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The Legal Stuff

Ghost Ops is a copyright of FeralGamersInc Ltd. All Rights Reserved. No parts of this work will
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No Military or Government Agency has given their permission to be included in this works.
This is a work of fiction and any similarity to anyone living or dead is purely coincidental.

Any vehicles or weapons used are copyright of the company that produces them.
FeralGamersInc claim no ownership.

The Armalite MH-12 Maghook is copyright of Matthew Reilly and is used with permission.

The game references the Savage Worlds Game System, available from Pinnacle Etertainment
Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are
copyrights of Pinnacle Entertainment Group, used with permission. Pinnacle makes no
representation or warranty as to the quality, viability or suitability for purpose of this product.
Ghost Ops
Written and Designed by
FeralGamersInc Ltd

Artwork by
Coty Polk
Tugsbayer Jamts

Cover Artwork by
Tugsbayer Jamts

Editing by
J. A. Cummings
Jeff Ruiz

Proof Reading by
Ian F. White
Philip Bate

Maps by
Philip Bate

Layout by
FeralBot

The Loya Files by


Tim Loya Sgt. USMC (ret)

Thanks to
Ian Barnes, Bradley Clark, Matthew James Barlow, Peter Jaensch and many others for your
help with the errata.
The dawning of the 21st Century began an era of fear throughout the world. The war on
terror seemed to escalate incidents of terrorism worldwide, and with it came a flood of
other situations to worry about. Drug cartels in South America and Mexico suddenly became
more active and dangerous. Human trafficking from Eastern Europe became widespread.
New terror groups began to emerge in Africa and Asia. In Europe the fear of terrorist
attacks grew each year causing the growth of far-right groups and new laws controlling
immigration, freedom of speech, human rights and religious worship.

The culmination of these events came in Paris in 2015 when an attack on a satirical magazine
by an extremist religious group was shown on international news stations worldwide. The
attack showed the horror of the incident and also united people across borders. Politicians
quickly jumped on this wave of solidarity by coming together and showing unity, and a
determination to stand up to terror and call for peace, but this was not the only political
event going on. As the leaders of multiple democratic nations held hands in the streets of
Paris for the world’s media, defence ministers, military advisors and intelligence agencies
met in private to discuss a response.

Those days in January 2015, when the world watched in horror as innocent people died at
the hands of terror, was the birth of a new special operations unit, one that would recognise
no borders or sovereign state, that would not be funded by just one government or country,
but many. A unit that to all but a select few would not exist. On that day in Paris as the world’s
leaders held hands to show defiance against those that would threaten our freedom, The
International Covert Operations Unit was born.
Ghost Ops

8
1. Introduction
Ghost Ops

“Victorious warriors win first and then go to war, while defeated warriors go to war first and
then seek to win”.
― Sun Tzu, The Art of War

10
Introduction

Overview New Gear &


Ghost Ops is a modern day covert operations Weapons
setting, similar to the works of Tom Clancy or
Matthew Reilly and powered by the Savage We have also included new gear and
Worlds core rule system. weapons in the loadout section. These do
not replace the gear and weapons in the
The game takes place in todays modern world core book but add to them and are offered
and deals with organised crime, terrorism as an option.
and drug cartels. It's the world of today If a weapon or item of gear does not appear
turned up to eleven. in this setting then that indicates that the
item or weapon already exists in the core and
The players take on the role of Operators, you should refer to that.
highly trained ex-special ops members
who work for the ICO - a clandestine
organisation controlled by no one
New Skills
single government and that recognises Also included are a number of new skills we
no borders. Officially you do not exist felt complimented the setting. These may
which is why you are considered Ghost
have been seen in other settings but may
Operatives.
work differently within Ghost Ops.
What you will need
To Play Ghost Ops you will need dice, the
New Edges and
Savage Worlds Core Rules and a good Hindrances
understanding of those rules. If you have
never played Savage Worlds before we We have also included some new Edges
recommend that you stop reading now, and and Hindrances as well as created a list of
learn the core rules. This book will mean both Edges and Hindrances that will not
nothing without them. work with the Ghost Ops setting.

New Terms
In the Ghost Ops setting, we use different
names for certain things:

• Player Characters are Operators.


• Gamesmasters are Handlers
• Extras are Tangos
• Wild Cards are HVTs

11
Ghost Ops

12
2. Recruitment
Ghost Ops

“What the ancients called a clever fighter is one who not only wins, but excels in winning with
ease.”
― Sun Tzu, The Art of War

14
Recruitment

Recruiting the Secondary Stats


Team Charisma - Begins at 0 and can be modified
by Edges and Hindrances.
All Ghost Op Operatives are human. The
game is set in the real world. In later Pace - Operatives can walk 6, which equates
sourcebooks other races or enhanced to 6 inches when using miniatures. if they
humans may become available. run they can move a further 1D6. In Savage
Worlds 1 inch equals 2 yards.
Background Parry - You Operatives Parry is 2 plus hald
the Fighting die type, if they do not have
All Operators start as Seasoned and this is
Fighting then it is just 2.
to reflect their past Special Ops experience.
The player can choose any Special
Forces background they would like. There Toughness - Your operators Toughness is 2
are several to choose from. plus half the Vigor die. Armour can increase
this when it is worn.

Attributes
Each Operative starts with one Attribute at d6 Edges and
and then they receive the standard 5 points Hindrances
to raise them. Raising a d4 to a d6 for example
will cost 1 point. Operatives can choose an Edge and up to
two Hindrances. For more on this and the
costs and benefits of buying either, please
Skills
refer to the Savage Worlds core rules.
Because the Operatives are seasoned they
can also choose three skills that start at d4.
Once these have been chosen they then Gear and Weapons
receive 15 points to spend.
Each operative starts with a selection of gear
To start a skill at d4 costs 1 point and then to and weapons, which I call the Loadout.
raise them a die type costs a further 1 point.
To raise the skill above the linked Attribute
costs 2 points during Recruitment. Weapons
Each operative can choose up to three
weapons to start with, these are a primary
Languages weapon (often an assault rifle), a secondary
Each operative starts with their native tongue weapon (SMG, Shotgun or Sniper Rifle) and
and then receives a number of languages finally a Tertiary weapon (Handgun). They can
equal to half their Smart die. choose any type or calibre they like.

15
Ghost Ops

Gear Knowledge (Smarts)


Below is the list of standard gear each • Demolition: Allows the operator to set,
operator receives. They are not expected to build and defuse bombs and explosives.
carry this all around but can take or leave • Technical: The ability to use and hack
items depending on the mission. computers. As well as repair and build
electronic devices such as drones and
Comms - Short range in ear radio device. certain security systems
Compass - Adds +1 to Survival when • Tradecraft: A selection of skills used
attempting to determine direction. by the alphabet agencies and often
Energy Bars - Great for reducing Fatigue taught to SpecOps. This includes forgery,
Flashlight - Cancels out penalties from counter-surveillance, creating and
darkness. deciphering codes etc.
IFAK (Individual First Aid Kit) - Adds +1 to
Healing attempts.
Glowsticks (5) - Reduces darkness penalties New Hindrances
by 1 point. Lasts 6 rnds or until dropped.
Multi-Tool - Adds +1 Repair. We have created a few Hindrances that can
Night Vision Goggles - Cancels out darkness be used for the game which we feel work well
penalties, applies -1 to Notice. with the setting.
Pen/Notepad - Simple pen and notepad.
Quarterback Sleeve (Maps) - Velcro pouch At the end we list those Hindrances from the
that attaches to clothing. Savage Worlds core rules we do not feel fit.
Spare Batteries (6) - For the Flashlight
Watch - Standard timepiece with stopwatch By the Book (Minor)
function. You tend to want to do it all exactly as the
Woobie - Wet Weather Poncho. law states you should. No cutting corners,
Zip Ties - Used to secure or restrain. no breaking the rules. You will always
demand that everything is done correctly.
New Skills Interrogation and torture is only conducted
in a reasonable way and the laws of the
I have added a number of new skills I feel country you are in are abided by.
complements the setting, and they replace a
few standard skills within Savage Worlds. Glitch (Minor)
Technology does not like you. Every time you
Athletics (Strength) are nearby it’s bound to go wrong or break
The Athletics skill replaces Climbing, down. You are useless with computers and
Swimming and Throwing from the Savage always end up with a screen full of adverts
World core book. or a hard-drive full of malware. You suffer
a -2 when using computers or electronic
technology.

16
Recruitment

Insubordinate (Major) Air Support solution for you to use this edge.
You find it hard to take orders or follow rules. This provides +2 to Piloting and Shooting of
You either always think that you know better the NPC providing the support.
or get easily distracted. You have a problem
with authority figures and plain just hate Ghost
being told what to do. Requirements: Agility D6+, Stealth D6+
Warning: This Hindrance can lead to the You are trained to blend into your
Operator being removed from the squad. surroundings and to recognise an advantage
whilst in a hostile environment or combat
situation.
Sadist (Major)
You enjoy torturing and killing a bit too You gain a +2 when using Stealth and Notice
much. When you get the chance to use hand in highly dangerous locations such as a
weapons you always do and take it a bit military or government facility, or behind
too far. When you torture or interrogate a enemy lines. In addition, any guards you
suspect you will use illegal or frowned upon encounter are assumed to be “Inactive” for
methods. Other Operators may deal with you the Operator’s first Stealth roll in that location.
differently and even report your actions to
the ICO control.
K9 Handler
Requirements: Spirit D6+
Hindrances not Used The Operator has access to a special forces
Below are a few Hindrances we feel should dog. The K9 companion will be treated as
not be chosen and do not think will fit the an Operator and will Advance when the
Ghost Ops setting. Operator does. See the NPC section for K9
starting stats and gear.
Doubting Thomas, Pacifist, Poverty, Young.
Mine Sweeper
Requirements: Smarts D6+, Notice D6+
Combat Edges The Operator has an uncanny knack for
spotting mines and explosive traps. They
Combat Medic receive a +2 Notice when actively seeking
Requirements: Smarts D6+, Healing D6+ out Mines, IEDs or booby traps linked to
You are trained in dealing with injuries on the explosives, and defusing them.
battlefield, during hails of bullets and artillery
explosions. You gain +2 when giving medical Resistance to Interrogation
aid to a fallen comrade whilst in combat. Requirements: Vigor D6+, Spirit D6+
The Operator has been trained to resist
various interrogation techniques. The
Operator gains a +2 to Spirit or Vigor tests
Forward Air Control during interrogation and torture.
Requirements: Smarts D6+, Safe House
Comms Lvl 2.
You are trained to paint targets and direct
air support. The squad needs to agree on an

17
Ghost Ops

conducting Man in the Middle Attacks.


Tactical Driving
Requirements: Agility D6+, Driving D6+
You gain +2 to Knowledge (Computer) when
The Operator has learnt offensive and
gaining access to encrypted systems with
defensive driving techniques. They gain
the intention of gathering information from
+2 when driving in either an offensive or
computers and servers—and/or infecting
defensive way.
them with viruses—without leaving an
electronic fingerprint.
Tubular Assault
Requirements: Agility D6+, Shooting D6+ Each raise provides a Player of your choice
The Operator has trained to assault locations with a Benny to use while bypassing the
such as aircraft, buses and ships, and to fight in physical barriers.
cramped and sometimes crowded locations.
They gain +2 to Shooting and Fighting when
in one of these locations.
Hazmat Training
Requirements: Smarts D6+
You are trained in the use of Hazmat suits
Underwater Ops and hazardous materials. When wearing a
Requirements: Agility D6+, Swimming D6+ Hazmat suit you receive a +2 to deal with
The Operator has been trained to operate dangerous chemicals or materials when
underwater, be this priming or defusing using Smarts and receive no penalties for
explosives, stealth swimming or infiltrating vision impairment or movement.
ships and submarines.

