BLACK OPS
for FUDGE

by James Wedig
version 2.0

Contents

Black Ops
Introduction
Disclaimer
Credits
A Quick Note
Character Creation
	Attributes
	Skills
	Skill Descriptions
	Gifts
	Faults
	Trading Traits
Basic Rules
	Dice
	Unopposed Actions
	Opposed Actions
	Action Modifiers
Combat
	Character Actions
	Initiative
	Holding Actions
	Weapon Accuracy
	Range
	Covering and Dodging
	Making Attacks
	Melee Attacks
	Hand to Hand Attacks
	Martial Arts
	Damage
	Bleeding
	Near Death Wounds
	Armor
Special Weapon Damage
The Agency
	Agents
	Follow Up
The Weird Stuff
Equipment
Firearms
Armo



Introduction
You are the member of a top secret government organization. An organization so secret, that it has no name. No one 
knows of this organization except for those in very high positions. The FBI, CIA, and NSA know nothing of your 
existence. You are involved in espionage, counter-espionage, sabotage, terrorism, and anti-terrorism.  You are one of 
the world's best agents. You have no family, no friends. All you have is the Agency. You have seen things that no one 
else has ever seen, and thanks to you, never will. Roswell, the JFK assassination, Agent Orange; you name it, you've 
been there. You are the most secret and most powerful of all government agencies. You are a Black Ops agent...

Black Ops is written in a system known as FUDGE (Free-form Universal Do-it-yourself Gaming Engine). Prior knowledge 
of FUDGE is required. These rules refer directly to the FUDGE rules. You can check out FUDGE (and download it for 
free) and their web site.
www.fudgerpg.com

Disclaimer
The following material based on FUDGE, entitled Black Ops, is created by James Wedig and made available by James 
Wedig, and is not authorized or endorsed in any way by Steffan O'Sullivan or any publisher of other FUDGE materials. 
Neither Steffan O'Sullivan or any publisher of other FUDGE material is in any way responsible for the content of these 
materials. Original FUDGE materials Copyright 1992-1995 Steffan O'Sullivan, All rights Reserved.

Credits
I would like the thank the following groups and people who helped contribute to the production of Black Ops. They are in 
no specific order.

  Steffan O'Sulliven and Grey Ghost Games for creating and publishing FUDGE. A truly awesome system that allowed 
me to create this game.
  Konami for creating a truly awesome PSX game, Metal Gear Solid, from which some of this material is based. It's one 
of the best games I have ever played.
  Chaosium Games and Pagan Publishing’s for the creation of Delta Green, one of the best source books I have ever 
read.
  Drew for actually responding to my rules and giving me some additional stuff to add.
  The creators of Rainbow Six, another very cool espionage/anti-terrorism computer game.

A Quick Note
Since these rules are written in FUDGE, I will not take the time to carefully explain the rules that you should already 
know. I will be making reference to various sections of the FUDGE rules. If you do not have a copy of the rules, then it 
will be very difficult to use these rules. The FUDGE rules can be downloaded for free from the FUDGE web site 
mentioned earlier.

Character Creation
Character creation is rather simple, like in many FUDGE games. Black Ops uses most of the normal rules for Objective 
Character Creation (Section 1.6). The only exception is calculating Skills. Skills will be discussed later.

Attributes
Attributes will be rated on the normal FUDGE scale (Terrible…Superb). All have a base rating of Fair, and a character 
will receive four free levels to add to them. Attributes may also be lowered to raise attributes as normal as in section 1.6 
Objective Character Creation.

The Attribute descriptions are as follows.
BODY: (BODY) This is a measure of a characters strength, endurance, and stamina. A character with a higher BODY 
can fight longer and hit harder then other characters.
REACTIONS: (REA)This is a character's reflexes, agility, and dexterity. Characters with high REACTIONS tend to act 
faster in combatand tend to move better.
PERCEPTION: (PER)This is how aware the character is with his/her surroundings. A character with a low PERCEPTION 
will not notice bad things before they happen.
TECHNICAL: (TECH) This is a character's mechanical aptitude, or how good they are with machines and technology.
MENTAL: (MEN) This is a characters intelligence and willpower. Smarter characters will have a higher  rating in 
MENTAL.
SOCIAL: (SOC) A character's charm, wit, and cool are determined by their SOCIAL. It is also a sort of empathy for 
characters.

Skills
Skills are handled a little differently in Black Ops then in other FUDGE games. Each Skill will have a default value that is 
based on the character’s related attribute. So if a character has a higher REA attribute, their REA based skills will have a 
higher default. The following chart shows costs for different difficulties of skills.

