# CONVERSION SHEET · SMG, KILLPAGES-C's five (`58k_w_smg_c.js`)
P0.10, written 24 Oct against the new brief. This sheet changes no code. The SMG page is the approved standard, and these five convert first in P2.1 (SMG first).

**Fixed rule for every adaptation (brief §0):** an adapted version is as crafted, as long and as gory at EXTREME as the original. A different material or map gets its own crafted variant, never a cheaper fallback.

- Range bands, gore columns, Deep, Kitchen and Mirror are as in `conv/laser.md`.
- **The real move:** the SMG's full-auto stream (bursts and long holds; a 30-round mag; the flip-and-slam reload).
- **Not on this sheet:** the SMG page's mid-round small kills, multi-victim trim and underwater kills belong to the SMG page as a whole (the coordinator assigns them). None of my five is multi-victim.
- **Destruction (brief §5), needs a ruling:** HOUSE brings a balcony (a PLATFORM) down. Platforms only take cosmetic damage in play; a round-ending film never affects play, and the between-round rewind already restores everything. Proposal under HOUSE.

## Summary
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| house | M | saloon balcony over a cast table | PLATFORM 2.5-4.5 m over V, with supports (posts) or a span | mid | none | no | 1 | skip |
| vacancy | L | rooftop edge (cast sign) | DROP within 2 m of V (the sign swings out over it) + a landing below | close-mid | fall | no | 1 | skip |
| greenhouse | E | backyard lawn (cast greenhouse) | FLOOR run ≥ 9 m | mid | none | no | 1 | skip |
| brick | R | castle courtyard (V's cast wall) | FLOOR | mid | none | no | 1 | adapts |
| shelf | C | saloon (cast back bar) | FLOOR | mid | none | no | 1 | adapts |

**Works anywhere** (FLOOR only): brick, shelf, greenhouse (on floors of 9 m; narrower floors take four bays instead of six, timed to the same beats).

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## smg.house · BRING THE HOUSE DOWN · MYTHIC
- **Built on** the saloon balcony (x 651-949, 2.9 m above the boards), the map's art erased and rebuilt as a real deck; the victim behind his cast steel-faced table under it.
- **Needs:** a PLATFORM 2.5-4.5 m above the victim, at least 3 m long, held up by posts or spanning between walls; a FLOOR under it; Faris at mid range with a clear line to the supports.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Destruction ruling (proposal):** films may make a scripted collapse of a PLATFORM on a round-ending kill (the deck halves fall as cosmetic rigid pieces with no collision for play), restored by the between-round rewind like every other break; the kill's gold re-mend at the exit stays as the page look. If the ruling is no, the kill runs only on PLATFORMs tagged breakable and is owed elsewhere.
- **Adapts (one crafted collapse per structure):**
  - timber balcony on posts (saloon, Pirate Ship quarterdeck, Temple wood galleries): as built, the posts sawn, the V-fold.
  - steel catwalk on struts (Military Base hangar, Sunken Lab, Tower Block scaffolds): the struts are cut through in sparks, the bolts shear one by one with pings, and the catwalk folds at its middle joint; the railing spears the shoulder the same way.
  - concrete floor slab (Atrium floors, Tower Block floors): the stream chews the slab's edge to rebar, the slab cracks across and drops one side first like a trapdoor; the rebar is the spear.
  - Kitchen: the shelf over the counter (BIG_PROP); the brackets are sawn and the shelf drops with the jars on it.
  - Clock Tower: a floor of the gear room; the falling deck catches a turning gear on the way down (the map keeps moving).
  - No PLATFORM over him: skipped, owed.
  - Deep: skipped (the fold and the dust-out need air).
- **Gore ladder:**
  - a railing post spears the shoulder:
    - VH / H: as built at 80% / 60%.
    - M: the post pins his shoulder through the coat to the floor, a dark wound, no exit gore.
    - L: the post pins his coat to the floor beside him.
    - VL: the post pins his sleeve with a puff of splinters.
  - the legs flattened under the V-folded deck:
    - VH / H: as built.
    - M: the deck traps his legs; a thin dark seep.
    - L / VL: the deck traps his legs in a cloud of dust.
  - shot through the planks: the planks jump, blood seeps out, the hand claws up through the gap and goes limp:
    - VH / H: as built at 80% / 60%.
    - M: the planks jump, a dark seep, the hand claws and goes limp.
    - L: the planks jump with dark puffs of dust, the hand claws and goes limp.
    - VL: the planks jump with sparks and dust, the hand claws, goes limp and puffs out.
  - the pile blown off: shins off, head burst (the reveal):
    - VH: as built.
    - H: the shins go; the head becomes a dark wound.
    - M: the planks blow off him; he lies broken, a dark wound at the head, the legs at wrong angles but on.
    - L: the planks blow off; he lies out cold with stars.
    - VL: the planks blow off on an empty dent in the floor; a puff of dust.
  - a pistol off the balcony clatters down at Faris's feet:
    - all levels: same (the last beat).