The Operator receives +2 when using


Edges not Used
Some of the Edges available to choose from
Demolition, Stealth, or Repair while
in the core rules are not suitable for the Ghost
underwater. They may use Swimming skill
Ops setting. Below is a list of Edges that will
instead of Athletics, Fighting, or Shooting (i.e.
not fit the game world, and we recommend
spear-guns) while in this environment.
not allowing in the game, unless for HVTs or
Tangos then they are fine.
Professional
Giant Killer, Noble, Filthy Rich, all Arcane
Edges Backgrounds and Power Edges, all Weird Edges
(except Danger Sense, Healer, Scavenger).
Computer Jock
Requirements: Smarts D6+, Knowledge
(Computers) D8+
Operators who try to gain entry to any
seriously defended facility will come up
against electronic and physical barriers and
detectors. Your job concerns the former. The
Operative is also skilled in placing viruses or

18
Recruitment

Archetypes Recon Scout

For those quick one-shot missions where


Norway - Jegertroppen
you need to create an Operator quickly we
Attributes: Agility d8, Smarts d6, Spirit d4,
Strength d6, Vigor d8
have supplied a number of Archetypes. All
you need to do is add a name, languages,
Skills: Athletics d6, Fighting d8, Investigation
d6, Notice d6, Shooting d8, Stealth d8,
and Hindrances. All Archetypes are Seasoned
Survival d6, Tracking d6,
with Edges all ready added.
Charisma: 0; Pace: 6; Parry: 6;
Toughness: 6
Assault - Breach Hindrances: One Major, One Minor.
Edges: Ghost, +1 other.
Australian - SASR
Attributes: Agility d8, Smarts d6, Spirit d4,
Strength d6, Vigor d8.
Specialist Medic
Skills: Fighting d8, Driving d4, Notice d6,
Shooting d8, Stealth d8, Survival d6,
Poland - JW GROM
Throwing d6, Athletics d6.
Attributes: Agility d8, Smarts d8, Spirit d6,
Strength d4, Vigor d6
Charisma: 0; Pace: 6; Parry: 6; Toughness:
6
Skills: Fighting d6, Healing d8, Investigation
d6, Notice d8, Persuasion d6, Shooting d8,
Hindrances: One Major, One Minor
Stealth d6, Survival d6.
Edges: Tubular Assault, +1 Other
Charisma: 0; Pace: 6; Parry: 5; Toughness:
5
Engineer - Demolition Hindrances: One Major, One Minor
Edges: Combat Medic, +1 other
Canadian - RCMP
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Sniper - Scout
Skills: Demolitions d8, Fighting d6,
Investigation d8, Lockpicking d4, Notice d8,
Canada JTF2
Piloting d4, Repair d8, Shooting d6
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d6.
Charisma: 0; Pace: 6; Parry: 5; Toughness:
5
Skills: Athletics d8, Fighting d8, Notice d6,
Shooting d8, Stealth d8, Survival d6, Tracking
Hindrances: One Major, One Minor
d6
Edges: Mine Sweeper, +1 other.
Charisma; 0; Pace: 6; Parry: 6; Toughness:
5
Hindrances: One Major, One Minor
Edges: Ghost, +1 other

19
Ghost Ops

Assault - Underwater Ops Specialist Driver

USA - Navy SEALs USA - Delta Force


Attributes: Agility d8, Smarts d6, Spirit d4, Attributes: Agility d8, Smarts d6, Spirit d4,
Strength d8, Vigor d6 Strength d8, Vigor d6
Skills: Fighting d6, Boating d6, Notice Skills: Demolitions d6, Fighting d6, Driving
d6, Shooting d8, Stealth d8, Survival d6, d8, Investigation d6, Notice d6, Shooting d8,
Swimming d8, Throwing d6 Stealth d6, Streetwise d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: Charisma: 0; Pace: 6; Parry: 5; Toughness:
5 5
Hindrance: One Major, One Minor Hindrances: One Major, One Minor
Edges: Underwater Ops, +1 other Edges: Tactical Driving, +1 other

Engineer - Drone Sniper Overwatch

Israel - Shayatet 13 UK - SSR


Attributes: Agility d8, Smarts d8, Spirit d4, Attributes: Agility d10, Smarts d6, Spirit d4,
Strength d6, Vigor d6 Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Piloting d6, Skills: Athletics d6, Fighting d8, investigation
Repair d8, Shooting d8, Stealth d6, Swimming d6, Notice d6, Shooting d10, Stealth d8,
d6, Technical d8 Survival d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: Charisma: 0; Pace: 6; Parry: 6; Toughness:
5 5
Hindrances: One Major, One Minor Hindrance: One Major, One Minor
Edges: Computer Jock, +1 other Edges: Marksman, +1 other

Recon Underwater Ops

France - GIGN
Attributes: Agility d8, Smarts d6, Spirit d4,
Strength d8, Vigor d6.
Skills: Athletics d6, Fighting d6, Investigation
d6, Lockpicking d6, Notice d6, Shooting d6,
Stealth d6, Survival d6, Swimming d8
Charisma: 0; Pace: 6; Parry: 5; Toughness:
5
Hindrances: One Major, One Minor
Edges: Underwater Ops, +1 other

20
Recruitment

Niki “Viper” Lasarde


Position: Assault
Nationality: Norwegian
Background: Niki is a former member
of the Jegertroppen commonly known as
“Hunter Troop” and earned her reputation
on the streets of Iraq and the mountains of
Afghanistan hunting terrorists.

After five years of being part of a special


operations unit Niki was approached by
the ICO who recognised her unique talents
and unwavering loyalty to democracy and
freedom. Niki at first turned down the
position feeling that she would be of more
use fighting against terrorists in the Middle
East but that changed when she discovered
western corporations funding Terrorists cells
that were killing western troops.

Niki accepted her postion in the ICO and


joined her first squad 6 months later.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics D6, Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d6, Streetwise
d6, Tracking d6
Languages: Norwegian, English, Arabic
Charisma: 0; Pace: 6; Parry: 6; Toughness: 7/9 (2/4)
Gear: Armoured Vest (+2/+4) Combat Knife (Str+d4), Comlink, 2 Frag Grenades (Range
5/10/20, Damage 3d6, MBT) Glock 17 (9mm, Range 12/24/48, Damage 2d6, RoF 3, Shots 17,
AP 1) +2 Ammo Mags, HK416 (5.56, Range 24/48/96, Damage 2d8+1, RoF 3, Shots 30, AP 2) +2
Spare mags.
Hindrances: Cautious, By the Book
Edges: Tubular Assault, Resistance to Interrogation

21
Ghost Ops

Mark “Loose Bolt”


Magraf
Position: Engineer
Nationality: USA
Background: Mark is a former member of
Delta Force and specialised in the engineering
side of the job. Mark is an expert Drone Pilot
and a Demolitions expert.

Mark came to the attention of the ICO when


he managed to take out a Drug Cartel boss by
following him via Drone down a tunnel they
used for smuggling drugs across the border.
The drone was rigged with a pound of C4
which he detonated, killing the Cartel boss,
two of his top lieutenats and collapsing the
tunnel.

Mark is a bit of a lone wolf but when asked


to join the ICO he did not hesitate and his
skillset has become invaluable to his squad.

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Knowledge (Demolitions) d8, Knowledge (Technical) d8,
Notice d6, Piloting d6, Shooting d6, Stealth d6,
Languages: English, Spanish
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7/9 (2/4)
Gear: Armoured Vest (+2/+4) Combat Knife (Str+d4), Comlink, Recon Drone, GPS Tracker, 3
Flashbang Grenades (Range 5/10/20, Damage -), Glock 17 (9mm, Range 12/24/48, Damage
2d6, RoF 3, Shots 17, AP 1) +2 Ammo Mags, MP5SD (9mm, Range 12/24/48, Damage 2d6-1,
RoF 1, Shots 30, AP 1) +2 Spare Mags
Hindrances: Insubordinate,
Edges: Computer Jock, Forward Air Support

22
Recruitment

Jeff “Cypher” Ruiz


Position: Recon
Nationality: UK
Background: Jeff is a former member of
the SAS and specialised in Recon and covert
operations. Jeff had actually left the SAS
when the ICO approached him and had been
considering a position in MI6.

Jeff had spent most of his career infiltrating


European Terrorist cells and organised crime
syndicates. He was known for his take down
of the Sigatti Crime Family, which he did
single handedly. After scoping out the main
HQ of the family Jeff spent 6 days camping in
a tree and biding his time before eliminating
the main security of the HQ with a sniper
rifle from almost a mile away. He then calmly
entered the building and double tapped his
way to wiping the Sigatti’s off the crime map.

Jeff has often worked alone and was eager


to join a well trained team again, to take out
some bad guys.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Knowledge (Tradecraft) d6, Notice d6, Shooting d8, Stealth
d8, Lockpicking d6
Languages: English, French, Italian, Russian
Charisma: 0; Pace: 6; Parry: 6; Toughness: 7/9 (2/4)
Gear: Armoured Vest (+2/+4) Combat Knife (Str+d4), Comlink, Picklocks, Snake Cam, Maghook,
Glock 17 (9mm, Range 12/24/48, Damage 2d6, RoF 3, Shots 17, AP 1) +2 Ammo Mags, C8SFW
(5.56, Range 24/48/96, Damage 2D8, RoF 3, Shots 30, AP 2) +2 Spare Mags
Hindrances: Vow, Heroic
Edges: Ghost, No Mercy

23
Ghost Ops

Jakub “Rogue” Nowak


Position: Medic
Nationality: Polish
Background: Jakub is a former member of
JW GROM and has seen action in the Middle
East, Bosnia and Africa.

Jakub trained as a medic and was originally


planning on becoming a civilian surgeon
until his family were killed in a bus which was
targeted by Terrorists from Eastern Europe.
Jakub vowed to revenge their deaths and to
help make sure this did not happen again.

Jakub has helped both friend and foe stay


alive and will risk his life to save a civilian in
danger. Over the years he has also become a
competant fighter and its his moral standing
and specialised skills that interested the ICO,
as every squad needs a Jakub.

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics D6, Fighting d6, Healing d8, Notice d6, Shooting d6, Stealth d6, Survival d8,
Driving d6
Languages: Polish, English
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7/9 (2/4)
Gear: Armoured Vest (+2/+4) Combat Knife (Str+d4), Comlink, Laptop, P226 (9mm, Range
12/24/48, Damage 2d6, RoF 1, Shots 15, AP 1) +2 Ammo Mags, SCAR-H (7.62mm, Range
12/24/48, Damage 2d8, RoF 1, Shots 30, AP 2) +2 Spare Mags
Hindrances: Code of Honor, Vow
Edges: Combat Medic, Level Headed

24
Recruitment

Christian “Longshot”
Nommay
Position: Sniper
Nationality: Canadian
Background: Christian is a former member
of the JTF2 and served in Afghanistan, Iraq
and Syria.

Christian held the longest Sniper shot for his


squad up until 2017 when it was beaten by a
fellow Canadian, Christian intends to beat it
again one day.

With over 250 confirmed kills Christian is on


the most wanted list of most Terrorist cells
currently active in the world today, which is
why he drew the attention of the ICO. When
offered the chance to continue the good fight
without bureaucracy and red tape Christian
signed on the dotted line almost instantly.

He is a loyal member of the team but comes


with baggage, namely the price on his head.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics D8, Fighting d8, Investigation d6, Notice d6, Shooting d8, Stealth d8, Survival
d6
Languages: English, French, Arabic
Charisma: 0; Pace: 6; Parry: 6; Toughness: 7/9 (2/4)
Gear: Armoured Vest (+2/+4) Combat Knife (Str+d4), Comlink, Ghillie Suit, Glock 17 (9mm,
Range 12/24/48, Damage 2d6, RoF 3, Shots 17, AP 1) +2 Ammo Mags, Barret (.50, Range
50/100/200, Damage 2d10, RoF 1, Shots 10, AP 4) +2 Spare Mags
Hindrances: Enemy
Edges: Ghost, Marksman

25
Ghost Ops

26
3. Loadouts
Ghost Ops

“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
― Sun Tzu, The Art of War

28
Loadouts

Operators start with a basic loadout. These replaced by requisition order. Each item has
are the essentials and can be picked up a Req penalty which is removed from the
or dropped depending on the mission operators Smart roll, when attempting to
parameters. requistion replacement gear.

All gear and weapons in the Savage Worlds


core rules can also be used and some items Operator Gear
rely on those items to work.
What follows is a list of available gear to
Operators, this also includes available
Encumbrance upgrades. Items marked with an * are
standard Loadout for the Operators and
Ghost Ops has three Encumbrance options should always be available in the Safe House.
that the Handler and Operators can choose
from.
Gear Descriptions
Chemsticks – Small sticks that can be
Core Rules cracked open to give a personal area light
Follow the core rule on Encumbrance from or as a marker for Evac pickups. They come
the Savage Worlds. in three types: Glow, which creates a yellow
light; UV, which gives out Ultraviolet light;
and Strobe, which is mostly used for Evac
Common Sense markers.
Operators are trained to carry gear and
weapons. They do route marches carrying IFAK – Indiviual First Aid Kit
their loadouts, so as long as the Operators are
not trying to carry too much then its up to the Woobie – All weather poncho
Handler whether they want to add modifiers.
QB Sleeve – Quarterback sleeve that can be
attached to arm or leg and will hold maps,
Savage Armoury
etc.
The third option involves downloading the
Savage Armoury from:
Maghook – The Armalite MH-12 Maghook.
The Maghook is a grappling hook with
http://www.godwars2.org/SavageWorlds/
magnetic head. The maghook looks like
SavageArmoury.pdf
a tommy gun and is fired like a rifle. The
magnetic plate can be switched on or off and
These are great rules that work well with any
comes with 50 metres (150 feet) of cable.
setting.

Designator – The laser designator is quite


Gear Availability bulky and allows the Operator to mark
locations for airstrikes.
The ICO will provide the operatives with their
basic gear and weapon needs. Anything
above this or lost in the field needs to be

29
Ghost Ops

Flotation – A circular device attached to before it needs to be decontaminated.


the battle belt. When activated, the device
inflates a semicircular cushion around the Operators using a Hazmat suit will have all
user allowing them to float. Often two are movement reduced by half and -2 to Notice
used. rolls. (The Hazmat Edge negates theses
penalties).
The following table shows both standard
Loadout and non-standard gear. Some of this
may crossover with the core Savage Worlds
book.

Night Vision - This can be in the form of


goggles for close up work and Binoculars for
distance. They will illuminate darkness but
not complete darkness and cancel out any
Ghillie Suit - The Ghillie Suit is used by both penalties to Notice caused by darkness.
Snipers and Recon Operators to improve
their stealth.

The Ghillie Suit will add a +2 to either the


Operators attempts to hide or as a penalty to
Notice for Tangos searching for them.

Hazmat Suit - Not standard gear for most


Operators the Hazmat suit allows the safe use
of dangerous chemicals or other materials
(radioactive etc).

