INTRODUCTION ... 1 WELCOME ...1 DICE ... 2 ABILITIES ... 2 SKILLS... 3 BONES ... 3 ACTION CHECKS ... 3
THE GOLDEN RULE ... 3
OPERATIVES ... 4 OPERATIVE CREATION ... 4 ORIGIN ... 6 SKILLS... 8 OUTFITTING ... 18 MORAL CODE ... 32 MARTIAL MANEUVERS ... 33 OPERATIVE DEVELOPMENT ... 38 BASE OF OPERATIONS ... 41 GAME GUIDELINES... 45 ACTIONS ...45 BONES ... 46 GETTING HURT ... 47 GETTING HEALED ... 47 TIME ... 47 INITIATIVE ... 48
MOVEMENT AND RANGE ... 48
COMBAT ... 49 VEHICLES IN COMBAT ... 50 CHASE SCENES ...52 GM GUIDELINES ... 55 SUCCESS MODIFIERS ... 55 GETTING HURT ... 55 BREAKING THINGS ... 56 RESISTANCE CHECKS ... 58 CONDITIONS ... 59 EFFECTS ... 59 DESCRIPTORS ... 61 LANGUAGES ... 61 MINOR NPC ... 62 TRAVEL ... 62
SECURITY AND TRAPS ... 62
ANIMALS... 67
CREATING MAJOR NPCS ... 68
CREATING ENEMY ORGANIZATIONS... 69
CREATING MASTER VILLAINS ... 73
CREATING MISSIONS ... 79
SECTOR ... 85
BRIEF HISTORY ... 85
SECTOR HEADQUARTERS ... 85
CREDITS Design Bill Logan Co-Design Larry Moore Editing Jim White
Cover Art Eric Quigley Illustrations Khairul Hisham
PLAY-TESTERS
Stephanie Logan, Hunter Logan, Noah Logan, Jayce Gaines, Stacy Pleat, Collin Griffin, Anthony Hunter, Mark Hassman, Chris Sigmund, Clash Bowley, Tim Kirk, Franck Michaux, Mitch A. William, The LSU Wargaming and Roleplaying Society, Harrison Ripps, Tom Carr, Ryan Betts, Tom Custodio, Todd Dibble, Sarah Schlesinger, Michael Ramsey, Douglas Kilmer and son, Jeremy Whalen, Matthew McCauley, Janeal McCauley, Cree Nielsen-Sewell, Caleb Thibodeaux, Michael Mallett, Darlene Veillon, Rick Hull, Sarah Eisen, Jennifer Bechanko, Michael Barker, Mike Blaszkowski, Dennis Littrell, David Underwood, John King, Conrad Murkit, Ken Chambers, Becky Rose. A great deal of thanks goes out to all the testers and supporters in the Google+ community. Additional special gratitude to Anthony Hunter and Ben Gorman for their special level of expertise, your knowledge and experience with the subject matter proved very helpful. Last (but NOT least) thanks to my wife Stephanie, who continues to allow me to be the dork I am!
LICENSING
Covert Ops role-playing game™ is copyright 2013 and is a trademark of DwD Studios, used under the Creative Commons License (Attribution Noncommercial ShareAlike 3.0 Unported License, CC BY-NC-SA 3.0); Some Rights Reserved. To view this license, visit: http://creativecommons.org/licenses/by-nc-sa/3.0 Or send a letter to:
Creative Commons, 444 Castro Street, Suite 900, Mountain View, CA 9404.
For specific details, appropriate credits, and updates to this license, please see:
I N T R O D U C T I O N
01
WELCOME
There is a war going on every day. Its soldiers don’t march in lines or report to a large obvious pentagonal building. It is a shadow war where information and bullets hold equal weight, and enemies don’t always wear uniforms. This game is about clandestine Special Forces parachuting behind enemy lines to carry out missions that no government will claim ever happened. It is about special agents receiving their missions from men and women whose names and identities won’t turn up on any database. It is about mercenaries. It is about spies. It is about secrets, seduction, stealth, deception, assassination, bribery, infiltration, action, and adventure. Welcome to Covert OpsTM, a barebones roleplaying game of espionage and paramilitary operations. This game takes advantage of the d00LiteTM system, a fast and simple set of game mechanics created by DwD Studios.
Those of you who play and enjoy BareBones Fantasy roleplaying game will find the rules for this game very familiar. Very little has been changed of the core mechanics except where necessary to adopt the genre presented in this book. Like that game, you’ll not find sections in this book explaining how to play roleplaying games in general. You won’t find exhaustive lists of things that must be looked up during a game to slow down the fun. What you’ll find is a familiar and fast set of rules designed to give a framework to the storytelling and nothing more. We’ve kept the game light through application of categorical thinking and by making assumptions about the experience of the player. If you’ve never played a roleplaying game before and want to give this game a try, we at DwD Studios strongly suggest you visit your local brick and mortar game store and join a game to learn the basics; roleplaying is a social game and, in our opinion, is best learned in a social environment rather than from a book.
PLAYERS
All you really need to know for now is contained on the following two pages and in the Operatives chapter. If you want to stop there, go ahead! You’ll learn the rest during game play. If you want to know more about the game system before you begin play, go ahead and read the Game Guidelines chapter as well. The rest of the book is for the GM (Game Master) only.
DICE
Two ten-sided dice are used in this game and are abbreviated “D” within the rules. There are three types of uses for this versatile die:
If you are instructed to roll 2D, then you roll two dice and
add them together. If instructed to roll 6D, you’ll roll six dice and add them all up. If your die is numbered 0 through 9, a “0” is 10, not zero.
If the “D” is followed by “/2” then it means you divide the roll in half (round up). For instance, if you are instructed to roll 1D/2, then you roll one ten-sided die and divide in half. The range for a 1D/2 roll is 1-5 (1/2 rounded up is 1, while 9/2 is 5).
If you are asked to roll D00 (percentile dice), roll two different colored dice. The darker die is the tens digit, the lighter die is the ones digit. For instance, roll a 4 on the darker-die and a 2 on the lighter-die, you’ve rolled 42%. Important: a roll of two zeros is a roll of 0%, not 100% as in some game systems. Therefore, D00 is a random roll between 00 and 99.
ABILITIES
Operatives are rated by four abilities, each having its own percentile score. The score is determined during operative creation, but it can be raised using development points (even over 100). To succeed at an ability check, you must roll less than or equal to your operative’s ability score using D00. Ability checks are used for activities for which there exists no specific skill.
Strength (STR) – This represents endurance, stamina, muscles, and the knowledge of how to use them. It is used in any attempt to lift heavy objects, wield melee weapons, resist poisons, determine how much damage you can take, punch an enemy, etc. It is an extremely useful ability for wrestlers, martial artists, boxers, and weight lifters.
Dexterity (DEX) – This represents agility, balance, grace, and hand-eye coordination. It is used in any attempt to jump over a hurdle, sprint across a field, shoot a gun, hurl a knife, dodge out of harm’s way, etc. It is an extremely useful ability for athletes, soldiers, and thieves.
Logic (LOG) – This represents perception, logic, intelligence, and overall knowledge. It is used to perceive threats, find clues, understand obscure writings, break codes, research facts, etc. It is an extremely useful ability for scientists, scholars, investigators, scouts, and linguists.
