Tuesday, October 11, 2022

Update time!

 Changelog is below!

Core Rulebook

6.46 to 6.47

Corrected errors with some weapons

Gave all LBEs 2 canteen pouches

Notated that suffocation has actual CHP loss.

Added Red dot magnifier

Notated how much range an IR light gains for being an IR light in tactical flashlights

Added infared and UV modes to handheld flashlights

Notated that all light sources provide full illumination within their listed range, shadows within 2x their range, and near total darkness within 3x of their range.

Increased high output tactical flashlight to 50' range

Decreased cost of standard flashlight to 2 WP

Fixed issue with bayonet lug

Clarified Advance Combat Sight Text


Modern Magika

6.37 to 6.38

Added a Invoker Shadow Summon for tiny summon

Changed Invoker's Shadow Summon system so that they can spawn multiple summons based on slots.

Notated that Canyon Orcs can speak either of the trade bant languages as default

Fixed orator feat

Added a new Artifact


Advanced Arms

6.23 to 6.23.1

Minor spelling issues

Added Red dot magnifier

Clarified Advance Combat Sight Text


Armory

1.22.2

Fixed S&W Shield Plus magazines



Tuesday, August 16, 2022

New books!

Modern Magika 


6.36 to 6.37

Added Plasma damage to aburation as a possible damage to defend from

Changed the Offensive form feat tree to also punch through plasma armor.

Changed the Preciscion form feat tree to grant bonuses to attacking weapons and objects

Changed the Deflect form experties feat to allow blocking shots from the flanks.

Changed the Deflect Form master feat to allow blocking shots from any direction. 

Changed leech dagger so that it immediately causes 2 bleed dice

Changed Invoking so that most schools have slightly more duration as default.

Added an Abjuration school to prevent transmutation on all objects in an area

All necromantic afflictions are permanent unless countered by conjuration

Added more explanation for how conjuration removes necromantic afflictions

Advanced Arms


6.22.1 to 6.23

Changed Advanced ballistic combat helmet to Bp, and changed AP to 30

Changed plasma blades to use 1 heat per attack, 2 heat per heavy attack, and 3 heat per full attack

Changed Sickstick to SikStick

Increased AP of both Reticulated arm and combat armor


Core

6.45 to 6.46

Corrected typos and erros

Gave Combat cut a +2 to stealth

Changed Dodge so that you can now designate 3 targets

Removed Combat Expertise and any notion of requirements for any other feats

Created Combat awareness feat

Changed sunglasses and Flash goggles to .1 lb and changed sunglasses to 2 WP

Added Locks

Changed Antiviral/bacterial to allow a bonus to recovery HP

Notated that thrown weapons can be drawn from their sheaths to attack for no combat points

Shifted the Ballistic Specialization feat

Added thrown weapons to the Projectile specialization feat

Changed Axe Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed Combat Sword Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed Fencing Sword Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed Heavy Melee Weapon Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed SPear Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed Staff Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed Ballstic knife to a simple weapon

Changed Escape knife to 1d2+1

Notated that Grenade Launchers can only perform single shot or potshot attacks

Reduced the cost and time of porting

Wednesday, July 6, 2022

Armory issues

 Had to re-upload Armory as it was missing its entire table of contents and a few other things. Should be fixed by now. 


Tuesday, July 5, 2022

As usual, minor edits and fixes

 I had to update a few rules to make them consistent with the rest of the rules, but everything should be fixed now.


Please redownload, the link should be the same!

Monday, July 4, 2022

Updates People! UPDATES!

 Here we go! Lot of love and shout outs to the team for this one. Changelog is below!



Core Rulebook


6.44 to 6.45

Typos and errors fixed

Changed Impromptu weapons to be per combat instead of per attack.

Changed the two handed bonus and rules so that you gain at least a +1 damage bonus

Changed Forceful strike feat to grant at least a +2 damage bonus

Changed "Orator" feat's name to "Vocalist"

Changed Integral stocks so that it provides a +2 recoil reduction, and makes all weapons it's installed on medium sized

Changed detachable stock so that it provides a +1 recoil reduction, and a +1 atk bonus to single shots and double taps.

Changed inserts to 12 CP to use

Removed Sniper Rifle expert's ablity to decrease range increment.

Changed firearm single shot cost:

Diminutive to Small firearms: 5 CP

Medium firearms: 6 CP

Large to Huge firearms: 8 CP

Gargantuan and larger firearms: 9 CP

Changed pistol expert's handgun benefit to graint a +1 damage dice for all doubletaps

Changed Medium Club to 1d8

Changed Heavy club to 1d10

Changed some of the armors to accept plates by default, without having to install molle armor holders

Created a new damage: Ballistic Piercing, which is to represent armor piercing ammuntion, and added the protection to some armors

Changed Tungsten payload so that it now damages AP of armor, regardless of if that armor protects against it's damage type or not.