The Suit allows the Operator to be in the


proximity of dangerous materials for 20 rnds

30
Loadouts

Type Req Wt Notes


Batteries - - To power devices last 3 sessions
Binoculars - 2 +2 to Notice for seeing things at a distance
CamalBak - 1 Holds up to 5 litres of water
Canteen - - Holds up to 1 litre of water
Chemsticks - - See notes
Climbing Gear -1 5 +2 to Athletics when climbing
Compass - - +2 to Survival when working out location
Comlink -1 - Used for squad communications
Designator -2 10 See notes
Energy Bars - - Nutritious chocalate bar
Entrenching Tool - 2 Used for digging trenches
Flashlight - - Removes penalties for darkness
Flotation - - See notes
Gasmask - 2 Protects from gases and toxins
Ghillie Suit -1 3 See notes
GPS Tracker - - Allows operators to track suspects
Hazmat Suit -1 3 See notes
IFAK - - Standard First Aid Kit
Laptop -2 3 Laptop computer, EMP shielded
Laser Pointer - - Used to mark locations in the dark
Lockpicks - - +2 to Lockpick attempts
Maghook -2 4 See notes
Metal Detector -1 4 +2 to detecting Mines
Multi-Tool - - +1 to Repair attempts
NV Goggles -1 2 See notes
QB Sleeve - - See notes
Rations - - Basic field rations
Rebreather - - Allows user to stay underwater twice as long
Scuba Gear -3 50 Used for deep water operations
Snake Cam -1 1 Allows user to see activity around corners
Survival Radio - 1 Radio built with a GPS locator
Torniquet - - Will stop bleeding
Woobie - 1 See notes
Zip Ties - - -4 Strength roll to break these when
restrained

31
Ghost Ops

Armour Armoured Vest


Often worn under clothing and is used a lot
by federal agents and undercover operators.
Armour is an important component in an
It will offer a +4 protection against stabbing
Operator’s life, but they need to know what
attacks and a +2 against low calibre bullets.
to wear in relation to the mission. Sometimes
To notice if someone is wearing a vest is a -2
a simple bulletproof vest is enough for
penalty to Notice.
those low-profile missions, and sometimes
complete battle gear is called for.
Tactical Armour
Often called battle armour, this uses ceramic
Ballistic Helmet
plates which can be fitted within holders.
Standard military helmet that can be fitted
Tactical armour comes with a quick release
with goggles, flashlight and gasmask. Gives a
tag. Pouches and other pieces of equipment
+4 protection to the head.
can be carried on the armour. The armour
offers a +3 protection against most attacks
and a +5 against bullets.

Type Armour Req Wt Notes


Ballistic Helmet +4 -1 3 Covers head only
Armoured Vest +2/+4 -1 4 +4 vs knives, +2 bullets, covers the
torso only
Tactical Armour +3/+5 -3 10 Gives a +3 protection against knife and
blunt attacks with a +5 vs bullets.
Tactical Gloves +1 - - Cut and tear proof. +1 vs Knives
Tactical Pads +1 - - Worn over the knees or elbows. Are cut
and tear proof. +1 vs Knives

32
Loadouts

Weapons Suppressors
Using a Suppressor will remove any modifiers
on stealth from firing a weapon. It is also
We have expanded the weapon list for
stated that they can make a weapon more
personal weapons beyond that found in
accurate. If this is a rule you would like to use,
the Savage Worlds Core. These weapons are
then give an accuracy bonus of +1 for short
optional and Handlers should use what they
to medium ranged shots, but a -1 to damage.
are most familiar with.

Operators are trained to use a wide variety Concealed


of weapons and there should be no penalty Some handguns are concealable and will be
for firing or using any weapon found on the noted as in the description. It is a -2 Notice
battle field. In a similar way that most ammo penalty when attempting to spot a concealed
is universal and can be fired from most guns weapon.
of the same calibre

Pistols RNG DMG RoF Req Wt Shots Min Str


.45 ACP 12/24/48 2d6+1 1 -2 2 17 -
Notes: AP1, Semi-Auto
FN57 (5.7 x 28mm) 12/24/48 2d6 1 -2 2 20 -
Notes: AP2, Semi Auto
G17 (9mm) 12/24/48 2d6 3 -2 3 17 -
Notes: AP1, Auto, Semi-Auto
M9 (9mm) 12/24/48 2d6 1 -2 2 12 -
Notes: AP 1, Semi-Auto
MK23 (.45) 12/24/48 2d6+1 1 -2 3 17 -
Notes: AP 1, Semi-Auto
MP443 (9mm) 12/24/48 2d6 1 -2 2 15 -
Notes: AP 1, Semi-Auto
P226 (9mm) 12/24/48 2d6 1 -2 2 15 -
Notes: AP 1, Semi-Auto
PPQ (9mm) 12/24/48 2d6 1 -2 2 15 -
Notes: AP 1, Semi-Auto, Concealable
USP (,45) 12/24/48 2d6+1 1 -2 3 12 -
Notes: AP1, Semi-Auto

33
Ghost Ops

SMG RNG DMG RoF Req Wt Shots Min Str


FN90 (5.7x28mm) 12/24/48 2d6 3 -2 7 50 -
Notes: AP 2, 3RB, Semi-Auto
MP5SD (9mm) 12/24/48 2d6-1 1 -2 6 30 -
Notes: AP 1, 3RB, Semi-Auto, Suppressed
MP7 (9mm) 12/24/48 2d6 3 -2 7 30 -
Notes: AP 2, 3RB, Semi-Auto
TMP (9mm) 12/24/48 2d6 3 -2 7 30 -
Notes: AP 1, 3RB, Semi-Auto
UZI (9mm) 12/24/48 2d6 3 -2 6 30 -
Notes: AP 1, 3RB, Semi-Auto
Shotguns RNG DMG RoF Req Wt Shots Min Str
SPAS 12 (12 Gauge) 12/24/48 1-3d6 1 -2 9 7 d6
Notes: Auto, Semi-Auto
M870 (12 Gauge) 1224/48 1-3d6 1 -2 9 7 d6
Notes:Auto, Semi-Auto
Assault Rifles RNG DMG RoF Req Wt Shots Min Str
AK15 (7.62) 24/48/96 2d8+1 3 -2 10 30 d6
Notes: AP 2, Auto, Semi-Auto
AK47 (7.62) 24/48/96 2d8 3 -1 10 30 d6
Notes: AP2, Semi-Auto
SCAR-H (7.62) 24/48/96 2d8 1 -3 10 30 d6
Notes: AP 2, 3RB, Semi-Auto
HK416 (5.56) 24/48/96 2d8+1 3 -3 9 30 d6
Notes: AP 2, Auto, Semi-Auto
C8SFW (5.56) 24/48/96 2d8 3 -2 9 30 d6
Notes: AP2, Auto, Semi-Auto, Suppressed
Sniper Rifles RNG DMG RoF Req Wt Shots Min Str
Barret (.50) 50/100/200 2d10 1 -4 30 10 d8
Notes: AP 4, Scope, Bipod, Snapfire
MK13 (.300 Magnum) 40/80/160 2d8+1 1 -3 10 10 d6
Notes: AP 4, Scope, Bipod, Snapfire
PSG 1 (7.62) 30/60/120 2d8 1 -3 12 5 d6
Notes: AP 2, Scope, Snapfire
SR25 (7.62) 30/60/120 2d8 1 -3 10 10 d6
Notes: AP 2, Scope, Snapfire

34
Loadouts

Weapon Attachments
Type Req Wt Notes
Bipod - - +1 to Shooting at targets at long range
Collapsible Stock - - Allows operator to use weapon in confined areas
Extended Mag -1 - Doubles ammo capacity for weapons
Flashlight - - Removes darkness penalty
Laser Sight - - +1 Shooting rolls at short range, also allows a
+1 to Notice for anyone attempting to spot the
shooter
Reflex/Holosight -1 1 +1 to Shooting at short and medium range
Scope -1 1 +1 to Shooting targets at long range
NV Scope -2 1 +1 to Shooting targets at long range and cancels
out darkness penalties.
Suppressor - - Damage reduced by -1, a -4 to Notice the shot
during the day, -2 at night
Underbarrel Launcher -2 2 Allows the use of 40mm grenades. Hand loaded.
Range is 24/48/96

do damage equivalent of that device be it a


Explosives Knife or Grenade.

Operatives will use and encounter a


wide variety of explosive devices, from Timed & Remote Bombs
sophisticated military grade smart missiles to Explosives such as C4 and Dynamite can be
IEDs and chemical bombs built by terrorists set with timers or can be activated remotely.
and guerilla units. This uses the Demolition skill of the Operator.
The difficulty is a -2.

Booby Traps Failed attempts will result in either the


Operatives and Tangos have the ability to explosive detonating to soon or not at all.
place Booby Traps. Traps do not always Like mines, the defusing of these types of
have to be explosive, but they do have to be explosives will have a dificulty based upon
hidden. The building and setting of a booby the Demolition skill of the Tango or Operator
trap takes the Technical or Demolition Skill that set the charge.
to build and the Stealth skill to hide. If the
Operator has the Gadgeteer or McGyver D4 - 0
Edges they can use this alongside the skill. D6 - -1
D8 - -2
To spot a Booby Trap, the Stealth or Technical D10 - -3
skill of the person who set is used as shown in D10 - -4
the table above. Damage from a Booby Trap
is determined by the device used and will

35
Ghost Ops

Explosives

Type RNG DMG Req Wt Burst


40mm Grenade - 3d6 - 1 MBT
Notes: For Range see launcher
Breaching Charge - 2d6 - 1 -
Notes: Designed to blow open doors has an AP 10 vs door
C-4 - 4d6 -1 1* MBT
Notes: Can be remotely detonated
Frag Grenade 5/10/20 3d6 - 1 MBT
Notes: May bounce unless a Raise is rolled
Flashbang 5/10/20 - - 1 MBT
Notes: Targets within blast are shaken for 1 rnd
IED/Mine - 4d6 - 2 -
Notes: Bouncing Betties
Nitros Grenade 5/10/20 5d6 -2 1 MBT
Note: Will coat target and burn through armour AP 2
Smoke Grenade 510/20 - - 1 MBT
Note: Area is considered pitch black and lasts 1d6 rounds.
*Per Block

Below is a list of gear needed to set up these


Using Explosives types of explosive devices.

The operator wishing to set a charge or


Type Req Notes
plant an explosive device should make a
Knowledge (Demolitions) roll. Setting an Demo Cord - High speed fuse that
explosive takes time and the Handler can explodes rather than
call for a further roll at the end of the time burns.
needed. This is seen as a Dramatic Task as Sensor -2 Motion or sound
described in the Savage Worlds core rules. sensor
Timer -2 Digital timer
The complexity of the device determines the Detonator -1 Electronic Detonator
amount of time needed.
Trigger -2 Signal trigger for
remote detonation
Simple Booby Trap - 1 minute
Motion triggered explosive - 2 minutes
Remote triggered explosive - 2 minutes
Timed explosive - 3 minutes

38
Loadouts

Req: -4
Drones Attributes: Agility d8, Smarts d6, Spirit -,
Strength d8, Vigor d8.
Drones come in three types, but each type Skills: Notice d8, Stealth d10, Tracking d8,
can be upgraded to the next type up, so a Knowledge (Computers) d6.
basic Recon Drone can be fitted out with Pace: Flight 8; Parry: 6; Toughness: 4
Tactical Drone Upgrades and so on. This Special Abilities
allows the Operator to match the Drone with • Night Vision - Cancels darkness penalties
the mission even in the field. • Thermal Vision - Cancels out penalties
for smoke.
Drones are smaller than the standard Civilian • Flight
drone and can be easily carried in a pack • Small - Size -2
folded. • Mapping software - Can create a virtual
map allowing operator to place guards.
Recon Drone • Self-Destruct - Will Self -Destruct
Standard Recon drone. Can be sent to scout causing an effect similar to a Flash bang
areas, relaying information back to the Grenade.
Operator via video feed. Can take photos and Assault Drone
has night-vision. The assault drone is designed to take out
Tangos at range. It has both video and sound
Req: -4 feeds which are relayed back to the Operator
Attributes: Agility d8, Smarts -, Spirit -, and comes fitted with night-vision and
Strength d6, Vigor d6. infrared. Also has an automatic targeting and
Skills: Notice d8, Stealth d6, manual targeting system for the 4 missiles
Pace: Flight 8; Parry: 6, Toughness: 3 and 6 shot 9mm gun built into the drone
Special Abilities
• Night Vision - Cancels darkness penalties The Drone Operator will fire the weapon once
• Small - Size -2 the Drone has the target fixed. Drones cannot
• Flight. make called shots but can Aim.
• Silent - -4 to Notice to spot the Drone
• Weakness to Electricity - Receives +4 Req -5
damage from electrical attacks. Attributes: Agility d10, Smarts d6, Spirit -,
Strength d6, Vigor d8
Tactical Drone Skills: Notice d8, Stealth d8, Tracking d8,
The next step up, similar to the Recon drone Shooting d8.
but can be placed in stealth mode, making it Pace: Flight 8; Parry: 7; Toughness: 6
almost silent. Has night-vision and infrared, Special Abilities
relays back information via video and sound. • Weapon Mount - Missiles 3d6 damage
Can be used to pinpoint Tangos and place • Weapon Mount - 9mm 2d6 damage
them on a map. Operator can zoom and mark • Flight
important locations. • Armour - +2 Armour
• Silent - -4 to Notice the Drone
• Small - -2 Size

39
Ghost Ops

Krav Maga
Fighting Styles Is a close combat offensive style designed
to quickly take down an opponent. When
All Special Forces units learn self defence and using Krav Maga the Operator does +1
unarmed fighting styles as standard. These damage and can attack twice with no penalty
fighting styles can vary quite a bit. How
these Fighting Styles work within the Savage Muay Thai
Worlds rules is explained in this section along This is another offensive fighting style and like
with any bonuses to damage etc. Krav Maga is designed to take an opponent
The Fighting Styles out of the fight quickly. The art of Muay Thai
There are 4 unarmed fighting styles used in uses both kicking and striking moves and
the game these are:- this allows the Operator to make two attacks
when using it.
Fighting Style
On a raise and if the opponent is shaken the
Judo Operator can opt to make a third attack at -2.
Jujitsu
Krav Maga All free extra attacks must be on the same
Muay Thai target.

