The Special Ops mod aims to open up Blacklist to the player, giving you many new options for tactics and customization, while removing many of the handicaps that made the game easier and less rewarding. You'll find it's much harder for the player to control the battlefield and track enemies. A fully stealthy approach is even more difficult than before, and getting spotted can give you a quick end if you're unprepared. You'll have to use a much wider range of tactics to evade and eliminate hostiles rather than striking from the shadows over and over - preparation is key. Hostile guards are sharp and deadly, and enemy commandos are a force to be reckoned with.

There are more options available now than the original game ever offered - I've done my best to expand customization, balance weapons and gadgets to make everything useful. Many ops suits have been modified, optics have been modified, additional playable characters and suits are available and gameplay has been tuned and tweaked in countless areas.

This mod is intended to be played on the 'Realistic' difficulty level. Each difficulty level must be individually modified in the game files, and the only difficulty I modified was Realistic. The reason I did this was because when I started making the mod just for myself I used realistic, and it would be far too time consuming to go back and replicate the changes to the other difficulty levels.

In creating this mod I tried to honor the original Splinter Cell games (from Chaos Theory and before) the best I could. If you equip a fully stealth suit and try to "ghost" an entire mission, you'll have to use a lot of gadgets (such as the drone for surveillance and sticky cams) and have a lot of patience. However on the flip side, I also cater to the Rainbow Six types, because the game allows me to. As much as I love the original Splinter Cells, I also like to shoot terrorists, and shooting the place lone wolf style up is a very viable albeit equally difficult way to achieve victory.

There are hundreds of changes, but here's an overview:

Most weapons and gadgets are now viable. There is no clear "best" - everything has strengths and weaknesses. Assault Rifles, Shotguns and SMG's all have a different feel. Weapon attachments have more distinct and noticeable effects. The tazer and both crossbows are all unique from one another. Most gadgets have been modified in one way or another.

Difficulty: Enemies are tougher and more aware. They will spot you more quickly and are far more deadly than before. If you're face to face with an opponent, whoever shoots first may very well win. Crouching is also no longer a magical way of muting your footsteps - if you're creeping up behind someone, they may hear you. You better be on your toes ready to pounce (or have a gun pointed at their head) if they decide they heard something behind them.

Expanded customization: Choose from several different characters and additional ops suits. Merc suits, a spy suit, Briggs, Kestrel, Paladin Sam and the balaclava from Site F are all playable in the 4E missions. Make sure you check the included text files before trying to equip merc or spy suits in single player.

Much more, including modified camera angles, optics, and countless minor gameplay tweaks. The included changelog is more specific.

Be sure to look over the included text files; they are 'somewhat' important.


Although I'd like to be able to take requests and I've been able to fulfill many of them in the past, life has become extremely busy - much more so than when I first created the mod - and I won't be able to honor them. I hope you understand.

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Armory

Feature


These are the complete stats for all the weapons, attachments and ops suits in the mod. As I've mentioned before, I can't change anything in the in game menus, including the weapon/ops suits names, and the stat display bars that accompany them. So I made this so you actually know what's going on with your gear, because the original stats weren't even that accurate to begin with. Now you know exactly what you're working with.

I've cataloged each and every weapon and armor stat in the game so you can configure your gear the way you want. Most of the numbers I've used come directly from the game files.

Does not apply

The stats in the armory screen no longer apply; I cannot change them, for accurate stats use the info on this page!

//////////////////////////////////////////////////////////////////////////////


WEAPON ATTACHMENTS


A couple keywords for attachments:

Precision Range = Range at which the crosshair turns red. When the crosshair is red, a precise hit is almost assured.

Dispersion per shot: After every shot the weapon loses a bit of accuracy for a second. This is what causes the crosshair to get larger if you fire multiple shots consecutively. This is called dispersion per shot in the game files.

Dispersion recovery: How fast the crosshair returns to normal size.
___________________________________________________
---------------------------------------------------

Scope2
OPTICS

[HoloSight]
Greatly increases accuracy while moving.

[Red Dot]
Decreases maximum dispersion at the cost of precision accuracy. Great for CQC where rapid body shots are more effective than a precise head shot. Also increases accuracy while turning.

