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This game is made under the D20 OGL, and all rights and credits are reserved by the owner, Wizards of the
Coast.
All information was found using google from various firearms websites, my own knowledge, and wikipedia. The
Ops and Tactics copyright belongs to Sweet Soul Bro !!H5XdMKmBv5G. Monsters were taken partly from the
MSRD. I don’t own them. All listed firearms are owned by their respective companies, trademarks, copyrights
and I do not take to claim any ownership of any. Please don’t sue me, I have no monies.
1
Base save bonuses are the basic ability for a character to resist Many occupations grant skills. The number in parenthesis denote
one of three kinds of sudden effects. Reflex is the measurement of how many skills a character gets from their occupation. If they
moving and avoiding things, and is influenced by Agility. Fortitude select a skill that they have already chosen as a focused skill,
is the measurement of physical resistance, and is influenced by they gain a +1. Every level, they gain a +1 in the occupational
Constitution, and Will is the measurement of mental resistance, selected skills as well.
and is influenced by Wisdom. A character can purchase no more
than two base save bonuses per save type. Occupational Feats
Select occupations grant feats. These feats are extra feats beyond
Skill Points what the character’s race, and level grant. These feats are
selected before the standard feats that a character gets.
Skill points are how a character is measured in the various skills
in Ops and Tactics; the more skillpoints you have, the more Occupational Wealth and Equipment
skillpoints you can spend. When rolling a character for level 1,
this increase in skill points is multiplied by 5. There is no limit on All occupations give wealth, both starting and bi-weekly wealth.
the amount of purchase a character can spend on these points. This wealth is meant to represent any assets and disposable
income that the character has, after things like bills, payments,
mortgages and taxes are paid.
Extended Hit Points (XHP) Plenty of occupations also issue equipment as a part of their
daily duties. Be sure to talk to your Game Master on any specific
XHP is a measure of a character’s ability to turn a direct hit into a changes they may want to make involving issued equipment.
graze or a glancing blow with less serious consequences. When
rolling a character for level 1, this increase in XHP is included in
the formula. 3.5 Step 5: Feats
Feats are selected after Occupation, allowing a character to use
their occupational feats as a base for any feats that may require
3.3 Step 3: Skills any prerequisites. A character gains 2 feats per level, plus any
After COP points have been spent, and the ability scores are feats they receive per their race.
assigned, the next step of the character is to select 7 skills from
the list of skills available as focused skills. A focused skill is a 3.6 Step 6: Character Statistics
skill that a character has focused in, and a character can spend
skill points on these skills at the rate of 1 skill point per rank. After feats are selected, a character then fills out the rest of their
A character can select any 7 skills, but they receive all of the values, such as Defense, Mental Limit, Combat Points, and attacks.
Magic, Invoking, and Psionic Skills, Linguistics, Knowledge (Pop
Culture) and Knowledge (Streetwise) as focused skills. Any skill Base Attack Bonus
that is not selected or not apart of the skills that are automatically
Base attack bonus is the basic fighting ability of the character.
granted as focused skills are considered non-focused skills, and
It is a base bonus that applies to all attacks that the character
a character can spend skill points on those skills at the rate of 2
makes. Base attack bonus starts at +1 at level 1.
skill points per rank. After skills are selected, the character should
then choose an occupation.
The Starting Skill Point formula is: ((3 + INT MODIFIER + Defense
COP Increase) X 5) Defense is the value an attacker must exceed to successfully
The Maximum Skill Point ranks for focused skills is: (Level + complete an attack on the character.
4) Defense is equal to: 10 + Agility Modifier + Equip-
The Maximum Skill Point ranks for unfocused skills is: ((Level ment Bonuses + Size modifier + Miscellaneous
+ 4) ÷ 2) Bonuses.
Defense also includes two other styles of Defense; Touch Defense
and Flat-Footed Defense. Touch defense removes the armor
3.4 Step 4: Occupations modifier from the defense calculation, and Flat-Footed defense
removes the touch modifier from the defense calculation. These
Occupations represent the current line of work that the character two should also be calculated.
is in, at least before or at the beginning of the campaign.