Operators can choose any of the above styles


Optional Moves
to specialise in.
On a raise the Operator can choose one of the
How they work following.
When using a fighting style against an
opponent that has no style the Operator Disarming
receives +1 to the fighting skill. When facing Can be done using all fighting styles, the
an opponent that knows the style or has their Operator must declare their action but does
own style the Operator receives no bonus to not need to make a called shot.
Fighting.
Throw
Judo A throw can be done using Judo or Jujitus
Judo is a defensive style and when using and uses the attackers own energy against
Judo you are attempting to disarm or subdue them the action is so quick they cannot
your opponent. On a raise the operator can respond. A throw can stun an opponent and
either disarm or stun the opponent. a Spirit check should be made to avoid this.

Jujitsu Pinning
The art of Jujitu is built around pins, joint locks Pinning can be done using Judo or Jujitu.The
and throws. On a raise the Operator can opt attacker can attempt to pin the opponent
to disarm or pin their opponent. Throws are to the floor or against a wall. the target can
possible when the Opponent is the defender. attempt to break the pin by rolling Str Vs the
attackers to hit roll.

40
Introduction

The
Loya Files

Standard Military
Training Manual

41
Acronyms
Acronyms are a constant for militaries and government agencies the world over. Here are a
few to use during your gaming sessions to make your special operations missions seem more
‘special’.

0K Zero Killed “Zero K, Okay” - A term used to convey that no personnel have been killed
during the operation; can be used as either a mission expectation or a status. Ex: “At end of day
I expect to be at Zero K, gentlemen” or “Mission accomplished and we are Okay”.

BDA Battle Damage Assessment - The action of moving into an area (typically after an
airstrike) to confirm destruction/ death of a target. Ex: “After we have confirmed detonation,
your team will move in to BDA the area”.

CASEVAC Casualty Evacuation - Either the action of removing casualties (typical emergency
wounded) from the battlefield by a vehicle not specially equipped to do so, or the vehicle
assigned itself. Ex: “I have wounded and am sending out a convoy of 3 trucks to CASEVAC my
most in need” or “This MRAP has been CASEVAC for the last three patrols”.

CBRN Chemical Biological Radiological Nuclear - Gear, personnel, or conditions involving


weapons of mass destruction or defense against them. Ex: “CBRN is a serious subject boys.
Laugh now, but don’t come cryin’ when your face is melting off”.

MEDEVAC Medical Evacuation - A vehicle specially equipped and crewed to deal with medical
emergencies and removing them from the battlefield, or the act of removing casualties from
the battlefield utilizing a MEDEVAC vehicle. Ex: “MEDEVAC will be leaving the airfield at 0500
for Landstuhl, I expect you to be on it.”

PII Personally Identifiable Information - Any piece of information that can be used to easily
identify an individual or target. Ex: “Each of you needs to go through your PII checklists; this
is a black op” or “I want you to check all our tangos for PII; we have to confirm we eliminated
our target.”

SCI Sensitive Compartmentalized Information - The official term for information classified
‘above Top Secret’; the much lauded ‘need-to-know’ information. Ex: “This mission briefing
contains information that is SCI, I need your verbal acknowledgment of that fact.”
SOFA Status of Forces Agreement “So-fah” - A treaty between two nations that establishes
the recognition and treatment of each other’s military forces. Ex: “We have no SOFA with the
target nation, so if captured you will be treated as spies.”

SSE Sensitive Sight Exploitation - The identifying and procurement of items of high
intelligence value from a specific location, commonly a target building. Ex: “After we have the
site secured I want three guys on SSE.”

TCN Third Country National - An individual of citizenship or ethnicity that does not belong in
the operational area. Ex: “Yeah, Command, something bigger may be going on; we have about
50% TCNs among the downed tangos.”

TOC Tactical Operations Center “Tock” - The command center for any given mission, serving
as a clearinghouse for necessary information and relaying communications to supporting
parties. Ex: “Are we going to have somebody competent manning the Net at the TOC this
time?”

TIC Troops In Contact “Tick” - The point at which rounds are first fired, at or by the unit or the
entire combat engagement. Ex: “It was at that point we had TIC” or “We currently have 3 TICs
in progress across the country.”

VDM Visual Distinguishing Mark - Any easily verifiable features to verify the identity of an
individual or target. Ex: “If you check your dossier you will see that Target One has several VDM.”
Jargon
Jargon is common with every profession and the military and government are no exceptions.
These are a few common to the military in general, or the special operations community
specifically, to add flavor to your character’s interactions.

Ass - The vocalization of the acronym AS, standing for Armored Support, referring to any
accompanying dedicated combat vehicles (Tanks, LAVs, etc). Ex: “Sir, if we’re to be assaulting
that heavily fortified of a position will we be bringing any Ass with us?”

B3 - A shorthand form of Beans, Bullets and Bandaids, a colloquialism for the basics of logistics,
representing the need for food, ammunition, and medical supplies. Ex: “Is supply 100% on B3
this time?”.

Crypto - Shortening of the word cryptography; used to describe both the process of, and the
means to, secure operational communications. Ex: “Yo, did you get the SINCGARS up with the
new crypto before we left the MOB, because I can’t raise anyone.”

Flower - Shortening of the term Flower Soldier, a holdover from the Vietnam War, used in
reference to indigenous forces who don’t even bother to show up for duty. Ex: “We’re supposed
to be training an entire company here and over half of them are Flowers.”

Fobbit - A mashup of the words FOB and hobbit, used to indicate a service member who
inhabits a FOB in the way the hobbits inhabited the Shire. Ex: “Careful now buddy, you keep
up that kind of intel value and they’ll transfer you to Fobbit country”.

Ghost Soldier - A non-existent soldier (similar in effect to a Flower Soldier), and another
holdover from the Vietnam War, used to reference a soldier that exists only on paper, either that
never existed at all, or that died and whose death was never reported. Ex: “The commander
of the local ANA garrison had over 30 Ghost Soldiers on his payroll. We’re to track those funds
and figure out just where they went.”

Gogs - A vocalization of the unofficial acronym GOG, standing for Guys On Ground; used
primarily by aviation elements to describe the personnel they are providing CAS for. It has
also been occasionally used to describe any personnel in the field, particularly by members of
units with long-standing relationships with Special Mission Aviation units. Ex: “I’ve got 8 blips
on thermal, South-East of building 1, is that our Gogs?”
Indig - Shorthand for Indigenous Personnel. While officially used to describe a member of
the military or police forces of a nation in which operations are occurring, it can also be used
to identify any native resident of the country. Ex: “We have the hostages, but I have 20 count
Indigs also in detention. What is
our call Command?”

Pogue - The vocalization of the unofficial acronym POG, standing for Personnel Other Than
Grunt; it has a shifting definition (much like the word civilian) where members of combat
arms specializations consider everyone else to be a Pogue, while those in infantry or Special
Operations consider everyone not in those fields to be one. Ex: “Geez man, you take enough
time recovering from that wound? You’re starting to look like a pogue.”

Squirter - An individual retreating from the engagement area; originally utilized by aviation
units it has become more commonly used by infantry and Special Operations. Ex: “South side,
South side, I’ve got a squirter headed out the door on the South side of the building.”

Straphanger (or more commonly “Strap”) -The term for Non-SOF personnel assigned to an
SOF mission, often in a supporting role; can also be used to describe an individual who has
not yet finished “training-up” but is still accompanying an operational unit on deployment. Ex:
“BRC doesn’t mean crap out here. Until
you have both your bubbles and your wings you are a Strap, you hear me?”

Terp - Shorthand for Interpreter, specifically one of indigenous origin working under the
promise of money, protection, relocation, or a combination of the three. Ex: “Well we’re up The
Creek, Terp was with Boyes and Parson in Victor One.”
Hand Signals
Even in today’s day and age of throat mics and satellite comms the military still practices
hand signals. While this, admittedly archaic, practice may seem useless to some it has a
very important real-world application. Sometimes comms break down, sometimes even
subvocalization would be too loud, sometimes it’s just more expedient to make a few hand
motions than to speak.

While there are a pretty set standard selection of hand signals, they can vary from nation to
nation and unit to unit so instead of showing what the signals are and how and when to use
them, instead we’ll cover just what information can be easily conveyed with hand signals.

Formation and Posture


From starting and stopping movement to indicating who will be where while that movement
is occurring, hand signals can be used to declare a great number of things in this category.
Rally codes can also be given and practiced indicating a series of specific actions to be taken
within a given time frame before reaching a point to await the next rally code or a call to
the end of the operation. Even basic changes in the ROE can be given through hand signals,
indicating when to load and/ or charge your weapon or entering free-fire and cease-fire states.

Enemy Presence, Count, and Location


The specifics of an enemy position can be fairly clearly communicated via hand signals as
well. Of course, just the mere presence of an enemy comes first, but with a short series of
gestures count, basic armament, positioning, whether they are a static position or patrol, and
even leadership can be highlighted, all without speaking a word. While specifics are outside
the capability to hand signals without prearranged coordination between members, enough
information can be passed to allow rough tactical plans to be drawn on the spot.

Target Building Information


If a building is being targeted for an operation, information on its structure can be passed
utilizing hand signals as well. External features such as doors, windows, access ladders, etc.
and on which side they are placed are some of the more commonly relayed information, but
suggestions and decisions on specific entry points can also be communicated. Once inside a
structure, hand signals can continue to be used, passing the same or similar information as on
the external features, as well as stairwells/ ladderwells, points of interest, and potential caches.
So, as you can see, there is a huge amount of information that can be conveyed while remaining
non-vocal, with the threat of detection shifting from sound to vision (you stand out quite
easily making hand signals). While the biggest drawback is the inability to confer specifics of
situations or things, they can be utilized to confer a wide array of information. Ultimately, it will
be up to your Handler whether a particular piece of info can be passed along utilizing hand
signals or not.

Tactical Movement
To get into the specifics of tactical operations would take a far greater amount of space than is
available here, and would cover a great number of subjects. Instead we’ll cover the basic rules
of tactical operations, and the exception to each rule.

Never Skyline Yourself


It may look good in movies and on book covers but skylining yourself is the absolute best
way to giveaway your position and get your team killed. Don’t walk on the very top of crests,
instead move slightly down from the top of any ridge to allow you the most visibility down
from your position and allow your camouflage to do its job. The Exception: when establishing
an Observation Post or a Combat Outpost, especially where its presence is an instrumental
part of a deterrence plan, and 360 degree visibility is needed, then the absolute highest point
is a must.

Never Bunch Up
It may look good and allow for tighter shots on television and movies, but bunching up is a
great way to get a team killed with a single grenade or burst of automatic fire. Maintaining
spacing is an instrumental part of training and rehearsal exercises, so much so that it becomes
second nature. Knowing the armament of your enemy can also influence just how much
spacing is to be maintained. The Exception: while there are a few, the most notable is taking
a Diamond Formation in protection of an HVI for extraction in a hostile environment, where
your job literally becomes covering as much of their surface area with your body as possible
and taking any bullets that were intended for them

Always Conserve Your Fire


Ammunition is not unlimited, and unlike in video games, running over the top of a downed
enemy doesn’t give you a few extra magazines. The reason marksmanship is trained so heavily
is often times SOF teams will be carrying out extended duration missions with limited logistical
support and bullets have a funny way of disappearing in combat. The Exception: it may seem
counter-intuitive, but when engaging a numerically superior force, a team will undertake a
bounding action and begin engaging with heavy fire, the intent being to convince the enemy
force that they are engaging a much larger element than they are and potentially forcing
a retreat or surrender.
Move With Deliberation
It’s not about moving slowly, it’s about moving with intention. An operator should know
where he is going, and how he’s going to get there, before the door is ever opened. A part of
this is rehearsal exercises, if there is the intel and time to support that, and the other part is
experience as regardless of region, nation, or culture, buildings tend to get laid out the same
the world over. The Exception: walking into the unknown, particularly if it is an intentionally
“off-designed” structure; speed becomes paramount, with the intention of catching an enemy
presence unprepared and unable to react and coordinate.

Laws of War
While there are literally hundreds of books written on the laws and rules of warfare, not all of
these are applicable to the world of tabletop gaming simulating such situations, so we have to
attempt to pare the information down to a usable level. The basic premise of the laws of war
are to protect those who are not involved in the fighting, as well as those no longer able to
fight. Specifics about different groups within those two categories can vary.

Civilians
Even in the era of modern war against a non-uniformed enemy, civilians cannot be
intentionally targeted. Just as with a court of law, suspicion is not enough, evidence must
be gathered before an individual can be declared a combatant or operating in support of
the enemy. This protection extends to things considered vital to the continued survival of a
local populace, to include: livestock, infrastructure, food and water sources, etc. Additionally,
civilian law enforcement (CLEOs), even when armed, must be allowed to continue to conduct
their business without interference by military activities.

