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Transcript of Night's Black Operators Copy

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Night’s black operatorsCovert Military Action in the World of Night’s Black Agents

There is a di erence between spies and soldiers, though when it comes to the elite Tier 1 operators, that

line is very thin. The core setting of NBA assumes that the characters are cut o  from their

governments, and on the run from the conspiracy (whatever that conspiracy may be). But, as alluded to

in the NBA rule book, there are di erent alternate campaign models (see Pg. 196, NBA ) available to

change the game play experience. Night’s Black Operators is an alternate campaign model and agent

build for regular Night’s Black Agent games.

Night’s Black Operators pulls you into the secret world of clandestine military operators. Unlike the

Intelligence Agents normally portrayed in Night’s Black Agents, who have to be generalists-with skills

and investigative abilities covering a large spectrum of ability, these Operators are specialists. Specialist

bad asses. Characters using these Operator rules can be integrated with a regular NBA group, or each

player can take on the role of an Operator forming an active team still under the control of their parent

nation, or coalition. If the players choose to play a team of Operators, NBA characters can be integrated

as advisors, or assets.

Every nation on earth maintains “Black Projects”. These range from space based weapons development,

to unocial cover intelligence operatives. Within this shadowy parlance, there are also black military

units. Units so covert, so secret, that almost no one outside their unit knows they exist. These men and

women operate in the deepest black, never receiving accolades or acknowledgement outside the walls of 

their own unit’s team room. They are the dagger in the dark that precedes the spear tip of their nation’s

military.

Black Operators from the United States are drawn from Tier one special Operations units: Delta, Seal Six,

and Marine Force Recon. In the United Kingdom, they are drawn from the SAS, and SBS. In Russia, they

are drawn from Spetsnaz teams, Specialists are brought into these black operations units from

conventional military units and intelligence agencies to increase the breadth of knowledge of the teams.

Making an Operator

A Black Operator is made using the character creation rules in Night’s Black Agents. Operators are not

as skilled at investigative abilities as normal Night’s Black Agents characters, but they more than make

up for it in their skills. Operator Characters receive half the investigative build points of other

characters, but the lost points are converted into general ability points to reflect their intense training in

these areas.

Operator Build Point Chart:

# Of Players Investigative Build Points General Build Point Bonus

2 16 +48

3 12 +36

4 11 +33

5 10 +30

By Powell Crider

Killer elite

Note to Directors: Characters created using the Night’s Black Operators rules are absolute bad asses. I cannot stress

this enough. These characters are designed to be super competent at their jobs and are a force multiplier to say the

least. Be sure to increase the number (or quality) of the opposition to make it a challenge for these elite soldiers.

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Backgrounds

The standard backgrounds provided in

Night’s Black Agents are usable by

Operator characters and can be chosen

if you wish. Following is a list of 

specific, Operator backgrounds that can

be chosen by any operator character.

These backgrounds are merely

templates, and do not have to be

chosen if you have a better idea. Each

of these backgrounds costs 8

Investigative Points, and 60 General

Points.

If an NBO character’s player wants to

choose a background more than once,

they will not have enough investigative

points for the second pick. In this case,

assign the remaining Investigative

points wherever the character wants,

then apply the general skills points as

listed.

Assaulter

Assaulters are the first in, shoot and scoot specialists. The bulk of Operators will be assaulters, able to move in

and rapidly secure objectives and neutralize threats. Whether the mission calls for a stealthy infil and exfil, or

going loud, these are the men for the job.

Investigative abilities: Military Science 2, Outdoor Survival 2, Urban Survival 2, Notice 2

General Abilities: Athletics 10, Infiltration 5, hand to hand 10, Shooting 15, Sense Trouble 5, Medic 3, Drive 2,

mechanics, 1, explosive devices 1, preparedness 1, Surveillance 1, Special weapon Training (Primary Weapon-6

points),

Breacher

The breacher, sometimes called an engineer, is the team’s explosives expert. He can blow his way into just about

anything, given the right amount of explosives, can improvise explosive devices and disarm just about any bomb.

Investigative Abilities: Architecture 2, military science 2, outdoor survival 1, urban survival 1, Notice 2

General Abilities: Athletics 8, Infiltration 5, Hand to Hand 5, Shooting 10, Explosive Devices 15, Sense Trouble 5,

Medic 1, Drive 2, Mechanics 1, Preparedness 8

Medic

The team medic is one of the most important members of the team. He keeps the other operators healthy during

stateside rotations, and keeps them alive in the field.