Occupations govern the starting wealth points, bi-weekly wealth
Mental Limit
points, and any additional skills or feats that are granted by that
occupation. Mental Limit is a representation of a character’s mental capacity
Occupations are not supposed to be a hard representation of to use Magic, Psionics, and Incantations. The value for Mental
actual job titles, rather a general field of study or group of jobs Limit can be effected by the character’s race, so be sure to verify
that the character is involved in. When creating a character, try that you are using the correct calculation. In games without Magic,
to think of a specific job your character has, and try to place it in Psionics, or Incantations, Mental Limit should not be calculated.
one of the categories that you, and the GM best feel would fit. The formula for the Mental Limit is:
5
((6+WIS mod)×Character Level)+30 or the Racial Men- 3.7 Step 6: Miscellaneous Character information
tal Limit formula.
This step includes anything that may or may not affect the
character. Things such as descriptions, age, job history, likes
Combat Points and dislikes, and other things that flesh out the character.
Combat Points are a representation of how many actions a
character can perform in a single turn. In Ops and Tactics, every 4 Leveling Characters
action in combat has a Combat Point value, and a character can
perform as many actions, in any order, as they have Combat This is a step by step instructions for increasing a character’s
Points for. The value for Combat Points is effected by the level. When playing a game that starts at a level higher than level
character’s race, so be sure to verify that you are using the 1, it is highly recommended that you level the character a single
correct calculation. level at a time, going through the normal leveling procedures for
A character has 15 Combat Points, or the Racial Combat Point each level.
value.
Attack bonuses fall into two categories: Ranged and Melee. Base Save Bonus
Ranged attack bonuses are governed by the base attack
bonus of the character, their Marksmanship modifier, and any Base save bonuses are the basic ability for a character to resist
miscellaneous bonuses. Melee attack bonuses are governed by one of three kinds of sudden effects. Reflex is the measurement of
the attack bonus of the character, their Focus modifier, and any moving and avoiding things, and is influenced by Agility. Fortitude
miscellaneous bonuses. is the measurement of physical resistance, and is influenced by
The Starting Melee Attack formula is: (FOC MODIFIER + Constitution, and Will is the measurement of mental resistance,
BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS) and is influenced by Wisdom. A character can purchase no more
The Starting Ranged Attack formula is: (MARK MODIFIER + than two base save bonuses per save type.
BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS)
Skill Points
Saving Throws Skill points are how a character is measured in the various skills
in Ops and Tactics; the more skillpoints you have, the more skill
Saving Throws are used to avoid or prevent status changes or points you can spend. There is no limit on the amount of purchase
damage. Fortitude is governed by the Fortitude Base Save Bonus, a character can spend on these points.
the character’s Constitution modifier, and any miscellaneous
modifiers. Reflex is governed by the Reflex Base Save Bonus, the
character’s Agility modifier, and any miscellaneous modifiers. Will Extended Hit Points
is governed by the Will Base Save Bonus, the character’s Wisdom Extended hit points are a measure of a character’s ability to
modifier, and any miscellaneous modifiers. turn a direct hit into a graze or a glancing blow with no serious
The Starting Reflex Saving Throw formula is: (AGI MODIFIER consequences.
+ COP Increase + MISCELLANEOUS MODIFIERS)
The Starting Fortitude Saving Throw formula is: (CON
MODIFIER + COP Increase + MISCELLANEOUS MOD- 4.2 Step 3: Skills
IFIERS) After COP points have been spent, a character adds ranks to
The Starting Will Saving Throw formula is: (WIS MODIFIER their focused and unfocused skills. A focused skill is a skill that a
+ COP Increase + MISCELLANEOUS MODIFIERS) character has focused in, and a character can spend skill points
on these skills at the rate of 1 skill point per rank. Any skill that
Extended Hit Points (XHP) is not selected or not apart of the skills that are automatically
granted as focused skills are considered non-focused skills, and
XHP is a measure of a character’s ability to turn a direct hit into a character can spend skill points on those skills at the rate of 2
a graze or a glancing blow with less serious consequences. XHP skill points per rank.
goes up with level, giving high-level characters more ability to The Skill Point formula is: (3 + INT MODIFIER + COP
shrug off attacks. Most types of damage reduce XHP. Increase)
The Starting XHP formula is: ((3 + CON MODIFIER + COP The Maximum Skill Point ranks for focused skills is: (Level +
Increase) X 2) 4)
6
The Maximum Skill Point ranks for unfocused skills is: ((Level is governed by the Will Base Save Bonus, the character’s Wisdom
+ 4) ÷ 2) modifier, and any miscellaneous modifiers.
