Last one for now and a bit later, next week will be a bit later as well. This is a horrible mess of trying to prize three different systems together.
You can probally get by with:
MR/20 = HD, apply conversion
(Damage Dice+Adds/3.5)/3 = Spread across several attacks
If no MR
Personal Adds/3.5x5 = COM
CON/6 = Wounds, CON = Health, apply conversion
14 - Armor Hits = AC, 9 - AC = AR
No Armor Hits, use HD as AR
The worked process
Treat Level as HD when converting or CON as HP if not available and so using the same conversion rules when translating to Health. If no HD and so no Wounds, assign 1 Wound per 6 CON, rounding up.
OSE/OSRIC damage scale is roughly one-third that of Tunnels & Trolls. Bonuses or Penalties also are affected by a factor of 3. The same should be applied to the Attack Adds for their skills and weapons. Divide the ‘Adds’ by 3.5 to determine additional dice; only whole numbers count. Any remainders of this step should be divided by 6, and if 0.5 or greater round them up as a single +1 to be dealt with after division by three, which is ignored in Mothership conversion but here for completion.
What this means is that a target needs to have a +3 to hit bonus to get a +1 x 5% Mothership Combat bonus and a 6+2 Grand Shamsheer (No-Datchi) sword in T&T 5e will be a 2d6 sword, which becomes 2d10 in Mothership. Ignore STR and DEX requirements.
MONSTER RATING
Divide MR by 20 to determine the creature's HD, THACO and Instinct. Remainders are divided by 10 to get the HD bonus. If this reduces the new Health total to less than 10, round up to the nearest 5.
Then apply the OSE to Mothership Wound and Health Converter.
There was this cool OD&D to T&T sheet which listed out all the equivelent T&T stats and Armour, but I lost it somewhere, or never saved it.
So I'm using these instead
https://rolltodoubt.wordpress.com/2024/07/26/hit-dice-to-tunnels-trolls-conversion/
https://worldoftheburn.blogspot.com/2013/05/dungeons-and-dragons-from-tunnels-and.html
Special Attacks / Abilities. Divide maximum damage by 3 as normal, then apply the Mothership Conversion.
Subtract Armour Hits (before doubling) from 14 to determine the Descending AC. Values higher than 10 count as 10 AC. Or with Ascending AC, add the T&T value to 10. Apply Mothership Conversion.
For introducing AR for T&T monsters which lack it, I'd say the new HD = AR.
Going from a T&T source that mentions Trigger Numbers
(Gaze on three 6s, for example), means that there is a percentage chance that
each Round of combat, someone will be subject to the attack. Make it 4 - number
of dice as a percentage, so if the TN requires 3 6s to be rolled, the attack
goes off if a 10 or less is rolled for the monster’s Combat check.
If a Saving Roll is required for any attack, follow the
rules for DC conversion. SR inflicted by the monster requires a Save from the
player with [-] if the monsters original Wounds are higher than the players,
though environmental circumstances can change this.
Magic works the same as any other converted magic, it’s unlikely the players will get to use it.
Balrog Maximus Meany from the T&T 5E example section had a MR of 250 and does 26d+125 damage each combat round (if not magic)
This becomes MR/20 = HD 12.5
Therefore Wounds start at 12, HP is 12 x 4.5 = 54 (let's arbitrarily bump this to 55 for the 0.5 more), THACO 10 and Instinct is 85%
Combat = 21 -THACO + Any listed modifiers x5 +15, or Ascending Attack Bonus +2 + Any listed modifiers x 5 +15.
Instinct = HD x 10, becoming HD x 5 after 5 HD, as a percentage
COM is (21 - 10) x 5 +15 = 11 x 5 + 15 = 70%
Applying the rule - If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds. If this reduces the new Health total to 10 or less, add 5 to the Health. and round up to the nearest 5.
Wounds/HP become 12 - (2 x 4) and 55 - (10 x 4) = 4/15
For damage, 26d+125 is 26+(125/3.5) = (26+35)/3 = 20d6
d8, d10, 2d6 = 2d10
Doubling as you go
Once you get to 4d10, you have the option of changing it to 1 Wound if caused by massive damage.
So 2d10 x 10 or 4d10 x 5 or 5 Wounds. Tricky because T&T does all the damage as a single roll off.
I'd be tempted to say 5 attacks at 1 Wound each.
No mention of armour, which is a little annoying, but still
Maximus Meany
W2(30)
COM 70% Flaming Great Weapon 1W , Alternate Fire & Explosives and Gore & Massive
5 Attacks per round
INS 85%
AR 12
Can move faster than a human and can fly
Weapon loses fire effects when exposed to water.
Extraterrestrial Criminal from T&T Solo 9 - The City of Terrors, passage 95
ST 35, IQ 18, LK 20, CON 5, DEX 18, and CHR 15
Sonic sword cuts though any armour in 2 rounds
He has no armour, and his combat adds are 37. The sonic sword gets 3 dice plus 5 adds.
No level listed and no MR, so CON = HP = 5, at the rate of 1 Wound per 6 CON, rounding up, this foe has just 5 Health as listing a Wound of 1 is pointless.
The weapon is 3+5 or 3/3+5/3.5 = 1+1.4 = 2, that becomes 2d6 = 2d10 in Mothership
The low HD means the skill is too low, so 37/3.5 = 10 x 5 = 50% COM
Extraterrestrial Criminal
(5)
COM 50%, Sonic Sword 2d10
Sonic Sword cuts through any armour in 2 rounds
INS 50% to save time, as the foe never did anything but attack
Jub-Jub Bird (from 7.5E)
MR: 25 – 150 (roll 1D6 x 25) per head
Special Abilities: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ); all as cast by a 4th Level Specialist Wizard
WIZ 3–15 (10% MR rule) per head,
SPD 3D6+18
Armor Hits: 1-6 points (1 per 25 MR) per head
This is trickier, MR seems to be per head and it has spells at a level seperate to MR. The image has two-heads and so does it's listed insperation in the description.
I rolled a 1 and a 6, so MR 25 and 75 for each head with WIZ 2 and 7 and Armor 1 and 6 respectively
SPD is 28
Let's combine these: MR 100, WIZ 9 and Armor 7
100/20 = 5 HD and HP 17. Which becomes W3(7), which rounds to W3(10).
I think I'll take an executive decision to make that W2(15) for one per head.
COM 21-15 = 6 x 5 = 30%, 11+50 is 11+50/3.5 = 25/3 = 8d6, which is 4 x 2d10 or 2 x 1 Wound
INS 5 x 10 = 50%
Funnily enough, casting spells at the 4th Level is not high enough to get a seperate higher magic skill. But does already have the discount from the level accounted for. Accounting for the HD to wound conversion, if a target has les than 3 wounds, they save with [-].
SPD means they always act first, considering a normal human has 3d6 in T&T 7.5E
Armor Hits is 7, 14-7 = 7, 9-7 = 2
Jub-Jub Bird (medium threat)
W2(15)
COM 30% Beak 1W (Bleeding)
2 Attacks a round
AR 2
INS 50%
Can cast the following spells: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ) out of a pool of 9 WIZ
Faster than a person