Willpower (WIL) – This represents charisma, charm, courage, devotion, wit, and presence. It is used to bluff a guard, finesse a rival agent, resist torture, persuade or intimidate, etc. This is an extremely useful ability for diplomats, journalists, public representatives, military commanders, and any operative wanting to keep his secrets under torture.
SKILLS
A skill is a category of knowledge and training. It is rated with a level from 1 to 6. There are ten skills: academic, leader, detective, martial artist, medic, pilot, scout,
soldier, technician, and thief. Skills are defined on pages 8-17. Players can do things
with their skills which are not listed in the skill’s description as well, as their imagination and GM allows.
Skilled & Unskilled: Having levels in a skill indicates your operative is
skilled - otherwise your operative is unskilled. Operatives can attempt
actions associated with most skills unskilled (though their chances of success will be limited). However, actions associated with certain aspects of academic, leader, medic, pilot, and technician skills cannot be attempted unskilled; you must have at least one level.
Skill Score: In addition to a level, each skill has a score. The score is calculated based on an ability score and the skill’s level, specific to each skill’s description. In order to make a skill check, players need to roll less than or equal to their skill on D00. More on skills later.
BONES
Players in this game receive a number of bones (tokens, cards, poker chips, whatever) at the beginning of a game session. These represent the amount of heroic luck the operative possesses, giving the player some control of the story. Players may cash in these bones to do some really cool things, like reroll a bad roll, succeed automatically in a resistance check, or increase the damage caused to an enemy. Bones may be spent during operative creation, though doing so will result in fewer bones to spend in-game each session. You’ll learn more about bones in the Game Guidelines chapter (see page 46).
ACTION CHECKS
There are many types of rolls you may be asked to perform in the game: ability checks, skill checks, etc. These are all covered in more detail in the Game Guidelines chapter. For now, understand that all of these checks follow the same basic rule: you must roll less than or equal to a score on your character sheet using D00. That’s it! Now get your dice and a blank character sheet (operative dossier) and turn the next page… it’s time to make an operative!
THE GOLDEN RULE
The GM is in charge! Anything not covered by the rules contained in this book is up to him to decide. Anything covered in this book is up to him to use, ignore or modify. Many games have evolved away from the Golden Rule, creating a generation of rules-lawyering; this game embraces it as a core concept. But don’t worry; your GM isn’t out to get you. He wants you to have a fun time in his game.
02
O P E R A T I V E S
OPERATIVE CREATION
Grab 3 bones, some dice, a pencil, and an operative dossier.
1. ORIGIN
Roll on the origin table to determine your operative’s background. You may spend a bone to choose a result if you don’t like your roll. Refer to Origins (page 6) and pick one of the options listed for that origin.
2. ABILITIES
You may use the pre-rolled scores shown at left or roll 5D+30 four times. Arrange the scores as desired among your four abilities. You may spend a bone to reroll a score you don’t like, assuring a better score.
3. SKILLS
Select or roll a skill representing your operative’s primary talent and note “+20” in the PS column. Select or roll a different skill representing secondary
talent and note “+10” in the PS column. Place a “--” in the PS column for all other skills. Select or roll one skill and place a “1” in its level. If your origin didn’t give you one, you may cash in a
bone to select or roll a second level 1 skill. Read the skill sections, pages 8-17, and note any
focuses, specializations, maneuvers, connections, bonus languages, etc.
Choose/reroll duplicates; no skill may begin above level 1.
4. DESCRIPTORS
Specify two descriptors, typically one which is beneficial (easily makes friends, beautiful, calm under pressure, etc.) and one which is baneful (afraid of heights, hates bureaucrats, gambling addiction, etc.). These help define your operative and make him more memorable. If you do a good job roleplaying these they can net you some bonus development points (DP) at the end of a session!
55 50 65 60 ROLL ORIGIN 00-04 Artist 05-09 Athlete 10-14 Blue Collar 15-19 Bureaucrat 20-24 Businessmen 25-29 Clergy 30-34 Criminal 35-39 Diplomat 40-44 Driver 45-49 Entertainer 50-54 Investigator 55-59 Law Enforcer 60-64 Medic 65-69 Military Veteran 70-74 Scholar 75-79 Student 80-84 Technician 85-89 Thrill-Seeker 90-94 Wealthy 95-99 Roll twice ROLL SKILL 00-09 Academic 10-19 Detective 20-29 Leader 30-39 Martial Artist 40-49 Medic 50-59 Pilot 60-69 Scout 70-79 Soldier 80-89 Technician 90-99 Thief PRE-ROLLED SCORES
Operatives
ASSETS, SPIES, AGENTS, OPERATIVES… SOLDIERS WHO VALUE SECRETS
5. MORAL CODE
Specify moral code by choosing moral options and specifying levels of dedication as summarized in the table at right (see page 32).
6. OUTFITTING
Begin with an operative pack (page 23), a semi-automatic pistol (with a spare ammo upgrade), and an equipment allowance of 6 to select gear. You may spend a bone to add +6 to equipment allowance. See Outfitting (page 18).
7. FINAL DETAILS
Describe your operative’s appearance and background and give him a name, then go through the following instructions:
DEDICATION OPTIONS Somewhat, Very, or Totally Kind or Cruel Focused or Unfocused Selfless or Selfish Honorable or Deceitful Brave or Cowardly
SKILL DETAILS VALUE (PLUS PS BONUS) COMMENTS
Academic LOG/2, +10 per level Must focus in scholar, scientist, or linguist. Linguist provides 1 language per level if it is a focus. May specialize in one scholarly or scientific field.
Researcher may be used unskilled, focuses may not.
Detective LOG/2, +10 per level Select one contact per level. Leader WIL/2, +10 per level Score is 0 if unskilled.
Martial Artist STR/2, +10 per level Select 2 maneuvers per level if primary, 1 per level if secondary, otherwise select one at levels 2, 4, and 6. Medic LOG/2, +10 per level Score is 0 if unskilled.
Pilot DEX/2, +10 per level Must focus in sea, air, or space vehicles. May specialize in one vehicle.
Land vehicles may be used unskilled, focuses may not.
Scout LOG/2, +10 per level May specialize in one environment.
Soldier DEX/2, +10 per level --
Technician LOG/2, +10 per level May specialize in one type of technology. Score is 0 if unskilled.
Thief DEX/2, +10 per level --
LANGUAGES VALUE (UNLESS MODIFIED BY SKILL OR ORIGIN)
Languages English. On successful LOG check, pick one more (critical success, pick two) additional language(s). Speak all as well as a native.
RECORDED STATISTICS VALUE (UNLESS MODIFIED BY ORIGIN)
Body Points (BP) STR/2
Initiative (INIT) 1, +1 if DEX is 65 or more, +1 if LOG is 65 or more
Movement (MOV) 8, +1 if DEX is 65 or more, +1 if STR is 65 or more
Bones Record number of remaining bones.
Rank 1
Development Points (DP) 0
Damage Reduction (DR) Determined by armor
Ranged Weapons Score: use soldier score.
Damage: by weapon, + damage bonus from DEX (see below)
Melee Weapons Score: use martial artist score.
Damage: by weapon, + damage bonus from STR (see below)
ORIGIN
Origins are backgrounds or professions for your operative. They represent what he did for a living before working for Command. Don’t feel bound by the name of your origin, just look at the options it provides and work one into something you desire. A diplomat result, for instance, could be a seductress or just a very likeable person.