The Starting Reflex Saving Throw formula is: (AGI MODIFIER
4.3 Step 4: Occupational Upgrades + COP Increase + MISCELLANEOUS MODIFIERS)
The Starting Fortitude Saving Throw formula is: (CON
Occupations represent the current line of work that the character MODIFIER + COP Increase + MISCELLANEOUS MOD-
is in, at least before or at the beginning of the campaign. IFIERS)
Occupations govern the starting wealth points, bi-weekly wealth The Starting Will Saving Throw formula is: (WIS MODIFIER
points, and any additional skills or feats that are granted by that + COP Increase + MISCELLANEOUS MODIFIERS)
occupation.
Extended Hit Points (XHP)
Occupational Skills
XHP are a measure of a character’s ability to turn a direct hit into
Every level, they gain a +1 in the occupational selected skills. a graze or a glancing blow with no serious consequences. XHP
goes up with level, giving high-level characters more ability to
4.4 Step 5: Feats shrug off attacks. Most types of damage reduce XHP.
The XHP formula is: (3 + CON MODIFIER + COP In-
A character gains 2 feats per level, plus any feats they receive crease)
per their race.
4.6 Experience Points
4.5 Step 6: Character Statistics
Level EXP Required to Reach Level
After feats are selected, a character then fills out the rest of their
1 0
values, such as Mental limit and attacks.
2 500
3 2,000
Mental Limit 4 4,500
Mental limit is a representation of a character’s mental capacity to 5 8,000
use Magic, Psionics, and Incantations. The value for mental limit 6 12,500
can be effected by the character’s race, so be sure to verify that 7 18,000
you are using the correct calculation. In games without Magic, 8 24,500
Psionics, or Incantations, mental limit should not be calculated. 9 32,000
The formula for the Mental Limit is: 10 40,500
((6+WIS mod)×Character Level)+30 or the Racial Men- 11+ ((Targeted level - 1) × (Targeted level - 1)) × 500
tal Limit formula.
Table 3: Experience Point Cost
Base Attack Bonus
Characters always start at 0 Experience Points, regardless of
Base attack Bonus is the basic fighting ability of the character. what level they start at. After every level, a character’s Experience
It is a base bonus that applies to all attacks that the character Points return to 0, and they have to build up to the next level.
makes. Base attack bonus starts at +1 at level 1 and increases Any Experience Points left over from leveling are applied to the
every level by +1. character after they return to zero, rolling over from the last level.
Attack Bonuses
5 Defining your Character
Attack bonuses fall into two categories: Ranged and Melee.
Ranged attack bonuses are governed by the base attack Age As the character ages, their physical ability scores decrease
bonus of the character, their Marksmanship modifier, and any and their mental ability scores increase as detailed on the
miscellaneous bonuses. Melee attack bonuses are governed by following table. The GM can decide what age brackets are suitable
the attack bonus of the character, their Focus modifier, and any for each category, depending on the race of the character.
miscellaneous bonuses.
The Starting Melee Attack formula is: (FOC MODIFIER + Age Category Ability Adjustments
BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS) Child −3 to STR and CON; −1 to DEX, INT, WIS and CHA
The Starting Ranged Attack formula is: (MARK MODIFIER + Young adult Original Scores
BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS) Adult Original Scores
Middle age –2 to STR, DEX, and CON; +2 to INT, WIS and CHA
Saving Throws Old −3 to STR, DEX, and CON; +3 to INT, WIS and CHA
Venerable −4 to STR, DEX, and CON; +4 to INT, WIS and CHA
Saving Throws are used to avoid or prevent status changes or
damage. Fortitude is governed by the Fortitude Base Save Bonus, Table 4: Aging Effects
the character’s Constitution modifier, and any miscellaneous
modifiers. Reflex is governed by the Reflex Base Save Bonus, the
character’s Agility modifier, and any miscellaneous modifiers. Will
7
• FMJ Standard damage as listed by caliber. Caliber Damage Caliber Craft Category
Recoil
• Surplus Standard damage as listed by caliber. +20% error Mod
range.
20 Gauge 4d6 -5 1st
• JHP +2 damage bonus plus +1 damage bonus per damage 16 Gauge 4d6+3 -6 1st
dice over 3, against unarmored targets. 12 Gauge 5d6 -6 1st
• SJHP +1 damage bonus per damage dice and +10% error Table 16: Intermediate Shotshell Ammunition
range.
