Sunday, December 20, 2015


Alright! I promised it so it's here!

The new update!

Since this one is so close to chrismas, I'll go and actually explain what I did and why in the changelogs.

5e 1.03 to 1.04
Removed the Gamble Skill
Removed Lucky Feat

Gamble and The connected Lucky feat was used so little that literally noone in my playtest group noticed or cared about it. I also felt that it was somewhat specific and out of place for a game like Ops and Tactics. Thus, removal.

Added More information to Knowledge Skills
Gave the ablity for knwoedge skills to create opportunities

The Knowledge skills can also be used to "Create Opportunities" by knowing things. This one was a request. Basically you can see if you know where all the good guns are, or where the underworld congregates with knowledge.

Changed lever Shooter and Pump Gunner so that Potshot attacks are availabe to pump and lever guns

This one is simple. It said one thing in one book and another in another. Consistency!

Changed how Error range works completely, so that the GM rolls error range per combat and the gun jams depending on the attack roll

Error range was actively scaring off my players from choosing weapons with an error range. So it's now on a per-combat basis instead of per shot, making the actual jam chance lower completely. It also operates on attack roll if you do fail the error range check at the beginning of combat.

So it's much better all around.

Removed the Automatic Attacks Variant Rule completely

This thing sucked. And it couldn't mesh with the rest of the rules. There were multiple issues and problems with it, and it really doesn't fit.

Remove ER from the following types of ammo

Reduce Incendary to 5%
Reduce Solid to 25%
Reduce Less lethal to 20%
Strung Buck

A lot of these rounds actually wouldn't make a quality weapon fire, as they're full load rounds. Also the bullet design is pretty much the same for most.

Added Perception as an archetypal skill to the Fast and the Strong

A balance issue. It would be expected that the combat archetypes be able to actually pay attention.

Changed C4/Semtex to plastic explosives

For flavor! Also a request.

Removed Handle Animal from the Strong Archetype SKill list

It made no sense. I think this was a hold over from D20 Modern.

Removed Structural, Visual Art, and writing Crafting from the Smart skill list

This is also a balance issue, the other archetypes would be far better at doing these things than the smart.

Added Drive to the STrong and the Tough Archetypes

See Above.

Gave the Wise an additional point at 2nd level Ref save

Balance issue.

Gave all archetypes but the Smart a +1 Boost in BAB

Balance issue. Separating the Archetypes a tad bit more. The smart's not supposed to be a combat master.

Increased Smoothe talker Special Ability from 5 to 6

Balance issue.

Removed Black Powder feats from Core Rulebook

Black powder makes far more sense in the sense of modern magika, so it, like the firearms, got moved there.

Removed the Homebrew Rules section and the variant rules

All of the variant rules are in the GM compendium, so there's no need to repeat them more than once.

1.09 to 1.10
Changed .40 caseless to 2d12+6
Changed .28 caseless to 1d12+3

Balance issue. Caseless firearms were WAAAAAAAAAY too powerful for what they were. They were better in almost every regard. Had to balance them.

Changed Spacecraft Operation to differentiate by Size of spacecraft

It makes far more sense to delegate the SIZE of a spaceship than an arbitrary "Nothing bigger than fighter"

Added Weight to caseless magazines

I forgot this.

Added Tankers for transporting goods across space

I forgot this too! Space tankers away!

Added plastool

This was a suggestion by a playtester and friend, Boots, to have a tool that used plasma to do a bunch of various things.

Added Interceptors

Interceptors are basically the analog to regular fighter aircraft. Not great at long distance, very little cargo space(Mostly for gun ammo) and cheaper to make. Tie figithers? Tie fighters
Added Attackers

Space Bombers/Rocketships/Missleships. More of a pronounced attack type than Gunships.

Added Coupler, a way to couple ships freights to ships
The only way to drag stuff through space!
Added the Droppod Class
A drop pod is basically a way to get to a planet with some cargo, and launch back into space. They have no guns, have no way to fight, and work better as emergency ships than the deleted "Lifeboat" class

Added Repair Pods
Basically, a way to repair a ship in combat/out of combat! Targetable.

Changed Integral stocks so that they don't change the size of the firearm
changed Detachable stocks so they don't make a firearm larger than medium

Balance issue.