Changed Steel core Projectiles to ballistic piercing

Added Combat Knife, which is a piercing version of the survival knife

Added Synthetic blood packs

Changed Long term care so it's not an extra +3 HP per day but it is 3 HP per character per day

Changed stun grenades to detonate instantly upon striking a hard surface

Notated that throwing a grenade back requires a TN15 reflex save. Failure means the grenade drops at the person's feet.

Notated that the small, medium, and large molle pack bags have a native slot for armor plates.



Modern Magika

6.33 to 6.34

Fixed typos

Clarified some issues with the Evocation Acid Spellschool

Added the Polymermorph artifact

Added Belmont Armory artifacts

Changed Enchantment so that permanent bonuses do not stack, at all, even with non-permanent bonuses

Changed Goblins in the following ways:

Removed the Improvised weapon proficency feat and the multi-tool requirement

Gave Dominant Mountain Goblins Improved Initiative Feat

Gave Pureblood Mountain Goblins Danger Sense Feat.

Added A space for the stylus in the spellbook

Changed the prices and yields of all of the paper for spells.

Added Gypsum paper, the best spell paper

Increased the Blast paper format to +15'

Increased Target paper's bonus to +4

Changed Beacon paper so that it's only the 1st range increment, and can only be used with spells that have a range increment.

Advanced arms

6.22 to 6.22.1

Multiple changes to space ship rules, please fully read the space ship rules to understand the new changes

Fixed some typos in the caseless firearms

Lots of Changes to how weapons work for spaceships

Notated that Synths can accept cybernetics like normal

Notated that microwire knives are field knives for equipment purposes as well

changed Microwire Short sword to piercing and the damage to 2d3+5

Changed M39 to Fast ROF

Changed the M7b to medium size due to the integral stock

Gave the MX, M15, M6 and M7 series of handguns optic mounts



Armory6.22 to 6.22.1

1.22.1
Changed the Colt Monitor and the BAR to both firing modes instead of semi auto.
Fixed more Minor errors and wording issues


Normal spot to get it! Go get it!


Friday, April 15, 2022

Typos and other minor corrections and changes on my time.

 Books have been updated, and the changes are mostly typos, other things I missed, and minor changes.


Changelogs are as follows:

ARMORY

1.22.1

Changed the Colt Monitor and the BAR to both firing modes instead of semi auto.

CORE RULEBOOK

6.44 to 6.45
Typos and errors fixed
Changed Impromptu weapons to be per combat instead of per attack.
Changed the two handed bonus and rules so that you gain at least a +1 damage bonus
Changed Forceful strike feat to grant at least a +2 damage bonus

ADVANCED ARMS

6.22 to 6.22.1
Fixed some typos in the caseless firearms

MODERN MAGIKA
6.33 to 6.34
Fixed typos
Clarified some issues with the Evocation Acid Spellschool
Added the Polymermorph artifact


Books are where they normally are. ENJOY!

Thursday, March 17, 2022

Super minor clarification in Advanced arms

 Playtester pointed out that the curved hilt plasblade did not accurately portray it's CP increase, so I've clarified it. No update change cause this was intended.


Either way, it's updated!

Tuesday, March 15, 2022

More Minor fixes!

 Had to fix an issue with splash damage, fixed the character sheet and added a non calculator version.


Minor things, changelog below


Modern Magika


6.33 to 6.34

Clarified how the potion slurrys work

Limited damage potions to 12d

Fixed typos



Advanced Arms
6.21 to 6.22
Cleaned up Deflect reaction language

Core Rulebook
6.43 to 6.44
Corrected some issues with splash weapons
Typos fixed


Saturday, March 5, 2022

Minor fixes

 Wouldn't be an Ops and Tactics release without me missing something.

The stuff's been updated. I had to fix some things in Advanced Arms.

Books are done.

 Bam. Told you.

Core Rulebook

6.42 to 6.43

Changed Crossbow damages

Increase damage of Light to 5d3

Increase damage of medium to 7d3

Increase damage of heavy to 9d3

Increase damage of superheavy to 11d3

Changed cold pack to also heal plasma damage

Changed Sword specialist feat to give a +4 damage bonus when performing a thrust attack

Added Pilot to white collar

added disable device to blue collar

Removed the "medium" sized weapons at the ready from the support upgrade

Changed armor and criticals so that armor is only ignored on rolls of 16-18.

