Simplified Quick Action Tactics System
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–×— Simplified Quick Action Tactics System Credits This book and the Ops and Tactics System are made and written under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All information was found using google from various firearms websites, my own knowledge, and wikipedia. 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’m just a fan. i 10.6 Heavy Attack.................... 8 Simplified Quick Action Tactics System writte and designed 10.7 Full Attack ..................... 8 by Sweet Soul Bro !!H5XdMKmBv5G 10.8 Aggressive Attack................. 8 10.9 Thrust Attack.................... 8 v2.00 Final Edit | Compiled 2019/06/05 05:42:40pm 10.10 Swipe Attack.................... 9 10.11 Reaction ...................... 9 10.12 Unarmed Attacks ................. 9 Contents 10.13 Coup de Grâce................... 9 10.14 Knockout Blow................... 9 10.15 Grapple....................... 9 I The Basics1 10.16 Ranged Attacks .................. 10 10.17 Called Shot..................... 13 1 What is SQuATS?1 10.18 Attacking with Two Weapons........... 13 2 Basic Task Resolution System1 11 Move Actions 13 11.1 Movement..................... 14 3 Ability Scores1 11.2 Manipulating Objects............... 14 11.3 Cycle a weapon.................. 14 4 Creating Ability Scores2 11.4 Standing Up .................... 14 11.5 Reload a weapon................. 14 II Characters2 11.6 Withdraw...................... 14 12 Speak Action 14 1 Characters2 13 Miscellaneous Actions 14 13.1 Attacks of Opportunity.............. 14 III Combat2 13.2 Extra Effort..................... 14 1 Combat Statistics2 14 Movement and Position 15 1.1 Attack Roll..................... 2 14.1 Movement in Darkness.............. 15 1.2 Attack Bonus.................... 3 14.2 Diagonals...................... 15 1.3 Damage ...................... 3 14.3 Passing Through.................. 15 1.4 Critical Strikes................... 3 14.4 Combat Modifiers................. 15 1.5 Defense (DEF)................... 3 14.5 Special Initiative Actions ............. 16 1.6 Touch Attacks................... 4 14.6 Special Attacks................... 17 2 Injury and Death4 2.1 Non-lethal Damage................ 4 IV Equipment 19 2.2 Dead (0 Hit Points)................. 4 1 Mastercraft Objects 19 3 Healing4 3.1 Natural Healing .................. 4 2 Slot Carrying Capacity and Item Statistics 19 3.2 Healing Ability Damage.............. 4 3.3 Recovering from Extremity Wounds....... 4 3 General Equipment 19 4 Temporary Hit Points4 4 Weapons 22 5 Combat Points4 5 Weapon Upgrades 30 6 Saves4 6 Ammunition 34 7 Initiative5 7 Armor 36 7.1 Armor Listings................... 36 8 Surprise5 9 Actions in Combat5 V Game Mastering 36 9.1 The Combat Round................ 5 1 The Role of the Game Master 36 10 Attack Actions7 1.1 Craft a Story.................... 36 10.1 Melee Attacks................... 7 1.2 Create the world.................. 36 10.2 Trip......................... 7 1.3 Adjudicate the Game............... 36 10.3 Disarm....................... 8 10.4 Fighting Defensively................ 8 2 Snipers 36 10.5 Light Attack..................... 8 2.1 What is a Sniper? ................. 36 i ii 2.2 Sniper Basics.................... 37 3 Provoking Attacks of Opportunity......... 7 2.3 Playing a Sniper and GMing for a Sniper . 37 4 Melee Attack Actions................ 7 5 Attack Actions (cont.)................ 7 3 Encounter Goals 37 6 Two-Weapon Fighting Penalties.......... 13 3.1 Battle Value .................... 37 7 Move Actions .................... 13 3.2 Determining Encounter Levels.......... 38 8 Attack Roll Modifiers ................ 15 3.3 Heroic Actions and Objectives.......... 38 9 Defense Modifiers.................. 15 3.4 Hostile Environments............... 38 10 Cover......................... 16 3.5 Calculating XP Gain................ 38 11 Concealment..................... 16 12 Object Size and Defense.............. 17 4 Environments 38 13 Object Hardness and HP.............. 18 4.1 Darkness and Light................ 38 14 Substance Hardness................. 18 4.2 Heat and Cold................... 38 15 Equipment, Clothing................. 20 4.3 Catching on Fire.................. 38 16 Equipment, Bags & Boxes.............. 20 4.4 Suffocation and Drowning............ 39 17 Equipment, Consumer Electronics......... 20 4.5 Smoke ....................... 39 4.6 Strangulation.................... 39 18 Equipment, Weapon Accessories.......... 21 4.7 Falling........................ 39 19 Equipment, Survival, Security, & Professional Gear 22 4.8 Falling Objects................... 39 20 Equipment, Pharmaceuticals, Painkillers . 