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Ghost Ops
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Tugsbayer Jamts
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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
New Terms
In the Ghost Ops setting, we use different
names for certain things:
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
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
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
18
Recruitment
19
Ghost 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
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
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
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
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.
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.
29
Ghost Ops
30
Loadouts
31
Ghost Ops
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.
33
Ghost Ops
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
35
Ghost Ops
Explosives
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.
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”.
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.
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 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
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
53
Ghost Ops
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
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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.
Your Safehouse
Each safehouse starts at level 1 and all the
level 1 areas are free but offer no squad edges
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Ghost Ops
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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.
Level 1 – Free – Small cell with toilet and Squad Edge: Imp. Maintained - All Firearms
bed with adjoining interview room. do +1 Damage.
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Ghost Ops
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 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).
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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
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Threats
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Ghost Ops
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)
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Threats
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.
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Ghost Ops
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Threats
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Ghost Ops
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Threats
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Ghost Ops
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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
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Handler
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
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Ghost Ops
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Handler
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Ghost Ops
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8. Missions
Ghost Ops
“Whoever said the pen is mightier than the sword obviously never encountered automatic
weapons.”
― Douglas MacArthur
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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.
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Ghost Ops
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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.
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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.
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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.
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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
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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.
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Mission
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.
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Ghost Ops
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Backers
Ghost Ops
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Backers
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Ghost Ops
Omar Amador, Paris Conte, Patrice Mermoud, Patrick Farrell, Patrick Phillips, Paul Bendall,
Paul Ray Reinar Coulter III, Paul Hayes, Peter Bogdasarian, Peter D Engebos, Peter A. Jaensch,
Peter “Savage Oz” Morson, Peter Thomas, Philip Larkin, Pierre Vigne, Pieterjan Heyse, Robert
A. Jacobs, Ralph Holland, Raminagrobis, Reuben Qualls, RENKZ 747, Richard Bilsker, Richard
Collins, Richard Ferris, Rich Brandon, Rick Sorgdrager, Robert “Erolat” Black, Robert Carnel,
Robert P. V. Davis, Robert C. Kim, Robert Mosley, Roberto “Sunglar” Micheri, Robert Wood,
Olivier Robineau, Rob Stevenson, Rob Wieland, Ronald Olexsak, Ron the “Dragon” Smay, Ron
Windauer, Roy Paeth, Roy Sachleben, Ryan C, Ryan Linegar, Sam Benke, Sam Heazlewood,
Sam Fokker, Sam Watson, Sandy Nelson, Scott Crosson, Scott Ferwerda, Scott Johnson, Scott
Maynard, Scott Spicer, Scott “Disemvowel” Welker, Sean Huempfner, Sean Mulqueen, Sean
Richmond, TIN, Shades of Vengeance, Shawn Carman, Shawn Walters, Shen Hung-Yang, Simon
Such, SirPadras, Sophie Lagacé, Stacy Young, Stefan Pohl, Steven Maisel, Steven Trustrum,
Steven D Warble, Stuart Dobson, Ted Arlauskas, Ted Wallerstedt, Terrell Scoggins, Thaddeus
Ryker, Thalji, Theo, Temvaryen, The Roach, Thescourge, The.Iron.Mandarin, T. Osborne,
Thomas Shaw, Thomas Walker, Tarvios, Topdecker, Timolution, Tim Davis, Tiny Terrain Models,
Todd Gibel, Todd Stephens, Tommi “Baal” Paalanen, Tommi Putkonen, Thomas Piddock, Tyrarn
Ulfarsson, Uwe Schumacher, Veloci, Viktor Korablin, Vinnie Santo, vincent furstenberger,
Vorien, W. Reese Flory, Walter F. Croft, Walker Fitzroy, Walt Robillard, Wilfred Helling, Zack
Adamskn, Zack - Our Favorite Backer, Zadakiel.
This is just to name but a few of the 250+ community, so thank you all and I salute you.
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Introduction
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