Monday, May 22, 2017

The project isn't dead. I promise.

Sorry for the long radio silence. I've been working(Real job) and it's not giving me much time to work on the game. But There's aslo been a major change.

So I'm changing the format of how the firearms appear in the book, taking the "Standard equipment" and merging them with the rest of the chart so it's a one stop shop. Not my idea, given to me by a contributor.

Second thing: Character sheets are nearing completion, but the core rulebook's stuff comes first. There are a LOT of guns to reformat. It's..frustrating.


Also, I'm using this to actually make modifcations on stats for some guns because when I created the gunlist I didn't know/own any guns. I'm not a veteran of guns, so Shit's being changed.

Email me for any questions!

Wednesday, April 5, 2017

AN issue with SQuATS

I forgot to actually update the rules that apply in Squats to actually match what was in the core rulebook.

So I updated those few rules. Feel free to download!

Friday, March 24, 2017

New Release!

So there's a bunch of stuff that got changed. There's a new release out!

The changelogs are below!

Core Rulebook
6.06 to 6.07
Reviewed by Purple! As such lots of fixes.
Removed the ablity to "Take 16 or 18" and replaced it with roll stacking.
Changed TN values and times for various skills
Removed Dilletante
Gave "Unemployed" the ablity to take any skill and a single feat.(For being unemployed!)

Removed all the archetypes, and replaced it with a more streamlined "classless" system.
Removed all of the tallents and made most of them into Feats.
Made modifications to the rules to denote "Archetyal skills" to "Focused skills" and crossarchetype skills to "Unfocused skills"
Added Tannerite
Added "Sticks of dynamte" For throwing!
Removed the "Unarchetype" and the "Abnormal" as they are no longer required.
Recalcuated how Expirence points, leveling, and skill points are given out, thus eliminating the need for a hard level stop.
Removed the Variant rule "Level 5+"
Revised some of the checks for Perception, so gunshots are easier to hear
Changed the way the Crafting skill works, so a failure jsut means it takes more time and supplies to create a thing.
Added the ablityu to actually make bombs in Demoloitons
Added more skill features in PResence, and Speechcraft, based on the former charismatic's tallents
Removed Combat Sheath from Modern Magika and placed it in Core
Removed the "Higher attack means more damage" rule
Changed Pistol Grip and the folding stock so that they are more inline with one another.
Clarified close combat rules for shotguns.
Allowed stand alone Grenade launchers to actually take stock upgrades
More faithfully represented some stand alone grenade launchers
Changed the critical rule so that if you're wearing a helmet that stops the damage it isn't an automatic critical
Increased Sprayfire to 4 CP
Removed all of the BABs on feats
Took the SMG and Machine pistol Feat tree and condensed into the PDW feat tree.
Clarified multi damage dice with alternate types of ammo
VERY SLIGHTLY simplified grapple. But not by much.
Changed The RPG7 so that it can use multiple types of Rockets now
Added the SMAW, and allowed it to use multiple types of rockets
Added aformentioned Rockets(HEDP, HEAT, Frag and Thermobaric)
Added a "Backpack pouch" for Molle
Fixed a quirk where you could potentially spam pava/spray to blind someone for multiple turns(+10) so that they were blinded and could not fight


Modern Magika
6.02 to 6.03
Fixed format erros
Removed Combat Sheaths and placed them in Core Rulebook
Removed the chart for Stylus and replaced it with the formula for damage
Removed Goblins from the Selectable Races
Added a feat "Spoken Spell" That allows you to cast a spell for 6 or less SP withotu writing it down.

Changed All elves in the following ways:

Removed the weapon size penalties

Gave them a Recoil Modifier penalty due to their fraility.(-3 For high, -3 for forest, and -3 for Desert)


Added the item "Neural Inhibitor", that allows you to actually arrest people with Mental limit by removing their mental limit.

Advanced Arms
6.05

Changed Kandari so that they have a recoil penalty instead of a "Weapon size restriction"




Friday, February 3, 2017

QUick update cause I needed to do it.

Changelog is below!