[ACOG Sight]
Weapon accuracy improved by 60%, precision range (range at which crosshair turns red) increased by 20% (change to 50% in new version). Takes longer to recover after shooting.

___________________________________________________
---------------------------------------------------

Rails
RAILS

[Laser Sight (SMG, Rifle)]
Improves weapon recovery speed after each shot.
Note that the pistol laser no longer gives any bonus; it's there for aesthetics only.

[Angled Foregrip]
Reduces upwards recoil by 40%.

___________________________________________________
---------------------------------------------------

Muzzle2
MUZZLE

[Pistol Silencer]
Reduces pistol damage by 30%.

[SMG/Rifle Silencer]
Reduces damage by 20%.

[Rifle MuzzleBrake]
Lowers dispersion per shot(crosshair gets larger more slowly during full auto firing)

[SMG MuzzleBrake]
Increases accuracy while moving, improves automatic fire accuracy.

___________________________________________________
---------------------------------------------------

Bullet
AMMO

[Match Grade Ammo(Pistol, SMG)]
Improves weapon accuracy by 10%, and the weapon has a 30% longer precision range (range at which the crosshair turns red)
{Designed for stealth missions where you need to land a headshot from a bit further away}

[Match Grade Ammo (Rifle)]
Precision range doubled
{Helps you land precision shots at range, but won't help you in close quarters.}

[HollowPoint Pistol Ammo]
Increases weapon damage by 30%, reduces precision range by 60%.
{Great for close quarters when precision shots aren't viable.}

[HollowPoint SMG Ammo]
Increases weapon damage by 20%, reduces precision range by 40%.
{Same as pistol hollowpoint, good for close quarters when you don't have time to line up a headshot.}

[AP Ammo (Pistol, SMG]
Increases weapon damage by 10%.

[AP Ammo (Rifle)]
Increases weapon damage by 15%.

___________________________________________________
---------------------------------------------------
INTERNAL

[Bolt Blueprinting]
Reduces dispersion per shot by 10% (crosshair doesn't get as large after each shot)

[Weight Balance]
Weapon is more accurate while turning.

[Match Grade Trigger]
Dispersion recovery reduced by 15%.

[Tuned Recoil Buffer]
Reduces upwards recoil by 10% and horizontal recoil by 25%

[Accurized Barrel]
Increases accuracy by 10%.


//////////////////////////////////////////////////////////////////////////////

WEAPONS

These values are taken directly from the game files. I know these numbers are confusing, but I wanted to take the numbers directly from the game files so you know what you're dealing with. As far as accuracy is concerned, lower means more accurate. Moving and automatic accuracy are just modifiers of the stationary accuracy.

[Weapon]
Damage: Simple, how much damage the weapon does
Rate of Fire: How fast the weapon shoots. This is not an actual number related to RPM - it's just the number the game uses to determine how fast the gun shoots. Lower means faster.
Accuracy Rating
-Stationary: This is how accurate the weapon is when standing still. Again, the number doesn't have an actual meaning, it's just what the game uses to determine how precise the weapon is. A lower number means more accurate
-Moving: Add this number to the stationary accuracy to determine how accurate the weapon is while moving. Example: A weapon has 1.0 stationary accuracy and 1.5 moving accuracy. 1.0 + 1.5 = 2.5 accuracy while moving. Again, lower is better.
-Automatic (per shot): This is how accurate the weapon is using full auto. The weapon loses this much accuracy after each shot. You can see the crosshair get larger when you hold down the trigger. Lower is still better.

Damage values with (suppressed) next to them means the weapon is suppressed by default, and therefore has lower damage. To find the suppressed damage of regular weapons, take the damage and multiply it by .7 (for pistols) or .8 (for all weapons besides pistols).


