Wednesday, December 6, 2017

Still writing!

Just wanted to give all those who still read this blog an update.

So I'm going through and making all of the sweeping corrections and additions I wanted to make earlier, but haven't.

The reason is because I'm going to make this update the last one, so I can work on kandai full time.

As for Kandai, it's comming along slowly, but it's comming. I am still working on it.

Feel free to hit up the discord, or email me!

Thursday, October 19, 2017

This will probably be the most important post on Ops and Tactics you read.

All good things must come to an end. And after nearly 8 years of development, I seriously am getting to the point to where the things I'm fixing are so minor they may as well not be fixed.

So I'm going to call the system "Done". And I know there are some people who will remind me that I've said I'm "DONE" at least three other times, but this one is the real one. I want to move onto the Kandai project 100%, and the rules work as intended and they work fine.

Before I do fully wash my hands of the core rulebooks, I will release one more with some corrections and such to make it easier to read.

I do want to note that even though I am calling the rules done, I'm not stopping support for the setting. Feel free to ask me any questions, or anything like that. But I'm not adding anything new rules wise, and I'm not going to be making any more major changes to the system.

Now, on to the new stuff: The Kandai project.

I've posted before about Kandai, but now that it's actually taking shape I can talk about it. Kandai is the base setting for Ops and Tactics, with a few caveats. Firstly, it uses ALL of the books and a few of the variant rules. While you don't have to use said variant rules, for the best experience it's recommended that you do.

I don't really know WHAT to call the setting in terms of genre. It's semi-mundane space game with lots of minor wonderment things in it. There are planets(Not sure of an ammount yet), that players can travel to, or even be stranded on, since there are different technology levels, you could play an entire campaign on one territory of one planet and still be IN the kandai universe. So it's kind of an overworld universe for multiple types of play. You want to play medieval with magic? Sure. Futuristic people landing on a backwards planet and getting stuck? Go ahead.

Craft is writing the Monster manual that will introduce a bunch of new fun things to kill and be killed by, so expect that to release with the setting in tandem. Furthermore, there will be soemthing called the "System Information Guide(SID)" that will include planets and a host of prebuilt ships for characters to purchase, steal and fight.

So expect it to come. I've been working on it on and off for about a year thus far, but the edits to the core rulebook have been slowing me down.

Saturday, September 23, 2017


HEY! It's release day!

You thought I was done? NOPE STILL WRITING!

Changelog is below!

As always, you can download from here, or the website,

Also, we have a discord!

The link is here!:


6.09 to 6.10
Changed the EXP calculations, in both increased the EXP and changed it so that when you hit a level, your EXP returns to zero, and you have to earn UP TO the next level.
More fleshed out how one rolls a character and put more pertest information in the first chapter
Changed sunder so that it's just a normal melee attack
Further Clarified Two Weapon Fighting
Added actual rules for concealment
Moved around Combat so that it's somewhat easier to read.
Added the explosion rules to combat.
Changed 5.8 Chinese to 5d4, making the recoil -5
Clarified tactical deraw and quick draw attack
Removed Trained only from Craft(Structural, Mechanical and Electrical), and disable device
added MK-18 Mod 1 Mjolinr
Increased the burst radius of a lot of thrown grenades by 5'

Increased burst radius of some fired grenades by 5'


6.06 to 6.07
Changed Desert elves so they recieve more feats
Changed Forest Elves so their reduction is now -10 Mental limit instoead of -15
Change the 2nd feat forest elves receive
Added more notions about Shift terrain in Transmutation
Changed Dwarves Feat setup
Changed Range for Spellcasting(Specifically Magic and Incantations) so that it is now a range INCREMENT, and not just standard range.
Chanaged Transmuting weapons so that you are considered proficient with the weapon you transmute inately.
Added more Magical artifacts
    Including JM's "hats"

Added magic to the Character sheets, so it's a full character sheet now.
Clarified Container enchant so it works with "uses" and/or "Timed" enchantments
Added the action to destroy paper.


Increased the grenade burst radius


Increased the grenade burst radius

Thursday, September 21, 2017

Project isn't dead

Not dead! Still writing!

Just wanted to give an update. I'm almost done with the base framework of kandai, and Craft is chugging along with the monsters of Kandai.

It's looking good so far, I'm probably goign to move into writing the races and their history next, then the factions, and go back and add a bunch of minor things to the planets and territories again.

Tuesday, August 1, 2017

Release Pains

Alright ladies and gents.

So It has been brought to my attention a couple of formatting errors and things that I missed(As usual), so what I have done is recreated and rereleased the books. There are no actual ERRORS with the game, just a few things missing. The rules have not changed at all and there is nothing to add, but I didn't see a point going through another release to fix a few formatting errors.

The fillable sheet also had some residual errors in the code, so I've gone and fixed that one too

Wednesday, July 26, 2017


Today is a release day! I've been sitting on these for awhile so I think they're ready to go! Check the download!

Also! The character sheets now are form fillable and useable! So check those out too!

