# CONVERSION SHEET · SMG, D's lane (`58k_w_smg_d.js`, built by KILLPAGES-D, now owned by KILLPAGES-I) · 5 kills
P0.10, written 24 Oct. This sheet changes no code; P2.1 applies it once P0.4 (gore ladder), P0.6 (def fields), P0.7 (`s.el`) and P1.1 (map switcher) land. The SMG page's own mid-round / multi-victim / underwater plans belong to its page owner (KILLPAGES-A); this sheet covers only D's five films.

**Fixed rule (brief §0):** an adapted version is as crafted, as long and as gory at EXTREME as the original; a lower gore level gets its own crafted beat, never an alpha cut.

## Legend
- **Range** in the brief's fighter-height bands: pointBlank ≤ 0.8 FH · close 0.8-2.2 FH · mid 2.2-5.5 FH · far > 5.5 FH.
- **The real move:** the SMG (`WeaponDefs` smg): fast automatic fire, a short magazine and a quick reload; one-handed, so a second SMG pulled from behind the back (THE X) is a real akimbo look.
- **Gore columns:** XT is the build; H / M / L / VL per beat (VH = all anatomy at ~80% blood, stains fade, no screen splatter). Common to every kill, not repeated: MEDIUM pools fade fast; realm / atmosphere layers stay at full strength at LOW / VERY LOW; every VERY LOW body ends in a puff fade-out; dry sound layers per P0.12.
- **Hazard tags** from the fixed set (fall / liquid / spikes / fire / electric / blast / crush / creature).
- **Mirror:** the engine mirrors; MATADOR's OLÉ lettering and the gold plate never mirror.

## Summary
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| the-x | R | saloon | FLOOR | pointBlank | none | no | 1 | adapts |
| knee-slide | E | rain rooftops | FLOOR run ≥ 4 FH (wet: rain eased in) | close → pointBlank | none | yes (the flipped torso) | 1 | skip (no slide) |
| matador | E | backyard lawn | FLOOR run ≥ 6 FH | close (passes) | none | no | 1 | adapts |
| wall-run | L | castle tower | WALL \| PILLAR ≥ 2.5 FH tall + FLOOR run to it | close | none | yes | 1 | skip |
| name-on-the-stone | L realm | saloon floorboards | FLOOR | mid | none | no | 1 | adapts |

**Multi-victim:** none here. **Works anywhere:** the-x, matador, name-on-the-stone, knee-slide (wherever the floor is long enough).

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## smg.the-x · THE X · RARE
- **Built on** the saloon. **Needs:** FLOOR. **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:** any floor. The victim's knife comes from his back on every map. Deep: the lunge is slow, the X of blood is two crossed red clouds drifting apart; the headless body drifts down into a kneel and floats.
- **Gore ladder:**
  - the head pulped by the two crossed bursts, the X of blood behind: H dark, 60% · M no head wound: the crossed muzzles fire past both temples, the shock knocks him out cold, and the X is two scorch lines on the wall behind · L the same, stars · VL a puff as both fire.
  - the headless body kneels and folds: M / L the whole body kneels and folds out cold · VL puff.

## smg.knee-slide · KNEE SLIDE · EPIC
- **Built on** the rain rooftops (puddles throw the rooster tail).
- **Needs:** FLOOR run ≥ 4 FH toward the victim. The rain + puddles ease in on the trigger on any map; on dry floors without rain the slide throws a dust / sawdust / sand rooster tail instead, crafted per floor (planks: sawdust and splinters; sand: a sand fan; tile: a squeal and skid marks; canvas: a burn streak).
- **range** close → pointBlank · **hazard** none · **air** yes (the torso is flipped and shot in the air) · **victims** 1.
- **Adapts:** Deep: skip (no slide under water).
- **Gore ladder:**
  - both shins off at the knee, a boot left standing: H dark stumps · M **no limbs off:** the flat burst sweeps his legs out and he flips forward over Faris; the boot that stays standing is an empty boot knocked off his foot · L the same, stars · VL the same, puff.
  - the torso caught on his feet, flipped, shot apart in the air: H dark pieces, 60% · M he's flipped over Faris's head and the burst knocks him spinning out of the air, landing out cold, whole · L stars · VL he puffs at the top of the flip.
  - the pieces raining down: M / L / VL none; the single standing boot stays as the final image.