Investigative Abilities: Bullshit Detector 1, Chemistry 1, Diagnosis 2*, Forensic Pathology 1, Military Science 1,

Pharmacy 1, urban survival 1, outdoor survival 1

General Abilities: Athletics 8, Infiltration 5, Hand to Hand 5, Shooting 10, Medic 15, sense Trouble 5, Explosive

devices 1, Drive, 1, Shrink 2, Preparedness 8.

*Includes free point of diagnose from Medic 8+

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Driver/Pilot

While every member of the team can drive just about any vehicle

in their nation’s arsenal, and more than a few from allies and

adversaries alike, it is a special individual who specializes in

combat driving. Like the Wheel Artist, this is the specialist who

can get top performance out of any vehicle.

The pilot can fly anything. They are some of the best of the best, able to eek performance out of aircraft that

other pilots don’t even dream of.

Pilot can also refer to driving anything from the smallest Zodiac, to the largest marine vessel. Be sure to specify

what sort of pilot you are when you create the character.

Driver

Investigative Abilities: Military Science 2, Urban Survival 2, Outdoor Survival 2, Notice 2

General Abilities: Athletics 8, Infiltration 5, Hand to Hand 5, Shooting 10, Drive 15, sense Trouble 5, Preparedness

3, Mechanics 8, Medic 1.

Pilot

Investigative Abilities: Military Science 2, Urban Survival 2, Outdoor Survival 2, Notice 2

General Abilities: Athletics 8, Infiltration 5, Hand to Hand 5, Shooting 10, Pilot 15, sense Trouble 5, Preparedness

3, Mechanics 8, Medic 1.

Team chief (team Sergeant/Warrant Ocer)

The Team chief (team Sergeant/Warrant Ocer) holds an important position in the team. He handles all the

logistical duties of the team, dealing with the ocers over them, and cutting through red tape. This relieves the

burden on the other team members, allowing them to concentrate on their job. He is also, more than likely, the

most experienced of the team and o ers tactical advice to the ocer in charge, and leadership to the team under

his command.

Investigative abilities: Military Science 2, Outdoor Survival 2, Urban Survival 2, Notice 2

General Abilities: Athletics 10, Infiltration 5, hand to hand 8, Shooting 12, Sense Trouble 5, Medic 3, Drive 2,

mechanics, 1, explosive devices 1, preparedness 1, Bureaucracy (Red Tape) 12

Team Ocer In Charge

The Team ocer is, as the name implies, in charge of his team. The OIC (Ocer In Charge) is responsible for

mission planning, logistics planning, and mission execution, as well as ensuring that his men have all their

training and personal matters in order. To top it o , he has to keep his own training and readiness squared away.

The OIC is a very busy man. A good team sergeant and Warrant will relieve most of the burden, but the overall

responsibility falls clearly on his shoulders.

Investigative abilities: Military Science 2, Outdoor Survival 2, Urban Survival 1, Notice 1, Human Terrain 1, ANY

ACADEMIC 1*

General Abilities: Athletics 8, Infiltration 5, hand to hand 8, Shooting 12, Sense Trouble 5, Medic 3, Drive 2,

mechanics, 1, explosive devices 1, preparedness 1, Surveillance 1, Special weapon Training (Primary Weapon-6

points), Bureaucracy (red Tape) 6

(* The OIC will have at least a 4 year degree in some subject to be commissioned. This can be in any Academic

discipline.)

FN SCAR

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Sniper/Spotter

The sniper is usually the team’s best marksman (though sometimes they are just the most patient).

Snipers use precision rifles combined with extensive training to consistently put steel on target at

astounding ranges. Current sniper doctrine has created a more active sniper than in years past, who is

able to displace after their first shot and stay in the fight. Snipers are force multipliers, sowing terror

among the ranks of the enemy. The spotter is also a sniper, but is working to back up the primary

shooter. A sniper/Spotter build allows a character to take on either role, either behind the spotting scope

or behind the gun.

Investigative abilities: Military Science 2, Outdoor Survival 2, Urban Survival 2, Notice 2

General Abilities: Athletics 10, Infiltration 12, hand to hand 8, Shooting 15, Sense Trouble 4, Medic 1,

preparedness 1, Surveillance 3, Special weapon Training (Primary Weapon-6 points)

New Infiltration Cherry: Sniper’s Hide

If your Infiltration is 12 or more, and you have received sniper training (either military or by a paramilitary agency),

you gain the Sniper’s Hide ability. The intense training you have received in camouflage, combined with the ability

to remain stationary for long periods, and to endure privation, come together to allow the sniper to become nearly

invisible. Given the right materials, and time, a sniper can create a sniper hide that cannot be discovered short of 

accidentally stepping in it. This hide is good until the situation goes loud, then the sniper will need to displace orbe discovered. Setting up a sniper’s hide requires fore planning (which can be done with preparedness if the

character’s rating is high enough)

Finishing out

the character

Once you have

selected a

background, it is

time to flesh out

your character by

spending your

remaining

investigative and

general skill

points.