Pistol
----------------- [PISTOLS]-----------------


[5-7]
Damage: 210 (suppressed)
Accuracy Rating (lower number is better)
-Stationary: 1.05
-Moving: .43
Recoil: Low
Range: Short/Medium

[USP45]
Damage: 350
Accuracy Rating
-Stationary: 1.18
-Moving: .42
Recoil: Medium
Range: Short

[P4X Storm]
Damage: 345
Accuracy Rating
-Stationary: 1.21
-Moving: .40
Recoil: Medium/Low
Range: Short

[F40]
Damage: 265
Accuracy Rating
-Stationary: 1.20
-Moving: .45
Recoil: Low
Range: Short

[Mac11] (Formerly prototype pistol)
Damage: 220
Rate of Fire: .50
Accuracy Rating
-Stationary: 1.1
-Moving: 0.6
-Automatic: .60
Recoil: Low/Average
Range: Short

[Desert Eagle]
Damage: 550
Accuracy Rating
-Stationary: 0.91
-Moving: 0.5
Recoil: Medium
Range: Medium

[Makarov]
Damage: 245
Accuracy Rating
-Stationary: 1.32
-Moving: 0.38
Recoil: Very low
Range: Short



SMG
----------------- [SMG]-----------------


[MP7A2]
Damage: 220
Rate of Fire: 0.65
Accuracy Rating
-Stationary: .91
-Moving: 0.7
-Automatic (per shot): .55
Recoil: Low
Range: Short/Medium

[MP5]
Damage: 250
Rate of Fire: 0.70
Accuracy Rating
-Stationary: .87
-Moving: 0.6
-Automatic: .60
Recoil:
Range: Medium

[Vector]
Damage: 250
Rate of Fire: 0.60
Accuracy Rating
-Stationary: .97
-Moving: 1.0
-Automatic: .70
Recoil: Low
Range: Short

[UMP45]
Damage: 280
Rate of Fire: 1.0
Accuracy Rating
-Stationary: .85
-Moving: 0.8
-Automatic: .80
Recoil: Low
Range: Medium

[M4 SOPMOD] (Previously Prototype SMG)
Damage: 280 (suppressed)
Rate of Fire: .65
Accuracy Rating
-Stationary: .8
-Moving: 2.0
-Automatic: 0.82
Recoil: Low/Medium
Range: Short/Medium

[Mac11]
Damage: 200
Rate of Fire: .50
Accuracy Rating
-Stationary: 1.0
-Moving: 0.7
-Automatic: .60
Recoil: Low/Average
Range: Short

[pp19]
Damage: 220
Rate of Fire: 0.75
Accuracy Rating
-Stationary: .89
-Moving: 1.3
-Automatic: .65
Recoil: Low
Range: Short/Medium

[pp2000]
Damage: 245
Rate of Fire: 0.75
Accuracy Rating
-Stationary: 0.92
-Moving: 0.70
-Automatic: .85
Recoil: Low/Average
Range: Short

[PFS-12]
Damage: 255
Rate of Fire: 0.55
Accuracy Rating
-Stationary: .93
-Moving: 0.8
-Automatic: .70
Recoil: Low
Range: Medium


Rifle
----------------- [ASSAULT RIFLES]-----------------

Assault rifles are different than any other weapon group because they actually do MORE damage the farther you are from the target. I did this to further differentiate them from SMGs, and give the player more of a reason to select a SMG over an AR for close quarters.

[416]
Damage @ 20m: 570
Rate of Fire: .65
Accuracy Rating
-Stationary: .62
-Moving: 5.0
-Automatic: 1.3
Recoil: Low
Range: Long

[G36C]
Damage @ 20m: 590
Rate of Fire: .80
Accuracy Rating
-Stationary: .74
-Moving: 4.9
-Automatic: 1.3
Recoil: Low
Range: Long

[ARX]
Damage @ 20m: 600
Rate of Fire: .85
Accuracy Rating
-Stationary: .74
-Moving: 5.5
-Automatic: 2.25
Recoil: Medium
Range: Long

[M16A4] (Previously Prototype Rifle)
Damage @ 20m: 460 (suppressed)
Rate of Fire: .55 (burst)
Accuracy Rating
-Stationary: .58
-Moving: 6.2
-Burst: 1.1
Recoil: Low
Range: Long

[AK-47]
Damage @ 20m: 690
Rate of Fire: 1.0
Accuracy Rating
-Stationary: .75
-Moving: 5.3
-Automatic: 1.1
Recoil: High
Range: Long

[AKS-74U]
Damage @ 20m: 610
Rate of Fire: .80
Accuracy Rating
-Stationary: .88
-Moving: 3.8
-Automatic: 1.7
Recoil: Medium
Range: Medium