## smg.vacancy · NO VACANCY · LEGENDARY
- **Built on** the rooftop edge in the rain; the motel sign is Faris's cast ('trace': he writes it in the air), landing on its own pole arm at the edge.
- **Needs:** a DROP within 2 m of the victim (the sign swings out over it); a landing below or across (a lower roof, a ledge, a platform) for the cooked body; the victim sheltering at the edge.
- **range** close-mid · **hazard** fall · **air** no · **victims** 1.
- **Adapts:**
  - Any DROP edge: Monsoon Rooftops (as built), Tower Block's open floors (it swings out over the street, the body drops onto a lower balcony), the Desert Forts walls (over the sand), the Pirate Ship rail (over the storm sea; the body drops into the water, sizzling), the Clock Tower face (it swings past the moving hands), the Kitchen counter edge (a tiny motel sign over the drop to the floor, a gag of scale).
  - Rain makes the steam; on dry maps the cooked body smokes instead, and the sparks bounce on the stone.
  - Retro Desktop: the sign hangs off a window's title bar; the window drifts with it.
  - No landing below: the body drops away into the dark below and the NO VACANCY stays lit over the empty bracket.
  - No DROP: skipped, owed.
  - Deep: skipped (live neon underwater would light the whole sea; it reads wrong).
- **Gore ladder:**
  - welded onto the live tubes:
    - VH / H: as built.
    - M: stuck to the tubes, a dark burn where he touches them.
    - L: stuck to the sign by his clothes, the tubes buzzing.
    - VL: the same, with crackling sparks.
  - x-ray strobes at every turn of the swing:
    - VH / H / M: as built (bones are x-ray only at H; at M the strobe is a white outline only, no bones).
    - L / VL: a white flash outline at each turn.
  - charred black, smoke, blood hissing on the glass:
    - VH / H: as built at 80% / 60%.
    - M: charred, no blood on the glass.
    - L: sooty, smoking; out cold.
    - VL: sooty, smoking; stars.
  - an arm blown into the gap:
    - VH / H: as built.
    - M / L / VL: the stream shreds his sleeve and the cloth flies into the gap.
  - the cooked body drops onto the next roof; NO VACANCY lights up:
    - all levels: same (the final image). VL: the body puffs out as it lands; NO VACANCY lights over the empty roof.