ARTIST
Sculptors, writers, painters, composers, etc. Choose one of the following:
Creative Mind: +5 to LOG. Eye for Detail: +10 to LOG-based
checks to spot something hidden. Artistic Hands: +10 to DEX-based
checks where fine hand-eye coordination is required.
ATHLETE
Acrobats, wrestlers, hockey players, football players, etc. Choose one of the following:
Quick on Your Feet: +1 to MOV. Athletic: +5 to DEX.
Physical Development: +5 BP.
BLUE COLLAR
Factory workers, cooks, farmers, carpenters, drivers, etc. Choose one of the following:
Know-how: +10 to technician skill check to repair broken machinery. Perseverance: +5 WIL.
Hard Knocks: Any skill at Level 1.
BUREAUCRAT
Mayors, aids, congressmen, governors, board members, etc. Select one of the following:
Connected: +10 to checks to affect public opinion or bypass red tape. Well-Educated: academic level 1. Well-to-do: +3 equipment allowance
and automatically have a traveler’s lifestyle. May purchase an extravagant lifestyle for 3 less.
BUSINESSMAN
Entrepreneurs, accountants, bankers, managers, salesmen, etc. Select one of the following:
Negotiator: +5 WIL.
Business Sense: +10 to LOG checks relating to business or economics. Well-to-do: +3 equipment allowance
and automatically have a traveler’s lifestyle. May purchase an extravagant lifestyle for 3 less.
CLERGY
Pastors, priests, ministers, preachers, etc. Select one of the following:
Conviction: +5 WIL.
Well-read: Level 1 academic skill. Protector: +10 to any rolls while
protecting the life of someone else.
CRIMINAL
Burglars, ex-cons, mafia thugs, confidence men, etc. Select one of the following:
Criminal Past: +10 to thief checks against those untrained in thief. Street Smarts: Research (like the
academic aspect) by spending an hour
on the streets of any city. Tough as Nails: +5 STR.
DIPLOMAT
Ambassadors, public representatives, interpreters, etc. Choose one of the following:
Higher Education: academic level 1. People Skills: +5 WIL.
Eloquent: +10 to WIL checks to persuade others through diplomacy.
DRIVER
Ace pilots, race car drivers, etc. Choose one of the following:
Wheelman: Level 1 pilot skill.
Trusted: +6 equipment allowance, only for vehicles and upgrades.
Born to Drive: If you have pilot skill, you are considered to have all 3 focuses.
ENTERTAINER
Actors, singers, newscasters, talk show hosts, musicians, etc. Choose one of the following:
Chutzpah: +5 to LOG or WIL. Fame: +10 to WIL checks when trying
to get celebrity treatment.
Well-to-do: +3 equipment allowance and automatically have a traveler’s lifestyle. May purchase an extravagant lifestyle for 3 less.
INVESTIGATOR
Journalists, private eyes, reporters, police inspectors, spies, etc. Choose one of the following:
Pursuit of Truth: +10 to LOG checks in pursuit of the truth.
Investigator: Level 1 detective skill. Clue Seeker: +5 LOG.
LAW ENFORCER
Policemen, bounty hunters, federal agents, etc. Choose one of the following:
Non-Civilian: Level 1 soldier skill. Officer: Level 1 leader skill. Connected: loyal influential friend/
contact (judge, police captain, etc.).
MEDIC
Psychiatrists, physicians, emergency medical techs, surgeons, etc. Choose one of the following:
Healer: Level 1 medic skill. Gifted Mind: +5 LOG.
Higher Education: Level 1 academic.
MILITARY VETERAN
Military soldiers, Special Forces, bodyguards, mercenaries, etc. Choose one of the following:
Field Commander: Level 1 leader. Trained Soldier: Level 1 soldier skill. Armed: +6 equipment allowance, only
for weapons and defenses.
ROLL TWICE
Choose one of the listed aspects from each of two rolled origins, then must lower your worst ability score by -5. You may not
SCHOLAR
Professors, researchers, historians, teachers, etc. Choose one of the following:
Higher Education: Level 1 academic. Savant: If you have academic skill, you
are considered to have all 3 focuses. Well-to-do: +3 equipment allowance and automatically have a traveler’s lifestyle. May purchase an extravagant lifestyle for 3 less.
STUDENT
Students, trainees, assistants of any other origin (reroll to find out which). Choose one of the following:
Youthful Energy: +5 DEX.
University Access: Level 1 academic. Partial Training: Pick one of the options
from the rolled origin.
TECHNICIAN
Electronic engineers, programmers,
maintenance technicians, etc. Choose one of the following:
Higher Education: Level 1 academic. Hands-on Technology: Level 1
technician skill.
Tech Toys: +6 equipment allowance, not for weapons or defenses.
THRILL-SEEKER
Big game hunters, explorers, escape artists, adventurers, tomb-raiders, etc. Choose one of the following:
Bravery: +5 WIL. Daredevil: +1 INIT. Rush to Action: +1 to MOV.
WEALTHY
Dilettantes, socialites, playboys, trust fund benefactors, etc. Choose one of the following:
Personal Bodyguard: GM creates a rank 1 NPC who is loyal to your operative and works to protect you.
Living Large: Automatically have an extravagant lifestyle at all times. Deep Pockets: +6 equipment
SKILLS
ACADEMIC
This skill represents the pursuit of knowledge gained through a weighty education. Score: LOG /2+10 per academic level. Focuses cannot be attempted unskilled, though the researcher aspect is available to all operatives, skilled or otherwise.
Researcher – Spend time in a library or on a computer and ask the GM one yes/no question your operative couldn’t possibly know the answer to and he must answer honestly. Could provide clues to help succeed in a mission or to uncover important campaign related secrets. Research time required is determined by GM by topic. Focus: When this skill is first selected, you MUST select a focus: scholar, scientist, or linguist. You are considered unskilled at areas outside your focus. Any time you raise a level, you MAY buy another focus for 3DP. Academic skill has only one score which applies to all focuses (and the researcher aspect).
Scholar Focus – Represents knowledge of history, literature, law, politics, religion, philosophy, poetry, etc. May require a computer or library access.
Scientist Focus – Represents knowledge of scientific methods and principles, theories and practical applications, including but not limited to genetics, archaeology, chemistry, biology, astrophysics, etc.
Linguist Focus – Fluent in one extra language when focus is first selected and another each academic level thereafter. No skill check required.
Specializing: Many academics specialize in one field of scholarly or scientific study. If you specialize, you receive a +10 bonus where your area of specialty is concerned. In other areas of scholarly or scientific aptitude you have a -10 penalty. You don’t have to specialize, but if you do it must be in a field selected as a focus (see above). You may only specialize at the time a focus is first selected, and may only change your specialization by spending 3DP if your story and the GM permit. Examples of specialization: history, law, politics, physics, chemistry, archaeology, etc.
DETECTIVE
This skill represents training and experience looking for answers, spotting clues, interrogating prisoners, and making arrests. It is a common skill for secret agents, private investigators, and police detectives.
Score: LOG/2 +10 per detective level.
Detect Clues – Used to spot obscure clues, gather information from available details, or work out complex puzzles from facts provided.