Rating		Easy	Avg.	Hard
ATT-3		-	-	0
ATT-2		-	0	1
ATT-1		0	1	2
ATT		1	2	3
ATT+1		2	3	4
ATT+2		3	4	5

Characters get thirty levels to add to their skills. Depending on the character’s attributes and the difficulty of the skill, 
each skill will have a different default value. Skills cannot be raised past a value of ATT+2. In addition, Skills cannot be 
raised past Superb. For characters with very low attributes, the lowest possible rating for a skill is Terrible. This shows 
that the character has at least some basic training in that area. This is only the case for skills of easy and average 
difficulties, except for Knowledge and Language skills. Hard skills default to a value of non-existant.


The Skill List is as Follows.

Name		ATT	DIFF
Acting		SOC	Avg
Awareness	PER	Avg
Brawling		REA	Avg
Climbing		REA	Avg
Computer Hacking	MEN	Hard
Demolitions	TECH	Hard
Disguise		TECH	Avg
Driving		REA	Avg 
Electronics	TECH	Hard
Endurance	BODY	Avg 
Evasion		MEN	Avg
First Aid		TECH	Avg 
Handgun		REA	Avg 
Heavy Weapons	REA	Hard
Interrogation	SOC	Hard
Intimidation	SOC	Avg 
Knowledge	MEN	Easy
Language		MEN	varies
Listen		PER	Avg
Martial Arts	REA	Hard
Melee Weapons	REA	Avg
Name		ATT	DIFF
Operate Heavy	TECH	Hard 
Parachuting	REA	Avg
Persuasion	SOC	Avg 
Pick Locks	TECH	Avg
Pilot		REA	Hard 
Repair		TECH	Hard 
Resist Torture/Drugs	BODY	Hard 
Rifle		REA	Avg
Sabotage		TECH	Avg
SCUBA Operation	MEN	Avg
Security		TECH	Hard
Shotgun		REA	Avg 
Spot Hidden	PER	Avg
Sniper		PER	Avg
Stealth 		REA	Hard
Submachine Gun	REA	Avg
Survival		MEN	Avg
Swimming		BODY	Easy
Throwing		REA	Easy
Tracking		MEN	Hard 
Other		varies	varie


This list is by no means a complete list of all the skills a character could have. This is just a basic list of skills a typical 
Agent may have. If the character wants a Skill that is not on the list, no problem, just add it to the list. 

Skill Descriptions


Acting		SOC	Avg
This is the skill of taking on a persona and portraying it 
in a believable way. The more specific the persona, the 
harder the role.
Awareness	PER	Avg
The basic skill that allows a character to know their 
surroundings. It allows character to know exactly where 
they are and where they need to be.
Brawling		REA	Avg
Basic hand to hand combat. No special moves or 
techniques.
Climbing		REA	Avg
The ability to scale a surface up and down with or 
without equipment. Also covers rappelling.
Computer Hacking	MEN	Hard
The ability to crack computer codes and break into 
computer systems.
Demolitions	TECH	Hard
The skill of using explosives. Includes setting charges 
and knowing how much to use for a desired effect.
Disguise		TECH	Avg
The skill of hiding one’s identity with use of make up, 
props, and other techniques.
Driving		REA	Avg
The ability to operate basic ground vehicles such as 
cars, motorcycles, and small trucks.
Electronics	TECH	Hard
Knowledge of electrical current and circuitry. Allows a 
character to rewire electronics devices.

Endurance	BODY	Avg 
The ability to conserve energy and resources when 
none are available. It allows a character to maintain 
strength without food, water, etc.
Evasion		MEN	Avg
Evasion is the ability to avoid being followed and 
covering your tracks. It allows a character to move from 
one location to another without leaving a trace.
First Aid		TECH	Avg 
In this line of work, you tend to get hurt a lot. It’s good to 
have someone who can patch you up when you need it. 
First aid covers basic healing techniques like splinting 
injured limbs, cleaning and bandaging wounds, CPR, 
and other techniques.
Handgun		REA	Avg
The skill to use all sorts of pistols including both 
revolvers and automatic pistols.
Heavy Weapons	REA	Hard
The skill to use all manners of heavy weapons such as 
machine guns, grenade and rocket launchers, flame-
throwers, etc.
Interrogation	SOC	Hard
The ability to question someone into telling you what 
you want to know.
Intimidation	SOC	Avg
The ability to present yourself in an aggressive manner, 
allowing you to get the edge over your opponent.
Knowledge	MEN	Easy
Knowledge is a sort of generic skill. Knowledge covers 
knowledge of a specific area of study determined by the 
player. It could be history, science, literature, or 
anything else. Knowledge can be taken multiple times 
for different areas of study.
Language	MEN	varies
The ability to speak another language other then one’s 
own native tongue. The difficulty of the language 
depends on the character’s native language. It is easier 
for an English speaking person to learn German then it 
is for them to learn Chinese.
Listen		PER	Avg
The ability to pick up on auditory clues. This allows a 
character to track movement, as well as pinpoint exactly 
where a sound is coming from.
Martial Arts	REA	Hard
Complex forms of hand to hand combat with specific 
maneuvers and techniques. Each style of Martial Arts 
will have four key maneuvers. See the martial arts 
section in the combat rules for more on martial arts.
Melee Weapons	REA	Avg
Knives, clubs, swords, etc. are all covered by this skill. 
The ability to fight with any sort of non-ranged hand 
weapon.
Operate Heavy	REA	Hard
The skill to drive any sort of large vehicle including 
trucks, tanks, APCs, and construction equipment.
Parachuting	REA	Avg
The ability to jump from a plane and safely land on the 
ground by use of a parachute.
Persuasion	SOC	Avg
The ability to convince another person something is 
true, whether it is true or not.
Pick Locks	TECH	Avg
The skill of opening both key and combination locks. 
Covers a variety of techniques with different tools.
Pilot		REA	Hard
The ability to pilot aircraft. This skill must be selected 
multiple times for different aircraft. Select from small 
plane, helicopter, small jet, large plane, and large jet.
Repair		TECH	Hard 
The ability to repair mechanical devices and machines. 
Requires the right tools.
Resist Torture/Drugs	BODY	Hard
The ability to resist the effects of torture and drugs.

