OPS and TACTICS: RULES and AMMO How to Use This Book This Book Is a Supplement to the Ops and Tactics RPG System, Used Mostly for Reference

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OPS and TACTICS: RULES and AMMO How to Use This Book This Book Is a Supplement to the Ops and Tactics RPG System, Used Mostly for Reference OPS AND TACTICS: RULES AND AMMO How to use this book This book is a supplement to the Ops and Tactics RPG system, used mostly for reference. Ops and Tactics: Rules and Ammo This book is a supplement for all of the variant rules that exist in Ops and Tactics. As more are released, it will be updated to stay current. In order to use some of the variant rules listed, players may have to reference Ops and Tactics Armory. Also included are all of the ammunitions available for firearms and their respective calibers. Variant Rule: Hex Grid Tactical affairs such as movement are best handled on a grid, but the grid need not be a bunch of squares. This variant replaces the squares with hexagons. (Hex grid paper and mats are available at many hobby stores.) The primary advantage of this variant is that it eliminates the “every other square counts double” rule for diagonal movement, because it eliminates diagonal movement. Characters simply move from hex to adjacent hex, changing direction as they like. To determine the distance between two hexagons, just count hexes by the shorter path (in most cases, there will be a number of equally short paths). Using a hex-based grid changes relatively little about the game, but poses a mapping dilemma for the GM. Most buildings and dungeons are based on 90-degree and 45-degree corners, so superimposing a hex-based grid on a structure leaves the GM with many partial hexagons, not all of which are big enough for a Medium creature. Use this variant only if you’re comfortable adjudicating these partial spaces on the fly. Depending on their size, creatures take up one or more hexagons on the grid, as shown in the accompanying diagram. Areas change to accommodate the hex grid; refer to the diagrams below. Variant Rule: Bell Curve Rolls Here’s perhaps the most fundamental variant to the d20 rules: Don’t use a d20! Instead, roll 3d6 whenever you would roll a d20, applying bonuses and penalties normally. The possible results when rolling 3d6 (or any other multiple dice) form a bell curve-that is, a range of odds that favors average results much more than extreme results. This system requires several changes to how rolls are made. Automatic Successes and Failures Automatic successes (for attack rolls and saves) happen on a natural 18, and automatic failures on a natural 3. Neither occurs as often as in standard d20 (less than 1/2% of the time as opposed to 5% of the time). Taking 20 and taking 10 You can’t take 20 using the bell curve variant. Instead, you have two new options: You can take 16, which makes the task take ten times as long, or you can take 18, which makes the task take one hundred times as long. As with the rules for taking 20, you can only take 16 and 18 when you have plenty of time, when you aren’t distracted, and when the task carries no consequences for failure. The rules for taking 10 remain unchanged. Because it’s no longer possible to roll a natural 19 or 20, the threat ranges of weapons change in the bell curve variant. Refer to the following table. Table: Threat Range Old Threat Range New Threat Range 20 16-18 19-20 15-18 18-20 14-18 17-20 13-18 16-20 12-18 15-20 11-18 Variant Rule: Gridless Combat Tactical affairs such as movement are best handled on a grid, but for players who prefer the wargame type of movement, or who do not want to be tied to a grid-like movement, this variant rule gives them options. The primary advantage of this variant is that it eliminates the grid and the issues that come with it, such as moving diagonally, and complicated aiming and throwing distances. It also makes creating organic scenes using props much easier. All distance is measured in a straight line. 5 feet in game is equivalent to 1 inch, and the recommended miniatures sizes is 22mm. It is highly recommended that a tape measure is on hand, and string and circular cutouts with 1 inch notations. All ranges are rounded up to the nearest inch, when needed. Grenades, explosives, and any weapons with blast radius work as normal. The blast radius is calculated as a diameter.