Advanced Arms

6.04
Added the Rates of fire for automatic weapons.

Modern Magika:

6.02 to 6.03
Fixed format errors

Core Rulebook

6.05 to 6.06
added Rates of fire to all automatic weapons
CETME AMil Added
Corrected errors on guns
Corrected a bunch of errors with capacities for guns
Removed the 30 round PX4 Mag(It doesn't actually exist)
Vastly Reduced the price of Modifcations to guns(Didn't make sense to purchase them)
made The polearms less ambigious by saying "up to 10 ft away" so that it is less confusing
Fixed an error in Vehicle combat that basically said "Squares" instead of ambiguous distance
Added The P224
Added the P245
Added Tannerite

Wednesday, January 18, 2017

Itching for an update

I decided to post an update since Kandai is taking forever cause it's a BIG ASS BOOK!

So I made some changes.

Funnily enough? Not to every book! Changelogs are below!

Core

6.04 to 6.05
Fixed a bunch of errors I forgot to actually fix
Added Semmerling LM4(Becasue someone asked)
Added the Adler A110(Modern lever shotgun!)
Added the marlin 1895'
Corrected a bunch of lever action guns that didn't have the ammunition resistance
Changed the following guns to Dim Size
JA22
JA25
Ruger LCP
Micro Desert Eagle
NAA 32
R9

Added This weapon receives a +2 to all stealth checks made to hide the weapon. to the following guns
P-64

NAA 380


Advanced Arms
6.03
Fixed typo errors

Added Power ratings to the ships


As always, Email me for issues!

Tuesday, December 20, 2016

New update and some issues!

Alright, while working on Kandai, I've realized I've held onto these books for too long so I'm releasing them.

Below are the changelogs for the books.

Modern Magika

6.01 to 6.02
Added Graphite Reloads for pencils

Advanced Arms 

6.02
Fixed Errors
Changed the MB5's sight to Advanced Combat Sight
Changed the range on all MA5s Except the civcilian model and the Kurz model
Changed spacesuits so that if they take too much damage, they lose the ablityt to protect one in space
Added Vaporizer
Added Countermeasures
Changed the cost, ammo cost, and power usage of gauss rifles

Changed how armor receives hardness for spaceships and put a limiter on it

Core Rulebook

6.03 to 6.04
Added the FN M249S, a semi auto machine gun
Changed the prices around on the saiga 12 and 20 shotguns
Changed the Maverick 88 shotgun's price
Changed how clothing, heat, and cold work, for Kandai
Added the Howda Pistol
Added the Ithaca Auto & Burgular SHotgun
Minor Error Fixes
Added the Magnum Research BFR
Changed all Notions of the "Folding knife" to the pocket knife, and subsequeqnty removed it's folding ability
Added "Mounted quiver" to Crossbow and bow upgrades
Gave bows and crossbows the ablity to take frame upgrades, and modifed many upgrades to work for bows and crossbows
Added Big Horn armoy model 89 Carbine

Added "Embedding Rules" for bleeding(Bows and thrown weapons catch a break now!)

Squats
Updated to be in more line with the rules in Core Rulebook.


Everything that's not listed wasn't changed.

Furthermore! I'm going to have to move from dropbox as they reported in March that they're discontinuing their "Public folder" so If anyone has any sudgestions on what to do instead, please email me at opsandtactics@gmail.com

Books are uploaded, as usual!

Sunday, November 27, 2016

Kandai Teaser

I felt I should give you all a little teaser on Kandai. Below is how plants are classified.

3 Planet Construction

  Kandai has a host of planet types, sizes, and biomes. Below are the explanations on what the various planet statistics mean.

3.1 Size

The size of a planet is the first thing listed. It determines the ammount of space available for development, expansion, and agriculture.

Extremely Tiny

Extremely tiny planets have a diameter between 75 to 125 miles. Anything smaller than this is usually considered an asteroid, because it is too small to house any sort of atmosphere.

Very Tiny

Very tiny planets have a diameter between 126 and 250 miles.

Tiny

Tiny planets have a diameter between 251 and 500 miles.

Very Small

Very small planets have a diameter between 501 and 1,000 miles.

Small

Small planets have a diameter between 1,001 and 2,000 miles. Many Moons orbiting larger planets are this size.

Medium

Medium plantes have a diameter between 2,001 and 3,000 miles.

Large

Large planets have a diameter between 3,001 and 4,000 miles.

Very Large

Very large planets have a diameter between 4,001 and 5,001 Miles

Extremely Large

Extremely large planets have a diameter between 5,001 and 6,000 miles.

Huge

Huge planets have a diameter between 6,001 and 7,000 miles

Gigantic

Gigantic planets have a diameter between 7,001 and 8,000 miles.