Changed Battle axe to 1d10+2

Changed Broadaxe to 1d8+2

changed hand axe to 1d6+2

Changed shortsword to 2d3+1 piercing

changed the parrying dagger's bonus to Misc defense bonus

Changed the distance rifle feats to notate that the magnified optic must be 2x or more

Changed how repairing armor is calculated

Changed disarm attack to 5 CP

Added a -2 attak penalty to arm extremity damage

Converted vehicles and lodging to capitcal system

Removed the ablkity to rent houses due to the previous change.

Changed all of the "soft" ammo so that it gets penalties against armor

Changed Wadcutter so that it provides a -50% range increment penalty

Changed Semi-wadcutter so that it provides a -30% range increment penalty

Changed Semi-wadcutters back to 10% ER

Notated that Armor stops extremity damage

Added availiblity guideline

Changed Crafted tear gas to CS gas

Changed pepper spray to 10 shots

changed bear spray to 5 shots

Removed the disarm notion that larger weapons get a bonus to disarming

Split red dots into two groups, precise and quick reticle. THe precise reticle uses the old rules. The quick reticle grants a +2 on the first range increment

Reduced Speedfeed stock to 3 WP

Changed the M26 to use saiga mags

Changed the double barrel shotguns so that Over/unders get a +1 to single shots, and Side by sides get a +3 to potshot attacks

Changed molotovs to have an AOE long term round effect

Added the caliber .30 super carry

Removed the notion that critical strikes of 16-18 bypass armor

Notated that linked ammo not in ammo boxes is limited to 50 round links\

Changed the Compact barrel upgrade to grant a -1 attack penalty to any gun that takes the upgrade

Notated that unfolding a stock makes it larger

Changed whip chain to have a max range of 15'

Modern Magika

6.32 to 6.33

Changed Levitate to have a 30 ft range

Changed suspend attacks so they can now be done for 0 CP, so you can attack and throw in the same 7 CP

Changed Suspend attacks to range increments


Change Psiblades to Plasma damage

Changed Both Psiblades to 1d4+1 pow/2 damage

Changed Double bladed psiblade to 1d4+1/1d4+1 pow/2 damage

Changed standard psiblade critical strike to 11-18

Changed Double bladed psiblade critical strike to 12-18

Changed Curved psiblade critical strike to 10-18


Made the following changes to Psiblade Feats

Combined Double bladed psiblade profiency and standard psiblade profiency to a single feat

Combined Basic Deflect and basic defense

Fixed Incantation Occupations so that they have the correct feats

Changed mithril to double numerical values of enchantments

Changed adamaninte to give a third upgrade slot

Noted that non-ballistic ammuntion can be made from magical materials

made deconstruction a base option and gave it it's own enhancement tree



Chanaged all Evocation spells to have both touch, or ranged touch attack, as default, except for acid

Changed acid's base cost to 1d6


Removed Dual Weild Stylus

Changed Quick spell to -2 CP per effect, and reduced the cost to 4 Sp

Changed power stylus to +1 die per level, and notated that it can't be used with ranged stylus

Added Split stylus feat

Increased Adamantine plates AP to 154

Removed the Foc requirement for Engraver scribe

Reduced fluid jet to 8 units

Removed Fire burst

Removed Manipulate and blended it's effects into suspend

Renamed suspend to "Telekinetic Guidance"

Removed push and blended it's effects into Pull

Renamed pull to "Telekinect Fling"

Changed shake body to ranged touch and gave it a range increment of 20'

Changed "unbalance weapon" transmutation enhancement to affect any weapon

Changed engraving plaque to 2 WP

Removed the canvas medium

Changed the scroll CP cost to 7.

Notated that scrolls now take up 1/4th of the normal ML cost they would take up if they were a spell.


Changed Transmutation's Grease base spell to last for 5 rounds, and reduced the cost to increase the time so that it's only 1 sp per round

Changed Dragonbreed's Breath weapon FOrtitide saving throw to tn12 + (Cha * 2)

Removed Dragonbreed's slow healing penalty

Moved Dragonbreed's mental limit penalty to purebloods only


Advanced Arms


6.20 to 6.21

Added Expletive's new space rules

Changed the Smart gun to grant a +8 Recoil reduction

Changed the plasma DR system to a shield system

Changed the time it takes for a shield to recharge to 3 turns

Changed High Efficency coolant pack to give it 30 soak

Changed extended armor coolant pack to give 15 soak

Change quick charge armor coolant pack to only give half soak, and reduced the time it takes to charge to 1 round

Tuesday, January 4, 2022

New Year Post

 Still chunking away at this. New challenges in life have slowed down progress but I am still working on this thing and I will finish it. 

I swear it!