Modern Magika

6.05 to 6.06
Somehow I fucked up the numbering. Fixed that.
Changed Spellcasting so that you can overwrite your old spells, like a harddrive.
Clarified the distance one can be away from their spells and still cast them
Changed Conjuration in the following ways:

Teleporting someone hostile is a ranged touch
You can't make portals where someone is occupied

One exit of the portal must be within 5 ft of the caster(Can increase, with SP)

Advanced Arms

Removed the AI from the Skiff(It was a mistake)
Fixed errors in Spaceships
Removed the requirement to point weapon mounts, they now function as the default, where you orient the weapons when they are installed
Changed Sublight engines so that they scale with size.
Changed Firearm formatting to the new style of formatting
Aded the notion that shields will be down for at least one round
Changed "Hiring requirements" to "Job Change requirements" to make it more clear
Changed Removed Tactical Plasma rifle reload and patched it into the current reloader feats

Removed all of the tactical plasma feats and instead tied them into Shotgun, Rifle, and handgun reloader feats in Core

Core Rulebook

6.08 to 6.09
Corrected issues with the colt Lighting and thunderer(They're DA guns, not SA guns)
Changed 44 Henry to 2d6+1, making it's recoil -2
Changed the 44-40 to 1d10+5, making it's recoil -5
Changed 6.8 SPC to 5d4+3 , making it's recoil -6 and moved it to intermediate rifle
Gave the Greatsword a 10 ft reach
Changed Integral stock to PDW/Handgun ONLY
Changed HE launched to concussive only
Increased cover bonuses.
Changed formatting to make firearms easier to read.
Made numerous modifcations to the concealiblity of firearms to provide a more diverse set of concealable spans that were current
Added Minishells to shotguns
Changed the shotgun Quote
Changed the notion of "integrated" to "permanent" to avoid confusion. permanent objects on firearms can't be removed.
Consolidated the Rifle and shotgun feats so that they are all one kind of feat and removed some of the "Tactical" reload notions that was being pointed at
Changed all notions of "Fixed barrel" to "Break Barrel"
Increased Sling steady feat to +2
Increased all Saving throw feats to +4
Combat Throw increased to +3
Changed magnum shells so it reduces 1 per 3
Removed the Ablity for a wax slug to take the benefits of a slug barrel
Added the Advanced Combat sight in the 3.1-6x range.
Added the Gripod, a vertical foregrip/bipod hybrid
Clarified Text for Contolled shot Feat
Clarified SNiper rifle, DMR and AMR expert feats saying that they only get the reduction when using a rifle with a magnified optic.
Doubled the ammount of primers you get per box
Corrected the painkiller issue so that you can't give it to people with CHP, but no XHP
Increased the ammount a spray bandage bottle heals to 1d3
Increased Wrist wrap bonus to damage to +3
Added the Sig P320 Family, as they won the XM17 Contest
Added the Model 27 Registered Magnum
Added PM-63 RAK
Added PM-84 Glaubery
Added the Schmidt Rubin Model 1911 Rifle and carbine
Added Sig 510
Added CZ 528
Added Browning A bolt bolt action shotgun
Lost count of the guns. Removed the gun counter.
Changed "Hiring requirements" to "Job Change requirements" to make it more clear
Made the following Changes to attacks:

Burst Fire: Increased 2r to CRP-2 and 3r to CRP-4
Autofire: Increased to CRP-7
Double Tap: Increased to CRP-3
Slamfire: Increased 2r to CRP-4 and 3r to CRP-5
Bumpfire: Increased to CRP-8

Changed The following Ranged Weapon Upgrades:

Ported Barrel: Now negates Recoil by 1 instead of granting a +1 Bonus
Match Barrel: Added Machine pistols to the list of possibles to receive the upgrade.
Compensator: Now Negatates recoil by 2 instead of granting a +2 bonus
Muzzle Brake: Now Negates recoil by 3 instead of granting a +3 Bonus
Bipod: Grants a +3 attack bonus when used.
Detailing: Grants a +5 Bonus to all presence checks, and even huge weapons get the bonus now.(Gold plated Anti-material rifle FTW)

Fixed stock: Now Negates Recoil by 2 instead of granting a +1 attack to multishot attacks
Synthetic stock: Now increases Recoil by 2 instead of granting a +1 attack to multishot attacks
Buffer stock: Now Negates Recoil by 5 instead of granting a +3 attack to multishot attacks
Detatchable Stock: Now Negates Recoil by 2 instead of granting a +1 attack to multishot attacks
Speedfeed stock: Now Negates Recoil by 2 instead of granting a +1 attack to multishot attacks
Integral STock: Now Negates Recoil by 1 instead of granting a +1 attack to multishot attacks

Vertical Foregrip: Now Negates Recoil by 1 instead of Granting a +1 attack to multishot attacks

Magazine Foregrip: Now Negates Recoil by 1 instead of Granting a +1 attack to multishot attacks

Sunday, July 23, 2017

This formatting thing is taking forever!

I promise you i'm not dead.

But! I am still working. The reformatting of the guns is taking longer than I expected, and I still need to go and fix some issues with the character sheet.

Otherwise, eveything's rolling as normal!

As always, feel free to email me at for any request, questions or comments!

Also I may start a pateron soon, just to see if there's any interest in me continuing to work on this thing.

Tuesday, June 27, 2017

Character sheets


So I fininally fished the VERY FIRST PART of the character sheets. This should be enough to play games without magic.

Yes, I'm working on the magic parts. And They will be done "Whenever". Sometime before the end of the year.

But yes, I'm not dead, the character sheets are up on the blog. I'm also posting them to the website.

These are primarily meant to be used for printing, BUT I am working on making them form fillable, so Hold onto your butts for that part.

Also, they are added to the big zipped folder. So you can grab that too.

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

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

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!


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
Ruger LCP
Micro Desert Eagle
NAA 32

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

NAA 380

Advanced Arms
Fixed typo errors

Added Power ratings to the ships

As always, Email me for issues!