Removed Black Powder weapons from Armory
See the reasoning for Core

Changed Black Powder weapons
Moved Black powder weapons from Armory to Modern magika and renamed them "percussion cap firearms"

Percussion cap firearms have been added, as well as the feats that go with black powder weapons, to provide a very good options for mages who want to enchant a firearm that isn't a single shot.

They're expensive, however. All of these were moved from Armory, and I added a few more.

Added the notion "When teleporting a creature, you do not change direction or speed." to teleportation in psionics and Magic

Balance issue.

Other Books that were modified

Procedural Guns
GM Compendium

ALRIGHT! That's all I got. The Blog and the Website have been updated, so feel free to download everything and play with the new rules!

Merry happy holiday chrismas and all that jazz.


Saturday, December 19, 2015

A real post!

So, I'm working on a bunch of changes! Expect some new books soon! A lot was fixed! like Error range!

No longer will people be afraid of Error range!

There was also some rule shifting, some game balancing and the like.

And some flushing out of Advanced Arms, more ships and the like.

So yeah! Look for a new version soon!

Tuesday, December 15, 2015

I'm not dead, just working

Got a new job, and it's been kicking my ass.

I promise a release before Febuary! with more rules and more ships and stuff.

So yeah. Just a small update.

Thursday, November 19, 2015

Emails, and an update!

So with that one post, I got a bunch more emails!

Thanks to all the guys who emailed me! Feel free to do so!

Also, Boots, one of my playtesters and major contributors gave me his notes on some tools that I can and probably will make for the game, with his name attached.

So more content soon, fellow players!

Also, if you have any suggestions for tools or things that I can possibly add, feel free!

A tool being a thing that's not primarily a weapon, that will have some kind of in game use that's cool, that I either haven't covered or missed a major variation on.

Monday, November 16, 2015

An explanation on Invoking

Alright, so I just got my FIRST email with a request, and because I can't sleep, I'm fulfilling it.

This one's for you, David.

Incantations and Mental Limit

Incantations and how it affects mental limit is admittedly a bit complicated, so I'm going to see if I can present an example as best I can here.

The Base cost of Incantations and memorizing Recipes is straight forward: (5 * Level) +5. The higher your level, the more you can memorize, but the more it cost.

The tricky part is actually using incantations. The text Reads as below:

 When an Invoker casts an incantation, Mental limit is used. On the following turn, the Invoker's used Mental Limit is decreased by 1/4th the total Mental Limit that is currently used, rounded down. (Multiply the total Mental Limit used by .75, rounded up), this is the currently used Mental Limit. Invokers unable to provide this Mental Limit cost can not use their recipe. 

Now, let's say an invoker cast an incantation that cost 10 Mental Limit, using 10 Mental Limit that turn. On the following round, their mental limit is reduced first(Before anything else can be done), where you Multiply 10 * .75 (Or 3/4, whatever you choose). This turns it into 7.5 rounded up, which brings it to 8.

To split the example, the first example will say that the invoker cast another incantation that cost 10, bringing their total to 18. The following round, their mental limit used would be 18 * .75, which turns into 13.5, rounded up to 14. So as long as they keep using incantations, it will continue to fill up. Invokers need time to let their mental limit recooperate.

The second example would say that the invoker didn't use any more invocations the rest of the combat. The third round would see a reduction into 8 * .75, reducing it to 6. The fourth round would reduce the Mental limit by 6 * .75 , bringing the total to 4.5, rounded up to 5. The fifth round reducing it to 4 Mental Round, the 6 round reducing it to 3. Any subsequent rounds would leave it at 3, due to the math.(This was done on purpose). Only after combat has stopped will the mental limit be fully cleared out.

I hope that this has been clarifying, if it hasn't? Feel free to send me an email!

Friday, November 6, 2015

An Issue I missed with the Wise ARchetype in Core

I had to do an update on some rules with the wise archetype. It's been resolved and less broken now.

So go redownload core!

Wednesday, November 4, 2015


So there was a bunch of errors my Editor found, and as such, I have updated the following books.

Core Rulebook(Got some major rulefixes, including Extra Effort not sucking)
Advanced Arms(Which also got some more content, and some rulefixes as well!)
Modern Magika(Also got some rulefixes, psibladist suck less now)
Armory(Mostly Error fixes)
Supply Drop 8(Error Fixes)
Procedural Guns( I made a bot in ruby that does this automatically. Feel free to email me at for the code)
GM Compendium(Errors and such)
Special Request 3(Technical errors)

So go download it!