Interrogation – Used to question captives through various techniques, to get truthful answers to questions asked. Usually results in a contest against the WIL of the target.
Shadowing and Trailing – This is used to follow or watch people in a manner that doesn’t call attention to the detective. Shadowing someone is similar to stealth except no real hiding is taking place. This is the art of blending in, of knowing how to avoid being obvious.
Connections – The detective knows how to make contacts. An accomplished detective is only as good as his information sources, and an operative may have a number of contacts equal to his detective level. The player and GM work out the details of the contacts. They may be informants, snitches, friends, family, or allies of any sort. They may exist in high or low places, and may or may not be able to offer assistance or information when sought. The detective can drop a contact to replace him/her with another if the story and GM permit. This is helpful when missions take place far enough away that certain informants become less useful to the detective.
LEADER
This skill represents experience and training on the battlefield of any scale. Score: WIL/2 +10 per leader level. Cannot be attempted unskilled.
Strategy – May pick one of the following before initiative, lasts until turn ends, requires skill check, but doesn’t count as action:
Command: +1 INIT for all allies able to be communicated with. Assault: find weakness (effect determined by GM based on situation). Inspire: +5 to hit and damage to all adjacent allies.
Tactics – May pick one of the following, lasts until turn ends, requires skill check, counts as an action:
Rallying Cry: +10 to hit and damage to you and chosen allies if they give up -20 to resistance checks.
Courageous Word: +20 to a specified LOG or WIL resistance check. Tactical Strike: You or ally may make 2 attacks against a foe you outnumber 2:1 in melee. Choose which roll to keep. Foe knocked prone in addition to normal damage.
Bodyguard – Take damage for an adjacent ally, requires a skill check, counts as an action.
Recruit – Recruit allies from within Command to help with a mission. This reduces the cost of backup personnel (page 22) by an amount equal to
MARTIAL ARTIST
This skill represents the combat expertise of someone trained in boxing, wrestling, karate, fencing, street fighting, etc.
Score: STR/2 +10 per martial artist level.
Unarmed Combat – Use martial artist score for chance to hit. Damage equals 1D/2, plus STR bonus if appropriate.
Weapon Combat – Use martial artist score for chance to hit with melee or thrown weapons. Damage is by weapon, plus STR bonus if appropriate. Dodging Expertise – Add +5 per martial artist level to any DEX-based
resistance checks when not at a disadvantage.
Maneuvers – Select 2 martial maneuvers per martial artist level if this is your primary skill or 1 maneuver per martial artist level if this is your secondary skill. If neither primary nor secondary, select one maneuver at levels 2, 4, and 6. Martial maneuvers can be found on page 33. Players may select or roll, as the GM permits.
MEDIC
This skill represents education and experience in surgery, medicine, psychology, etc. Score: LOG/2 +10 per medic level. Cannot be attempted unskilled.
Diagnose – Used to identify likely root causes of medical conditions. If attempted without a medic pack or stocked medical facility, skill check is penalized -20.
Treat – Reduce or eliminate symptoms of a virus, disease, or injury and give the affected individual a chance to recover. A successful skill check cuts in half any penalty associated with an infection, disease, wound, or condition for 1D days, hopefully long enough for an individual to recover. Requires medic pack or a stocked medical facility. With a critical success, the malady is immediately healed by the treatment.
Field Medic – A successful skill check can restore 1D lost BP plus medic level to a wounded operative. No operative may benefit from multiple field medic attempts for the same set of injuries in the same day. Any subsequent attempts in the same day restore no BP. Requires medic pack or stocked medical facility.
Surgery – A successful skill check in a properly equipped medical facility allows the medic to restore 2D lost body points plus medic level to a wounded operative. This takes 1D/2 hours. Surgery can also be used for other less obvious surgical procedures.
PILOT
This skill represents training and experience with an assortment of vehicles.
Score: DEX/2 +10 per pilot level. Focuses cannot be attempted unskilled, though the land vehicles aspect is available to all operatives, skilled or otherwise.
Land Vehicles – Score is used for stunts or to maintain control of cars, buses, motorcycles, etc.
Focus: When this skill is first selected, you MUST select a focus: air, sea, or space vehicles. You are considered unskilled at areas outside your focus. Any time you raise a level, you MAY buy another focus for 3DP. Pilot skill has only one score which applies to all focuses and to the land vehicles aspect.
Air Vehicles Focus – Score is used for stunts or to maintain control of helicopters, airplanes, jets, etc.
Sea Vehicles Focus – Score is used for stunts or to maintain control of sailboats, speedboats, yachts, submersibles, etc.
Space Vehicles Focus – Score is used for stunts or to maintain control of space vehicles. Also used for tight maneuvers, docking, etc.
Specializing: Some pilots specialize in one type of vehicle (motorcycles, sports cars, corporate jets, speedboats, etc.). Normally, your score represents your ability to operate all vehicles in which you have focus (see above). If you specialize, you receive a +10 bonus when piloting that specific vehicle type. In other vehicles you have a -10 penalty. You may only specialize at the time of operative creation, and
SCOUT
This skill represents the experience of a hunter, explorer, or recon operative. Score: LOG/2 +10 per scout level.
Animal Handling – Used to allow a scout to befriend, calm, agitate, or train normal animals.
Navigation – This represents direction sense, ability to find locations on unknown maps, decipher complex directions, create maps, etc.
Survival – This is the ability to craft objects from nature, find or build shelter, build fires, scan or identify drinkable water and edible food, identify and disarm natural traps/hazards. Requires a survivalist pack (page 23).
Tracking – Used to detect tracks, learn information from them, trailblazing through overgrown regions, ignore penalties associated with terrain, etc. Specializing: Many scouts specialize in one type of terrain or climate (desert, tundra, jungle, plains, etc.). Normally, your score equally represents ability to navigate, track, survive, and handle animals in all environments. If you specialize you receive a +10 bonus when in that environment. In other environments you have a -10 penalty. You can only specialize at the time of operative creation, and may only change specialization by spending 3DP if your story and the GM permit.
SOLDIER
This skill represents training and experience with firearms (and other aimed weapons) and explosives. It is the art of killing people and blowing things up. Score: DEX/2 +10 per soldier level.
Pistols – Use soldier score to hit opponents with pistol-sized firearms, unjam weapons, or reload in combat in one single action. Damage is based on weapon type, plus DEX bonus.
Rifles – Use soldier score to hit opponents with rifle-sized firearms, to unjam weapons, or reload in combat in one single action. Damage is based on weapon type, plus DEX bonus.
Gunnery – Used to fire mounted heavy weapons, indirect fire weapons, or computer-aided weapons systems on vehicles or installations. Damage is based on weapon type, plus DEX bonus.
Demolitions – Used to set or disarm explosives or use grenades. Disarming requires a demolitions pack. Setting a charge requires a demolitions pack and plastic explosives (page 23). An operative with this skill could also create improvised explosives. If able to acquire some needed components, it takes about 8 hours (minus soldier level) in a kitchen to create 1 charge per soldier level. Treat improvised charges just like plastic explosives.
TECHNICIAN
This skill represents experience with computers, electronics, robotics, programming, mechanics, and the practical application of physical sciences. Most uses of the technician skill require a technician pack (page 23).