Detainees
Once an enemy is captured they are no longer the enemy, they are a detainee. Detainees are
entitled to food, water, communication, and fair treatment; this is not to say that the food and
water cannot be rationed, that the communication cannot be monitored, or that the treatment
requires any form of nicety, but regardless of their previous actions they are no longer a threat
and cannot be treated as such. The issue arises, however, that many small tactical units cannot
afford to take detainees and have limited options as to remove them as a threat. While there
are several solutions to this situation, of varying degrees of humanity and legitimacy, the field
execution of these individuals is not one of them.
Wounded
Regardless of which side a combatant was on, once wounded they become entitled to equal
care and effort to save their lives. Additionally medical personnel, whether members of a
uniformed military, local emergency service workers, or volunteers with an internationally
recognized NGO, are not allowed to be targeted, coerced, or threatened while in the
performance of their duties. Once an individual has received sufficient care to no longer be in
a life threatening situation their status can change, but care tends to be required for wounds
even upon detainment of enemy combatants.

Weaponry
Limitations to weaponry seems counter to the effort of warfighting, but is, in all actuality,
an effort to allow an area to return to a semblance of normalcy after fighting has ended, or
moved on. It is for this reason that area denial weapons are such a subject of contention as
a majority of them remain active, and most become increasingly unstable, as they remain in
place for years after the war they were utilized in.
Additionally, weapons that result in intentional maiming or lifelong health conditions are
highly restricted, if not outright banned, due to the fact that soldiers do not remain soldiers
their entire life and they have a right to pursue the life they chose after they exit their service.

While a certain level of flexibility should be expected at the table, and indeed is in actual war,
these laws can provide the potential for an overarching theme or story outside of combat for
your campaigns
Ghost Ops

50
4. Setting Rules
Ghost Ops

“Thus the expert in battle moves the enemy, and is not moved by him.”
― Sun Tzu, The Art of War

52
Setting Rules

Ghost Ops uses the following setting rules Bullet Time


from the Savage World core book. Sometimes the moment just calls for a hero
and one that travels in slow-mo, this is when
• Blood & Guts Bullet Time comes into play.
• Gritty Damage
• Multiple Languages Once per session an operator can call on
Bullet Time this allows them to move in slow
Real Professionals motion and shoot out tangos using their
weapons RoF, this only works with a weapon
with a high RoF or one that has a 3RB.
The operators are professional soldiers and
The RoF or 3RB of the weapon can be directed
follwo a creed, this belief system has carried
at an equal number of tangos, this will involve
over to their ICO careers.
a Shooting roll for each shot.

No Man Left Behind To activate Bullet Time the operator uses


The operators build a bond and each member one of their bennies, to include an exciting
of the squad is as important as the next, this move will cost another one of their bennies
includes any K9 companions they have. and to make each shot a call shot without
Every endeavour will be made to save a the penalty will cost another of the operators
fellow operator, to protect a fellow operator bennies.
and if the worst happens the Operators body
will be brought back and if that is impossible Example
their body will be buried. The squad has been sent to rescue a hostage
being held by some cartel members. They come
Operators that have been taken captive to the location of the hostage and can hear that
become top priority and the squad will do they are being interrogated. The snake cam
everything in their power to rescue them. shows 3 tangos in the room, so Ian decides to
use Bullet Time.
During a rescue squad members will receive
any gear they need without the need to try Ian declares Bullet Time (1st Benny)
an requisition it. Ian dives through the door (2nd Benny)
Ians weapon has an Rof of 3 so he can take out
each of the tangos, Ian wants to use call shots
Future Nemesis and uses his last benny, and rolls the dice.
The world is a harsh place and often this can Ians first shot is a 6, second is a 5 and third is an
lead to revenge. HVTs and Tangos that survive 8 all are hits. Ian then rolls damage.
a confrontation will become the squads
nemesis. HVTs will look for ways to get back
at the squad and will even set up situations Bad Penny
where they will face the squad again. With the ICO being an independent agency
it is often infiltrated, often by bad guys but
Tangos that survive will get ranked up within sometimes by those claiming to be the good
their organisation and increase in level, they guys. The Handler can allow operators to
may even become HVTs themselves one day. have agendas or links to other agencies or

53
Ghost Ops

even crime families or rogue nations. How Info Access


this is played out is up to the Handler and During downtime or mission briefings
player wishes to play the traitor. Operatives have access to classified
infromation and can access the databases
The infiltration of the group by a rogue of government agencies, Police and military
element could be kept in play of many files. This will allow them to get more
sessions and the best infiltrators are those information on HTVs or organisations.
that can get the squad to trust them and treat
them as family. The reveal will be the sweetest In order to access the extra info a Knowledge
the more entrenched the agent becomes. (computers) roll must be made.

Players that would want their operator to


be an infiltrator will instantly receive the
Hindrance Vow (Major) which will reflect their
loyalty to their masters and also mean that
they will need to report back on occasion.

54
5.Safehouses
Ghost Ops

“All warfare is based on deception. Hence, when we are able to attack, we must seem unable;
when using our forces, we must appear inactive; when we are near, we must make the enemy
believe we are far away; when far away, we must make him believe we are near.”
― Sun Tzu, The Art of War

56
Safehouses

Safehouses are an optional rule and are To obtain levels 2 and 3 involves a member of
designed to expand upon the Interlude rules the squad using one of their advance on the
in the Savage Worlds core book. safehouse area they wish to upgrade.

A Safehouse can be used for downtime, Example


to store gear that is not being used, for the Ian earned 5xp from his last two missions and
delivery of requistioned gear, to heal wounds decides to upgrade the Garage of the safehouse
or to modify weapons and vehicles. meaning that the squad has earned the Armour
Plating Edge which increases all their vehicles
A safehouse can be anywhere in the world armour by +1.
and if the Handler agrees then there is no
reason why the operators cannot have more
than one safehouse. Bug out Bags
A safehouse could also be the focus of a Every safehouse also comes with three bug
mission, maybe the squads safehouse has out bags which the squad can call upon in
been compromised or invaded by a nemesis a sticky situation. The location of these bags
and his tangos and their are valuable files is up to the squad but the Handler gets final
inside needed by the squad? say. A bug out bag is filled with ammo, first
aid kits, rations, water and small kit items
such as multi-tools, batteries etc.
Upgrading a
The Handler should take note of when the
Safehouse squad calls out a bug out bag, they only have
three.
The Safehouse can be upgraded and by
doing so this will offer up unique Squad Example
Edges, not every area of a safehouse will do Ian and his squad are deep in the jungle when
this. Operators can upgrade their safehouse they realise that they are going be escorting a
the same way they rank up their traits by group of people away from a danger join. This
using an advance. will involve more food and water. Ian states
that the squad has a bug out bag hidden near
Squad Edges by. The Handler agrees and makes a note that
one the squads three bug out bags has now
A Squad Edge is an edge the whole squad gone.
gets and is only active when the squad works
The Handler should not allow operatives to
together or on the squads gear. By leveling
claim bug out bags in enemy strongholds
up a particular area of the safehouse the Edge
or corporate office blocks and government
becomes available.
buildings.

Your Safehouse
Each safehouse starts at level 1 and all the
level 1 areas are free but offer no squad edges

57
Ghost Ops

Level 2 – The garage can hold 3 vehicles.


The Safehouse
Squad Edge: Armour Plating - Vehicle
The basic Safehouse that all Operator units Toughness increased by +1.
begin with. This can be located in any city
or country that the Unit decides upon. Each Level 3 – The Garage can hold 5 vehicles.
location has a description, plus any Edges this
brings to the Unit. Squad Edge: Imp. Armour Plating - Vehicle
Armoury Toughness +2.
Every safe house has an armoury for the Medical Facility
storage of weapons and ammo. The Medical Facility can be used to treat
injuries and even conduct research and
Level 1 – Free – The level 1 armoury is a gun complex surgeries.
locker with a key lock. It can hold up to 6 rifles
and Handguns and has storage for 30 ammo Level 1 – Free - Basic first aid station.
clips. Operators can restock their IFAKs from this
location.
Level 2 – The Level 2 Armoury is a small
room, locked by electronic keypad. It can hold Level 2 – Allows the treatment of injuries
up to a dozen assault rifles and handguns, has and has room for 3 patient beds. Also comes
places for explosives (12 grenades, 4 blocks of with a research lab for the analyses of toxins.
C4 and 4 mines) and 50 ammo clips as well as
various melee weapons. Squad Edge: Imp. IFAK - The Squads IFAKs
give +1 to Healing attempts.
Level 3 – The level 3 armoury is a larger room
locked with high level security, retinal or Level 3 – Med bay has room for 5 Patients, a
fingerprint scanner. The room can carry up to fully functioning surgery, and a biolab for the
24 rifles and handguns, plus 6 launchers, 100 research and storage of toxins.
clips of ammo, 24 grenades, 10 blocks of C4,
12 Mines, 12 Missiles as well as various melee Squad Edge: Mobile Med Bay - Vehicles act as
weapons. Med Bays add +2 to Healing in the field.

Squad Edge: Suppressive Fire - Operators R&R


gain +1 to actions when at least half the Every Operator needs to relax, and the R&R
Squad are laying down Suppressive Fire. areas of a Safehouse is where this is done.

Garage Level 1 – Free – Small room with sofas, mini


The Garage is for storage of vehicles and their fridge and TV.
repair and upgrading.
Level 2 – The room has a pool table, coffee
Level 1 – Free – The garage can hold 1 machine, fully loaded fridge, cinema system
vehicle. and various games consoles.

58
Safehouses

Level 3 – The room has a small cinema, fully Level 2 – 2 Small cells with toilet and
loaded bar and coffee area, a group of arcade bed and camera surveillance. Adjoining
machines with VR units, and a movie and interview room, with security cameras and
video and board game library. voice recording. Comes with floor and table
manacles, soundproofing and lie detector
Comms Centre unit.
The communications centre holds the
computers, satellite links, and servers. Squad Edge: Good Cop - operators gain +1
to Streetwise when interrogating a Prisoner.
Level 1 - Free – Computer, Internet access
and radio rig. Level 3 – 3 Small cells with toilet and bed,
2 interview rooms with security recording
Level 2 – Computer station, Server bay, devices, manacles and lie detector units. Has
selection of Hacking software and satellite another room used for enhanced coercive
links. Will connect to palm tops or Operators’ interrogation techniques and access to
phones allowing the uploading and Extraordinary Rendition black sites.
downloading of data. Includes virus and
malware protection. Squad Edge: Bad Cop - Prisoners get -2 Spirit
check when facing Intimidation.
Squad Edge: Translators - Phone app that will
provide basic understanding of written and Workshop
spoken words (d4 skill equivalent) with a 2-3 A workshop for the repair and upgrading of
rnd delay. gear, comms and Drones.

Level 3 – Computer Station, 4 networked Level 1 – Free – Basic workshop allows the
Laptops holding top of the range hacking repair of basic gear.
software, encrypted VPN network, Server
farm, private satellite network, digital Level 2 – Workshop with electrical tools for
communications, and intrusion detection repairing comms systems and Drones. Gives
and is accessible worldwide by Operators. +1 Advantage when repairing electronic
devices.
Squad Edge: Snoop Van - Allows the
monitoring of conversations within target Squad Edge: Maintained - Operator guns will
building or location with half kilometre range. not jam the first time they Fumble.

Holding cells Level 3 – Workshop with electrical tools and


Each Safehouse comes with a holding area ammo making equipment that allows the
for prisoners. Operators to create 50 rnds of ammo per day.

Level 1 – Free – Small cell with toilet and Squad Edge: Imp. Maintained - All Firearms
bed with adjoining interview room. do +1 Damage.

59
Ghost Ops

Bunker Squad Edge: Combat Rappel - Operators


A bomb proof shelter built beneath the receive no negative modifiers when
house, set up for emergencies. rappelling from a Helicopter.

Level 1 – Free – A basic Bunker with 5 Level 3 – Secure Helipad with built in air
bunks, chemical toilet, air filters and enough defence, SAM launcher. Landing lights
food and water for 3 months. Includes gun activate by remote sensor when copter is
locker for up to 6 weapons. detected. Electronic disabler cuts off copter
engine when landed and can only be
Level 2 – More advanced Bunker with 3 removed with code.
double bedrooms, advanced chemical toilet
linked to septic tank, air filter unit, kitchen Squad Edges: Chopper Shot - Operators
and comms room, food and water for a year with the Steady Hands Edge receive a +1 to
and a gun room that holds up to a dozen Shooting when firing from a Chopper.
weapons and unlimited gear.
Airfield
Squad Edge: Adv. Security - Night Vision
An airfield situated near the Safehouse will
cameras and Infa-red gives +2 Notice for
have a number of hangars, a control tower
spotting intruders.
and a fuelling station.

Level 3 – Top of the range Bunker, with


Level 1 – Free – Small airfield with single
outside security cameras and motion
hangar, small fuelling station and unmanned
detectors, comms room with satellite link,
control tower.
5 bedrooms, kitchen, R&R room, workshop,
generator (petrol and solar powered), gun
Level 2 – Medium sized airfield, has two
range and secure room. Enough food and
hangars, a fuel truck, spotlights for security
water for 5 years.
and night flying. Manned control tower.