Wednesday, October 7, 2015

Missed a thing in Advanced Arms

So there was a vlaue in the armor I missed, so I just reuploaded it with the fix. THere are no major changes so no new version. Go get it!

Tuesday, October 6, 2015



Modern magika
Added the Reaction form for psiblades/plasma blades
Removed the bands of power
Added the Crystal Gems

Core Rulebook
5e 1.00 to 1.01
Changed prices of licenses
Changed the prices of cellphones.
Gave all acclipable rifles threaded barrels
Changed Saboted slugs to give +1 instead of -1 damage dice
Changed the Archetypes so that they recieve two feats every even levels
Removed the Gun crafting from the Craft mechanical skill list, and instead instruct characters to use the one in ARmory instead

Advanced Arms

1.07 to 1.08
Added the Synthetic Races
Removed Trade Goods from SD9 and added them to the book
Fixed "Celeistal beings" notion
Added non-planetary things to fly ships to
Added the "FTL" drive

Added the following guns
Sig P938
Colt Mustang XSP
Preciscion Small ARms PSP-25
Canik MKEK
MPA 5.7 Pistol
MPA 57. pistol ex

Wednesday, September 23, 2015

It's not dead!

I know there has been radio silence for awhile, but no this project is definitely not dead.

I've just been so busy with life as of late I haven't had a chance to push out the latest updates, the REAL new version.

Expect some good changes!

Thursday, July 30, 2015

Problem with the Site

So apparently the "Contact me" button hasn't been working on the site, so I added a contact thing here, on the blog.

So go nuts!


Alright! So I have finally finished updating everything!

And I decided to go to 5e due to some of the major changes that are going on.

I consolidated a lot of the supply drops into the books where you would be most likely to look for them, and I added some new things in Advanced arms!

I also changed the major dice from 1d20 to 3d6, as I've noticed my playtesters HEAVILY prefer it to 1d20, and due to what Ops and Tactics is, it was a much smarter move.

Changelogs below!

Core rulebook 4e 1.25 to 5e 1.00
Clarified the language in Battlemind
Changed Sprayfire so that the base penalty is -16, but the character rolls double dice damage if they hit.
Changed the light pull heavy pull from a +1 bonus to damage to a +1 damage die. Also gave heavy pull a +10 range and light pull a -5 range.
Added the Services Kit for vehicles
Changed the entire System to 3d6, from 1d20.
Removed the 3d6 Variant rule, as it is the Primary rule.
Removed the headers and footers with the numbers
Removed the separation from SHotgun and rifle pump and lever action rifle feats, placed it under the Point blank shot feat tree, and let it work for all styles of lever and pump firearms

Modern Magika 1.12
Fixed Errors with potions
Made shields not Suck, by changing how they give defenses and how they improve on thigns in fighting. Staggered the bonuses based on the shield.
Consolidated SD5,SD7,SD9,and SD12 into this book.
Changed all Notions of the D20 to the 3d6

Armory 1.13
Fixed errors
Removed the G36's mastercraft status
Changed the Coonan to Coonan Classic
Added Coonan Compact
Added a way to reduce the error range of a crafted firearm. 

Advanced Arms 1.06 to 1.07
Consolidated Some SDs into this main book.
Added Spaceships, spaceship combat and spaceship upgrades
Added 3 New Armors, Spacesuits.
Added AI Module to Visions
Changed all notions of d20 to 3d6

So as of today, all of that 4e shit is old. Go download the new pack, or each one individually. The website is being updated as well!

And as always, feel free to email me!

Tuesday, July 7, 2015

Consolidation and a New Supply Drop!

I know I keep saying I'm done but I keep finding new and intresting things that I want to put in the book, and changes and directions I want to go in!

The first thing I want to mention is the new supply drop i'm currently working on!


I'm working on a space supply drop that basically will cover space travel, space ships, ruidementary space combat, and space related items and rules for people to use.

Space combat will be simple as hell, so that it doesn't take focus from the original game,

The other thing I'm doing is consolidation. I am going to be taking a lot of the Supply Drops I have written over the years, and condensing them into the Books that they are most related to. They all won't be condensed so there will be supply drops, but the numbers may change.