[SA58]
Damage @ 20m: 720
Rate of Fire: 1.0
Accuracy Rating
-Stationary: .65
-Moving: 5.2
-Automatic: 1.64
Recoil: High
Range: Long


[Goblin]
Damage @ 20m: 560
Rate of Fire: .65
Accuracy Rating
-Stationary: .85
-Moving: 3.2
-Automatic: 1.4
Recoil: Low
Range: Medium

[Honey Badger]
Damage @ 20m: 500
Rate of Fire: .80
Accuracy Rating
-Stationary: .77
-Moving: 3.7
-Automatic: 1.7
Recoil: Medium
Range: Medium

[FAMAS]
Damage @ 20m: 540
Rate of Fire: .50
Accuracy Rating
-Stationary: 0.8
-Moving: 4.5
-Automatic: 1.15
Recoil: Medium
Range: Long


Shotgun

----------------- [SHOTGUNS]-----------------

For shotgun damage, see ammo types below


[M1014]
Accuracy Rating
-Stationary: 2.9
-Moving: 1.2
Recoil: Medium
Range: Short

[AA12]
Accuracy Rating
-Stationary: 3.0
-Moving: 2.0
-Automatic: 3.0
Recoil: Medium/High
Range: Short

[RMB93]
Accuracy Rating
-Stationary: 3.3
-Moving: 1.2
Recoil: Medium
Range: Short

[Prototype Shotgun]
Accuracy Rating
-Stationary: 3.8
-Moving: 1.4
Recoil: Low
Range: Short

[ACS-12]
Accuracy Rating
-Stationary: 3.4
-Moving: 2
Recoil: Medium/High
Range: Short

----------------- [SHOTGUN AMMO]-----------------

[Slug]
Damage: 800
Very accurate at close range, but takes more time to recover after shooting. Will not reliably hit the target beyond 20m.

[Flechette]
Damage: 250 x 6 pellets
Very low spread
Increases precision range by 40%

[Buckshot] (Buckshot is the default shotgun ammo type; to use it, leave both flechette and slug unchecked. It will be loaded by default)
Damage: 400 x 6 pellets
High spread
Decreases precision range by 50%



Sniper Rifle
----------------- [SNIPER RIFLES] -----------------


[SR25]
Damage: 500 (suppressed)
Accuracy Rating
-Stationary: 0.1
Recoil: Low
Range: Very Long


[MG4 Light Machine Gun] (Formerly Prototype Sniper Rifle)
Damage @ 20m: 470
Rate of Fire: .40
Accuracy Rating
-Stationary: 1.0
-Moving: 7.0
-Automatic: 0.4
Recoil: Medium
Range: Long

[SVU]
Damage: 675
Accuracy Rating
-Stationary: 0.1
Recoil: High
Range: Very Long

[VSS]
Damage: 350 (suppressed)
Accuracy Rating
-Stationary: 0.1
Recoil: Very Low
Range: Very Long


//////////////////////////////////////////////////////////////////////////////


Suits
OPS SUITS

Remember, if you are using a Merc suit, you only need the Merc torso and the Upper Echelon Suit Gloves and boots. You can wear whatever pants you want.

Also, boots and gloves all have the same exact stats, they are nothing more than cosmetic. You can pick whichever one you like.

............................................

Classic Ops Suit

[TORSO]
Damage reduction: 3%
Noise Reduction: 3%
Detection time: 3%
Gadgets: 1
[PANTS]
Damage reduction: 3%
Noise Reduction: 3%
Detection time (time it takes for the spotting indicator to fill up): 3%
Gadgets: 2
............................................

AB Gel

[TORSO] (Merc Suit)
Damage reduction: 35%
Noise Reduction: --
Detection time: --
Gadgets: 2
Spare Secondary mags: +1
[PANTS]
Damage reduction: 25%
Noise Reduction: --
Detection time: --
Gadgets: 3
............................................

Kevlar Weave

[TORSO] (Merc Suit)
Damage reduction: 35%
Noise Reduction: --
Detection time: --
Gadgets: 3
[PANTS]
Damage reduction: 25%
Noise Reduction: --
Detection time: --
Gadgets: 3
............................................

Tactical Mesh

[TORSO] (Spy Suit)
Damage reduction: --
Noise Reduction: 25%
Detection time: 15%
Gadgets: 2
[PANTS]
Damage reduction: --
Noise Reduction: 20%
Detection time: 5%
Gadgets: 2
............................................