Rifle		REA	Avg
The skill to use all manners of hunting and assault rifles.
Sabotage		TECH	Avg
The skill of damaging thing. Allows a character to know 
just how to “fix” a mechanical device to cause the most 
damage.
SCUBA Operation	MEN	Avg
The ability to use maintain various different pieces of 
underwater breathing equipment. Also includes diving 
techniques.
Security		TECH	Hard
The knowledge of different kind of surveillance devices 
including cameras, trip wires, motion sensors, 
microphones, etc. This allows a character to set up 
surveillance equipment, as well as bypass or disarm it.
Shotgun		REA	Avg 
The skill o using different types of shotguns.
Spot Hidden	PER	Avg
Allows a character to pick up on various visual clues. A 
character can see an ambush before it hits them or 
notice a small obscure clue.
Sniper		REA	Avg
The ability to set up and effectively execute a sharp 
shooter post. It combines elements of stealth, 
camouflage, and sharp shooting.
Stealth 		REA	Hard
The skill of moving silently. Allows a character to move 
about undetected.
Submachine Gun	REA	Avg
The skill to use all manners of submachine guns.
Survival		MEN	Avg
This skill allows a character to survive in the wild. This 
skill is selected multiple times for different skills. Select 
from plains, forest, mountains, swamp, ocean, desert, 
arctic and jungle.
Swimming	BODY	Easy
The ability to move through the water. Includes different 
swimming strokes and life saving techniques.
Throwing		REA	Easy
The ability to accurately throw an object over a certain 
distance.
Tracking		MEN	Hard
Allows a character to track their target by a variety of 
techniques.


Gifts
A Gift is a positive trait that does not fit the Terrible...Superb scale of attributes and skills. See section 1.33 Gifts in the 
FUDGE rules for more on Gifts as well as some examples. A character starts with one free Gift. Not all Gifts are 
appropriate for Black Ops. The GM has the right to veto and Gift that is inappropriate.

Faults
Faults are anything that makes life more difficult for a character. In essence, the opposite of Gifts. They restrict a 
character. Faults, like Gifts, do not have a rating on the normal Terrible…Superb scale. See section 1.34 Faults in the 
FUDGE rules. Every character starts with at least one Fault. Not all faults are appropriate, as with gifts.

Trading Traits
Characters have the option of trading in traits as mentioned in section 1.64 Trading Traits in the FUDGE rules. Use 
normal conversions and as a practical rule a character may not have more then three faults at character creation.

Basic Rules
Much of this section directly refers to various sections of the FUDGE rules.

Dice
Black Ops uses standard FUDGE dice for action resolution. See section 3.2 Rolling the Dice and 3.3 Reading the Dice in 
the  FUDGE rules.

Unopposed Actions
see section 3.4 Unopposed Actions in the FUDGE rules. However, unopposed action will only use 3dF instead of 4dF for 
action resolution.

Opposed Actions
See section 3.5 Opposed Actions in the FUDGE rules. These actions will use the normal 2dF.

Action Modifiers
See section 3.3 Action Modifiers in the FUDGE rules.

Combat
In this line of work, combat is impossible to avoid. The following section covers all the rules needed to run combats in 
Black Ops. This section may refer to the FUDGE rules but is mostly explained here within.