So look out for that. A major change is comming!

All of this is in preparation for possible printing.

as always, feel free to email me with your complaints!

Tuesday, June 30, 2015

GM Compendium and Player Resource

I finished the GM resource book, which basically replaces Rules and ammo(Which had a stupid name anyway) that has all of the fun stuff in it that Rules and ammo had, as well as a primer on how, when and why to use Ops and Tactics.

Because of this, Rules and ammo will no longer be available for download, since everything in it is now in this book.

So go download it!

As a note. If you're new to Ops and Tactics, this is probably the first book you should read to get yourself familiarized with the game and learn how its different from D20 Modern.

It's also a great cheat sheet.

Tuesday, June 9, 2015

Remember that Procedural guns thing?

Yeah, so I got some intrest for it, so I decided to finish it. Thankfully, I had done quite a bit of work on it before I gave up/quit/retired, so finishing it was not too much work. It is released! On both the blog and the website.

Basically, It provides a way for someone to randomly generate a gun, by rolling a bunch of D100s, as well as ammunition for that gun.

So someone write a bot scrip for it!

Tuesday, May 26, 2015

New little book.

I got a request for a few guns, so I added them into a new supply drop.

Go download it!

Thursday, May 21, 2015

Some spelling updates and some fixes for things.

So there was an issue that a player pointed out to me with Battlemind, the Smart Talent. Originally, there was no indication if the reduction should be done after all of the cost are accumulated or if it's done separately.

So I clarified that.

I also updated Advanced Arms so plasma damage can now cause extremity damage, Updated Armory to fix some issues and errors, and the Supply Drops 1, 2, 7 and 17, as well as the Special Request 2.

So go redownload those, or redownload the zip file!

Oh! Rules and armory got updated as well. So get that too.

Sunday, May 17, 2015

A change to core rulebook

It's a minor one. Some errors were fixed, and I moved down Improvised weapon profiency.

Because I wanted to and players told me it was a good idea and I agreed! So! 1.24 is live!

Friday, May 8, 2015

Minor error in SD9

There was a typo I noticed in SD9, so I corrected it and reuploaded it. It was very small but it bothered me, so I fixed it right quick. Feel free to go redownload!

Thursday, May 7, 2015

Wednesday, May 6, 2015

Oh. Well I finished it

So I finished Supply Drop 17 much faster than I thought I would.

So go download it! use it! play it! complain about it!

EDIT: I also updated the rules and ammo sourcebook so that it has the new variant rule in it. So go redownload that too!

Sword and Board is Back. Kinda.

So I'm currently writing a Supply drop that contains a lot of the elements I WAS going to use in Sword and board, but that works more as an addition to the game rather than anything else

So look out for that! It will be soon!

Wednesday, April 29, 2015

A stupid change I should've done in awhile.

So I've received a few complaints about the numbering system for the supply drops, so I jsut tacked on what they are to the end of the PDF. There is no rule change whatsoever, just a name change to the PDFs.

So redownload if it's easier for you!

Monday, April 27, 2015

Minor error with Advanced Arms and subsequently, Rules and ammo

So there was a single rule I forgot to implement in the latest drop of the updates, which was to add a ruggedization aspect for plasmars and lasarms, which allows them to be used somewhat in melee combat now.

So go redownload it!

Giant update

My editor is at it again so I have updated every book that fixed a few errors, and cleared up a few things that where ambigous.

As for the actual content, the most important thing that was added was gridless combat!(For the wargamers out there), that gives rules for how to play Ops and Tactics without using an actual grid.

Conscript_Gary is credited with creating and testing the rule. I had very little to do with the actual construction and testing of it, I just gave my opinions. The rule is in Core Rulebook and in Rules and ammo.


I wrote a second special request that is full of 1911, because I wanted to.

And I'm switching from mediafire to dropbox to host the game files, since I find that is much easier to upload and fix.

As always, thanks for reading and I hope you enjoy!

And you can always email me at


Friday, February 20, 2015

Post 100

Post 100. I didn't even think I'd get this far. I sure as hell didn't think this little rewrite of D20 Modern would still occupy my mind, let alone become what it's turned into.

Before I get into certain thank yous, and shout-outs, I'll go and post what was updated.

