide the armor value for each area by 10, and use that for a basic in the following calculations.
Light Scale (1-100)
1-10 = 1D6-2 11-20 = 1D6-1 21-30 = 1D6
31-40 = 1D6+1 41-50 = 1D6+2 51-60 = 2D6
61-70 = 2D6+1 71-80 = 2D6+2 81-90 = 3D6
91-100 = 3D6+1
Standard Scale (101-1000)
101-150 = 1D6-2 151-200 = 1D6-1 201-250 = 1D6
251-300 = 1D6+1 301-350 = 1D6+2 351-400 = 2D6
401-450 = 2D6+1 451-500 = 2D6+2 501-550 = 3D6
551-600 = 3D6+1 601-650 = 3D6+2 651-700 = 4D6
701-750 = 4D6+1 751-800 = 4D6+2 801-850 = 5D6
851-900 = 5D6+1 901-950 = 5D6+2 951-1000 = 6D6
Heavy Scale (1001-10,000)
1k-1.5k = 1D6-2 1.5k-2k = 1D6-1 2k-2.5k = 1D6
2.5k-3k = 1D6+1 3k-3.5k = 1D6+2 3.5k-4k = 2D6
4k-4.5k = 2D6+1 4.5k-5k = 2D6+2 5k-5.5k = 3D6
5.5k-6k = 3D6+1 6k-6.5k = 3D6+2 6.5k-7k = 4D6
7k-7.5k = 4D6+1 7.5k-8k = 4D6+2 8k-8.5k = 5D6
8.5k-9k = 5D6+1 9k-9.5k = 5D6+2 9.5k-10k = 6D6
Mega Scale (10,001-100,000)
10k-20k = 1D6 20k-30k = 1D6+1 30k-40k = 1D6+2
40k-50k = 2D6 50k-60k = 2D6+1 60k-70k = 2D6+2
70k-80k = 3D6 80k-90k = 3D6+1 90k-100k = 3D6+2