(a 5 ft blast radius will be a circle 1 inch across, a 10 ft radius will have a circle 2 inches across, etc). The diameter of the explosive must only touch the miniature in order for it to be affected. For the purpose of this variant rule, wounding radius is removed. All creatures sized medium and less should be able to fit into a 1 inch diameter circle, Large creatures will fit into a 2 inch diameter circle, Huge creatures will fit into a 3 inch diameter circle, Gargantuan creatures will fit into a 4 inch diameter circle, and Colossal creatures will fit into a 5 inch or larger circle. Variant Rule: DA/SA, DA, DAO, PA, and SA Versus Semi-automatic Handguns listed in Armory will have the firearms actual action, which can be used just as core rulebook: DA and DAO revolvers are semi-automatic, and All pistols are semi-automatic, or the variant rule below can be used. The variant rule should be used if your players are aiming for a more realistic game, or you'd like another aspect to play out when choosing a handgun. Single Action Revolvers: Cost +1 Combat point when performing a single shot attack, but gain a +1 attack bonus. Double Action Revolvers: Attacks gain no penalty or bonus, but the revolver can be used like a Single Action Revolver, incurring both the penalties and bonuses. Double Action Only Revolvers: Attacks gain no penalty or bonus. Single Action Pistols: All single shot attacks gain a +1 attack bonus, hammer must be cocked back in order to fire the first shot. Double Action/Single Action Pistols: If the hammer is not cocked back, the first attack has no attack penalty or bonus and all single shot attacks after the first shot gain a +1 Attack bonus. The Hammer can be cocked back for 2 Combat Points. Double Action Only Pistols: Attacks gain no penalty or bonus. Pre-set Action Pistols: All single shot attacks gain a +1 attack bonus. Variant Rule: Weight and Pistol Whip damage When hitting someone with a handgun, weight plays a very major role: The more mass to bring down on an enemy, they more they'll feel it. The Ops and Tactics Core Rulebook doesn't distinguish between weight when pistol whipping; all small and larger handguns do the static amount of 1d4 damage. For a more broad scope of damage, the variant rule below could be used. All Damage adds a character's Power to the damage as normal. Unlike the default rule set, the size of the firearm does not come into play when pistol whipping using the variant rule. Table: Pistol Whip Damage Handgun Weight Bludgeoning Damage 0 oz. To 8 oz. 1 9 oz. To 16 oz. 1d2 17 oz. To 24 oz. 1d3 25 oz. To 32 oz. 1d2+1 33 oz. To 40 oz. 1d4 41 oz. To 48 oz. 2d2 49 oz. To 56 oz. 1d4+1 57 oz. To 64 oz. 1d4+2 65 oz. To 72 oz. 2d4 73 oz. to 80 oz. 3d3 81 oz. and above 3d3+2 Variant Rule: Open Bolt and Closed Bolt Each listing in the Machine Pistols and SMGs will have the type of action, along with their rates of fire. Open Bolt: Abbreviated as OB, these weapons grant a -2 attack penalty on all single shot attacks, and a -1 on all multi-shot attacks. They also can not chamber a round in the chamber for +1 round. These weapons can not be cycled without firing off a round. Closed Bolt: Abbreviated as CB, these weapon do not gain an attack penalty or bonus for any attacks, and can chamber a round in the chamber for +1 round, but the combat point cost is +1 when reloading these weapons. Variant Rule: Bolt Action, Lever Action, and Pump Action Rifles The Ops and Tactics Core Rulebook doesn't distinguish much between the three actions; It generally gives these three actions the same type of attacks: Single shot, and various others with the correct feat. Lever Action Rifles: Cost +2 Combat Points when firing from prone and +5 when firing from kneeled, but -1 Combat Point when performing potshot attacks. Pump Action Rifles: Attacks gain no penalty or bonus. Bolt Action Rifles: Cost +1 Combat point when performing a single shot attack, but gain a +1 attack bonus. Self Loading Rifles: Attacks gain no penalty or bonus. Variant Rule: Break Action, Lever Action, and Pump Action Shotguns The Ops and Tactics Core Rulebook doesn't distinguish much between the three actions; It generally gives these three actions the same type of attacks: Single shot, and various others with the correct feat. Break Action Shotguns Break Action Shotguns are defined by their configuration, SxS for Side By Side shotguns, OxU for Over and Under Shotguns, and S for Single Barrel. Break Action Shotguns listed in Armory will have the firearms actual action, which can be used just as core rulebook: All shotguns perfom their single shot attacks, regardless of their configuration SxS Break Action Shotgun: -1 Attack penalty when aiming for the same target on the second shot, but a +1 Attack bonus when aiming for a target adjacent to the first target.
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