Core Rulebook Changes

4e 1.21 to 1.22
Changed Aircraft Operations feats to remove the notion of regular helicopters
Changed Pilot to include general helicopters
Changed Cleave to not include "The same bonus as used"
Changed the entire Vehicle combat rules, and replaced vehicles with more generic archetypes.

Removed "SHort description" from feats

Modern Magika Changes

Added the Craft(Alchemy) skill that allows you to make potions

Added glass globes and the globe launcher to Modern magika.

Supply Drop 3 Changes(The one with the generic guns)
Added Generic machine pistols

Alright, now that I got that out the way there are a few people and organizations I'd like to thank for all the help with this once-shitty system

Boots: Thank you for all your help with rules, and theories and being able to bounce numbers off of you. It has definitely been appreciated and I seriously do not think that the system would have gotten better without your input and your contributions!

Spindly: Would not have been nearly as fluffy or given me ideas for generic things based off of your artistic designs and explanations. I am glad to have you as a contributor to this system!

Druin: Thank you for being our human calculator. Magic would probably still be broken without your brain.

The Playtesters: This includes Gordon, AniaMay, Ned, and the rest of the #opsandtactics crew(Sorry if I missed anyone). Could not nor would not have wanted to do this without you guys, thanks a million for being guena pigs

/tg/: Thank you for telling me how shitty it was in the beginning so I could fix the core issues

/k/: Thank you for the oddly specific gun knowledge I needed to complete armory and a host of other firearms related things.

Readers and Contrubters: Thank you for reading this system. I say often that I didn't really make this for anyone else, and it is true, but thank you for taking a chance on a D20 Modern heartbrake(Of all things) and either loving or hating it. Thank you for everyone who's ever emailed me, gave me constructive criticism on the system or some rules, or even picked it up. I may write this for myself, but I keep going cause people enjoy it. 

As for that, I think with the vehicles finally done, I can call the system more or less complete. There is still much to do with editing the system for real consumption, and possibly talking to someone to start a Print on demand, for those that want printing.

The PDF will always be free, forever.

Edit: I just realize that I posted this nearly 4 years to the day I started this accursed blog!

So hooray! Anniversaries!

Saturday, January 17, 2015

So there's a small issue with SD16.

There were some minor changes that needed to be done with SD16, and they were modified as par Boots's request.

So it's been reuploaded! Go get it!

Thursday, January 15, 2015


OKAY! SO there are three things that were updated.

First is SD5. I put in a bunch of other new magical items that I'd been procrastinating on doing, so that's new.

SD16 is a race builder tool, and a new archetype that Boots build and I compiled and edited and all that jazz, so thank him for that.

And I added the new variant rule in SD16 to Rules and Ammo. So there. Go download.

Wednesday, January 14, 2015

Updates! however minor.

I updated the character sheet a bit(Thank you Boots!), giving more templates and such.

Also I've pretty much given up on the PDF printable character sheet for now, since every edit usually requires a rewrite. What I'll do is when everything is done, and settled and finished, I'll fix it then.

Also! What's in the works?

I'm finishing up SD16, which contains a new archetype, a variant rule archetype, and a racial character builder to allow GMs and players to make their own races for their own games and (for the most part) can work aside the races that exist now, if you so choose.

I'm also work on a major fix to vehicle combat and vehicles in general(Thank you again boots), as well as taking a hard fucking look at the creatures and such, and actually working on them and making sure that the stuff that's actually written down actually fits with the rest of the game, since I've all but run out of rules I actually wanted to work on.

Oh! And when I'm done with all that, I'm going to be making a giant fucking universe, since I've been itching to do that since Advanced Arms came out. I think people will enjoy it.

As always, email me to get me to finish that procedural gun SD, cause otherwise it's not going to be done, since apparently noone(Myself included) even wants the damn thing, and I have to have SOMETHIGN I left out, otherwise it won't be a real system!

Have fun and enjoy!

Saturday, January 10, 2015

A very minor change.

There is an EXTREMELY minor change that I am changing to the core rulebook(And by extension, rules and ammo) and that refers to the cost of changing the finish on a gun. It's entirely too high.

I'm also changing the restriction of the colors and adding "Rainbow" as a possible finish.

IT's minor, but I'm updating the books. I'm not changing the rulebook's number, however, because it's just not a big enough change to warrant it.

So Go download the new versions of the same book, today :D