Ceramic Plate

[TORSO] (Merc Suit)
Damage reduction: 35%
Noise Reduction: --
Detection time: --
Gadgets: 2
Spare Secondary mags: +1
[PANTS]
Damage reduction: 25%
Noise Reduction: --
Detection time: --
Gadgets: 2
Spare Secondary mags: +1
............................................

Nanopolymer Coating

[TORSO] (Hub Sam shirt)
Damage reduction: --
Noise Reduction: 25%
Detection time: 15%
Gadgets: 2
[PANTS]
Damage reduction: --
Noise Reduction: 20%
Detection time: 5%
Gadgets: 2
............................................

Upper Echelon Suit

[TORSO]
Damage reduction: --
Noise Reduction: 25%
Detection time: 15%
Gadgets: 2
[PANTS]
Damage reduction: --
Noise Reduction: 20%
Detection time: 5%
Gadgets: 2
............................................

4E Eclipse Suit

[TORSO] (Archer)
Damage reduction: 18%
Noise Reduction: 12%
Detection time: 10%
Gadgets: 3
[PANTS]
Damage reduction: 25%
Noise Reduction: --
Detection time: --
Gadgets: 3
............................................

Stealth Nanofiber

[TORSO]
Damage reduction: --
Noise Reduction: 25%
Detection time: 15%
Gadgets: 2
[PANTS]
Damage reduction: --
Noise Reduction: 20%
Detection time: 5%
Gadgets: 2
............................................

Raven Suit

[TORSO] (Merc Suit)
Damage reduction: 35%
Noise Reduction: --
Detection time: --
Gadgets: 2
Spare Secondary mags: +1
[PANTS]
Damage reduction: 25%
Noise Reduction: --
Detection time: --
Gadgets: 3
............................................

Revenant Suit

[TORSO]
Damage reduction: 18%
Noise Reduction: 12%
Detection time: 10%
Gadgets: 3
[PANTS]
Damage reduction: 17%
Noise Reduction: 10%
Detection time: 5%
Gadgets: 3
............................................

Alpha Suit


[TORSO] (Kestrel)
Damage reduction: 18%
Noise Reduction: 12%
Detection time: 10 %
Gadgets: 3
[PANTS]
Damage reduction: 17%
Noise Reduction: 10%
Detection time: 5%
Gadgets: 3
............................................




Add file RSS Files
Special Ops mod v5.5

Special Ops mod v5.5

Full Version 35 comments

SC:Blacklist is a game that was never intended to be modded. Because of this, I highly recommend taking a look at the info in the readme files before...

SweetFX Preset

SweetFX Preset

Patch 2 comments

This is the SweetFX preset I've been using; I think it makes the game look substantially better.

Special Ops mod v5.1a (Outdated)

Special Ops mod v5.1a (Outdated)

Full Version 16 comments

Because SC:Blacklist is a game that was never intended to be modded, I highly recommend taking a look at the info in the readme files before using the...

Special Ops mod v5 (Outdated)

Special Ops mod v5 (Outdated)

Full Version 2 comments

Because SC:Blacklist is a game that was never intended to be modded, I highly recommend reviewing the info in the readme before using the mod. Also, check...

Special Ops mod v4.2 (Outdated)

Special Ops mod v4.2 (Outdated)

Full Version

Because SC:Blacklist is a game that was never intended to be modded, I highly recommend checking out the information in the readme before using the mod...

Special Ops Mod v4.1 (Outdated)

Special Ops Mod v4.1 (Outdated)

Full Version 4 comments

When launching the game with the mod for the first time, the game may immediately crash. This is normal when using a new .umd file - you may have to launch...

Comments  (0 - 10 of 99)
InariTheKitsune
InariTheKitsune

Would you be able to make a version that just changes the red dot scope for rifles and adds the balaclava to PC? If you could change the goggles to the Alpha skin that would be great too.

Thanks!

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Service_Disconnect Creator
Service_Disconnect

Sorry man, work on the mod is pretty much done. If it only took a few minutes I'd do it for you, but the file isn't modular - I can't just implement and revert changes easily, it takes quite some time.