Remember to add

points to your

character’s health

score, most

operators are

extremely robust

individuals who

can take some

punishment in

the field.

Other than these

changes to

character creation, finish the characters just as you would any other NBA character. Remember your free points in

Cover, Network, Streetwise and Tradecraft.

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Military Thriller

Combat Options

Time to lock and load. Combat in Night’s Black Agents is fast, evocative, and fun. But,

differences in conventions between spy thrillers and military thrillers call for a few optionalrules. These rules add a little more “Crunch” to the NBA Thriller Combat system.

Ammunition Capacity and Reloading

In a normal NBA game, ammunition is not tracked unless it is dramatically necessary. While it

is not fun to micromanage ammunition, a major factor in combat is scarcity of supply. The

system for tracking Ammunition in NBO is a dramatic system, not a strict simulation.

One reason where many systems fall down is in the way they treat each shooting roll in

combat. Even the most skilled operator will rarely fire only one shot at a time in combat,

instead they will fire two or three carefully aimed rounds at a time. They will rarely fire assaultrifles automatically, unless they are laying down suppressing fire.

Ammunition Capacity

Ammunition is heavy. Anyone who has humped several hundred rounds, along with all their

other gear can attest to this. This puts a practical limit on the amount of ammunition that can

be carried into combat. Most operators carry twenty magazines for their primary weapon, and

ten for their secondary weapon (Pistol). Machine gunners carry ammunition in two hundred

round bags, and carry around one thousand rounds into battle for smaller caliber machine

guns, six hundred for larger caliber weapons.

Rather than trying to break down ammo capacity by individual weapons, which would create a

rather long list, magazine loads are broken down by weapon categories. These assumptions

are based on operators firing three or four rounds each time they make a shooting roll on

semiautomatic.

Weapon Type #shots Average Actual Ammo Capacity

Small Caliber Pistol 10 15-18

Large Caliber Pistol 3 8-10

SMG 10 30

Assault Rifle 10 30

Battle Rifle 6 20

Shotgun 4 8

LMG (Light Machine Gun) 40 200

FN SCAR- L

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Notice that sniper rifles are not included on the

list, since they are always fired in single shots.

Sniper will always have enough rounds for

standard, or light sniper rifles. Anti Material rifles

(.50 Caliber) Fire from 10 round magazines.

Automatic Fire

Modern Automatic weapons can burn through

ammunition at an extraordinary rate. Each time

your fire a shot on automatic, it uses 2 “shots”.

(This does not include the light machine gun,

since it is already computed for automatic fire).

NSR’s and Precise fire

Sometimes you have to put more steel on target

rapidly, and precisely. This is often referred to as

an NSR, or Non Standard Response. NSR’s arerapid, aimed fire not spraying and praying. An

NSR uses two shots, but grants a +1 to the

shooting roll to represent the greater number of

rounds going downrange. If you NSR with a magazine, you cannot later claim precision fire

until you have made a magazine change.

Other times, you want to conserve ammunition and fire with more

precision. If you are running low on ammunition, you can declare

you are making precise shots. When you run out of ammo in a

magazine, you make a shooting roll. Each point of success gets anextra “shot” out of that magazine. Shooting points can be spent on

this roll as normal if saving ammo really counts.

Reloading

It is easy to reload on the range, or back in the team room.

Reloading in combat, under pressure takes effort. Luckily,

operators spend a great deal of time training and practicing mag

changes until it becomes muscle memory. Reloading does not require a skill roll, per say. But

there is always a chance for failure. When changing a magazine during combat, you make aroll. On a roll of 1, the

character fumbles the

reload. Players can

spend points from their

shooting pool to ensure

success. If a character

uses an entire action to

reload, no roll is required.

Operational Note:If under fire in close -proximity to the enemy,will normally transition totheir secondary weaponto keep up a volume offire. When there is abreak in the fire, theOperator will have hisbuddy cover him whilehe reloads.