22 4.9 Acid......................... 39 21 Equipment, Pharmaceutical Equipment . 22 4.10 Electricity...................... 39 22 Firearms....................... 27 23 Firearms, Cont.................... 28 5 Conditions Summary 39 24 Equipment, Crossbows and Compound Bows . 29 5.1 Blinded....................... 39 25 Equipment, Non-Ballistic Ranged Weapons . 29 5.2 Dazed........................ 39 26 Equipment, Thrown Weapons ........... 30 5.3 Dead........................ 40 27 Equipment, Grenades................ 31 5.4 Deafened...................... 40 28 Melee Weapon Upgrades.............. 31 5.5 Flat-Footed..................... 40 29 Barrel Upgrades................... 32 5.6 Grappling...................... 40 30 Optics Upgrades................... 33 5.7 Helpless....................... 40 31 Ergonomics and Aesthetics Upgrades . 33 5.8 Invisible....................... 40 32 Internal Upgrades.................. 34 5.9 Paralyzed ..................... 40 33 Tactical Upgrades.................. 34 5.10 Pinned ....................... 40 34 Equipment, Bolt & Arrowheads........... 35 5.11 Prone........................ 40 35 Firearm Magazines................. 35 5.12 Stunned....................... 40 36 Equipment, Ammunition............... 35 5.13 Unconscious.................... 40 37 Equipment, Armor.................. 37 38 Encounter Level................... 38 List of Tables 39 Light Sources .................... 38 41 Acid Damage .................... 39 1 Ability Modifiers................... 1 40 Falling Objects.................... 40 2 Point Buy....................... 2 42 Electricity....................... 40 ii 1 Chapter I Ability Focus The Basics When a character assigns ability scores and determines their ability modifiers, they then assign the ability modifier for STR into FOC & POW and DEX into MRK & AGL, equal 1 What is SQuATS? to the total ability modifier for that ability. Squats is a simplified version of Ops and Tactics. It is designed Example: A modifier of +2 could be divided into with a very fast, exaggerated play in mind. Due to it’s cut down +2/+0, +1/+1, or +0/+2 nature, it is completely incompatible with any Ops and Tactics Supplimental Material, and should be used as a stand alone book for games where combat is the main focus, or for games where Ops and Tactics is not needed. When moving over from the Simplified Quick Action Tactics System to Ops and Tactics, be 3.1 Strength (STR) sure to re-read any of the options, as the values for many rules Strength measures your character’s muscle and physical power. have been changed. Strength is split into two groups • Focus (FOC) which encompasses a character’s hand-eye 2 Basic Task Resolution System coordination with a melee weapon. • Power (POW) which is the actual strength of the character. These rules assume a standardized system for determining the success or failure of any given task. That system is You apply your character’s STR modifier to 3d6+Modifiers vs. Target Number • Strength checks (for breaking down doors and the like) The Modifiers and TN are determined by the type of task. If the result equals or exceeds the TN, the test is successful. Any other You apply your character’s FOC modifier to result is a failure. A ‘‘natural 18’’ or ‘‘natural 3’’ on the roll is not • Melee attack rolls an automatic success or failure unless the rules state otherwise. You apply your character’s POW modifier to • Damage rolls when using a melee weapon or a thrown 2.1 Rounding Fractions weapon. If you end up with a fractional amount, round down unless stated otherwise. Certain rolls have a minimum of 1. 3.2 Dexterity (DEX) Dexterity measures hand-eye coordination, agility, reflexes, 2.2 Multiplying and balance. Dexterity is split into two groups Sometimes a special rule will make you multiply a number or a • Marksmanship (MRK), which encompasses a character’s die roll. As long as you’re applying a single multiplier, multiply the hand-eye coordination with a ranged weapon. number normally. When two or more multipliers apply, combine • Agility (AGL), which encompasses the character’s overall them into a single multiple, with each extra multiple adding to the movement. value of the original multiplier. You apply your character’s MRK modifier to • Ranged attack rolls 3 Ability Scores You apply your character’s AGL modifier to The ability scores are the three scores that are the core of • Defense Score your character. They affect everything else about your character. • Reflex Saves Ability Modifiers • Initiative Score Each ability will have a modifier, which is calculated using this 3.3 Constitution (CON) formula (Ability/2)−5, rounded down This is the number you add or subtract from a die roll when Constitution represents your character’s