Reply Good karma+1 vote
stevenpaulsquire
stevenpaulsquire

Hi Creator,
I am playing thru Blacklist after years and its been amazing. Still holds up as a fresh new game.
One complaint I have is the visually weak recoil on some weapon models AND the slow speed of the bullets traveling through the air. The tracers almost move like paint balls. TOO slow.
Can you instruct me how to adjust this data? Is there a xml file?

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gman33
gman33

The thing I loved about this mod was the Ai act more like real people and can see shadows hanging above them and react to them as they should. I would rather have the Ai version then the skins and weapons.

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CamoFlash7
CamoFlash7

Service_Disconnect, I think this mod is really cool.... but.

It changes the 'Use' button to 'O', and I can't use the other outfits because... well, I don't have the Upper Echelon pack...

I'd love to use Spy and Merc suits in Single player, could you replace a suit that you think is the least used and make a new mod, like a 'Splinter Cell: Blacklist Skins Mod'?

It's a shame because I really want to use this mod, but it doesn't let me because the Spies and Mercs have no hands or feet, and as you say, that can cause game instability.

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Service_Disconnect Creator
Service_Disconnect

I appreciate the kind words. Life has picked up, between social, relationships and work I don't have close to enough time to work on the mod anymore, and even if I did the work required would be pretty heavy because of how this game is modded - it's not nearly as straightforward as it sounds to just to change the skins around, and I don't even have the tools required anymore on my new rig.

Sorry to disappoint, I hope you understand.

Reply Good karma+1 vote
bugkill
bugkill

I understand that you may not work on modding the game ever again, but if by chance you decide to come back, I think the Enemy Splinter Cell outfits (like the ones in Mission 11 where you have one in navy blue full tactical gear with a radio pack and helmet using a robot early in the level and the splinter cells in lighter uniforms wearing protec helmets) should replace the merc outfits.

Like I said, it is longshot, but worth throwing it out there and seeing if it is possible.

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Service_Disconnect Creator
Service_Disconnect

I honestly tried to make this kind of thing happen forever, but as far as I know it's not possible.

The problem is that the player character mesh is actually made up of several different mesh parts - head, torso, boots, gloves, kind of like a little Lego man. The NPCs are only made up of a single mesh - a little green army man, if you will. There is no way to replace the modular player mesh with an NPC mesh, they're just not the same since the game reads the NPC and the player models separately.

Of course I could be wrong since I'm not a professional coder or anything like that, but I tried and tried to make this happen with the knowledge I do have from figuring out this whole clusterf but the merc suits are the best I could get since they are put together the same way as Sam.

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bugkill
bugkill

Damn. Well, I appreciate you responding back so quickly and for your outstanding work on the mod. Those enemy splinter cell skins would have been fantastic to have, but like you said, simply not possible.

I reckon the spy skins don't work for SP use as well, correct?

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Service_Disconnect Creator
Service_Disconnect

Personally I really wanted the Navy SEAL skins but the ones you're talking about would have definitely been on the list.
The spy ones do work, isn't there still one in there? I can't remember, I may have taken it out in a newer version because nobody really seemed to care for it, plus the fact that they're similar to the clothing Sam can already equip.

Edit: yeah I think the tactical mesh torso should still be a spy suit, I never updated it on the armory page and I try to be diligent with those stats since there's no other place to see them

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bugkill
bugkill

I just thought of this from your previous comment,any possibility to swap the Seals models with the Drone operator models?

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Service_Disconnect Creator
Service_Disconnect

I've tried that before too, it didn't work either and I can't really explain why in this case. I just know that whenever I tried to do it the game would crash, and I would have liked to swap a lot of the enemy NPC models around. Sadly I think we may have reached the extent of the modding potential of this game with the tools available :(

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bugkill
bugkill

Yep. Very unfortunate that modding was limited for this game.

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bugkill
bugkill

The Navy Seals skin surprised me because they should have looked more like the enemy robot operator model instead of the rather basic NPC look. They looked more like your run of the mill sentry guard than Navy Seals. The Opscore helmets were decent, but the plate carriers were a complete letdown.

And I'll double check the spy suit. You may actually be right about it and I simply missed it.

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CamoFlash7
CamoFlash7

No problem man, I understand.

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