Colossal

Colossal planets have a diameter between 8,001 and 10,000 miles.

Enormous

Enormous planets have a diameter between 10,001 and 15,000 miles.

Vast

Vast planets have a diameter over 15,000 miles.

3.2 Atmosphere

The atmosphere is the layer of gasses that surounds the planet, held together by gravity. The atmosphere can determine if a planet is habital or not.

Vaccum

A Vaccum atmosphere is the lack of an atosphere. No life that requires any sort of breathable gasses can live in this atmosphere without some sort of respirator. Due to the lack of atmosphere, the planet is also bombarded with cosmic rays, making a spacesuit a necessity.

Vaccum atmospheres can be built in, and there are colonies that are built on vaccum planets, but these colonies are completely independant of the planet's atmosphere.

Thin

A thin atmosphere is an atmosphere with a faint, but detectable and consistent atmosphere, with 16% Oxygen or less. The atmosphere is enough to stop the cosmic rays, negating the need for s spacesuit, but a condenser-diluter or a respirator is required to breathe comfortably. The most common gas in a thin atmosphere is nitrogen and carbon dioxide

Standard

A standard atmosphere is an atmosphere with at least 17% oxygen but no more than 30%, that does not have any gasses that are harmful or counter to life. All creatures, and races breathe oxygen. No equipment is required to breathe or survive on a standard atmosphere planet.

Dense

A dense atmosphere is an atmosphere with over 30% oxygen. The abundance of oxygen, while survivable, can be extremely uncomfortable, especially for someone who is only on the planet for a short period of time. Condenser-diluters are recommended for those not used to the dense atmosphere.

Tainted

A tainted atmosphere is an atmosphere that have gas mixtures that are poisonous to breathe in, but otherwise do not harm. They Require respirators in order to survive on.

Corrosive

A corrosive atmosphere is an atmosphere with a corrosive makeup, eating through all non-hardened materials such as cloth and flesh. Corrosive atmospheres damage all creatures 3d6 Acid damage every minute they spend in the atmosphere without protective equipment. Any equipment that protects a creature against plasma damage will protect the creature from a corrosive atmosphere

3.3 Hydrosphere

The Hydrosphere of a planet is the amount of water on that planet. As most creatures require water, it can determine what kind of flora and fauna exist on the planet. Hydrosphere, coupled with the temperature of the planet, can determine the amount of ice that is on the planet.

Desert

A Desert Planet is a planet that is void of of an surface water, and most underground water. Desert planets still may have ice at the caps, but it is rare.

Dry

A Dry planet is a planet that has anywhere from 5% up to 25% of it's surface area covered by water. It can have a singular large ocean, or the water can be spread out over multiple oasis, but a majority of the planet is without water.

Balanced

A balanced planet is a planet that has between 25% and 50% of it's surface area covered by water. Balanced planets usually have an ocean or two, as well as a healthy supply of lakes, rivers, ponds, and seas.

Wet

A Wet planet is a planet that has anywhere from 50% to 90% of it's surface area covered by water. Wet planets will have at least two major oceans, as well as quite a few islands.

Water

A water planet has more than 90% of it's surface area covered by water. Most of the planet will be ocean, with small islands dotting the planet's surface.

3.4 Vegetation

The Vegetation of a planet is the amount of plant life that currently exist on the planet. The plant life, however propulus, will have evolved and become used to the Planet's hydrospehere and atmosphere.

Bare

A planet with bare vegetation may have small plots of grass, lichens, fungi, and mosses, and not much else. Trees and other fruiting planets will be unheard of.

Light

A planet with light vegetation may have small ferns, flowering plants, in addition to mosses, grasses, and lichens. Fruit bearing plants will be rare, but existant.

Moderate

A Planet with moderate vegetation will have a healthy amount of plants of all types. Fruit bearing plants will be common.

Heavy

A planet with heavy vegetation will have most of the world covered in thick vegetation, with a vast array of different types of plants. Fruit bearing plants will be extremely common.

3.5 Temperature

The Temperature of the planet is not so much the true temperature of all spots on the planet, but rather the average temperature of the planet. As a general rule, the temperature at the poles will be one degree colder, and the temperature at the equator will be one degree warmer.

Extremely Cold

Extreme cold temperature is any temperature below -90C/-130F. These temperatures are unsurviveable for long periods of time without a spacesuit, or a biology that is suited for the cold.