Score: LOG/2 +10 per technician level. Cannot be attempted unskilled. Engineering – Score used to modify or create technological devices:
electronic, mechanical, or computerized. Requires computer and/or technician pack.
Repairing – Score used to diagnose a problem and to facilitate repairs on electronic, mechanical, or computerized devices. Requires technician pack. Programming – Used to write or modify programs on electronic,
mechanical, or computer devices. Requires computer and technician pack. Set Security – Score used to secure an electrical, mechanical, or
computerized device. Requires a computer and/or technician pack. Specializing: Many technicians specialize in one type of technology (such as computers, robotics, mechanics, electronics, security systems, etc.). Normally, your score represents your ability with all technologies. If you specialize, however, you receive a +10 bonus with that technology. With other technologies you have a -10 penalty. You can only specialize at the time of operative creation, and may only change specialization by spending 3DP if the story and GM permit.
THIEF
This skill represents a lifestyle of hacking, theft, and deception. It is the skill of a burglar or spy.
Score: DEX/2 +10 per thief level.
Deception – This represents the ability to lie, forge, disguise, impersonate, etc. An operative’s best friend. May require a disguise or infiltration pack. Bypass Security – Allows the thief to identify, bypass, or disarm traps or
security systems, pick locks, crack safes, hack past network security on a computer, etc. May require infiltration or technician pack.
Sleight of Hand – Allows a thief to pick pockets, palm objects, misdirect, perform stage magic, etc.
Stealth – Ability to remain unseen and unheard. If the thief attacks from stealth add +5 per thief level to hit and damage. Yes, being hit by a high level thief from a position of stealth can be very deadly.
OUTFITTING
LIFESTYLE COST
Traveler’s 3
Extravagant 6
COVER IDENTITY COST
Simple 3
Complex 6
BACKUP PERSONNEL COST
Basic 3
Basic Group 6
Skilled 6
Commandos 12
Expert 12
STD EQUIPMENT PACK COST Cold Weather Pack 3 Demolitions Pack 3 Disguise Pack 3 Forensics Pack 3 Infiltration Pack 3 Medic Pack 3 Operative Pack 3 Researcher Pack 3 Science Pack 3 SCUBA Pack 3 Surveillance Pack 3 Survivalist Pack 3 Technician Pack 3
OTHER WEAPONS DAMAGE RANGE AMMO COST
Axe 1D+3 S -- 1 Bow or Crossbow 2D+2 L 20 2 Brass Knuckles 1D -- -- 1 Club 1D -- -- 1 Knife 1D S -- 1 Nightstick 1D+2 S -- 1 Nunchucks 1D+3 -- -- 1
Pepper Spray Stun* S 3 1
Spear 2D+2 M -- 2
Staff 1D+1 -- -- 1
Stun Gun Paralyze* -- 10 2
Sword 2D+1 -- -- 2
Taser Paralyze** S 3 3
Whip 1D S -- 1
* STR-20 Resistance check resists effect. ** Weakened even if succeed STR-20 resist check.
FIREARM UPGRADES COST
Bayonet +1
Ceramic Polymer +1
Concealed Spring Holster +1
Extended Magazine +1
Heavier Caliber +1
Improved Sights +1
Laser Targeting System +1
Recognition Grip +1
Silencer/Suppressor +1
Spare Ammo +1
FIREARMS DAMAGE RANGE AMMO NOTES COST
Revolver 2D+3 M 6 -- 2
Semi-Automatic Pistol 2D+2 M 10 -- 3
Submachine Gun 2D+2 M 20 Fires bursts, See page 49. 6
Semi-Automatic Rifle 2D+3 L 10 -- 5
Shotgun 2D+4 M 5 +5 hit/+2 dmg Close, +10/+1 Short, +10/-2 Medium 5
Assault Rifle 2D+3 L 30 Fires bursts, See page 49. 7
Sniper Rifle 3D VL 15 +10 hit/+1D dmg per turn spent aiming, max +30/+3D 9
Flamethrower 4D S 10 Ignites flammable materials 8
Rocket Launcher 8D L 1 1-space radius. DEX resistance check for half. 10 DEFENSES DR DEX-BASED CHECKS COST Leather Jacket 1 -- 1 Ballistic Clothes 2 -- 2 Bullet Proof Vest 5 -- 3
Impact Suit 8 -10 6
Body Armor 10 -20 9
GRENADES, ETC. DAMAGE RANGE NOTES COST
Fragmentation 6D S 1-space blast radius. DEX resistance check for half damage. 2
Flash-Bang Stun S LOG resistance check to avoid stun. 1
Smoke -- S Fills 9 spaces, dissipates based on environment. 1 Incendiary 4D/2D/1D S 4D first turn, 2D second turn, 1D third turn. Ignites flammables. 2 Plastic Explosive 2D -- 2D per charge, charges add. -2D damage per space from blast 1 Mine 6D -- Penetrating damage, triggered by remote, pressure or trip-wire. 5
PERSONAL GEAR COST
Briefcase Full of Money 6
Common Items 3
Expensive Item 3
Very Expensive Item 6
GADGETS COST
Plausible 3
Improbable 6
LAND VEHICLES PERFORMANCE COST Dirtbike* +10 1 Motorcycle +15 2 Subcompact car +5 3 Compact car +5 4 Midsize car +0 5 Muscle car +20 6 Sports car +25 7 Luxury car +5 7 Jeep* +0 6 SUV* -5 6 Hum-vee* +0 7 Minivan -5 6 Full-sized van -10 7 Passenger van -15 9 Small pickup +0 4 Pickup truck -10 6 Monster truck* -20 7 Delivery truck -15 7 Semi truck -25 9 Bus -20 9
* no offroad penalty. Other vehicles have a -20 penalty to their Performance score if driving offroad.
AIR VEHICLES PERFORMANCE COST
Helicopter -5 8
Cargo Helicopter -10 9
Propeller Plane +0 8
Corporate Jet +5 11
Cargo Jet -15 11
HEAVY WEAPONS DAMAGE* RANGE AMMO COST
Cannon 10D L 5 +9
Machinegun 3D** L 100 +6
Rocket 8D VL 4 +12
Missile 10D E 3 +12
Bomb 2Dx10 -- 5 +6
* All damage is Penetrating. ** Machine guns can only fire bursts.
VEHICLE UPGRADES COST
Amphibious +6
Auto Tire Repair +3
Communications +3 Eject Seat +3 Gliderwings +12 Hardened* +9 Heavy Armor (DR30)* +12 Identity Change +3 Light Armor (DR10)* +3 Medium Armor (DR20)* +6 Offroad Conversion +6 Oil Slick +3 Performance Boost +3 Remote Control +9 Security +3 Self-Destruct +6 Sensor suite +3 Smoke Screen +3 Speedster +3 Spikestrip +6 Stealth Technology +6
* upgrade affects Performance (page 29)
WATER VEHICLES PERFORMANCE COST
Jet Ski +10 2 Sailboat -10 4 Speedboat +0 5 Yacht -10 7 Personal Submersible -5 4 Team Submersible -15 7
EQUIPMENT ALLOWANCE
Operatives have an equipment allowance representing the amount of weapons, defenses, gadgets, vehicles, and other types of gear Command entrusts to them. When sent on a mission, operatives can report to the outfitting department if they need to change up or spend unspent equipment allowance on gear. They don’t have to do this; they may trust what they already have or hope to accumulate gear while on their mission.
