OPS and TACTICS: Supply Drop Vol. 12 How to Use This Book This Book Is a Supplement to the Ops and Tactics RPG System
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OPS AND TACTICS: Supply Drop Vol. 12 How to use this book This book is a supplement to the Ops and Tactics RPG system. This book is used to add new, interesting rules on top of the core rule book, in order to give weapons more flavor and more options to players. Supply Drop: Magical Weapons and Muzzleloaders This book details creating magical weapons such as rods, staves, and wands, as well as imbuing power within muzzleloaders. Cartridge and shell based firearms, because of their complexity, are unable to be enchanted, but the magical community, through various trial and error, found that simple muzzleloading firearms, such as matchlocks and flintlocks, were simple enough for magic to take hold and be used without issues. New Spells New Enchantment Spells For the purpose of the Enchantment Spell, Flintlocks, Muzzleloaders, Aetherstaves, Aetherrods, and Aetherwands are considered melee weapons. Base Cost: 2 SP – Formats a single qualifying item into a blank Aetherwand. Base Enhancements Aetherrod Format: 2 SP – Enhances the spell to also allow for the formatting of a single qualifying item into a blank Aetherrod. Aetherstaff Format: 2 SP – Enhances the spell to also allow for the formatting of a single qualifying item into a blank Aetherstaff. This enhancement requires the Aetherrod format enhancement in order to be taken. Base Cost: 2 SP – Grants any Enchantment on a Fine, Diminutive, or Tiny item with 1 use. The potency of the spell depends on the potency of the spell's enhancements. All Melee Weapons and Ammunition that are enchanted activated on striking a solid object, with a command word, or by pressing a sigil on the object. Base Enhancements Increase Spell uses: 1 SP per 1 uses. Increase Enchantment Size: 2 SP + 1 SP per previous increase – This increases the size of an object you can enchant. (From Tiny to Small, to Medium, to Large, To Huge, To Gargantuan, to Colossal) Permanency: 29 SP – This time constraint replaces the time limit on an item, and instead makes any enchantment that is cast using this time constraint, permanent. When Enchanting spells with permanency enhancement, the base cost of every school used is increased by 6 SP. New Equipment Lead Ball Ammunition Lead Ball Ammunition is the ammunition used in black powder firearms. They come in 200 round packs. Table: Ball Ammunition Caliber WP Cost per 200 balls .58 Minnie ball 2 .75 Ball 3 Gunpowder 16 oz. of gunpowder cost 2 WP. Matchlocks A matchlock musket is a musket that uses a lighted slow match to ignite the charge. The matchlock is first loaded by pouring gunpowder down the barrel, and ramming it down, followed by a projectile, which is most often a lead ball. The matchlock is then loaded with a piece of slow match, which is a piece of cord that has been treated to burn at a slow, consistent rate, and keep an ember, but not flame up. The hammer is cocked back, and when the trigger is pulled, the hammer flies forward and the match touches the touch hole, igniting the gunpowder and propelling the projectile. Because of their design, matchlocks can accept Enchantments directly onto the weapon, as well as the ammunition, and matchlocks can fit into standard firearms holsters, so as long as they would fit normally. Matchlocks are considered black powder firearms. Because the powder has to be loaded manually, a black powder firearm can be loaded in one of three configurations. It can be loaded lightly, which grants -1 damage die but reduces the error range by 10%, normally, which grants no bonus or penalties, or heavily, which grants +1 damage die, but increases the weapon's Error range by 20%. If a black powder weapon is loaded heavily, and fails it's Error Range check, it explodes, and causes 1d8 slashing damage to it's user, as well as destroys the firearm. Because of how black powder weapons work, the error range is checked before, not after, a weapon is fired, to see if the gun went off at all. One lb. Of powder provides 60 light loads, 30 normal loads, or 15 heavy loads. The Black Powder Firearms Proficiency Feat is required to load black powder firearms, and use them without a -4 attack penalty, however, any character with the Personal Firearms Proficiency can use a Black Powder weapon without penalty, but cannot reload them. Table: Damage Per Caliber for Matchlocks Damage Caliber 3d8 .75 Ball Muskets Vs Rifles: A musket is a smoothebore black powder firearm, very similar to a modern day shotgun. These are inaccurate at longer distances, but cheaper to make, and easier to