Character Actions
Combat is broken down into rounds. Each round of combat represents about three to five seconds of real time. In that 
time, a character may perform one action. This could be anything from making an attack to performing a Skill check. Most 
quick actions, such as firing a weapon, making a melee attack, reloading a weapon, kicking open a door, running, etc., 
only take one round to complete. Other actions, such as picking a lock, climbing a wall, repairing an engine, etc., may 
take more than one round to complete. It is up to the GM to determine how long an action will take. Remember, with 
combat rounds only being five seconds long, some actions may take a long time to complete. Shooting a gun takes less 
time then cracking a security door.

Initiative
Initiative determines who acts first in combat. In this line of work, if you don't act first, you don't live long enough to try 
again. At the beginning of a combat round, all characters roll 1dF with their REACTIONS Attribute. The character with the 
highest result acts first, and then all other character in descending order. If two characters have the same result, their 
actions are simultaneous.

Holding Actions
A character may elect to hold their action. In this situation, the character elects to act on a later initiative value. If they 
decide to do so, their initiative value drops to whatever level they desire. However, if they choose to hold their action and 
act at the same initiative value as another character, their actions are still simultaneous.

Weapon Accuracy
Most combat in Black Ops is going to be with some sort of firearm. Each gun has an Accuracy rating on the normal 
Terrible to Superb FUDGE scale. The lower of the shooters skill or the weapon's accuracy is the character base roll to hit 
with that particular weapon. However, if a character's Skill is much higher then that of the weapon’s accuracy, the base to 
hit roll can be modified. For every two levels above the weapon's accuracy, the base to hit roll gets +1 level. It also works 
the other way for characters with low skills and accurate weapons. Weapon accuracy is always rounded down.

EXAMPLE: Black Ops agent SNAKE has a RIFLE skill of Great. He is using a rifle with an Accuracy of Fair. This means 
his base to hit roll is Fair (The lower of the two), but since his skill is two levels above the weapon's, he adds +1, so his 
final accuracy with the weapon is Good.


Range
The range to a target is rated in FUDGE terms, that is from Terrible to Superb. The range is determined by the weapon 
being used. Range is the base difficulty rolled against when a character wishes to take a shot. This means that a ranged 
attack, like with a gun, is an unopposed action. However, a ranged attack only uses 2dF when rolled. Range for weapons 
will be listed from lowest difficulty (Terrible) to highest (Superb) in meters.

EXAMPLE: Agent SNAKE is firing his pistol at an enemy Agent. The Agent is 15 meters from SNAKE. With the weapon 
SNAKE is using, a 15 meter shot is a Fair difficulty.

Covering and Dodging
Taking cover or dodging when being shot at can save your life. In a combat situation, taking cover and/or dodging both 
increase the difficulty of the attack.

If a character is behind cover, then GM will add a number of levels to the opposing attackers difficulty. Partial cover, 
which covers about half the target, adds +1 level, full cover, which covers about 90% of the target, adds +2 levels.

A target also has the option to dodge. A moving target is much harder to hit then a stationary target. If a target has not 
acted yet, they have the option to dodge. This adds +1 to the difficulty of all attacks for that round. However, the target 
can perform no other action that round. However, when a character is behind cover, they have a -1 to attack penalty 
because they have to leave the cover before they can attack.

Making Attacks
Once the weapon accuracy and difficulty of the shot have been determined, the attacker rolls 2dF with their accuracy 
against the difficulty of the shot. If the roll is equal to or higher then the difficulty, then the attack hits the target and 
damage is applied.

Melee Attacks
Melee attacks are resolved much like other attacks, except that both sides of the attack make a Skill roll. The attacker 
rolls their Skill vs. the defenders Skill. Attack Skills and defense Skills can vary by situation. Both sides do not have to roll 
the same skill. Both sides roll 2dF with their skill, the higher of the two wins. In the case of a tie, the defender always 
wins. Some common skills used are Brawling, Martial Arts, Melee Weapon, etc.

Hand to Hand Attacks
Unarmed attacks are resolved much the same way as other melee attacks. However, characters have the option of 
performing various different maneuvers when engaged in unarmed combat. Anyone with at least some training (Brawling 
or Martial Arts skills) can perform these maneuvers. The maneuvers are as follows...

Punch: Any basic strike with a fist, hand, palm, etc. Base damage for such a strike is Body+1.
Kick: Any strike with a foot, knee, heal, etc. Base damage is Body+2. Kicks cannot always be performed.
Block: The deflecting of a strike. A defensive action. If a successful block is made, no damage is done. In addition, the 
blocking character gains initiative for the next round against his opponent automatically.
Dodge: Also a defensive action, the character gains +1 to their skill roll to defend. No other actions can be made in the 
same round however. A dodge also adds +1 difficulty to ranged attacks as well.
Grab: A character may attempt to grab another person and hold them. Roll Body vs. Body each round to break the hold.
Escape: A character may attempt to break a Hold. This uses a Body vs. Body roll.
Throw: Once a character has performed a successful Grab, the character may Throw their grabbed opponent. Damage 
for a Throw is Body+2, and the opponent is -2 to their next action.
Disarm: A character may wish to disarm their opponent. Roll Body vs. Reactions to disarm the opponent.