UNSANCTIONED GEAR
Once your operative is set loose on a mission, his equipment allowance becomes a little less clear. After all, what’s stopping him from picking up every item he sees laying around and using it to help complete his mission? Operatives should be encouraged to show creativity in the field, and that often results in a bit of extra unsanctioned equipment. All such equipment is expected to be turned in to Command upon mission completion. Being caught with unsanctioned gear can get your operative in trouble (see Operative Development, page 38).
WHY NOT JUST USE MONEY?
The reason is simple. First, it’s quick and easy rather than making you have to perform accounting on your operative dossier. Second, the master operative has all the best guns, gadgets, and getaway gear. If everything were in dollars and cents, any player who kills a mafia guy and grabs his cash is suddenly as well-equipped as the master operative, and that’s just not fun. This method allows players to advance in status, reputation, wealth, and skill… and lets their legend grow. It all works together to make your Covert Ops gaming experience epic! You won’t be complaining when it’s YOUR master operative with all the great toys!LIFESTYLE
Players need not keep track of cash on hand, credit ratings, or pay their bills (what kind of fun would that be?). All operatives are assumed to live in a small apartment or on
base. They’re assumed to be able to afford a cheap hotel, common personal entertainment, pocket change for a taxi or newspaper, and can book a trip on a bus or passenger train if needed. They eat fast food or cook in their hotels. They live pretty humbly. This of course isn’t good enough for some, and so equipment allowance can be devoted to a higher standard of living.
Traveler’s lifestyle – Operatives with this lifestyle can afford nice hotels, can eat out at decent restaurants, can afford tickets for ball games or museums, and can rent cars in town and cities they visit. They can call a travel agent and can book a flight to a foreign destination. They can wear nice clothes and afford an occasional night out at a casino or theater. Extravagant lifestyle – This operative lives well. He rents penthouses and
executive furnished apartments. He has a limousine pick him up from his first class flight at the airport. He eats at the fanciest of restaurants, gets invitations to posh events, and wears designer clothes direct from the runway. He doesn’t buy a ticket for a museum; he has it closed in order to get a private tour by its owner. He doesn’t rent a car; he rents an exotic Italian sports car designed for the autobahn. Someone with this lifestyle can cover one other operative’s expenses as if he had a traveler’s lifestyle. Lifestyle can be used as the means to buy things in game. If your operative walks up to a bar and buys a drink, nobody has to erase 3 dollars off their operative dossier. It’s assumed he can afford such things appropriate to his lifestyle, limited by the arbitration of the GM. This can lead to some confusion, where players want to procure things that normally would cost equipment allowance (such as going to a specialty store and buying the equivalent to a standard equipment pack). There is nothing wrong with this… and is the reason most operatives buy up their lifestyle early on, to make sure they have necessary resources to be innovative in the field.
COVER IDENTITY
Many missions will require the operative to have a false identity. This identity, if humble enough, is very little problem to create by Command. Higher profile covers, however, are more intricate and difficult to create believably. If required for a mission, cover identities can be purchased with equipment allowance.
Simple cover identity – This fake identity stands up to a lot of scrutiny because it is simple, not because it is thorough. You’re an everyday guy without a lot of money, not a lot of debt, no criminal past, difficult to find school records, a simple verifiable income history, etc.
Complex cover identity – This cover identity is someone known by the public or whose background is complex enough that it takes great effort to make seem believable. It will stand up to scrutiny not because it is simple but because great expense was taken by Command to make it thorough. This cover has holdings, a long history of doing business in areas lived, etc.
This cover might have a husband or wife, a boyfriend or girlfriend, and/or few friends who will vouch for the operative (all of these are other low rank operatives given missions to validate your identity).
BACKUP PERSONNEL
Some missions will require more firepower or might call for distractions to be made by small teams other than the players. Backup personnel can be purchased with equipment allowance. They come with commlink ear pieces and are controlled by the operative responsible for them. They can come along with the operative on his mission or can be kept in reserve and can be assumed to remain nearby, ready to come in at a moment’s notice. Have a team of 5-6 operatives each bring along basic group backup to have a sizeable strike force for a raid on an enemy base!
Basic backup – You are assigned one minor NPC to assist on your mission. For example: armed gunman 50 (semiautomatic pistol or rifle). Add +5 to the minor NPC’s score per rank of the purchasing operative.
Basic group backup – You are assigned a group of 3 minor NPCs (see Basic Backup, above). This is a typical way to have guards in a base of operations or to protect and secure an exit location or perform extractions. Still, they’re only minor NPCs and limited.
Skilled backup – You are assigned one rank 1 operative as backup. This backup might be a trained spy, pilot, technician, soldier or something else entirely. The GM creates the skilled operative or uses a pre-generated archetype. This is a great way to have a car and driver for fast getaways and extractions for missions which require it.
Commando backup – You are assigned 5 commandos. These are minor NPCs: commando 55 (automatic rifle, semi-automatic pistol, bullet proof vest, fragmentation grenade). Add +5 to the commando’s score per rank of the purchasing operative. Purchase this option multiple times to have a large and well-equipped armed force at your disposal.
Expert backup – You are assigned a rank 3 spy, pilot, technician, soldier, etc. The GM creates the NPC. Operatives who are less than rank 3 who purchase expert backup are getting help from someone more skilled. This is not a minor NPC; the backup operative should have a name, a story, and his own beliefs. He may not follow foolish orders blindly, and might report any misguided intentions to Command.
PERSONAL GEAR
Rather than present exhaustive lists of equipment, Command has divided equipment into specialized packs used to prepare an operative for a specific task.
STANDARD EQUIPMENT PACKS
The following packs have become standardized by Command for use by operatives. Cold Weather Pack – Contains all a survivalist needs to endure the bitter
cold of the arctic. This pack includes such things as sun goggles, skis, snowshoes, gloves, hat, hooded parka, hand heaters, wool socks, etc. Used to avoid environmental exposure, couple this with a survival pack for longer stays in the arctic.
Demolitions Pack – This pack comes with everything a demolitions expert needs to set various types of explosive charges (or to diffuse charges set by others). It includes such things as blasting caps, coils of wire, timers, various types of sensors, wire cutters, etc. Does not come with explosives. Disguise Pack – This pack includes all one needs to perform acts of
convincing forgery and to create convincing disguises (including creation of latex molds, false facial hair, wigs, etc.).
Forensics Pack – Contains all that a detective or field forensic scientist might need for in-field investigations. This includes such things as fingerprinting brushes, magnification lenses, plastic baggies, field microscope, tongs for picking up clues, detective’s credentials, etc. Infiltration Pack – Contains all a professional burglar might need to pull off
a small heist. This black bag contains such things as a backpack, 30 feet of nylon rope, rappelling gear, crowbar, climbing pads, grapples, black stealth suit with gloves and mask, glass cutters, lock picks, etc.
Medic Pack – Contains all a field medic needs to work his medical miracles. This pack includes such things as a canteen, flares, surgical instruments and tools, bandages, hypodermic needles, several doses of common pharmaceuticals, defibrillator, appropriate professional credentials, etc. Operative Pack – All operatives start with this. It consists of standard issue
equipment such a wristwatch, earpiece commlink (1 mile radius), encrypted cell phone (to call other operatives or back to Command), a special ID card, and an ID reader which validates the ID cards.