Caliber Damage Caliber Craft Category
• SJSP +2 damage bonus per damage dice and +10% error Recoil
range. Mod
• AP −1 damage die against all targets. +2 piercing damage 10 Gauge 7d6 -9 1st
dice, plus +1 piercing damage dice per 2 damage dice over
2, against armored targets. Table 17: Heavy Shotshell Ammunition
– Frangible #3 +2 attack bonus, a −9 damage penalty • Flamethrower Shoots a 5-foot wide, 20-foot long line of
against armored targets, a +3 damage bonus against flame that deals 2d6 points of fire damage to all creatures
unarmored targets and +20% error range. and objects in its path. No attack roll is necessary. Any
creature caught in the line of flame can make a Reflex
– Rock Salt Converts all damage to non-lethal, provides
Saving Throw [TN15] to take half damage. It provides a
a +1 attack bonus, −3 damage dice and +20% error
+50% error range.
range.
• Flare Illuminates a 30’ radius for 7 rounds. May also be
• Slugs used as a weapon, with a maximum range of 30’ and 2d4
fire damage. +45% error range.
– Standard Slug −2 attack penalty and +2 damage dice.
– Wax Slug +1 damage die. Can’t take the benefits of a • Taser 1d3 electricity damage and 1 non-lethal damage
slug barrel. die. Fortitude Saving Throw [TN15] or be paralyzed for 1d6
rounds.
– Saboted Slug Multiples a shotgun’s range increment
by 1.5 rounded up to the nearest 5’, and provides +1 • Strung Buck +8 damage bonus and a −4 attack penalty.
damage die.
– Magnum Slug +2 damage dice, a −2 attack penalty,
a +6 damage bonus, and increases the Recoil Penalty
by 3.
– Mini Slug +1 damage dice, a −2 attack penalty,
reduces the Recoil Penalty by 3, and provides a +25%
error range. Internal mag shotguns with a mag size
above 3 gain 1 round of cap per 3.
– Beanbag Converts all damage to non-lethal, provides
a −2 attack penalty and +2 damage dice
p Action CP Cost
Fire a Slingshot 6
Fire a Crossbow or Speargun 5
1.3 Bleeding Fire a Bow, Light Pull 5
Fire a Bow, Medium Pull 6
When a character takes more than 3 points of slashing, piercing, Fire a Bow, Heavy Pull 7
or ballistic damage to CHP or XHP in a single attack, and they Fire a Flamethrower or Flamer 8
are not wearing armor to stop the type of damage, they are now Spray Chemical Irritants 4
bleeding. When a character is bleeding, they lose HP at the rate Fire Taser 6
of 1d3 per 3 points of applicable damage taken per attack. Bleed Fire Ballistic Knife 4
damage will stack with any bleed damage the character already Swing Whip 3
has. Fire Mortar 12
Bleed damage is accounted for after the player has finished Throw a thrown/splash weapon or grenade 5
their turn. In order to stop bleeding, they must receive first aid Single Shot, Diminutive to Small firearm 7
(Treat Injury check [TN10]). Single Shot, Medium to Huge firearm 8
Bleeding does not stop if a character is considered disabled, Single Shot, Gargantuan and larger firearms 9
or dying. No-miss Shot 12
Double Fire 6
Autofire 6
1.4 Extremity Damage Potshot 4
Double Tap 6
If a character is hit anywhere during a called shot attack with a Burst Fire 5
piercing, bludgeoning, slashing, plasma, or ballistic weapon and Bump Fire 5
that weapon does more than 3 points of damage to that extremity,
Suppressive Fire 5
then the character takes extremity damage. A character can both
Sweepfire 4
bleed and take extremity damage.
Sprayfire 4
Fanning, Two Round 5
• If the character is hit in the arm they take a −6 penalty to
Fanning, Three Round 6
any skill or ability check using that arm.
Slamfire, Two Round 5
Slamfire, Three Round 6
• If the character is hit in the hand they take a −12 penalty to
any skill or ability check using that hand and cannot use Table 18: Ranged Attack Actions
weapons in that hand.
Table 21: Explosive Extremity Damage Hit Location Table 24: Concealment
13
1.5.2 Cover
Degree of Cover Cover Reflex Concealment
(Example) Bonus to Sav-
Defense ing
Throws
One-quarter (standing +3 +2 —
behind a 3’ high wall)
One-half (fighting from +6 +4 10%
around a corner or a
tree; standing at an
open window; behind a
creature of same size)
Three-quarters +9 +61 20%
(peering around a
corner or a big tree)
Nine-tenths (standing +15 +81 30%
at an arrow slit; behind
a door that’s slightly
ajar)
Total (on the other side — — —
of a solid wall)
1 6 2
11
5 12 Target 10 7
4 8 3