Any character with at least some training in hand to hand combat can perform these maneuvers. Character trained with 
Martial arts should see the next section.

Martial Arts
Martial Arts are an advanced form of unarmed combat. They are much more difficult to learn then other forms of 
conventional unarmed combat, but also more powerful. Martial Arts do more damage then normal attacks at advanced 
levels. For each level above Fair+0 of Martial Arts skill, add +1 to the damage of the attack. A character with a Superb 
(+3) Martial Arts skill could have a punch that does Body+4 damage (Body+1 normal +3 for Superb).

Martial Arts also give a certain bonus to the key maneuvers of that style. They are treated as a bonus to the character's 
skill when performing the maneuver. The following are some example Martial Arts styles.

Style	Karate	Judo	Aikido	Kung Fu
punch	+1	 -	 -	+1
kick	+1	 -	 -	+1
block	+1	 -	+1	+1
dodge	 -	+1	+1	+1
grab	 -	+1	 -	 -
escape	 -	+1	+1	 -
throw	+1	+1	+1	 -

These are only a few example styles. If a character wishes to select a style that is not on the list, they can divide 4 pluses 
in the seven maneuvers. No one maneuvers may have more then +1.

Damage
When a character is hit in combat, there is a chance they will take damage. Once the attacker has made a successful 
attack, roll 1dF with the numeric damage value of the weapon. After the damage roll has been made, subtract any armor 
that the target may have. See the section on Armor for more on armor. The final result is then applied to the following 
wound chart. 

Damage		Type		Num.	Mod.
0 or less		none		-	-
1,2		Scratch		OOO	-
3,4		Hurt		OO	-1 non-combat
5,6		Light Wound	OO	-1 
7,8		Serious Wound	OO	-2
9,10		Critical Wound	O	-3
11		Incapacitated	O	Out
12+		Near Death	O	Out
 
When a character suffers a wound, they mark the appropriate circle for the wound and apply its effects. Some types of 
wounds can be suffered multiple times. The modifiers from this damage are cumulative however. If a character suffers a 
wound to a category that has already been filled up, then apply the wound to the next higher level. So if a character 
suffers a Critical Wound after suffering a Critical Wound, it is applied as an Incapacitated wound. 

Bleeding
Once a character has been wounded (a light wound or higher) they will begin bleeding. As more and more blood loss 
occurs, a character’s wound can become more severe and a character can eventually die from blood loss. Every minute 
after the character has been wounded, they must make a Body roll against a certain difficulty to avoid having the wound 
advance to the next higher level. If a character has a light wound, they must roll Body vs. a Fair difficulty. For a serious 
wound, they must roll against Good. For a critical wound, roll against Great. For incapacitated, roll against Superb. A 
successful First Aid skill roll against the same difficulty will stop the bleeding and the character can recover normally.

Near Death Wounds
Once a character has either suffered a near death wound or has acquired one through bleeding, there is a chance that a 
character will die. Each minute after that wound has been suffered, roll Body against a Fair difficulty. If the roll fails, the 
character dies. Every minute past the first has a cumulative -1 penalty for the roll. So eventually the character is going to 
die. A First Aid skill roll of Superb will stop this process and the character will be in no danger of dying.

If the character making the first aid attempt has the right tools and equipment, they receive a +1 to any rolls to either stop 
bleeding or stop death. If they have access to a full surgical or hospital unit, they get a +2 to that roll. If a roll fails, the 
bleeding or death processes continue. A first aid roll can only be made once every minute.

Armor
Armor helps to reduce the damage of an incoming attack. Armor has two kinds of defense, Ballistic (vs. guns) and 
Physical (vs. Melee). These are rated as numeric values. When a character gets hit in combat, the armor value is 
subtracted from the damage of the weapon. If the weapon’s damage exceeds the armor value, then the remaining 
damage is applied. Also, if the armor value is exceeded, the armor value is lowered by one level.

EXAMPLE: A character gets hit by an assault rifle for a level 10 wound, Critically Wounded. However, the armor the 
character is wearing has a Ballistic defense of 5, so the wound is reduced to a level 5 wound, Lightly Wounded. Much 
better then Critically Wounded.

A complete list of armor is available in the Weapons and Equipment section.

Armor Coverage
Armor helps protect the wearer from injury. However, some armors cover more of the body, and so protect the wearer 
better. An armor jacket protects better then a short vest, for example. All armor will have a coverage value rated from 
Terrible to Superb. Whenever a character is hit in combat, a roll is made to see if the armor protected the wearer or not. 
Roll 2dF with a rating of Fair. If the result is equal to of lower then the coverage value, the armor protects the wearer. 
Armor may have a different coverage value for ballisti and physical damage.