produce. A Rifle has rifling, or grooves cut into the inside of the barrel that the bullet engages and causes the bullet to spin as it travels down the barrel. This increase accuracy, but cutting rifling into the barrel increases the cost. Also, due to the way rifling is designed, a smaller caliber has to be used in order to gain the most out of the rifling. Matchlock Pistol Musket: The Pistol Musket is usually used as a sidearm, sporting a 6 to 8 inch barrel. They are mostly suited to close quarters fighting and as last effort weapons. Matchlock Carbine Musket: This is a shortened version of the full sized musket, useful for close quarters battle. It does not have the range as a full sized musket, but it does not suffer as harsh of penalties when fighting adjacent. These muskets can accept a bayonet. When using a matchlock carbine musket stock against an adjacent opponent, the character takes a -2 penalty on all ranged attacks. Matchlock Musket: This is the full size matchlock musket, useful for longer range engagements. These muskets can accept a bayonet. When using a matchlock musket stock against an adjacent opponent, the character takes a -4 penalty on all ranged attacks. Table: Matchlocks Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Matchlock Pistol .75 Ball Int:1 Frame 20 ft. SA M 48 oz. 10 30% None Empty Musket Firearm with loading equipment Matchlock Carbine .75 Ball Int:1 Frame 40 ft. SA L 128 oz. 12 30% None Empty Musket Firearm with a bayonet lug and a permanent fixed stock Matchlock Musket .75 Ball Int:1 Frame 55 ft. SA L 160 oz. 14 30% None Empty Firearm with a bayonet lug and a permanent fixed stock 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. All Firearms are unloaded and empty when purchased Flintlocks Flintlocks are very similar to matchlocks, but instead of lit slow match that is put to the touch hole, flintlocks instead have a piece of flint that, when the trigger is pulled, flies forward and scrapes against the frizzen, causing sparks to shower in the pan below, which is filled with gunpowder. The pan then ignites the charge, and the firearm fires. The entire loading process is nearly the same, except for a little gun powder is added to the pan so that it can ignite the charge. Because of how the charge is ignited, they are significantly more reliable than matchlocks, and can be used in wet or damp environments. Flintlocks come in both rifled and musket varieties, as well as a host of other odd types of configurations. Because of their design, flintlocks can accept Enchantments directly onto the weapon, as well as the ammunition, and flintlocks can fit into standard firearms holsters, so as long as they would fit normally. Flintlocks are considered black powder firearms. Because the powder has to be loaded manually, a black powder firearm can be loaded in one of three configurations. It can be loaded lightly, which grants -1 damage die but reduces the error range by 10%, normally, which grants no bonus or penalties, or heavily, which grants +1 damage die, but increases the weapon's Error range by 20%. If a black powder weapon is loaded heavily, and fails it's Error Range check, it explodes, and causes 1d8 slashing damage to it's user, as well as destroys the firearm. Because of how black powder weapons work, the error range is checked before, not after, a weapon is fired, to see if the gun went off at all. One lb. Of powder provides 60 light loads, 30 normal loads, or 15 heavy loads. The Black Powder Firearms Proficiency Feat is required to load black powder firearms, and use them without a -4 attack penalty, however, any character with the Personal Firearms Proficiency can use a Black Powder weapon without penalty, but cannot reload them. Table: Damage Per Caliber for Flintlocks Damage Caliber 2d10 .58 Minnie Ball 3d8 .75 Ball Flintlock Pistol Musket: The Pistol Musket is usually used as a sidearm, sporting a 6 to 8 inch barrel. They are mostly suited to close quarters fighting and as last effort weapons. Flintlock Rifled Pistol Musket: This is an upgrade of the pistol musket, adding rifling to the barrel to increase it's accuracy and effective range. Blunderbuss Pistol: A blunderbuss pistol is a muzzleloading firearm with a short, wide barrel that is flared at the end. It fires shot, and functions very similarly to a modern shotgun. Because a blunderbuss pistol has no actual caliber, It can be filled with any fine sized object with sufficient hardness, such as pebbles, lead shot, marbles made of clay, glass or steel, or coins. For each object put into the blunderbuss pistol, it gives a ballistic damage of 1d4, and the blunderbuss can hold up to 6 objects before being too full to function.