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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 This book details creating magical weapons such as rods, staves, and wands, as well as imbuing power within muzzleloaders.

Cartridge and shell based , 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 and , 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 cost 2 WP.

Matchlocks A is a musket that uses a lighted slow 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 , which is a piece of cord that has been treated to burn at a slow, consistent rate, and keep an , but not flame up. The is cocked back, and when the is pulled, the hammer flies forward and the match touches the , 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 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 : 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 has rifling, or grooves cut into the inside of the barrel that the 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 can accept a bayonet. When using a matchlock carbine musket 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 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 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 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. It also functions like a shotgun in range, in that the range increment penalty affects both the damage and attack roll. This Blunderbuss is a pistol variant, made for use as a sidearm for close range combat.

Flintlock 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.

Flintlock Carbine Musket Rifle: This is a shortened version of the full sized musket, useful for close quarters battle. It has a rifled barrel, instead of a smoothbore barrel. 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.

Flintlock 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.

Flintlock Musket Rifle: This is the full size matchlock musket, useful for longer range engagements, complete with an upgraded, rifled barrel. 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.

Blunderbuss: A blunderbuss 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 12 objects before being too full to function. It also functions like a shotgun in range, in that the range increment penalty affects both the damage and attack roll. Table: Flintlocks Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Flintlock Pistol .75 Ball Int:1 Frame 20 ft. SA M 48 oz. 20 20% None Empty Musket Firearm with loading equipment Flintlock Rifled .58 Minnie Int:1 Frame 30 ft. SA M 48 oz 24 20% None Empty Pistol Musket Ball Firearm with loading equipment Blunderbuss Pistol See Text Int:1 Frame 10 ft. SA M 52 oz. 18 20% None Empty firearm with loading equipment Flintlock Carbine .75 Ball Int:1 Frame 40 ft. SA L 128 oz. 25 20% None Empty Musket Firearm with a bayonet lug, loading equipment, and a permanent fixed stock Flintlock Carbine .58 Minnie Int:1 Frame 55 ft. SA L 128 oz. 27 20% None Empty Musket Rifle Ball Firearm with a bayonet lug, loading equipment, and a permanent fixed stock Flintlock Musket .75 Ball Int:1 Frame 55 ft. SA L 160 oz. 32 20% None Empty Firearm with a bayonet lug, loading equipment, and a permanent fixed stock Flintlock Musket .58 Minnie Int:1 Frame 75 ft. SA L 160 oz. 40 20% None Empty Rifle Ball Firearm with a bayonet lug, loading equipment and a permanent fixed stock Blunderbuss See Text Int:1 Frame 20 ft. SA L 172 oz. 25 20% None Empty Firearm with a permanent fixed stock and loading Equipment 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. All Firearms are unloaded and empty when purchased Aetherweapons Aetherweapons are split into three categories, based on size; Aetherrods, Aetherstaves, and Aetherwands, which are magical objects, that have been formatted by an enchantment spell to receive spells, and recast them, as if they were cast from a mage. When a aetherweapon has completely expended all of it's spell uses, it returns to normal, and has to be reformatted again and then re-enchanted. Aetherweapons are considered simple weapons.

Unlike written spells, they can be cast by anyone, usually by either pressing a sigil, or by speaking a command word, which is usually printed on the object.

The Combat Point cost to use a aetherweapon is dependent on what kind of aetherweapon it is.

Aetherwands A wand can be created from any rod-like object that is between .7-1 foot. A Aetherwand can hold one spell, and has a maximum of 10 uses, before it has to be reformatted and re-enchanted. Aetherwands can not be created from styli, if it is an active stylus for a mage. The wand listed in the chart is a pre-formatted foot long wand made of oak. Using a Aetherwand cost 6 Combat Points.

Aetherrods A rod can be created from any rod-like object that is between 1.1-3 feet. A Aetherrod can hold two spells, and can accept an enchantment spell that gives up to 15 uses, before it has to be reformatted and re-enchanted. Use of either spell uses one of the uses that the rod has. The rod listed in the chart is a pre-formatted three foot long rod made of oak. Using a Aetherrod cost 7 Combat Points.

Aetherstaves A staff can be created from any rod-like object that is between 3.1-6 feet. An Aetherstaff can hold three spells, and can accept an enchantment spell that gives up to 30 uses, before it has to be reformatted and re-enchanted. Use of any spell uses one of the uses that the staff has. The staff listed in the chart is a pre-formatted six foot long staff made of oak. Using a Aetherwand cost 8 Combat Points.

Table: Aether Weapon Cost Item Cost Aetherwand 2 Aetherrod 5 Aetherstaff 12

Transmutation Recipes

Simple Weapons Aetherwand: Small Ingot Aetherrod: Medium Ingot, or Two Small Ingots Aetherstaff: Large Ingot, Two Medium Ingots, or Four Small Ingots Black Powder Weapons