Special Weapon Damages
Some weapons have certain other effects. The following sections cover some of the more common special weapons.

Automatic Weapons
Automatic Weapons are a big part of Black Ops teams. The ability to throw down a lot of lead really fast can have its 
advantages. However, weapons of this kind can also have some severe penalties.

Weapons with a Rate of Fire from 1 to 3 are considered semiautomatic. That is, they are not fully automatic weapons. 
For each shot, roll a separate hit roll for each shot. Then apply damage for each hit.

Weapons with a Rate of Fire of 4 or higher are considered fully automatic. They are the deadliest of deadly weapons. 
Full auto weapons have their shots broken down into bursts. Each burst is 3 rounds. To determine the number of bursts a 
weapon will fire, round to the nearest 3. Each burst is considered a separate shot, like with semiautomatic weapons. A 
burst adds +2 to the damage of the weapon. For each burst past the first fired, the attacker is -1 to hit.

For all automatic weapons, if it is fired on full auto, the weapon must fire its full rate of fire for that turn.

Shotguns
Shotguns can be extremely effective weapons in close quarters combat. While not being particularly accurate, shotguns 
have the ability to cover large areas with relative ease. When using buckshot (not slugs), a shotgun gets a certain bonus 
to hit at longer ranges as the shot spreads out. However, as a result of the spread, the weapon does less damage. For 
each level of range over Fair, the shotgun is +1 to hit, but -1 to damage. So a shotgun could have a +3 to hit bonus with a 
-3 damage penalty.

The Agency
The Agency is the group the characters work for. The Agency is a top secret highly classified group of trained experts in 
the areas of espionage, counter-espionage, surveillance, terrorist and anti-terrorist activity. Agents are deployed all over 
the world to perform the most highly secretive and most sensitive missions. Some agents are Navy SEALs or Green 
Berets. Others are top notch hackers who got caught breaking into government computers, and then offered a job. They 
are the best of the best of the best. The Agency is the most secret and most powerful of all government agencies.

Agents
All characters are Agents; Members of the Agency. Agents have no identity. Their real names and lifes were destroyed 
when they joined. Most of the time, their death is faked and false documentation is given. They are given "code names", 
to which they are always referred. Only very rarely is their real name used. The lives they once had are gone, they are 
now members of The Agency, and there is no turning back.

Code Names
Agent code names are usually given in two forms, animals and colors. This code name says a lot about a character 
without giving away their identity.

Agents are given an animal name depending on their specialization. Some names are more common then others. 
Characters known as “wolf” or “bear” tend to be the best fighters and soldiers. Characters known as “snake” or “fox” are 
sneaky, deceptive, and stealthy. There are countless other animal names a character could have.

Characters also then receive a color designation. This changes from time to time. Depending on the Agent’s involvement 
in a particular mission, they are given a different designation. Blue is always given to the team leader. Red is used for the 
front line assault team. Black or Gray is used for an intrusion team. Green is usually used for a demolitions or electronics 
team. Other colors are often used for other teams or other missions. A character’s color designation is always given 
before their animal designation.

EXAMPLE: A character has just been created. This character is a weapon specialist and an expert and many forms of 
unarmed combat. The character has been given the designation Tiger, since the character is definitely a warrior. On his 
first mission, he is assigned to the first assault team Red. This makes his code name for that mission Red Tiger.

In some situations, there can be two or more teams of the same designation. Some missions require two assault teams. 
To fix the mix up caused with color designations, teams can be given a third designation. The first red team can be called 
alpha red, the second is beta red. If there is a third, it is called delta red. There are almost never more then three of any 
team.

Agent Teams
Agents almost always work in teams. Depending on the mission, any number and type of Agents could be mixed. Agents 
normally work in groups no larger then ten however. Occasionally, an Agent is so good, they can be called in for a “solo 
mission”, but that is extremely rare and only a last resort in most cases.

Each team is assigned a Team Leader who is given the color designation Blue. He is in charge of getting the mission 
done. The Team Leader is usually the most experienced member of the team. A Team Leader does not have any “rank” 
so to say. All Agents are equal, but the Team Leader will make the calls that need to be made and answer to whoever is 
in charge.

Chain of Command
The Agency has no chain of command. There are no ranks and all Agents are pretty much equal. Usually, Agents are 
called in by another group like the CIA or NSA. No one Agent is better then any other Agent. The only exception is the 
Team Leader for a particular mission. He has the authority to make a call in a tough situation. However, that is the Team 
Leader’s only power over the rest of the team.

Teams usually work under another group, although their power and influence go far above that group. Agents are called 
in only when absolutely necessary, and only when all other options have been exhausted.