## smg.matador · MATADOR · EPIC
- **Built on** the backyard lawn as a bullring.
- **Needs:** FLOOR run ≥ 6 FH for the three passes. **range** close · **hazard** none · **air** no · **victims** 1.
- **Adapts:** the ring's dust takes the floor (grass tufts, sand at the Forts, sawdust boards in the saloon, tile chips in the Kitchen). The cape always comes from Faris's back (s.pullOut). Deep: three slow passes, the cape billowing under water, the bull's charge a slow lunge; the cape drapes over the floating body.
- **Gore ladder:**
  - pass 1, the arm off at the shoulder: H dark stump · M no limb: the burst rips his sleeve off and spins him; he staggers on · L stars.
  - pass 2, the ribs raked open: H dark gash · M a ragged torn shirt and a dark bruise stripe.
  - pass 3, both knees snapped backwards, the crawl: H x-ray · M he goes down on his knees and crawls, no snap.
  - the estocada, the spine shot out its whole length (x-ray): H x-ray only · M no x-ray: a long burst into the dust beside his spine and he flattens, out cold · L the same, stars · VL puff.
  - the cape draped, the bow, the casing on the cloth: all levels.

## smg.wall-run · WALL RUN · LEGENDARY
- **Built on** the castle tower face.
- **Needs:** a WALL / PILLAR at least 2.5 FH tall with a FLOOR run to it, and the victim near its foot. Kinds: castle towers, saloon walls, container sides, cage posts and chain-link (he runs the mesh), the Military hangar wall, Temple cliff faces and pillars, Tower Block walls, the Clock Tower face, Pirate masts / hull, Kitchen backsplash / tall props. No vertical ≥ 2.5 FH: skipped (owed).
- **range** close · **hazard** none · **air** yes (he lands on the shoulders from a flip) · **victims** 1.
- **Adapts by surface (one crafted run each):** stone / brick (as built, chips flying from each footfall); wood (boards bow and creak under each step); metal (boot rings, sparks off the treads); chain-link (fingers and toes in the mesh, a rattling sprint); glass (Atrium / Sunken Lab: the pane cracks in a trail of footprints); Kitchen (the tiled backsplash, grout chips). Deep: skip (no wall run under water).
- **Gore ladder:**
  - the gun hand off with the pistol: H dark stump · M no hand off: the rake shoots the pistol out of his hand.
  - the knee snapped: H x-ray · M he drops to the knee.
  - the crown shot open, the skull, the body telescoping down: H dark, no brain · M the burst into the stones round his feet and the drop of Faris's weight on his shoulders crumples him flat, out cold · L the same, stars · VL a puff under Faris as he lands.

## smg.name-on-the-stone · NAME ON THE STONE · LEGENDARY · death realm
- **Built on** the saloon floorboards (they rot into grave dirt).
- **Needs:** FLOOR (works anywhere). **range** mid · **hazard** none · **air** no · **victims** 1.
- **Adapts (the crossing rots whatever floor he stands on, one crafted rot per material):** boards (as built); stone (the flags crack and crumble into earth); metal (it rusts through in a flaking bloom and gives way); grass (the turf sinks and the soil opens); tile (Kitchen: the tiles drop out one by one into dark soil); canvas (The Cage: the mat sags and splits). The return's grave-shaped rectangle of dirt sits on the same material and fades. Deep: the seabed's silt opens into the grave; the graveyard is drowned (the stones rising out of silt, the crows replaced by silent eels, the blood moon a pale disc through the water), and the return leaves a grave-shaped pit in the silt that drifts flat.
- **Gore ladder:**
  - the clawing hand off at the forearm, the jaw shot away, both knees snapped: H dark wounds, x-ray knees · M no wounds: the bursts throw grave dirt over him and he sinks back into the grave each time, dazed · L the same, stars.
  - the dead hands dragging him into the coffin: all levels (horror stays); at M / L / VL the hands are grey and clean.
  - four fingers out of the lid shot off, blood from the seams: H dark · M the fingers withdraw under the lid as the nails go in; no blood · L the same · VL the lid closes on a puff.
  - the realm (blood moon, crows, his name on the stone, DIED TONIGHT): all levels the same.

## CONVERSION CODE TASKS (P2.1)
1. Def fields on all five: `needs`, `range`, `hazard`, `air`, `victims` as the table.
2. Elements through `s.el`: the saloon floor (the-x, name-on-the-stone), the rooftop run (knee-slide), the lawn ring (matador), the castle tower (wall-run, with the per-surface runs).
3. Kill-cam UI cards to the recap; story text stays (OLÉ!, the headstone's name and DIED TONIGHT, sfx words).
4. Gore ladder through `K58.gore` with each crafted lower-level path above.
5. Mirroring: OLÉ and the headstone text never mirror.
6. Sound: every cue kept; dry layers per P0.12.