Matchlock Pistol Musket: Small wood or polymer ingot for the handle, tiny wood ingot for the match, and a medium metal ingot for the barrel and body. Matchlock Carbine Musket: Two large wood or polymer ingots for the handle, tiny wood ingot for the match, and two large metal ingot for the barrel and body Matchlock Musket: Two large wood or polymer ingots for the handle, tiny wood ingot for the match, and three large metal ingots for the barrel and body Flintlock Pistol Musket: Small wood or polymer ingot for the handle, one diminutive metal or stone ingot for the flint/sparker, and a medium metal ingot for the barrel and body Flintlock Rifled Pistol Musket: Small wood or polymer ingot for the handle, one diminutive metal or stone ingot for the flint/sparker, and a large metal ingot for the barrel and body Blunderbuss Pistol: Small wood or polymer ingot for the handle, one diminutive metal or stone ingot for the flint/sparker, and a large metal ingot for the barrel and body Flintlock Carbine Musket: Two large wood or polymer ingots for the handle, one diminutive metal or stone ingot for the flint/sparker, and two large metal ingot for the barrel and body Flintlock Carbine Musket Rifle: Two large wood or polymer ingots for the handle, one diminutive metal or stone ingot for the flint/sparker, and three large metal ingot for the barrel and body Flintlock Musket: Two large wood or polymer ingots for the handle, one diminutive metal or stone ingot for the flint/sparker, and three large metal ingots for the barrel and body Flintlock Musket Rifle: Two large wood or polymer ingots for the handle, one diminutive metal or stone ingot for the flint/sparker, and four large metal ingots for the barrel and body Blunderbuss: Two large wood or polymer ingots for the handle, one diminutive metal or stone ingot for the flint/sparker, and four large metal ingots for the barrel and body Mechanical Crafting Chart

Table: Mechanical Crafting Black Powder Weapons Weapon Craft DC Damage Type Raw Material Time Wealth Point Cost Matchlock Pistol 9 Ballistic 8 2 days Musket Matchlock Carbine 14 Ballistic 10 2 days Musket Matchlock Musket 17 Ballistic 10 2 days Flintlock Pistol 10 Ballistic 10 2 days Musket Flintlock Rifled 12 Ballistic 10 2 days Pistol Musket Blunderbuss Pistol 9 Ballistic 10 1 day Flintlock Carbine 12 Ballistic 10 2 days Musket Flintlock Carbine 13 Ballistic 12 2 days Musket Rifle Flintlock Musket 13 Ballistic 12 2 days Flintlock Musket 19 Ballistic 15 2 days Rifle Blunderbuss 11 Ballistic 12 1 day NEW COMBAT ACTIONS

Listed below are new actions for combat

Table: Actions in Combat Attack Actions Attack of Opportunity1 Use a Aetherweapon Yes

Move Actions Attack of Opportunity1 Reload Yes

1 Regardless of the , if a character moves out of a threatened square, the character usually provokes an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity.

Table: Combat Point Cost per action Action Combat Point Cost Ranged attack Actions Single Shot Firearm Attacks Diminutive to Small Firearm 7 Medium to Huge Firearms 8 Gargantuan and Larger Firearms 9 No-miss Shot 12 Potshot 5 Use an Aetherweapon Aetherwand 6 Aetherrod 7 Aetherstaff 8 Move Actions Reload a Black Powder Weapon 12 Per Chamber

Attack Actions Most common attack actions are described below. More specialized attack actions are mentioned in Table: Combat Actions, and covered in Special Attacks.

Firearms The most basic form of attack with a firearm is a single shot. One attack is one pull of the trigger and fires one bullet at one target. The cost for single firing a firearm based on the size of the firearm.

Diminutive to Small Firearms: 7 Combat Points

Medium to Huge Firearms: 8 Combat Points

Gargantuan and larger Firearms: 9 Combat Points No-Miss Shot A No-Miss shot is a shot is an attack where the character places the barrel of the firearm against the target, so that the muzzle is directly in front of the item to be shot, and then the trigger pulled. When performing a no- miss shot against a target, the defending character gets an attack of opportunity. If this attack of opportunity is successful, the no-miss shot is thwarted, and the character waste their combat points spent to attack. If the attack of opportunity is unsuccessful, the character can roll damage. A character must be adjacent to the target in order to perform a no-miss shot.

Potshot A potshot is the firing of a weapon in the general direction of the intended target without careful aim. If a ranged weapon has a semi-automatic or single rate of fire, it may be used to potshot. The character targets a specific creature and makes an attack roll with a -6 penalty. If the attack is successful, the character may roll the standard damage. Using this attack fires a single bullet or shell, and can only be done if the weapon has at least one bullet or shell in it.

Potshotting cost 5 Combat Points

Using a Aetherweapon A character can choose to aim an aetherweapon and use it, by either pressing the sigil or speaking the power word while holding it. The combat point cost for a aetherweapon depends on what kind of aetherweapon it is.

Using a Aetherwand: 6 Combat Points

Using a Aetherrod: 7 Combat Points

Using a Aetherstaff: 8 Combat Points

Move Actions Move Actions are actions that involve moving of some type.

Reload a weapon. The cost to reload a weapon is dependent on how it is reloaded. Reloading includes charging the weapon so that it's ready for use.

Reload a black powder weapon: 12 Combat Points per barrel or chamber Credits

All information was found using google from various firearms websites, my own knowledge, and wikipedia. Most writeup text from the firearms was acquired from wikipedia, and their vast number of sources. The Ops and Tactics copyright belongs to Sweet Soul Bro !!H5XdMKmBv5G. All listed firearms are owned by their respective companies, trademarks, copyrights and I do not take to claim any ownership of any. Please don't sue me, I have no monies.

Designed for use with the Ops and Tactics Core Rulebook 4th Edition.