Ops & Tactics Player Resource Guide
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–×— Ops & Tactics Player Resource Guide ii Credits This book and 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. 1 List of Tables Ops & Tactics written and designed by Sweet Soul Bro !!H5XdMKmBv5G 1 Character Option Points .............. 2 This document made by an anonymous editor, edited by 2 Carry Capacity & Different Sizes.......... 3 Sweet Soul Bro !!H5XdMKmBv5G 3 Character Option Points .............. 3 v6.01 Final Edit | Compiled 2019/06/05 05:46:24pm 4 Experience Point Cost................ 6 5 Aging Effects..................... 7 6 Rimfire Ammunition................. 7 7 Light Rimless Ammunition ............. 7 Contents 8 Intermediate Rimless Ammunition......... 7 9 Heavy Rimless Ammunition............. 7 10 Light Rimmed Ammunition............. 7 I Player Statistics2 11 Heavy Rimmed Ammunition............ 8 12 Light Rifle Ammunition ............... 8 1 Character Features2 13 Intermediate Rifle Ammunition........... 8 2 Character Creation and Character Option Points3 14 Heavy Rifle Ammunition .............. 8 15 Superheavy Rifle Ammunition........... 8 3 Creating a Character3 16 Caseless Ammunition Damage........... 8 17 Black Powder Damage............... 9 4 Leveling Characters5 18 Light Shotshell Ammunition............. 10 19 Intermediate Shotshell Ammunition . 10 5 Defining your Character7 20 Heavy Shotshell Ammunition............ 10 21 Wattage ....................... 11 II Combat Values7 22 Ranged Attack Actions ............... 12 23 Melee Attack Actions................ 12 1 Game Master Information7 24 Move Actions .................... 13 1.1 Cased Ammunition ................ 7 25 Explosive Extremity Damage Hit Location . 13 1.2 Shell Ammunition................. 10 26 Initiative Wagering.................. 13 1.3 Plasmas....................... 11 27 Attack Roll Modifiers ................ 14 1.4 Bleeding ...................... 11 28 Defense Modifiers.................. 14 1.5 Extremity Damage ................ 11 29 Concealment..................... 14 1.6 Combat Descriptions ............... 13 30 Cover......................... 15 1.7 Combat Modifiers................. 14 31 Explosive and thrown weapon Miss Locations . 15 1 2 Chapter I Base Save Bonus (BSB) The character’s Base Save Bonus for Fortitude, Reflex, and Will Saving Throw rolls. This does not Player Statistics increase unless a character spends Character Option Points on it. 1 Character Features Feats A character may select any feat. Some feats have Character Option Points (COP) Character option points are prerequisites that must be met before a character can select them. All characters receive two feats every level. Humans gain points that are given to a character every level that allow them to st construct and shape the character as they gain levels. Character an additional feat at the 1 level. option points can be spent on further increasing the character’s Extended Hit Points, Skill Points and Base Save Bonuses every level, beyond the default increase that is given A character receives 4 Carry Capacity A character’s carrying capacity depends COP per level, and can spend them however they like. directly on the character’s STR score. The formula for calculating the amount of pounds a character can carry is: (STR SCORE * Cost Benefit 3 lbs) 1 COP +1 Base Save Bonus in one area (Max twice per lvl, per save) 1 COP +3 additional Skill Points Medium Load A character is medium encumbered when they 1 COP +1 additional XHP are carrying over their total carrying capacity but less than twice their carrying capacity. A medium encumbered character Table 1: Character Option Points performs as if their AGL modifier were no higher than +3. In addition, the character takes a −3 encumbrance penalty on attack Extended Hit Points (XHP) Extended Hit Points are a measure rolls and checks involving the following skills: Acrobatics, Athletics, of a character’s ability to turn a direct hit into a graze or a glancing and Stealth. This encumbrance penalty stacks with any armor blow with less serious consequences. XHP goes up with level, penalty that may also apply. A medium encumbered character giving high-level characters more ability to shrug off attacks. Most spends 2 Combat Points per 5’ to move. types of damage reduce XHP. XHP increases as the character gains levels. The Starting XHP formula is: ((3 + CON MODIFIER + COP Heavy Load A character is heavily encumbered when they are Increase) X 2) carrying over twice their total carrying capacity but less than three times their carrying capacity. A heavily encumbered character Core Hit Points (CHP) Core Hit Points measure how much performs as if their AGL modifier were no higher than +1. In serious physical damage a character can withstand. Damage addition, the character takes a −6 encumbrance penalty on attack reduces CHP only after