Follow Up
Basically, I have left a lot of room for prospective GMs to build their own Agency. This means that a GM could build it just 
about any way they want to fit their campaign. Some GMs may wish to run the game as a spy type of game with lots of 
"Mission: Impossible" type of flare, while others may want to run the dark and gloomy assassin type teams. In the end, it 
is all up to the GM to run the game any way they wish.

The Weird Stuff
There is a lot of really weird stuff out there that the Government just does not want you to know about. These are the 
kinds of things that Black Ops agent could encounter every day on a regular basis. Aliens, UFOs, mutants, magic, 
zombies, ghosts, or maybe just some other really weird stuff could be included. Black Ops agent's also could deal with 
other cover-ups and conspiracies of the government. The list of possibilities is endless.

Basically, I am leaving a great deal of flexibility for the GM in this area. It is up to the GM whether any of the above 
mentioned factors will be a part of their campaign or not. If the Gm wishes, the Black Ops agents could be protecting the 
world from space invaders. Or, if the GM wishes, their campaign could be in a normal setting with no magic, aliens, or 
other weird stuff. It is all up to the GM to decide. I am not going to be writing any specific rules for any of these things. It 
is up to the GM to decide what to use, and then go from there.


Equipment
Now that your agent has been created, it is time to give them the tools they need to do their job. The following list is 
made up of some of the more common types of equipment.


Camouflage Gear: Usually consist of boots, pants, 
jacket, vest, and helmet covered of various camouflage 
patterns. Select from forest, desert, arctic, water, urban, 
and black. Wearing camouflage clothing gives the 
wearer +1 to any sort of hiding tasks, but only if in the 
right environment. Wearing the wrong kind of camo 
gives no bonus.
Climbing Equipment: Rope, harnesses, climbing 
spikes, etc. All the things needs to scale a surface. 
Various equipment is used for different types of 
climbs/descents.
Demolitions Kit: There are two kinds of kits. The kind 
used to set explosives and the kind used to disarm 
explosives. Much of the equipment is the same, but 
some isn’t.
Door Charges: Small explosive charges shaped into a 
sort of netting that is applied to a door. Once the charge 
explodes, the door is blasted inward. Used to get past a 
door quickly and give an element of surprise.
Electronics Kit: Consists of various electrical tools as 
well as equipment for cracking codes and disarming 
electronic devices such as cameras, motion trackers, 
etc.
Flash Bangs: Flash grenades. Render a target blind for 
a few seconds, usually about eight seconds or two 
combat rounds. While blind, a character is -3 to any 
action that would normally require sight.
GPS System: Many Agents carry a global positioning 
system with them so that their activity can be easily 
tracked and recorded by their superiors.
Hands-Free Radio: Basic two way radio, built as a  
headset and voice activated.
Laser Sight: Mounted on a weapon to make it more 
accurate. Adds +1 to the weapons accuracy as long as 
the beam is not skewed by glass, fog, etc. If combined 
with a scope, bonus is still only +1.
Lock Pick Set: A set of lock picks of various sizes and 
shapes to allow an individual to open mechanical locks.
Night Vision Goggles: Infrared goggles that allow a 
person to see in complete darkness.
Thermal Goggles: Goggles that pick up traces of heat 
in an area. Hot objects appear red to white while others 
are blue, purple, and black. Does allow some degree of 
night vision.
Scope: Mounted on a weapon to make it more accurate. 
Adds +1 to the weapon’s accuracy. If a scope is 
combined with a laser sight, the bonus is still only +1.
SCUBA Gear: Not the traditional large tank type of 
aparatus, but rather smaller more easily manageable 
equipment. However, it only provides about one hour of 
underwater breathing.
Silencer: Used to make weapon fire a lot less 
noticeable. Usually equipped on handguns or 
submachine guns, although I is not unheard of for rifles 
as well. Shotguns cannot be silenced. Heavier weapons 
are much harder to silence. A Listen roll must be made 
to hear such a shot. The difficulty of the roll depends on 
the weapon being fired. Heavier weapons are harder to 
silence.
Tracking Devices: Radio transmitters attached to a 
person or object so that it can easily be traced and 
located at any time. Come in a variety of sizes.



Firearms
The following lists cover some of the more common types of weapons an Agent could come across. Each weapon will be 
given a number of traits that describe the weapons capabilities. They are as follows.

Acc.: Weapon accuracy. See the section on weapon accuracy in the combat rules.
Dam.: The damage of the weapon. See the section on damage in the combat rules for more on damage.
Ammo: The number of shots in a standard magazine or clip. Certain weapon can have varying ammo loads depending 
on clip size.
RoF: The maximum number of rounds that can be fired in a single turn.
Range: The difficulties of shots at a certain range. Given in meters from the smallest to highest.

