So! I had to fix some issues with the core rulebook that were kinda glaring and I forgot.
It's too big for a ghost edit, so I decided to increment.
This only affects core rulebook.
6.18 to 6.19
Changed HEDP to Slashing/Concussive
Changed Slow ROF so that it can't burst fire but can double tap
Corrected errors
Clarified Dead shot's wording
Changed Power attack to 2 damage per 1 BAB
Changed adrenaline rush to once per hour
Added PSA AR 15 uppers in 9mm, .40, 45, and 10mm glock mags
Added Olympic arms 30 carbine upper
Added Alexander ARms .17 HMR upper
Double bowman feat no longer requires +2 CP to use, and grants +2 damage dice
Tuesday, November 20, 2018
Sunday, November 18, 2018
Friday, November 16, 2018
New release!
What's up fellow Oats Players!
New Release is out, so check the changelogs!
Also, i'm going to be updating Spiderbot soon, so look out for that.
Core Rulebook
6.17 to 6.18
You can only buy licensed or restricted licensing at chargen, unless a GM says otherwise
Notated that you can buy guns with M&P if you take the upgrades that reduce their license level
Reduced "Duplicate" firearms(Firearms with the exact same stat lines except for calibers) into a single blurb
Changed the .22 LR NAA to 6 WP and the .22 Mag to 8 WP
Eliminated the .22 Short NAA and included .22 short into the .22 LR NAA
Gave the Stoeger double defense combat cut
Added the "Rossi Shotgun pistol"(Thanks Canada)
Added the Winchester 1894 in .30-30(There are too many of these guns)
Added a "Chunky salsa"/Massive Damages rule(Please don't roll tank damage dice on a creature)
Added the MTs255-12 and 20 in Tactical flavors.
Flipped AKM and AK-47 Weights
Corrected some ROFs for the MP5 Series of SMGs
Added 20 Round 5.56 AK magazines
Changed the Scar Grenade launcher to work on ANY scar pattern rifle
Added Ruger Preciscion Rifle in 300 win and 338
Allowed Rapiers to slash attack
Reduce the damage of a spear's bludgoning attack
Attached bayonet to a rifle gives +1 Damage dice
Changed how Staves work. Instead of being the non-pointy spears, they instead are double weapons
Removed Jagged sword
Linked Some exotic weapons to pre-existing melee weapons
Raised Hallbeard damage to 2d8
Changed heavy Weapons feats
Kamas now get a minor disarm bonus
Flails ignore shield bonuses
Added the .380 ACP Hi point carbine.
Added Henry Lever action 410 shotgun
Added hearing Protection: While Ops and Tactics doesn't model against going deaf due to gunfire(Thankfully), they are useful in avoiding flashbangs and the like. Also gotta complete that operator look.
Changed the weights Forced entry unit and special response vest
Clarified the Critical strike/automatic hit mess. All natural rolls between 16-18 are automatic hits, and critical threats are only successful if you hit the person, if your crit range is better than 16-18
Changed stumble reaction so that it doesn't end the turn of the person stumbled
Advanced Arms
6.12
Changed Spinal lancing to give a negative to CHP when installed
Added "Hornetbots" to the beebot/spiderbot dynamic. This is 100% a cosmetic addition. Hornet bots do the exact same thing as beebots
Changed some of the caseless firearms's ranges to be correct with their upgrades
Changed MTarmor to MTunit
Modern Magika
6.15 to 6.16
Added new artifacts
Removed War Scythe
Added a cantrip for abjuration that halves all necromancy life damage
Added necromancy life damage to the list of possible barriers for abjuration
Doubled The Repeat, Maximize, and guide spell cost for necromancy
Changed the metered slurry potion from 3 rounds to 6 rounds
SHifted around Healing and Bolstering Hex incantations
New Release is out, so check the changelogs!
Also, i'm going to be updating Spiderbot soon, so look out for that.
Core Rulebook
6.17 to 6.18
You can only buy licensed or restricted licensing at chargen, unless a GM says otherwise
Notated that you can buy guns with M&P if you take the upgrades that reduce their license level
Reduced "Duplicate" firearms(Firearms with the exact same stat lines except for calibers) into a single blurb
Changed the .22 LR NAA to 6 WP and the .22 Mag to 8 WP
Eliminated the .22 Short NAA and included .22 short into the .22 LR NAA
Gave the Stoeger double defense combat cut
Added the "Rossi Shotgun pistol"(Thanks Canada)
Added the Winchester 1894 in .30-30(There are too many of these guns)
Added a "Chunky salsa"/Massive Damages rule(Please don't roll tank damage dice on a creature)
Added the MTs255-12 and 20 in Tactical flavors.
Flipped AKM and AK-47 Weights
Corrected some ROFs for the MP5 Series of SMGs
Added 20 Round 5.56 AK magazines
Changed the Scar Grenade launcher to work on ANY scar pattern rifle
Added Ruger Preciscion Rifle in 300 win and 338
Allowed Rapiers to slash attack
Reduce the damage of a spear's bludgoning attack
Attached bayonet to a rifle gives +1 Damage dice
Changed how Staves work. Instead of being the non-pointy spears, they instead are double weapons
Removed Jagged sword
Linked Some exotic weapons to pre-existing melee weapons
Raised Hallbeard damage to 2d8
Changed heavy Weapons feats
Kamas now get a minor disarm bonus
Flails ignore shield bonuses
Added the .380 ACP Hi point carbine.