Squad Edge: Auto Defense - The Bunker has


Squad Edges: HALO Experts - Each Operator
an automated Turret. Shoots with a D6 skill.
receives +2 when making HALO Jumps from
an Aircraft.
Helipad
A roof-built helipad. Level 3 – Large airfield. Has 4 hangars, air
defence (SAM), and radar systems built onto
Level 1 – Free – A marked out area on the 24hr manned control tower. Security flood
roof for a helicopter. Comes with landing lighting and electric fencing. Each hangar has
lights. its own fuel station and office area.

Level 2 – Secure Helipad, with landing lights Squad Edge: Stealth Paint - Aircraft come
and satellite links to air traffic control. Tethers with Stealth Paint jobs, making them harder
are available to lock down the copter. to spot (-2 modifier).

62
6.Threats
Ghost Ops

“Move swift as the Wind and closely-formed as the Wood. Attack like the Fire and be still as the
Mountain.”
― Sun Tzu, The Art of War

64
Threats

The world is a dangerous place and threats


can come from anywhere. The following Tango Threats
chapter gives a selection of Tangos and HVTs
that the operatives will come across during Below is a selection of Tangos that the
missions. operators will face. The threats are seperated
by country and rank.
Tangos
These are the henchmen and extras of Africa
the Ghost Ops world. Tangos that survive Guerilla - Tango
missions can be promoted and may face the The Standard troop the operators will face,
Operatives again some day. often fanatical.
Attributes: Agility d6, Smarts d6, Spirit d6,
A Tango is a strange threat in that they can Strength d6, Vigor d6
appear to be truly dedicated to their course Skills: Athletics d4, Driving d6, fighting d6,
or completely loyal to their master. Throwing Shooting d6, Tracking d8, Notice d6, Stealth
themselves at unbeatable odds or left to d6, Streetwise d8
delay the operators while their boss escapes. Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Greedy
Their are Tangos that seem almost like HVTs, Edges: -
they appear with the best martial arts or the Gear: AK47 (7.62mm, Range 24/48/96,
biggest gun and the operators have a harder Damage 2d8, Shots 30, AP 2) Knife (Str+d4)
time dealing with them, these are what we
call Wild Tangos, better than an extra but not Child Soldier - Tango
quite a Wildcard. Children forced from their families and often
drugged. No older than 13 yrs of age.
HVTs Attributes: Agility d6, Smarts d4, Spirit d4,
The High Value Targets are often the Strength d4, Vigor d4
mastermind behind the crime, leader of Skills: Athletics d4, Driving d4, fighting d4,
the gang or commander of the rebel force. Shooting d4, Notice d6, Stealth d6, Streetwise
They are often wealthy, cruel, devious and d8
somwhow encourage loyalty in their men. Charisma: 0; Pace: 6; Parry: 4; Toughness: 4
Hindrances: Young
An HVT is the main boss of a mission, and Edges: -
should have one of 3 main outcomes. Gear: AK47 (7.62mm, Range 24/48/96,
Damage 2d8, Shots 30, AP 2) Knife (Str+d4)
• Escape - The HVT manages to escape
and becomes the squad Nemesis. Soldier - Wild Tango
• Drawn out Death - The HVTs death is Often the commander of a squad or the most
dramatic and long. dangerous member.
• Failed Justice - The HVT is captured Attributes: Agility d6, Smarts d6, Spirit d6,
and jailed only to be released days later Strength d8, Vigor d8
from a tecnicality. Skills: Athletics d4, Driving d6, fighting d8,
Shooting d8, Tracking d8, Notice d6, Stealth
d4, Streetwise d8

65
Ghost Ops

Charisma: 0; Pace: 6; Parry: 6; Toughness: 6 Popular Forces of Uganda


Hindrances: Loyal
Edges: - (PFU)
Gear: AK47 (7.62mm, Range 24/48/96, The Popular Forces of Uganda began in 2009
Damage 2d8, Shots 30, AP 2) Grenades in response to a power imbalance in the
(Range 5/10/20, Damage 3d6, MBT) Knife region. The then small group were hardly
(Str+d4). Can also carry machine guns and heard of and were mainly involved in small
launchers. tribal conflicts. Then, in 2009, the leader,
Jean-Baptiste Okeke, decided they would
Somalian Pirate - Tango take the out the largest tribal presence in the
TheSomalian Pirates operate around Somalia, region while it was in a position of flux.
Mogadishu and Mombasa.
Attributes: Agility d6, Smarts d6, Spirit d6, By 2011, Okeke and his militia had grown into
Strength d6, Vigor d6 a serious threat, armed by Libya and various
Skills: Athletics d4, fighting d6, Shooting d6, other rogue states as well as arms dealers
Tracking d6, Notice d6, Stealth d6, Boat d6 like John Logan. They began to sweep
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5 across Uganda, grabbing land, hijacking aid
Hindrances: convoys and even successfully attacking a UN
Edges: - compound in order to steal two helicopters
Gear: AK47 (7.62mm, Range 24/48/96, and a number of armed vehicles.
Damage 2d8, Shots 30, AP 2) Knife (Str+d4)
Recently Okeke has been taking on more
child soldiers and has also begun distributing
drugs in order to control the Ugandan
people and weaken any resistance. They
have committed various massacres and are
negotiating with other African militia in
Liberia and the Republic of Congo to create a
new African government.

Okeke - HVT
Attributes: Agility D8, Smarts D6, Spirit D8,
Strength D10, Vigor D8.
Skills: Fighting D8, Shooting D10, Notice D8,
Stealth D6, Taunt D6
Charisma: -; Pace: 6; Parry: 6; Toughness 7;
Hindrance: Greedy, Delusional
Edges: Alertness, No Mercy
Gear: Gold plated Uzi (9mm, Range 12/24/48,
Damage 2d6, Shots 30, AP 1). Glock 17 (9mm,
Range 12/24/48, Damage 2d6, Shots 17, AP1)

66
Threats

Europe Ndjekesit e Deshmorit


Gang Follower - Tango
Wanna be Gang members often used as (Followers of the Martyr)
couriers and watchouts In 2010, an Albanian drug dealer by the name
Attributes: Agility d6, Smarts d4, Spirit d6, Driton Hoxha was shot down by Albanian
Strength d8, Vigor d6 authorities. The news spread quickly amongst
Skills: Athletics d4, Driving d6, fighting d6, crime gangs and soon, like Chinese whispers
Shooting d6, Notice d6, Stealth d6, Streetwise tend to do, the more people heard and
d8 talked the more the story and circumstances
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5 changed. Driton went from a drug dealer to
Hindrances: Habit (Drugs) a worker helping the poor, killed by corrupt
Edges: - authorities under control by outside forces.
Gear: AK47 (7.62mm, Range 24/48/96, Within two weeks of being killed, Driton
Damage 2d8, Shots 30, AP 2) Knife (Str+d4) became a martyr.

Gang member - Tango The small crime gang that Driton ran with
Fully paid up gang member, will control a changed their name, claiming that they had
number of followers. only done what they did to help the poorest
Attributes: Agility d8, Smarts d6, Spirit d6, in their part of Albania, acting like modern
Strength d6, Vigor d6 day Robin Hoods. The people they had
Skills: Athletics d4, Driving d6, fighting d8, terrorised were too scared to contradict, and
Shooting d8, Notice d6, Stealth d6, Streetwise quickly the gang began to distribute food to
d8 the people to reinforce their claims, but this
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5 charity only lasted a short time.
Hindrances: Loyal
Edges: - The gang grew and changed as the years
Gear: P226 (9mm, Range 12/24/48, Damage went by, and in 2018 they are the largest
2d6, RoF 1, Shots 15, AP 1), Uzi (9mm Range crime organisation in Albania. They have
12/24/48, Damage 2d6, RoF 3, Shots 30, AP 1). incorporated gun running, kidnapping,
blackmail and protection into their list of
Hitman - Wild Tango criminal enterprises and have also adopted
The killers and right hand of the HVT, brutal a more far-right stance, with tributes to
and loyal. Adolf Hitler, providing protection to far-
Attributes: Agility d8, Smarts d8, Spirit d6, right group rallies and marches and even
Strength d6, Vigor d6 being implicated in the assassination of pro-
Skills: Athletics d4, Driving d6, fighting d6, immigrant, pro-Israel leaders and influencers.
Shooting d8, Notice d6, Stealth d8,
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5 The current leader of the gang is Frenk
Hindrances: Bloodthirsty Kreshnik, a Kosovar who moved to Albania to
Edges: Marksman find work but quickly fell into crime. No one is
Gear: Armoured Vest (+2/+4) USP (.45 Range sure how Kreshnik managed to convince the
12/24/48, Damage 2d6+1, RoF 1, Shots 12, gang to take him as their leader, but since he
AP 1) PSG 1 (7.62, Range 30/60/120, Damage has, the gang has become more dangerous
2d8, RoF 1, Shots 5, AP 2) and unforgiving.

67
Ghost Ops

Frenk Kreshnik - HVT South America


Attributes: Agility D10, Smarts D8, Spirit Cartel Gang Member - Tango
D6, Strength D8, Vigor D6. Often the street thugs and dealers of a local
Skills: Fighting D10, Shooting D8, Notice cartel.
D6, Stealth D8, Taunt D6 Attributes: Agility d6, Smarts d4, Spirit d4,
Charisma: -; Pace: 6; Parry: 7; Toughness Strength d6, Vigor d6
6; Skills: Athletics d4, fighting d6, Shooting d6,
Fighting Style: Krav Maga Notice d6, Stealth d6, Streetwise d6
Hindrance: Overconfident, Vengeful Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges: Brawler, Killer Instinct Hindrances: Loyal, Habit
Gear: G17 (9mm, Range 12/24/48, Edges:
Damage 2d6, Shots 17, AP 1), SPAS 12 Gear: Uzi (9mm, Range 12/24/48, Damage
(12g Range 12/24/48, Damage 1-3d6, 2d6, Shots 30, AP 1) Knife (Str+d4)
Shots 7) Knife (Str+d4)
Cartel Soldier - Tango
Often found at compounds or protecting the
bosses, better trained and equipped.
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d4, Driving d6, fighting d8,
Shooting d8, Notice d6, Stealth d6, Streetwise
d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Loyal
Edges: -
Gear: MP7 (9mm, Range 12/24/48, Damage
2d6, Shots 30, AP 2) Knife (Str+d4), M9 (9mm,
Range 12/24/48, Damage 2d6, Shots 12, AP 1)

Corrupt Military/Police - Tango


Federales and Military in the pay of the
Cartels or being blackmailed by them.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d6, Driving d6, fighting d6,
Shooting d6, Knowledge (Law) d6, Notice d6,
Stealth d6,
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Greedy, Yellow
Edges: -
Gear: USP (.45, Range 12/24/48, Damage
2d6+1, RoF 1,Shots 12, AP 1), M870 (12g,
Range 12/24/48, Damage 1-3d6, Shots 7).

68
Threats

Sicario - Wild Tango Terrorist Groups


The hitmen and lieutenants of the Cartels, Religious Fanatic - Tango
right hand men of the bosses. Religious fanatics, easily led, have a higher
Attributes: Agility d8, Smarts d8, Spirit d6, purpose, a reward in heaven,
Strength d6, Vigor d6 Attributes: Agility d6, Smarts d4, Spirit d6,
Skills: Athletics d8, Driving d6, fighting d8, Strength d6, Vigor d6
Shooting d8, Notice d6, Stealth d6, Streetwise Skills: Athletics d4, Driving d6, fighting
d8 d6, Knowledge (Religion) d4, Shooting d6,
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5 Notice d6, Stealth d6,
Hindrances: Loyal, Greedy Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges: Assassin Hindrances: Death Wish, Delusional
Gear: G17 (9mm, Range 12/24/48, Damage Edges: -
2d6, Shots 17, AP 1), HK416 (5.56mm, Range Gear: AK47 (7.62mm, Range 24/48/96,
24/48/96, Damage 2d8+1, Shots 30, AP 2) Damage 2d8, Shots 30, AP 2) Knife (Str+d4)

International Terrorist - Tango


Will commit terrorist acts in most countries
considered an enemy.
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d4, Driving d6, fighting
d6, Shooting d8, Notice d6, Stealth d6,
Knowledge (Demolitions) d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances:
Edges: -
Gear: C4 (Damage 4d6, MBT), Detonators,
Timers and Triggers. M9 (9mm, Range
12/24/48, Damage 2d6, Shots 12, AP 1)

Domestic Terrorist - Tango


Domestic terrorist, lone gun man, local militia
or disturbed and angry.
Attributes: Agility d8, Smarts d6, Spirit d4,
Strength d6, Vigor d6
Skills: Athletics d4, fighting d6, Shooting d8,
Notice d6, Stealth d6, Survival d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Delusional
Edges: -
Gear: SR25 (7.62mm, Range 30/60/120,
Damage 2d8, RoF 1, Shots 10, AP 2), Manifesto

69
Ghost Ops

Organised Crime - Tango Other


Member of an organised crime family, often Mercs - Tango
seen in expensive suits and black cars. Will Ex-Military or Police, now working as paid
run and protect local businesses. Mercs in different parts of the world, will take
Attributes: Agility d8, Smarts d8, Spirit d6, most contracts legal or illegal.
Strength d6, Vigor d6 Attributes: Agility d8, Smarts d6, Spirit d6,
Skills: Athletics d4, Driving d6, fighting d6, Strength d8, Vigor d6
Shooting d6, Notice d6, Stealth d6, Streetwise Skills: Athletics d4, fighting d8, Shooting d8,
d8 Notice d6, Stealth d6, Survival d6, Tracking
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5 d6,
Hindrances: Loyal, Greedy Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
Edges: - Hindrances: Loyal, Greedy
Gear: G17 (9mm, Range 12/24/48, Damage Edges: -
2d6, Shots 17, AP 1), TMP (9mm, Range Gear: Armoured Vest (+2/+4) SCAR-H
12/24/48, Damage 2d6, RoF 3, Shots 30, AP (7.62mm, Range 24/48/96, Damage 2d8, RoF
1), expensive lawyer, cellphone. 1, Shots 30, AP 2), M9 (9mm, Range 12/24/48,
Damage 2d6, RoF 1, Shots 12, AP 1) 2 x Frag
Grenades (Range 5/10/20, Damage 3d6, MBT)
Flash Grenade (Range 5/10/20, MBT).