Very Cold

Very cold temperature is any temperature between -89C/-128F and -35C/-31F.Very Cold Weather clothing is highly recommended, with protective equipment such as jackets, coats, and parkas to help ward off the cold.

Cold

Cold temperature is any temperature between -34C/-29F and 10C/50F. Cold Weather clothing is recommended, but mild clothing with a coat or parka will suffice.

Mild

Mild temperature is any temperature between 11C/51F and 27C/80F. Mild temperature clothing is the standard set of clothing, including pants, some shorts, dresses, skirts and the like.

Hot

Hot temperature is any temperature between 28C/81F and 35C/95F. Hot temperature clothing is recommended, as well as drinking lots of fluids to stay hydrated.

Very Hot

Very Hot temperature is any temperature between 36C/96F and 44C/111F. Every hot temperature clothing is very light, and has to breathe to not hold heat at all against the body. Fluids are necessary to avoid heat stroke.

Extremely Hot

Extremely Hot Temperature is any temperature above 45C/113F. These temperatures are unsurviveable for long periods of time without a spacesuit, or a biology that is suited for the heat.

3.5.1 Seasons

A planet rarely has a single temperature year round. Seasons account for what kind of weather the planet will be at that current season. When visiting a planet, it's important to notate what season the planet is. Seasons are notated by what quarter of orbit this season takes up around it's sun.

3.6 Population

Population is the amount of sentient beings that reside on the planet in a permanent or semi-permanent basis. Due to the fluid nature of the universe, these notations are only for officially recognized residents of the planet. A planet could very well have more people living on it than listed, but chose not to report their residency for a multitude of issues.

Empty

An empty planet is completely devoid of all sentient life. There is not a single creature on this planet that has sentience or sapience that lives here on a permanent or semi-permanent basis.

Barren

A barren planet has anywhere from 1 to 10 people living on it in a permanent or semi-permanent status.

Very Low

A planet with a very low population has between 11 to 1,000 people living on it in a permanent or semi-permanent status.

Low

A planet with a low population has between 1,000 and 10,000 people living on it in a permanent or semi-permanent status.

Moderate

A planet with a moderate population has between 10,000 and 1,000,000 people living on it in a permanent or semi-permanent status.

High

A planet with a high population has between 1,000,000 and 1,000,000,000 people living on it in a permanent or semi-permanent status.

Very High

A planet with a very high population has between 1,000,000,000 and 10,000,000,000 people living on it in a permanent or semi-permanent status.

Extremely High

A planet with a very high population has between 10,000,000,000 and 50,000,000,000 people living on it in a permanent or semi-permanent status.

3.7 Laws

Laws determine what is legal to do, import, export, or carry while on the planet. There are three major types of laws that are metered; Civil, Criminal and Trade

\begin{tcolorbox}[title=A Note on Laws]

The amount of laws a single territory or country can have can number in the thousands. This guide more focuses on what a traveler(PC) to a planet would most likely be worried about, and be bothered with. This is meant to be a guide, not an exhaustive list. The law ratings for objects in Ops and Tactics are generally enforced in Kandai, unless otherwise noted.Licenses are also handled differently in Kandai. Acquiring a license is usually for a particular planet, a region of space controlled by an organization or with some kind of agreement(E.G.: Confederation Space), or a particular territory. As a general rule, a license given by a reputable source in one area will generally be accepted in another.

\end{tcolorbox}

3.7.1 Civil

Civil laws include the structure of the government, who is allowed in government and how it's run, any codified caste-like systems, such as slavery, citizen by birth or by action, and how civil matters are handled. This also includes any local ordinances that may affect travelers, or residents.

3.7.2 Criminal

Criminal laws include all acts that are considered criminal. Unless otherwise noted, the following laws are always considered criminal acts:

• Murder and Manslaughter

• Assault and/or Battery

• Theft, Larceny, Robbery, and Burglary

• Kidnapping, Bondage, Involuntary Servitude or Slavery

• Destruction of Property

Criminal law can also cover possession of weapons, narcotics, and other items, but this is usually deferred to trade laws.

3.7.3 Trade

Trade laws include what objects can be imported and exported, as well as any penalties for breaking said laws. Trade laws can vary greatly between planets, and even between territories. Trade laws also cover possession and use of certain objects for trade. Unless noted otherwise in this book, the listed restriction for the items are in effect.



Now it's just a taste and It hasn't been fully completed yet, but we're slowly working on it!