Added Henry Lever action 410 shotgun
Added hearing Protection: While Ops and Tactics doesn't model against going deaf due to gunfire(Thankfully), they are useful in avoiding flashbangs and the like. Also gotta complete that operator look.
Changed the weights Forced entry unit and special response vest
Clarified the Critical strike/automatic hit mess. All natural rolls between 16-18 are automatic hits, and critical threats are only successful if you hit the person, if your crit range is better than 16-18
Changed stumble reaction so that it doesn't end the turn of the person stumbled
Advanced Arms
6.12
Changed Spinal lancing to give a negative to CHP when installed
Added "Hornetbots" to the beebot/spiderbot dynamic. This is 100% a cosmetic addition. Hornet bots do the exact same thing as beebots
Changed some of the caseless firearms's ranges to be correct with their upgrades
Changed MTarmor to MTunit
Modern Magika
6.15 to 6.16
Added new artifacts
Removed War Scythe
Added a cantrip for abjuration that halves all necromancy life damage
Added necromancy life damage to the list of possible barriers for abjuration
Doubled The Repeat, Maximize, and guide spell cost for necromancy
Changed the metered slurry potion from 3 rounds to 6 rounds
SHifted around Healing and Bolstering Hex incantations
Tuesday, October 9, 2018
The Field Identifacation manual has been updated!
Craft has bestowed upon me the new Field Identification Manual, so I'm giving it to you!
It's in the downloads, and on the website, and it looks great!
SO GO DOWNLOAD IT AND THANK CRAFT!
It's in the downloads, and on the website, and it looks great!
SO GO DOWNLOAD IT AND THANK CRAFT!
Ghost edits!
I made a ghost edits due to a fan! Thanks fan!
I basically removed the recoil penalty addition for synthetic stocks, since not getting a bonus is penalty enough.
It's posted, so go and grab it!
I basically removed the recoil penalty addition for synthetic stocks, since not getting a bonus is penalty enough.
It's posted, so go and grab it!
Monday, October 8, 2018
Sunday, October 7, 2018
Update!
I've updated the books with the latest update!
Below are the changelogs!
Core
6.16 to 6.17
Fixed color issue
More Formatting issues corrected
Lowered XP to the following levels
Party (Total Enemy BV)d2×25xp
Removed actions and personal XP
Changed Pistol gri and Folded folding stocks from -3 atk penaly doubling the range increment penalty
Changed Stripper clip guide to also use magazine fed rifles, instead of just self loading rifles
Added the ablity to "Unload" ammo from a magazine
Change cutlass to medium size
Changed the Axe Feats to instead of giving better critical, instead do more damage.
Changed the critial threats of the fencing swords and parrying dagger
Changed the Fencing sword feats minorly
Removed "Damage" from mastercraft description
Removed the Tavor STAR(It's a Tavor with a bipod)
Changed Sig SSG 556 to Sig SG550 Sniper. Name change only
Gave the SCAR L HB the extended barrel upgrade
Gave the SCAR H HB the extended barrel upgrade
Moved the MK-18 Mod 1 Mjolinr to AMR rifles\
Added the notion that SBR upgrade can turn DMRs into Battle Rifles
Changed Vehicle colisions from smallest to largest
Added Rifled Chokes
Increased Removeable choke barrel cost to 12 WP
Added Trauma Plates, a ballistic only light option
Allowed handguns with an auto featuree to be used for some Machine pistol feats
Below are the changelogs!
Core
6.16 to 6.17
Fixed color issue
More Formatting issues corrected
Lowered XP to the following levels
Party (Total Enemy BV)d2×25xp
Removed actions and personal XP
Changed Pistol gri and Folded folding stocks from -3 atk penaly doubling the range increment penalty
Changed Stripper clip guide to also use magazine fed rifles, instead of just self loading rifles
Added the ablity to "Unload" ammo from a magazine
Change cutlass to medium size
Changed the Axe Feats to instead of giving better critical, instead do more damage.
Changed the critial threats of the fencing swords and parrying dagger
Changed the Fencing sword feats minorly
Removed "Damage" from mastercraft description
Removed the Tavor STAR(It's a Tavor with a bipod)
Changed Sig SSG 556 to Sig SG550 Sniper. Name change only
Gave the SCAR L HB the extended barrel upgrade
Gave the SCAR H HB the extended barrel upgrade
Moved the MK-18 Mod 1 Mjolinr to AMR rifles\
Added the notion that SBR upgrade can turn DMRs into Battle Rifles
Changed Vehicle colisions from smallest to largest
Added Rifled Chokes
Increased Removeable choke barrel cost to 12 WP
Added Trauma Plates, a ballistic only light option
Allowed handguns with an auto featuree to be used for some Machine pistol feats
Modern magika
6.14 to 6.15
Gave ingots rudimentary weights.
Changed the cost of some of the potions
AA
Ghost edit: Fixed some errors with pricing
Go get it, and play! Have fun!
Subscribe to:
Posts (Atom)