all XHP are gone or when a character is rolls and checks involving the following skills: Acrobatics, Athletics, struck by a Critical Strike. CHP is equal to CON+2,or uses the and Stealth. This encumbrance penalty stacks with any armor Racial Core Hit Point formula for all non-human characters. penalty that may also apply. A heavily encumbered character The CHP formula is: CON SCORE + 2 spends 3 Combat Points per 5’ to move. No character can move or perform any other actions while carrying more than their Combat Points Combat Points are a measurement of how much heavy load. a character can do in a single round. Each character has 15 Combat Points per round, or uses their Racial Combat Point Score. Lifting and Dragging A character can lift their carrying Focused Skills This section of a character description denotes capacity load over their head. A character can lift up to six how many skills a character can select as focused skills, applying times their carrying capacity off the ground, but they can only ranks to to them. A character only chooses these skills at 1st- stagger around with it. While overloaded in this way, the character level. A character gains at least 1 skill point per level, even if the loses any AGL bonus to DEF and can only move 5’ per round character has an INT modifier penalty. A 1st-level character starts (for 12 Combat Points). A character can generally push or drag with 5 times the number of skill points they receive upon attaining along the ground up to ten times their carrying capacity load. each level beyond the 1st. Favorable conditions (smooth ground, dragging a slick object) can The Starting Skill Point formula is: ((3 + INT Modifier + double these numbers, and bad circumstances (broken ground, Additional Points granted by COP) X 5) pushing an object that snags) can reduce them. The Leveling Skill Point formula is: (3 + INT Modifier + Additional Points granted by COP) The Maximum Skill Point ranks for focused skills is: (Level + Bigger and Smaller Creatures The Carry Capacity 4) formula is for Medium bipedal creatures. Larger and Smaller The Maximum Skill Point ranks for unfocused skills is: ((Level bipedal creatures can carry more or less depending on their size + 4) ÷ 2) category. Quadrupeds, such as horses can carry heavier loads in general. Multiply the Carry Capacity amounts by the number Base Attack Bonus(BAB) The character’s Base Attack Bonus. given on the following table to determine the creature’s actual Base attack Bonuses start at +1. It increases every level. carrying capacity, rounded up. 3 Size Bipedal Quadruped The formula for Recoil Reduction is: STR SCORE - 10 Fine .125 .25 Diminutive .25 .50 Tiny .50 .75 2 Character Creation and Character Small .75 1 Option Points Medium 1 1.5 Large 2 3 A character gains Character Option Points every level, that Huge 4 6 they can use to increase their XHP, Saving Throws, or Skill Points Gargantuan 8 16 when they level. Colossal 16 24 CHP Formula 2+CON Score or Racial CHP formula XHP Formula per level 3+CON Modifier Table 2: Carry Capacity & Different Sizes Combat Points 15 or Racial Combat Point score Focused Skills Choose 7. Each Knowledge, Craft, and Perform Defense A character’s Defense represents how hard it is skill is singular. Linguistics and Knowledge (Pop Culture and for opponents to land a solid, damaging blow on the Streetwise) are always focused. A character only chooses these character. It is the attack roll result that an opponent needs skills at 1st level. to exceed to hit the character. A character’s DEF is equal Skill Points per level 3+INT Mod to: 10 + AGL Mod + Equipment bonus + Size Mod Character Option Points per level +4 + Movement + Misc Mod Cost Benefit Agility Modifier If a character’s agility is high, they are particularly adept at dodging blows or gunfire. If a character’s 1 COP +1 Base Save Bonus in one area agility is low, they are particularly inept at it. Characters apply (Max twice per lvl, per save) their AGL modifier to defense. Sometimes a character can’t use 1 COP +3 additional Skill Points their DEX bonus, this is what is what is called being ‘‘Flat-Footed’’. 1 COP +1 additional XHP Table 3: Character Option Points Equipment Bonus Armor provides Damage Reduction to anyone who wears it, but a character who is proficient in the use of a certain type of armor receives the bonus to DEF. This bonus represents the armor’s ability to protect the character from blows. Sometimes a character can’t use their equipment bonus to 3 Creating a Character Defense, this is what is called ‘‘Touch Defense’’. If an attack will This is a step by step instructions for rolling a character damage the character just by touching them, that character can’t add their equipment bonus. 3.1 Step 1: Ability Scores Size Modifier The bigger an opponent is, the easier it is to hit in combat. The smaller it is, the harder it is to hit.