## smg.greenhouse · GREENHOUSE · EPIC
- **Built on** the backyard lawn; the greenhouse (six bays, a gabled glass roof, pots) and the standing shard are Faris's cast ('slam': a gold crack runs along the lawn and raises them).
- **Needs:** a FLOOR run of 9 m (six bays); 2 m beyond the end wall for the shard.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR of 9 m. Narrower floors (6-9 m) take four bays timed to the same beats; under 6 m, skipped (owed), because the wave needs its run.
  - The plants and pots take the map's palette (cacti at the Desert Forts, herbs on the Kitchen counter, ferns at the Temple).
  - Under a low CEILING the gabled roof becomes a flat glass roof.
  - Moving maps: the greenhouse stands on the moving surface and rides it.
  - Deep: skipped (glass panes and soil underwater read wrong).
- **Gore ladder:**
  - rounds and glass together at the last bay:
    - VH / H: as built at 80% / 60%.
    - M: glass and a little dark blood.
    - L: glass and dark puffs.
    - VL: glass and sparks.
  - a forearm torn off going through the end wall:
    - VH / H: as built.
    - M / L / VL: his sleeve tears off on the glass and flutters down.
  - impaled on a standing shard, sliding down it:
    - VH / H: as built.
    - M: the shard pins him through the coat at the side; he slides down it with a dark streak on the glass.
    - L: he slumps against the shard and slides down it, out cold.
    - VL: he slides down the shard with stars and puffs out at the bottom.
  - petals settle on him:
    - all levels: same (the final image).

## smg.brick · BRICK BY BRICK · RARE
- **Built on** the castle courtyard; the wall is the victim's defensive cast ('thrust').
- **Needs:** a FLOOR with mid range between them.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR. The cast wall takes a material suited to the map, crafted per material: brick (castle, saloon, Forts), sandbags (Military Base: the bags burst into sand row by row), crates (Crate Canyon: planks splinter row by row), tiles / jars (Kitchen: a stacked wall of sugar cubes that crumble), steel plates (Sunken Lab: plates dent and fall).
  - A real BREAKABLE_LIGHT cover within 2 m of him (crates, sandbags) is used instead of the cast, the row-by-row chew the same.
  - Deep: the wall stands on the sea floor; each row lost drifts away in slow chunks and a silt cloud; the rubble settles slowly.
- **Gore ladder:**
  - top down: the head, both arms at the shoulders, the chest opened (ribs snapping in the x-ray):
    - VH: as built.
    - H: the head and arms go; the chest is a dark wound; the ribs snap only in the x-ray.
    - M: no limbs off: the stream knocks his head back, his arms flail, a dark chest wound; the x-ray shows a white outline only.
    - L: dark puffs at the head, the shoulders, the chest; he is knocked flat.
    - VL: sparks and brick dust at each; knocked flat.
  - he pitches onto the rubble:
    - all levels: same. VL: puff fade on the rubble.
  - a kicked brick thunks off the corpse:
    - all levels: same (the last beat). VL: the brick thunks onto the empty rubble.

## smg.shelf · SHELF LIFE · COMMON
- **Built on** the saloon; the back bar (counter, mirror, two shelves of bottles) is Faris's cast ('snap', landing on the counter's corner).
- **Needs:** a FLOOR with mid range for the sweep.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR. A real bar or shelf of bottles within 3 m (the Kitchen's spice rack or bottle shelf, a Military Base mess shelf, the ship's galley) is used instead of the cast; the sweep, the last bottle and the CLONK are the same.
  - The liquor colours stay; on the Kitchen counter the bottles are giant sauce bottles and he is tiny among them.
  - Deep: the back bar stands in the wreck's galley; the bottles burst in clouds of coloured liquor drifting with the blood; the last bottle sinks slowly onto his head and breaks with a muffled clonk.
- **Gore ladder:**
  - shredded in the liquor spray:
    - VH / H: as built at 80% / 60%.
    - M: dark wounds; the liquor spray carries a little dark red.
    - L: dark puffs inside the liquor spray.
    - VL: sparks inside the liquor spray.
  - face down on the counter, liquor and blood running off its edge:
    - VH / H: as built.
    - M: the liquor runs off the edge, darkened.
    - L / VL: only the coloured liquor runs off the edge.
  - the last bottle breaks on his head (CLONK):
    - all levels: same (the last beat). L: a cartoon lump. VL: stars, then the puff.