Researcher Pack – Contains all a journalist or scientist might need to conduct research, write whitepapers, document travels, etc. This includes such things as a portable computer or tablet, briefcase, organizer (with papers, pens, calendar, contact book, etc.), appropriate professional credentials, digital camera, etc.
Science Pack – Contains all a scientist needs to conduct scientific classifications and experiments. This pack includes such things as a portable computer or tablet, various types of field lab equipment and tools, sample containers and vials, various electronic scanners (to scan flora, fauna, geographic, atmospheric conditions), etc.
SCUBA Pack – Contains all an operative might need to conduct deep sea missions. This includes items such as a wetsuit, oxygen tank, gloves, utility knife, mask, flippers, depth meter, wrist-mount diving light, etc.
Surveillance Pack – This includes 10 electronic bugs, 5 phone taps, laser sound amplifier, range-finding binoculars, radio receiver (works with bugs and taps at 100 yards), digital camera, night vision goggles, etc.
Survivalist Pack – Contains all an operative should need to survive short jaunts in the jungle, desert, forest, or marsh. This includes such things as a backpack, boot knife, machete, 10 days of military-style rations, compass, collapsible tent, compact sleeping bag, GPS system, mess kit, flares, etc. Technician Pack – Many
operatives need this to perform technical tasks associated with the technician skill. This includes nearly everything needed to make electrical or mechanical repairs or diagnosis. This pack includes such things as a diagnostic computer, digital oscilloscope, multi-meter, wire, tools, electrical tape, soldering iron, etc.
BRIEFCASE FULL OF MONEY
This is a common thing needed for certain missions. Requesting to be equipped with this is always questioned by Command. An operative can expect to be lectured, and is of course held responsible for its return. If an operative really needed the cash he could spend it… it could be turned into 30 points worth of unsanctioned gear in the field. This might be very tempting for disloyal
operatives, though clever players might find a way to get the cash back before reporting for debriefing and returning the briefcase!
COMMON ITEMS
Although the standard equipment packs cover a great number
of common items, there may be specific equipment the player wants his operative to have which isn’t covered above. The player may pay for a large number of professionally-themed items, similar to a standard equipment pack. Such packs cannot contain weapons (other than those used in a utility fashion, such as a machete or woodcutting axe). The GM must assess the validity of your requested pack of common items.
Example: A player wants to be a bounty hunter and wants his operative to have handcuffs, utility belt, tactical vest, sunglasses, bounty hunter credentials, etc. The GM decides these are all related and commonly available and approves as a common items purchase. The player writes “Bounty Hunter Items” at a cost of 3. EXPENSIVE ITEMS
Some items are either too expensive or too rare for Command to give out in a standard pack of gear. If a player asks for something not found in the equipment list but the GM determines it is too valuable to be considered a small part of a standard equipment pack, he should specify a cost 3 for that item.
Example: A player wants his combat-heavy operative to wear a medieval suit of chainmail armor. The GM says this is existing technology but is expensive to buy nowadays and decides it would cost 3 and protect similar to bulletproof vest. VERY EXPENSIVE ITEMS
Similar to expensive items above, if the GM determines a requested piece of equipment is either unique or extraordinarily expensive, he should assess a cost of 6 (or even more) for that item.
Example: A player wants his operative to have the world’s most powerful portable computer. He doesn’t want some commercial-grade notebook; he wants something that might be built by an accomplished hacker if he had unlimited money to spend. The GM decides that sounds very expensive and assigns a cost of 6.
GADGETS
What’s a spy without a few gadgets to get him out of trouble? A gadget is a piece of technology which doesn’t exist by today’s standards but which could (or might) with new cutting edge technology not yet in use by the general public. To create a gadget, the player simply explains what he wants to Command when he reports to outfitting. If the device is approved by the GM, the operative is permitted to
purchase the item. All gadgets are experimental and some are even temperamental... the GM and player work out the details. It is purely the role of the GM to assess the cost and whether or not the gadget is permitted:
Plausible gadgets – If the player describes an item which the GM believes sounds plausible by today’s technology, the cost should be 3.
Improbable gadgets – If the item the player describes sounds pretty far-fetched but the GM will accept it as at least possible by some cutting edge technology, the cost should be 6.
Super-science gadgets – If the device is impossible by the GM’s reckoning but he’s willing to allow it in the game, the cost should be 12 or more.
Examples: A player wants to have a device which can be mounted to the side of a computer chassis, will interface with it and provide encrypted wireless access to that computer from up to a mile away. The GM decides this is a plausible gadget and gives it a cost of 3. The GM and player work out the details for the gadget and what skills would be used to operate it, how reliable it is, etc. If the player would have wanted the device to automatically bypass all security on the computer to which it is attached (for instance), the GM might say that’s improbable and make it cost 6. If the gadget also provided an artificial intelligence to the computer it is attached to with a personality loyal to Command, that sounds like super-science and might cost 12 if the GM allowed it at all.
FIREARMS
This game uses abstraction to define weapons. While not completely realistic, it represents a quick style of play where specific models and calibers of weapons are less important to the overall story. Weapons vary in make and model and it would be impossible to list them all. All weapons are assumed to come with a cleaning kit, holster, and one full payload of bullets.
AMMUNITION
This game doesn’t get into caliber and length of bullet, nor does it specify what bullets are interchangeable and which are not. It is assumed each operative has one magazine full of bullets in any firearm he has been issued from Command. When he runs out of bullets… well… he is out of bullets. It is up to the GM to determine what ammunition obtained from fallen enemies is compatible with the operative’s firearms. Note that the semi-automatic pistols operatives begin play with come with a spare ammo upgrade (see below).
FIREARM UPGRADES
These are purchased in addition to a base firearm and enhance or modify its functionality in some way.
Bayonet – A bayonet is a special knife able to be equipped to the end of a rifle barrel. Although fighting with it is not good for the rifle, it effectively turns it into a melee weapon (treat as a spear for all practical purposes).
Ceramic Polymer – The firearm is made of an alternative cutting-edge material that won’t set off metal detectors. This upgrade may be applied to swords, knives, and other types of melee weapons as well. Concealed spring holster – This is only
used for a pistol-sized weapon. It conceals the weapon from casual searches very effectively. When activated, the pistol is ejected quickly and neatly into the hand. This upgrade may be applied to knives, and other small melee weapons as well. Extended magazine – A firearm with
this upgrade has an extra 50% ammunition payload. For instance, a submachine gun would have 30 bullets instead of 20.
Heavier caliber – The weapon is bored for a larger specialty bullet and unique bullets must be purchased and used. This increases the damage caused by
the bullet by +2 but makes the ammunition difficult to acquire. This upgrade may be applied to other weapons (even melee), representing a more cutting edge metal and edging technique.
Improved sights – These electronic sights are far more accurate, improving the firer’s chances of hitting foes at long range. A firearm equipped with improved sights cut penalties for range in half.
Laser targeting system – This is an accessory for a pistol or rifle. When switched on, it places a red dot on a target, approximately where the firearm will place its bullet. This gives a bonus of +10 to hit at short or close range. Recognition grip – Electronics in the grip recognize the shooter’s prints and
will only fire for the operative, unless he is wearing gloves.