A list of some of the more common firearms is available at the end of these rules.

Handguns
Name			Country		Acc.	Dam.	Ammo.	RoF.	Range
Glock 17			Austria		Good	5 (9mm)	17	2	2 / 3 / 5 / 10 / 20 / 40 / 80
Sig Saur p230		Germany		Good	5 (9mm)	7	2	2 / 3 / 5 / 10 / 20 / 40 / 80
Desert Eagle		Israel		Fair	6 (.357)	9	1	2 / 3 / 5 / 10 / 20 / 40 / 80
						7 (.44)	8	1	2 / 3 / 5 / 10 / 20 / 45 / 90
						8 (.50)	7	1	2 / 3 / 5 / 10 / 20 / 45 / 90
Beretta M92		Italy		Great	5 (9mm)	15	3	2 / 3 / 5 / 10 / 20 / 40 / 80
Colt m1911a1		United States	Fair	7 (.45)	7	1	2 / 3 / 5 / 10 / 20 / 35 / 70

Submachine Guns
Name			Country		Acc.	Dam.	Ammo.	RoF.	Range
Skorpion vz64		Czech		Good	5 (9mm)	10, 20	2, 20	2 / 3 / 5 / 10 / 20 / 40 / 80
Heckler & Koch MP5	German		Good*	5 (9mm)	15, 20, 30	2, 15	2 / 3 / 5 / 10 / 20 / 40 / 80
UZI 9mm			Israel		Good*	5 (9mm)	25, 32, 40	2, 20	2 / 3 / 5 / 10 / 20 / 40 / 80
Ingram Mach 10		United States	Fair*	6 (.45)	32	1, 10	2 / 3 / 5 / 10 / 20 / 40 / 80
	* These weapons have an available folding stock that improves accuracy by +1

Assault Rifles
Name			Country		Acc.	Dam.	Ammo.	RoF.	Range
FN FAL			Belgium		Good	8 (7.62)	20	1, 20	3 / 6 / 12 / 25 / 50 / 100 / 200
FAMAS			France		Great	7 (5.56)	25	1, 3, 20	3 / 6 / 12 / 25 / 50 / 100 / 200
AR-15, M16a1		United States	Great	7 (5.56)	20, 30	2, 20	3 / 6 / 12 / 25 / 50 / 100 / 200
M16a2			United States	Great	7 (5.56)	20, 30	3	3 / 6 / 12 / 25 / 50 / 100 / 200
AK-47, AK-74		Soviet		Fair	8 (7.62)	20, 40, 50	1, 20	3 / 6 / 12 / 25 / 50 / 100 / 200

Sniper Rifles
Name			Country		Acc.	Dam.	Ammo.	RoF.	Range
PSG1			German		Superb	8 (7.62)	5, 20	2	4 / 8 / 20 / 45 / 90 / 200 / 500
Dragunov SVD		Soviet		Superb	8 (7.62)	10	1	4 / 8 / 20 / 45 / 90 / 200 / 500
M24			United States	Superb	8 (7.62)	5	½	4 / 8 / 20 / 45 / 90 / 200 / 500
Sig Saur SSG2000		Switzerland	Superb	8 (7.51)	4	½	4 / 8 / 20 / 45 / 90 / 200 / 500
  These weapons already have a scope equipped.

Shotguns
Name			Country		Acc.	Dam.	Ammo.	RoF.	Range
FN Riot			Belgium		Fair	12ga.*	5	1	2 / 3 / 5 / 10 / 20 / 30 / 40
Mossberg 500TP8-SP	United States	Fair	12ga.*	8	1	2 / 3 / 5 / 10 / 20 / 30 / 40
* Damage for shotguns varies by ammo type. 12ga. buckshot does 7. 12ga. magnum buckshot does 9. 12ga. 
slug does 8, 12ga. magnum slug does 9

Armor
Armor is what helps keep agents alive. In this line of work, you get shot at a lot. Occasionally those shot hit. Armor is 
what keeps you alive so you can be shot at again. Armor has a few different characteristics. These characteristics are 
described below. For more on armor, see the combat section of these rules.

Bal: This is the armor’s ballistic protection value.
Phy: This is the armor’s physical protection value.
Cov: This is how well the armor covers its wearer from the given type of attack.
Mod: Some armor is very heavy and hard to move in. The modifier is applied to any physical action the wearer takes.

Name			Phy.	Cov.	Bal.	Cov.	Mod.
Light Vest		3	Mediocre	3	Mediocre	-0
Standard Vest		4	Fair	4	Fair	-0
Armor Jacket		4	Good	4	Fair	-0
Light Body Armor		5	Great	5	Good	-0
Heavy Body Armor		6	Great	6	Good	-1
Bomb Blast Suit		4	Great	10	Great	-2



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