70
Threats

The Blackwood Group Hindrances: Greedy, Arrogant, Wanted


Back in 2006, a prominent business man and Edges: Leader of Men, Connections
Ex-Marine named John Logan decided to Fighting Style: Ju Jitsu
start the Blackwood Group, a private military Gear: Armoured Vest (+2/+4), MK23 (.45,
contractor. They quickly obtained funding Range 12/24/48, Damage 2d6+1, RoF 1, Shots
from the US government to protect VIPs 17, AP 1), Notebook of Contacts, Cellphone.
entering Iraq and Afghanistan, which they
did for a number of years without too many
incidents. The Blackwood Group thrived.

In 2012, Logan was accused of stealing


arms from both US and Iraqi stockpiles and
selling them to insurgents in Afghanistan
and Pakistan. Blackwood quickly lost their
contract but not the contacts Logan had
made.

Since 2012, Logan has allowed Blackwood


to turn into a mercenary group, working
across Europe and the Middle East, Africa and
Asia, selling arms and their military trained
personnel to the highest bidder. They have
committed what some claim are war crimes
working in illegal diamond mines in Liberia
and Sierra Leone as enforcers and guards, and
working as Death Squads in South America.
They have armed militias and organised
crime families in Ukraine and Serbia.

Currently John Logan is wanted by the FBI


for gun running, by the DEA and Interpol
for supplying protection for drug dealers in Evil Genius - HVT
Europe, and by various countries for a number The evil genius is often a corporate mogul,
of serious crimes and even an attempted act corrupt businessman, criminal billionaire.
of genocide. Often seen in secret agent movies, living on
their own island with an army of goons and
John Logan - HVT surrounded by beautiful people.
Attributes: Agility d8, Smarts d10, Spirit d6, Attributes: Agility d6, Smarts d10, Spirit d6,
Strength d6, Vigor d6. Strength d6, Vigor d6
Skills: Fighting d8, Notice d8, Persuasion d10, Skills: Fighting d6, Gambling d8, Knowledge
Shooting d8, Stealth d6, Survival d6, Taunt (finance) d10, Notice d8, Persuasion d8,
d10. Shooting d6,
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6 Charisma: 2; Pace: 6; Parry: 5; Toughness: 5

71
Ghost Ops

Hindrances: Arrogant, Vengeful


Edges: Attractive, Filthy Rich
Gear: Gold Plated G17 (9mm, Range
12/24/48, Damage 2d6, RoF 1, Shots 17, AP 1).
Expensive suit, Remote Detonator for death
ray, satellite, nuclear bomb.

Rogue Scientist - HVT


Often terrorists or crime families find
scientists willing to do their dirty work, be
that building a terrifying bomb, creating a
chemical weapon, a new drug or some way to
control others. These Rogue Scientists could
be doing it for the money, or because the bad
guy has their family or there are photos of the
scientist doing something they should not
have.
Attributes: Agility d6, Smarts d12, Spirit d4,
Strength d6, Vigor d6
Skills: Fight d4, Investigation d10, Knowledge
(science) d12, Knowledge (Computers) d12,
Notice d6, Repair d10.
Charisma: 0; Pace: 8; Parry: 4; Toughness: 5
Hindrances: Anemic, Yellow
Edges: Scholar (Science, Computers), Fleet
Footed.
Gear: Clipboard, Calculator, Laptop,
Cellphone.

72
7. Handler
Ghost Ops

“When the enemy is relaxed, make them toil. When full, starve them. When settled, make them
move.”
― Sun Tzu, The Art of War

74
Handler

agenda, but is this always the case?


The World of Ghost
Ops It can sometimes be interesting to have
Control send a mission that has moral issues
The world of Ghost Ops is very similar to our and forces the Operatives to question the
own, with the same issues and the same wars. implications of the directive.
In Ghost Ops, the Operators exist to tackle
some of these problems with international Responsibilities of a Handler
backing. They are a team of highly trained As the Handler you relay the information from
individuals that are not controlled or funded Control. You answer the questions and deal
by any single country but by many. This allows with the issues and fallout. You are the bridge
them access to places and aid that would be between the Operators and Control, the only
closed to them if they were solely sponsored connection the team has to the ICO hierarchy.
by the USA or the UK, for example. The Handler will often be in the field, but a
lot of the information or communication you
The Ghost Ops game can be set anywhere. have will be through encrypted channels or
Missions can be placed in cities, jungles or Drops. Face-to-face meets with the Operators
deserts. Borders and laws are not recognised are rare.
as freedom and democracy is the deciding
factor. This allows missions to revolve In game terms you are an extra member of
around terrorist cells, drug cartels, criminal the team, and in the game you do have a face.
organisations, disreputable arms dealers You could even build a character in case there
and even rogue special forces units acting as are any situations that you get caught up in
mercenaries for rogue nations. The scope of (Bruce Willis’s part in the Expendables is often
the missions is endless. a good example of this).

As a Handler you work directly with Control In real time you are the game master and deal
under the International Covert Operations with all the issues and questions that arise as
banner, and pass on the intel and mission an impartial judicator.
parameters to the Operators. You control
the NPCs and Tangos that the Operatives
encounter and relay any mission changes Future Ops
that may occur.
The Ghost Ops setting can be played in
different time periods, one of which is the
Who are Control? future. Military equipment and weaponry
Control are the people behind the curtain, is advancing quickly, with smart weapons,
the faceless agency and government officials invisibility, iron man suits and even AI and
that pass the jobs to you, which you then robots.
pass on to the Operatives. They can come
from any country and from any agency. They To run a Ghost Ops game in the near future
are never seen and are never in any danger. will involve checking predictions of next gen
Control are expected only to have the best military equipment and adapting it to the
interests of the people, and have no outside game. We will be releasing the Future War

75
Ghost Ops

Supplement later in 2019 which will allow Zombies


you to adapt the game to 20 years into our The Zombie Scenario is a fan favourite and
future. a world infested with the walking dead has
been used a lot in recent years, giving the
Post -Apocalyptic
Handler a ton of source material.
The Post-Apocalyptic scenario is a popular
one and something that can easily be adapted
into Ghost Ops. Setting the game after a Past Ops
major nuclear attack, with the Operatives
emerging from their bunker, will be easy to The Ghost Ops RPG can also be set in the
do. Below are a few plot ideas. past with very little adaption. A lot of the
weaponry used today has been around for
Save the President – The Operatives emerge a few years or are improvements upon older
in a destroyed capital city. The last message designs. Modern equipment like Drones,
they received was to get to the capital the Internet, GPS and cell phones did not
building and save the president and get him exist, meaning Operators will need to rely on
or her to a safe location. Payphones, Fax machines, mail, compasses
and maps a lot more.
Find the Bombs – Terrorists detonated 3
nuclear devices in major cities, and they say Cold War
there are more. Find them and defuse them The Cold War is a large period in history,
before they go boom. but a lot of interesting moments happened.
Spying and espionage were at an all-time
Clean Up – ICO Operatives are being called high between Russia and the USA, with
to help bring order back to the city. You covert actions happening on an almost
will need to secure hospitals and food from weekly basis. Setting the game between the
looters and gangs. 60’s and the early 90’s gives a lot of scope for
missions around the world, from Embassy
Invasion infiltrations, snatch and grabs, sabotage and
The Invasion scenario has been popular with even spreading false information.
movies like Red Dawn, etc., and works well
with the Ghost Ops RPG. An invading country Vietnam
taking over infrastructure and key locations The Vietnam War could be an interesting
will give a lot of missions for secret forces like period, with most operations happening in
the ICO. steaming jungles where the slightest wrong
step could trigger a landmine or booby trap.
Infection Villages held enemy combatants and you
A world-wide pandemic, a disease released could never tell who was friend and who was
by terrorists or some other biological threat foe. Also, agencies like the CIA were active,
would be similar to the Post-Apocalyptic blurring the lines and dealing with all sides
scenario, with the collapse of society and a of the conflict.
deadly virus passing through the survivors,
causing a variety of symptoms.

76
Handler

World War II Special Operative K9s are trained in sniffing


Earliest of all the past timelines, the Second out explosive devices and taking down
World War is another great era for exciting Tangos, and when they are present during
missions. These could include being dropped an Operation are considered one of the team
behind Nazi lines, infiltrating Nazi bomb and just as valuable.
making facilities, or taking out Nazi top brass.
The Operatives could have assistance from The Operator with the Edge does not need
the Resistance to sabotage research stations to take their companion on every mission,
and put a stop to Nazi technology. and the Dog will be happy to wait back at the
Operator’s home or the Safehouse.

Allies and K9 Operators are one of the team and are


treated as such. They receive the same level
Companions of medical care as a human Operator and
they are never left behind. K9 Operators can
Ghost Ops follows the Allies rules that can be parachute behind enemy lines with the Unit,
found in the Savage Worlds core book. For can use stealth to help infiltrate and will be a
Ghost Operatives they may receive allies from forward warning for the unit.
other agencies, like the FBI, CIA or Interpol.
Local police forces and military forces could Each K9 is fitted with a comms unit allowing
also be recruited as backup. the Operator to communicate with the dog.
This is done through a serious of whistles
Sometimes the local villagers or townfolk which lets the dog know what is expected of
could become allies, maybe they have been them and to return or go prone.
oppressed by the bad guys, maybe their
resources and family have been taken, leaving K9 Companions start off as seasoned in the
them hungry or scared. These situations same way as the Operators.
could call for Social Conflict, with the Squad
attempting to convince the locals to help Creating your Companion
them, hide them or even act as guides. Players have two choices regarding how their
companion is generated:
For oppressed locals bribary can often win
Hearts and Minds and offering bribes of food 1. The Player uses the Template for
and money will add a modifier of +2 to the Dogs from the Savage Worlds core
Social Conflict attempt. rules.
2. The player creates the companion as
they would an Operator at Seasoned.
K9 Companions
K9 Operators advance like normal operators
Operators who have chosen the K9 and can choose edges as well as increase
Companion Talent will have a dog. These their skills or attributes.
specially trained dogs live with the Operator
from puppyhood, and a bond grows between
them both. This bond is unbreakable and is
for life.

77
Ghost Ops

K9 Archetype We would suggest limiting the number of


Attribute: Agility d8, Smarts d6, Spirit d4, operators with the K9 Companion Edge to 1
Strength d6, Vigor d6. per squad.
Skills: Athletics d8, Fighting d8, Intimidation
d4, Investigation d6, Notice d8, Stealth d8, Operators as K9s
Tracking d6 You could run an entire mission with the
Hindrances: Loyal players as K9 operators if you choose. This
Edges: Alertness would make for an interesting session.
Gear: Doggles, Harness, GPS, Armoured Vest Players would make the operators as usual
(+2/+4). Bite (Damage Str+d4). but choose a breed of dog rather than a
• Fleet-Footed: Roll d10 for running. nationality and they could even have a
• Size -1: Dogs are small background career. of course this would limit
certain skills, but it would be interesting.

78
8. Missions
Ghost Ops

“Whoever said the pen is mightier than the sword obviously never encountered automatic
weapons.”
― Douglas MacArthur

80
Mission

Operation D6 Time
Generator 1-3 Day
4-6 Night
You may want to create an operation for
your players on the fly, throw them in with And what part of the world?
very little work and see what happens. This is
relatively simple in Ghost Ops, you just need
D8 Where
to read a newspaper or watch TV for some
amazing mission ideas. But if you would like 1 South America
to come up with something without the prep 2 Europe
we have provided a short but comprehensive 3 Africa
toolkit for creating your own Operations. 4 Middle East
5 Eastern Europe
Operation Type 6 Mexico
7 USA
You need to first decide upon what type of 8 Russian Federation
Operation the squad will be sent on, this is
done by rolling on the table below. Is there a local contact?

D6 Operation D8 Contact
1 Hostage Rescue 1 No
2 Recovery 2 Law Enforcement
3 Protection 3 No
4 Assault 4 Agency
5 Recon 5 Private Operative
6 Infiltration 6 No
7 Military
Once you have found the type of operation
you then must find out where in the world 8 No
the operation will take place and whether the
squad will have a contact at the location or
even if they can rely on local military or law The next decision is what will the operators
enforcement assets. Also whether it will start face when they get there. This will be dictated
at night or during the day. by the country, with South America being
Drug Cartels, Eastern Europe being gangsters
The Handler can let the squad decide at etc. What this table do is determine the force
what time of day they would like to begin and HVTs at the location. Also are there any
the mission but often they will not have that complications.
choice.