Silencer/suppressor – Firearms equipped with a sound suppressor make much less sound when fired. It attaches to the barrel of a pistol or rifle and reduces sound and muzzle flash.
Spare ammo – This allows an operative to have a full spare magazine for one firearm. Purchase multiple times for multiple spare magazines.
OTHER WEAPONS
Although a bit less common, these other weapons can be used by operatives. Most of them are pretty obvious (pointy end goes in the other man) but a few require some explanation:
Bow or Crossbow – Less effective than modern weapons, a bow can still kill an enemy. Soldier or martial artist (whichever is higher) is used to aim.
Pepper spray – This canister of spray incapacitates opponents but does no lethal damage. Range S, Usage 3, Resist STR-20, Effect stunned.
Stun gun – This weapon delivers a powerful electric shock when pressed against a foe and activated. Range C, Usage 10, Duration Continuous, Resist STR-20, Effect paralyzed.
Taser – Wires shoot out at an opponent and high voltage is applied directly to his nervous system. A Taser behaves similarly to a stun gun. Range S, Usage 3, Duration Continuous, Resist STR-20, Effect paralyzed (but target is weakened for duration even if he makes his resistance check).
GRENADES & OTHER EXPLOSIVES
Various explosives might be available to operatives. Explosives other than those listed below exist and may be purchasable if the GM permits and is willing to create statistics.
Fragmentation grenade – These explode and cause 6D damage to the target and everything and everyone within 1 space of the target. So dangerous is this weapon that even those who succeed in dodging (DEX-based resistance check) still take half damage.
Flash-bang grenade – These devices create a very bright flash of light and a concussive blast that leaves a tremendous ringing in the ears of those who hear it. Everyone within 2 spaces of the space where the grenade goes off must make a LOG check or be stunned 1 turn.
Smoke grenade – These steel cylinders pop open and unleash large amounts of colored smoke often used to mask movement, provide basic concealment, or to signal for air support or quick extraction. Smoke grenades are basically non-lethal. The amount of smoke, how long it remains, and the effect it has on visibility are all determined by the GM based on his assessment of the environment in which it is detonated, but one canister contains enough reagent to generally fill a 9-space area.
Incendiary grenade – These grenades explode on impact and create a very dangerous flash fuel fire. It causes 4D damage to all within 1 space of the point of detonation (a DEX based resistance check allows someone in the blast radius to dive for cover and avoid damage). On the turn directly following the detonation, another 2D damage is sustained. On the final turn 1D damage is caused and the flash fire burns itself out. Flammable material can catch fire, causing secondary damage decided by the GM.
Plastic explosives – not really a grenade, but explosive nonetheless, plastic explosives are a pliable putty, like Semtex and C-4, used for destroying structures and creating booby-traps. Plastic explosives are available to the operative in small packages containing 10 charges, each of which can cause 2D damage. Packing multiple charges together will make one larger charge. The blast loses 2D of effectiveness per space away from center of blast. Proper use of plastic explosives requires a demolitions pack.
Mine – this refers to any type of mine, even a claymore. Although different types of mines work differently, for game purposes assume they all work as follows. The damage is 6D (penetrating) and applies to everything in the same space. It can be set to trigger from a remote, a trip-wire, or a pressure switch, and is often buried shallowly or concealed with leaves or debris. Mines are deadly (and handy, since not everyone is skilled with demolitions).
VEHICLES
There are as many civilian vehicles as you can imagine. The tables list the more common ones in a categorical fashion. Civilian vehicles have no armor or DR values. They do, however, have a Performance rating (page 50) and Body Points (page 56).
VEHICLE UPGRADES
Like weapons, vehicles can be given special upgrades to make them more effective, more militant, or more covert. The costs listed in the tables are adders, increasing the cost of the vehicle to which they’re installed.
Amphibious – This upgrade allows a vehicle to transport along the water’s surface. This upgrade is for air or ground vehicles. If purchased for a water vehicle, it allows it to drive on land or to go underwater like a submersible vehicle.
Auto Tire Repair – This upgrade allows the operator to press a button in the vehicle to deploy quick-drying expanding foam into a tire, which plugs just about any leak. It then re-inflates the tire to standard pressure (or the vehicle has solid rubber tires which cannot go flat).
Communications – Radio transmissions are possible with this vehicle to a range of 20 miles. Satellite uplink allows worldwide internet access. The vehicle includes integrated ports for phones, computers, and tablets. Eject Seat – This allows the operative to eject the passenger seat to get rid of
an unwanted guest. The operative is trained on the direction and range of the ejection so that he can direct the ejected passenger as desired.
Gliderwings – The operative can deploy wing-shaped metal struts which allow the vehicle to glide in a controlled fashion to a stable landing from just about any height. A pilot check (with an air vehicles focus) is necessary to initially gain control, and another to land effectively. Once on the ground, the wing struts are discarded and the vehicle can continue its journey.
Hardened – The vehicle is considered hardened (thus, all weapons not designated as penetrating will do only half damage before any DR might be applied). Vehicle has -10 to Performance.
Heavy Armor – Vehicle has DR30, but -20 to Performance.
Identity Change – The operative can activate this feature from within the vehicle. The outer body is false; it is ejected and discarded, revealing a completely different-looking paint job beneath. The license plate swivels around to reveal a second plate. Entire identity change takes one turn. Light Armor – Vehicle has DR10, but -5 to Performance.
Offroad Conversion – Removes the -20 offroad performance penalty. If taken a second time, it boosts offroad performance +10. Can only be taken twice. Oil Slick – This upgrade deploys a long stream of oil behind the vehicle. Any
pursuers must make pilot checks to maintain control.
Performance Boost – This may be purchased multiple times. Each time it is purchased, increase Performance rating by +5 for on-road driving.
Remote Control – The operative’s encrypted mobile phone (issued by Command) can control his vehicle remotely. Cameras in the vehicle relay an image to the screen of the phone so the operative can guide it as he wishes. Every other upgrade the vehicle has can be activated through this remote link. The pilot has a -10 to his skill checks while remotely piloting.
Security – This adds a retractable top-mounted strobe light system and a loud audible siren to a vehicle. Additionally, the vehicle has a search light and one-way doors with a sealed back-seat mobile jail to detain people. The front bumper is reinforced.
Self-Destruct – The vehicle can be set to explode, causing a very large and very destructive blast. Causes 9D damage to the space it hits, half that to adjacent spaces. Anyone caught in that blast can dive for cover with a DEX-based resistance check for half damage.
Sensor suite – The vehicle has a host of various sensors, including radar, ladar, radio, infra-red, ultra-violet, etc. All sensors work to 100 spaces.
Smoke Screen – The vehicle can deploy a dense cloud of smoke in its wake. Pursuing vehicles operators must make pilot checks to drive through and maintain control. If used creatively near an intersection, pursuers will have no way of knowing which direction the operative’s car went.
Speedster – This comes with 10 nitro boosts, allowing a momentary increase in speed (treat as a +10 performance increase for 1 turn).
Spikestrip – The operative can deploy a spike strip behind his vehicle. Pilots of pursuing vehicles must make a pilot check to dodge aside (if possible, based on layout of road) or the spikestrip will entangle the wheels and/or axels of their vehicles, bringing them to a stop.