M24 Sniper Rifle

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New Gear

Holographic Sight

Holographic sights allow for rapidacquisition of targets in close quarterscombat. They reduce the time requiredto line up iron sights, and allow

the firer to easily keep one eye open forsituational awareness. The Holographicsight woks best at out to Near Range,providing a -1 modifier to the target’s hitthreshold when aiming for a called shot.(Pg. 72 NBA)

Infrared Laser

It is hard to aim a weapon using nightobservation devices (NODs). Without

depth perception, and unable to focus onweapon sights, marksmanship becomesdifficult to say the least. The solution wassimple, mount a laser that can only beobserved with NODs. The IR Laser canbe used by characters with NODs withoutpenalty. It functions exactly as a normallaser sight, but can only be seen bycharacters equipped with NightObservation devices, so it does not givethe operator’s position away.

Cutting through red tape

The Director may want to have the characters still working for their native government. If using

Hawthorne (see Below), the characters will have to wade through red tape to get things done.

The following rules are taken from the Night’s Black Agent’s rulebook, Page 195 and work

perfectly for the job.

Bureaucracy (General) 

Finally, Bureaucracy now becomes a General ability. It can be used investigatively as normal,but it also creates your pool for tests to get your own agency (or a theoretically allied agency) todo something for you: retask a satellite, block and opponent’s dangerous mission or fundingprobe, authorize the rescue of a captured asset, lower your Heat by 1, release a classified file toyou (or bury one away from someone else), send in SEAL Team Six, or anything else. In othertests, you may try to thwart or prevent your agency from doing something it has decided on:trade a prisoner, investigate your network, bug an embassy.

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A standard task that you have clearance for is Difficulty 3; something you have to pull strings toget is Difficulty 5; something you have no business asking for is Difficulty 7. Raise Difficulties by 1for other agencies of your own government, and by 2 for agencies of other governments. It wiloften be more convenient to build Network contacts in other governments than to actually gothrough channels.The Director may build NPC bureaucrats who oppose you often enough to get their own pools

and set the parameters for your operations based on the results of full contests of Bureaucracy.Bureaucracy is an ideal ability for continuing challenges (see p. 50); you make one test peroperation, with a bonus or penalty depending on your performance (and lack of Heat) on themission.Bureaucracy only refreshes at the end of an operation; it cannot be refreshed in a haven (see p92).If the agents have attracted Heat during an operation, they cannot spend build points earned asexperience from that operation on Bureaucracy.In burn mode, success by a margin of 1 or less in a Bureaucracy contest means the Director wiltask your team to do something unpleasant in return.In dust mode, all Bureaucracy Difficulties increase by 1.

In mirror mode, the agency starts with 2 Trust points from each agent. To reverse the results of afailed Bureaucracy test, an agent can give the agency 1 more Trust point during an op. When, erif the agency betrays the player characters, its (NPC) operatives spend the agency’s Trust pool toharm the PCs (see p. 41).

Friends Upstairs

If your Bureaucracy rating is 8 or more, you are protected from on high by powerful patrons. Operhaps you’ve been around long enough to know where some particularly savory bodies areburied. In any case, the Difficulty rating for any attack on you (or your funding, authority, etc.) in acontest of Bureaucracy is 1 point higher than normal. This is the bureaucratic equivalent of Hardto Hit (see p. 27).

Note that NPC bureaucrats with Bureaucracy ratings of 8+ will also have this cherry.

HAWTHORNE

Hidden deep within the United States Budget, between “Project to investigate the behavior ofnorthern sea otters”, and “Sea Turtle Mating Studies”, is a line item called “Hawthorne”. Theentry contains no explanation. It has no department head listed, nor any contact information. Itsexistence has never come to light within the hallowed halls of congress. It is an agency thadoesn’t exist.Hawthorne is the name of a project that began immediately following the American Civil War. Ihas been run under countless cover names, which changes every couple of years, but thebudgetary name has been constant. The current operational name is, ASH, but members of thissecret organization refer to themselves as simply, The Office.Each newly elected President of the United States is visited during his first month in office by arepresentative of The Office. He is shown the directives that created the organization and giventhe key to a chest which contains the records of the Office (this key and chest are now symbolicas the records are now stored off site in a secret, secure location). No President has been readyfor this briefing, and many don’t take the news well.Hawthorne is devoted to the destruction of vampires, and has been for nearly 150 years. TheUnited State’s Militaries best and brightest are recruited into this ultra secret, high speed unitThey are the best of the best, recruited from the nation, and allied nation’s, tier 1 speciaoperators. And they must not fail.

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Night’s Black Operators is a fan created work for Night’s Black Agent’s by Kenneth Hite,published by Pelgrane Press.

Weapon designs courtesy of www.Pimpmygun.com and photoshop.

All other images by Powell Crider with photo references using U.S. DOD photos.