81
Ghost Ops

What is the threat type Moral Dilemma: The mission brings up a


moral issue that affects the squad, maybe
D6 Threat innocents will die if they complete the
mission, maybe its environmental, or adds
1 Low Level Tangos no HTVs
to the profits of a corrupt business or
2 Mid level Tangos, Wild Tango corporation. Whatever the dilemma there
3 Low Level Tangos and HTV should be another solution available.
4 High Level Tangos,2 Wild Tangos
5 High Level Tangos and HTV Second Objective: During the mission
the Handler adds a secondry objective or
6 Mid Level Tango, Wild Tango, HTV
instruction, maybe the bad guys have a
hostage, or the target needs to be brought in
The complications
alive, are there important files that need to be
found?
D8 Complication
1 Ambush No Alarms: The Squad can not be seen or
2 Betrayal raise any alarms in the area. This is a totally
3 Bad Intel covert operation.
4 Weather
Double Trouble: Roll twice and add both
5 Moral Dilemma
complications to the game.
6 Second Objective
7 No Alarms
8 Double Trouble

Ambush: The squad is ambushed by the


enemy. How did they know?

Betrayal: Someone has informed the


target of your arrival, or the squad has been
infiltrated. Maybe the contact aren’t who
they claim to be.

Bad Intel: Everything has gone FUBAR,


nothing is where it is supposed to be, or the
threat is heavier than expected.

Weather: The weather has turned bad,


maybe the HALO drop was compromised,
vision is obscured and everything is suddenly
more complex.

82
Mission

Pursuit
This is an easy to mid level mission for Ghost Travel through the forest will reveal structures
Ops, and can work very well as a starting built by tribes and rebels, ranging from rope
mission for new Operators. bridges, huts and lean to’s.

The Operators will need to use Survival to


Background forage for food and water and also Notice
The Operators have been sent to East Africa and Survival to avoid predators or traps.
to rescue a UN Ambassador taken hostage by
a rebel faction. The mission was a success and
Situation Mod
the Operators along with the Ambassador
(VIP) got to the exfil site. Unfortunately as the Avoid Traps -2
chopper was leaving the area Rebel scouts Finding Food -1
managed to hit the tail rotor with an RPG. Finding Water -2
This grounded the chopper with possible Avoiding large predators -1
injuries to the occupants inside.
Avoid snakes -2
Injuries
The Handler can decide if there are any injuries The Rebels
or shaken Operators by either just deciding The rebels want the VIP back, and also do not
there are or there aren’t or getting everyone to wish to lose face as that could affect their hold
make Vigor checks. This will include the VIP. Any on territory. They know the jungle and will
wounds or Shaken effects will slow the party move through it quicker than the Operators.
down, especially if the VIP is injured or shaken The rebel leader will send between 10-15
in some way. rebels (based on number of Operators) to
hunt the Operators down.
Welcome to the Jungle
The Operators and VIP will now be stuck
in the jungle and hunted by rebels. Travel Starting the Mission
through the jungle will be slow, and this will The mission begins with the Operators and
be made even more evident with a civilian in VIP at the crashed chopper. An Operators
tow. The Ambassador is out of shape and not radio squawks into life.
dressed for jungle treking.
Alpha team can you read, alpha team come in.
The Jungle is dense and all travel times are
doubled, walking 1 klick will take 40 minutes The Operators must answer the call and
rather than 20 and so forth. There are rivers supply the Handler with a sitrep.
but the water will need to be purified before
drinking, drinking the water unpurified will
result in a Vigor roll with failure resulting in
vomiting and diarrhoea. Food will need to be
found or killed.

83
Ghost Ops

What the Handler Knows have a good idea where the Operators
crashed.
• The Operators chopper is down - The • They have very little food or water -
chopper suddenly disappeared from For trained Operators this is less of an
HQs trackers. issue than it is for the VIP.
• That a CIA satellite will be coming
into range within 20 minutes - This The Ambassador
will allow the Handler to update the The Handler should play the Ambassador
Operators on enemy movement. how they like but it could be fun to have him
• That there is a UN outpost 10 klicks complain a lot, blame the Operators
from the Operators last known or the current situation. Have them want to
position - Once the satellite is available stop and rest, complain about hunger and
this will drop to 8 klicks. thirst and basically be a pain in the ass.

Next Move
The Operators can attempt to work out their
Once the Operators have heard from the
location by using their Survival skill -1, if they
Handler they must then decide what to do
have a map then no modifier is given . A next. The options are limited to three.
success will allow them to get within 5 Klicks
of where they are, a Raise will increase that to 1. They could start moving towards the
3 Klicks with a further Raise improving that to UN outpost without waiting for the
within 1 Klick. satellite feed. They basically know the
What the Operators Know direction it is in.
2. They could wait for the satellite, but
• They are in hostile territory with a this would mean the rebels will be 20
civilian - The VIP must be protected at minutes closer.
all cost. 3. They could just wait for the rebels and
• Rebel forces will be searching for shoot it out, but this would place the
them - The rebels will almost definitely VIP in danger.

84
Mission

What ever they decide the Handler will radio are catching up and if they can placing traps
back after 20 minutes to give the Operators or false tracks would help to widen the gap.
an update.
Dangers
Satellite footage is in, shows a large force There will be a number of dangers as the
headed in your direction, maybe an hour Operators travel through the Jungle, mainly
behind you. The UN outpost is 8 Klicks north from Predators. Below are the more common
east of your position. There seems to be, threats.
what looks like a Mine Pit, but there are no
mines registered at that location, so its either Leopards - Use the Lion stats from the Savage
deserted or an illegal diamond mine. We Worlds core rules
had received reports of Whitemarsh Mercs
operating in the area about 2 yrs ago but it Black Mamba Snake - Use the Venomous
was never confirmed. Snake stats from the Savage Worlds core rules

Any Operators with a background in Iran Boomslang Snake - Use the Venomous
or Afghanistan will know of Whitemarsh, Snake stats from the Savage Worlds core
private military contractors, that had their rules.
government contract withdrawn due to their The Pit
aggressive actions towards civilians. The mine is not deserted and in fact is very
much active. The Operators will arrive at an
The mine is 3 klicks away and the Operators overwatch position overlooking the mine.
can choose to move towards the mine or
circumnavigate it. If they to go around the Handler Text
mine it will add 6 klicks to the journey, and As you approach the edge of the rise you begin
they will need to avoid any patrols around to hear the sounds of work, picks hitting stone,
the mine. the clanking of wheels running on train lines,
and the shouts of commands and abuse.
The Handler can as an option call in with an Below is the pit, an illegal diamond mine,
offer.
worked by slaves and prisoners and patrolled
by African rebels and mercs, the Whitemarsh
If that is an illegal mine run by Whitemarsh, I
insignia worn on the sleeves of their uniforms.
know an agency that will pay 50k for you to
shut it down and take out the head snake of
The Mine is worked by around 80 slaves who
those merc fucks!
are in various degrees of starvation, injury
Journey to the Mine and illness. Children as young as
The Journey to the Mine should involve six can be seen, as well as men and women
Survival and Notice rolls from the Operators ranging from teenage to old age. Armed
in order to find food and water and avoid men patrol the area carrying AK47s and
predators and traps. The 3 Klicks will take huge machete. Each wear a uniform with the
around 4 hrs due to the constant rest breaks Whitemarsh emblem on the sleeve. A mix of
of the VIP so a Survival and Notice roll each hr African and American voices can be heard as
would be advisable. The Operators should be the guards chat between each other or shout
made very aware of how quickly the rebels orders at the slaves.

85
a. Terrace
b. Work face
c. Pit bottom
d. Disused pit

1. Guard Towers
2. Fence
3. Prisoner Huts
4. Guard hut
5. Guard Quarters
6. Pit service road
7. Pit office
8. Warehouse
9. Tool shed
10. Latrine
11. Explosives shed
Mission

The Pit
1. Guard Towers – These are held by rebels, one per tower.
2. Fence – An 8-foot-high wire fence, it is broken in places allowing access.
3. Prisoner Huts – This is where the miners sleep and live. At any time, there will be around
20 miners in these huts sleeping or ill.
4. Guard Hut – A small hut normally occupied by 1 Whitemarsh merc
5. Guard Quarters - This is the guard living area. During the day it will be empty at night half
the guards will be here sleeping.
6. Service road – A dirt track leading to the mine.
7. Pit Office – The Whitemarsh commander can be found here.
8. Warehouse – Here can be found tools and supplies. The Operators will also find a number
of aid parcels here which the mercs have taken from local villages to feed the miners.
9. Tool Shed – Stacked tools can be found here along with a box of dynamite and blasting
caps.
10. Latrine – Guard latrine
11. Explosive Store – This is the main explosives storage, various crates of Dynamite, blasting
caps, gunpowder and some bricks of C4 can be found along with primers. This building is
securely locked TN 4

A. Terraces – These are walk ways around the pit, accessed via ramps or ladders
B. Work face – These are the main digging areas
C. Pit Bottom – Water fills the bottom of the pit. Diving into the water will also reveal a number
of corpses. Good reason not to drink the water.
D. Disused Pit – This is an abandoned or exhausted pit area.
X. Guards

87
Ghost Ops

At night the Pit has less guards on patrol, but If you go with option 1 the rebels will start
the work continues, half the guards will be to double back after a couple of hrs, the
asleep in the guard quarters (5) Operators will need to move quickly and
quietly to avoid, with the usual Stealth vs
The Operatives have three choices: Notice rolls.

1. Avoid the Pit - The Operatives can If you go with 2, then the mine guard
choose to circumnavigate the pit, this population increases by 10 for a short while
will add 6 klicks to their journey. The as the rebels talk to the commander.
Handler should play on this as a moral
choice. A choice of 3 means that you must decide
2. Attack the Pit - The Operatives can who wins, or the Operators can choose sides
choose to attack the pit and claim the adopting the ‘The enemy of my enemy is my
reward offered by the CIA. This will slow friend’ philosophy.
them down but the Pit could offer cover
and gear. Liberating the Pit
3. Wait and See - The Operatives could If the Operators liberate the Pit they will
hunker down and see what happens have a small fighting force which will aid
with the pursuing Rebels turn up. This them against the approaching rebels, they
will be a waiting game for around an will grab the guard’s weapons and fight
hour. Stealth Vs Notice rolls will need to with the squad. You can make this more of
be made as the Rebels check the area. a negotiation using the hearts and minds
rules, convincing the miners to fight beside
The other Rebels them rather than flee into the jungle (they
If the operators decide to wait and see what have just been imprisoned by mercs which
happens when the other rebels arrive the probably look similar to the Operators).
Handler has three options.
If the miners fight then they will act like a
1. The rebels do not approach the friendly faction, they will attempt to slow the
mine and attempt to go around it, rebels down and whittle down their numbers.
presuming the Operators did the This will happen off screen, but the Operators
same. This would mean the rebels are will hear gunfire from the jungle. At least half
now ahead of the squad, but for how the rebels should survive and confront the
long? They will discover the lack of squad or continue to follow them.
tracks eventually.
2. The rebels approach the mine and Operators will find ammunition, body
the Operators realise that they are the armour, IFAKs, Rations and Water in the Pit.
same faction as the mine guards. They will also find a Jeep and two Trucks.
3. The rebels attack the mine, and a shoot The vehicles will make the journey to the
out ensues, with the slaves caught in compound easier, but it will involve a 2 Klick
the middle. diversion in order to reach the road leading
to the compound.

The Handler can remove the vehicles from


the Pit if they want the Operators to make the

88
Mission

mad dash to safety as explained below. Tangos and NPCs


Use the Tango stats from the Threat chapter
To the Compound
or create your own.
The compound is a further 6 klicks past the
Pit. The Operators can place booby traps for
The Whitemarsh Commander is a Wild Tango.
the remaining rebels with any dynamite or
To make the mission harder the Handler
explosives they managed to grab from the
could make the Commander an HVT and the
mine. The race to the compound should
Rebels Wild Tangos.
begin with Survival rolls and begin to change
into Stealth rolls as the rebels catch up. The
last dash to the compound should be a
running battle. The UN troops will not help
unless they are fired upon or the rebels get
too close to the compound.

The Operators can just run for it, using their


movement and zigzagging to avoid enemy
fire and hope for the best, with the Handler
rolling for the rebels with the appropriate
modifiers.

There is cover before the compound, walls,


small buildings and trees if the operators
decide to stand and fight.

If the Operators grabbed a vehicle from the


Pit then the above will not happen and they
will manage to reach the compound in a
short amount of time.

Reward
If the Operators deliver the ambassador
to the UN compound they will receive a
level 2 hostage rescue reward, with a level
1 complication bonus. If they took out the
mine, then this will add $50k to the reward.

The Handler should decide the XP earned


based on performance.

89
Ghost Ops

90
Backers
Ghost Ops

92
Backers

A Big Thank You to all our Backers


3ngine, Aaron A Gonzales, Adam “Silent” Bush, Adam Clayton, A. Derda, Adam “The Dude”
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93
Ghost Ops

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Paul Ray Reinar Coulter III, Paul Hayes, Peter Bogdasarian, Peter D Engebos, Peter A. Jaensch,
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Adamskn, Zack - Our Favorite Backer, Zadakiel.

Our Great Community


We have been lucky to have a thriving and helpful community of people who have supported
the game, shared information and answered our questions. You have made the process easier
and a lot more fun with all your videos, stories, advice and new articles. This game is much
yours as it is mine.

Honorary Mentions in no particular order


Tim Loya, Forest Pavel, Ewan Spence, Matthew J. Barlow, Mario Cordova, Jeff Ruiz, Joey
Manning, Gregory Huyghe, Joey Batts, Neil Hyde, Harold Lee Kearns III, Jessie Indracusin, Mark
Magraf.

This is just to name but a few of the 250+ community, so thank you all and I salute you.

94
Introduction

95

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