Professional Documents
Culture Documents
Savage Worlds - Ghost Ops
Savage Worlds - Ghost Ops
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2. Recruitment 17
Operator Recruitment 19
Gender 19
Weapons & Gear 19
Step 2 - Spend Points 43
Step 3. Packages 43
Basic Loadout 49
3.Loadouts 51
Encumbrance 53
Operator Gear 53
Weapons 62
Other Weapons 64
Costs 64
Vehicles 64
4. Safehouses 77
Safehouse Areas 79
Upgrading a Safehouse 85
5. Handler 87
The World of Ghost Ops 89
Future Ops 90
Past Ops 92
Running NPCs 92
Known Terrorist and Criminal Organisations 95
North America 95
Africa 96
Balkans 96
K9 Companions 97
Hearts and Minds 98
How to gain support 99
Benefits to Success 102
6. Mission 103
Experience & Funding 105
Pursuit 107
9
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
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 seemed to suddenly become more active and dangerous. Human trafficking
from Eastern Europe became widespread, with new terror groups emerging 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 the
democratic nations held hands in the streets of Paris for the worlds media, Defence
ministers, military advisors and intelligence agencies met in private to discuss a
response.
Those days in January in 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 worlds leaders held hands to show
defiance against those that would threaten our freedom, The International Covert
Operations Unit was born.
11
Ghost Ops
14
Introduction
15
Ghost Ops
Warning: This Hindrance can lead to
Squad Edges
the Operator being removed from the
squad.
The Ghost Ops setting allows Operators
to obtain and upgrade Safehouses. The
Sadist (Major) Operators begin with a Safehouse. As
they upgrade the areas of the Safehouse
You enjoy torturing and killing a bit certain benefits will manifest. These will
too much. When you get the chance to not only include more rooms to store
use hand weapons you always do and weapons, vehicles, etc., but also unique
take it a bit too far. When you torture edges that relate to the squad as a whole
or interrogate a suspect you will use not just individuals.
illegal or frowned upon methods. Other
Operators may deal with you differently For more details on Squad Edges and
and even report your actions to the ICO Safe Houses see the Safe Houses Section
control. on pg 73
16
2. Recruitment
17
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
18
Recruitment
Background Options
19
Ghost Ops
Australia
Special Air Service Regiment (SASR)
Formed in 1957 the SASR was modelled on the British SAS and share the motto ‘Who
dares Wins’. The unit has taken part in operations in Borneo, Vietnam, Afghanistan
and many other countries.
They are trained in Special Reconnaissance, Precision strike and direct- action
operations as well as working as small units behind enemy lines, to provide
intelligence, and direct air strikes on infrastructure.
Operators are selected for their ability to work in severe environments for extended
periods of time.
Attribute: Smarts D6
20
Recruitment
The SRG can be deployed internationally and are trained to respond to situations
ranging from Search and Rescue missions, Hostage negotiation, to Tactical Response.
Their skill set includes Tactical canine, marksman and bomb disposal.
Recruitment is taken from the standard Police force and each member of the SRG
must of served at least 2 years as a police officer before applying for a role within
the unit.
Attribute: Smarts D6
21
Ghost Ops
Austria
Einsatzkommando Cobra (EKO Cobra)
EKO Cobra was established in 1978 and rose from the Gendarmerieeinsatzkommando
a regional unit to eventually become under the control of the Austrian authority for
Public Security.
Known operations include hostage rescue from Graz-Karlau prison, they supported
Police in the Munich Shooting of 2016 and have been used to end severe riots during
the G20 in 2017.
Each member of EKO Cobra goes through medical, psychological and physical
testing before entering 6 months of specialised training.
Attribute: Agility D6
22
Recruitment
Brazil
Comando de Operações Especiais (COPESP)
The C Op ESP started in 1957 as a Parachute Rescue Group that conducted deep
forest rescue operations. The unit was eventually disbanded until 2003 when a
Presidential decree designated them a Special Forces unit.
COPESP are specially trained to deal with Guerilla groups and to act behind enemy
lines with covert recon missions. They are also trained in hostage rescue and
counter-terrorism operations.
Attribute: Vigor D6
23
Ghost Ops
Canada
Joint Task Force 2 (JTF2)
The JTF2 was started in 1993 and replaced the Special Emergency Response Team
(SERT). Operations have ranged from hunting Snipers in Bosnia, Direct Action
missions in Afghanistan and more recently aiding the Iraqi military to rid the
country of terrorist groups.
The JTF2 are known for their Sniper skills and currently a member of the unit holds
the record for the longest confirmed kill shot at 3.54km.
Attribute: Agility D6
24
Recruitment
The RCMP cover a wide range of duties from enforcing federal laws on organised
crime, drug trafficking and border integrity to Counter terrorism and protection
duties. They also provide policing for remote regions of Canada and support local
police forces with investigations, forensics and bomb disposal.
The RCMP also act internationally and have officers in 23 other countries outside
Canada, these provide assistance in investigations related to Canada and for the
exchange of criminal intelligence.
Attribute: Smarts D6
25
Ghost Ops
France
National Gendarmerie Intervention Group (GIGN)
Established in 1974 the GIGN is an elite Police Tactical unit trained in Counter
terrorism, Hostage rescue and surveillance. The GIGN also operates as a component
of the French armed forces and through this can operate worldwide.
Attribute: Strength D6
26
Recruitment
The 13 RDP are trained in Recon missions behind enemy lines to gather intelligence
in all environments, they are so good at this that many other forces request their
assistance. The unit uses what they call hideouts, camouflaged locations used as
living areas for observation and transmission.
Attribute: Agility D6
27
Ghost Ops
Germany
Grenzschutzgruppe 9 (GSG9)
The GSG 9 are the elite Police tactical unit of the German Federal Police, on a state
level their counterparts are the Special Deployment Commando’s. The GSG 9
formation is based on the SAS and Israeli Special operations.
The GSG 9 have successfully completed missions involving Aircraft Hijacks, Terrorist
capture, VIP Protection and Raids. Training takes 22 weeks and is broken into 13
weeks of basic training and 9 weeks of specialised training.
Attribute: Strength D6
28
Recruitment
Training involves an 18 - month Long Range Surveillance course before KSK selection
begins. The selection process involves 3 weeks of physical and psychological
training, a 3- month endurance phase which includes a 90- hr. cross country run
and this is followed by a 3 week combat training course. After selection candidates
start the 2-3- year training which involves 20 environment and counter terrorist
courses.
Attribute: Strength D6
29
Ghost Ops
Israel
Shayetet 13
The Shayetet 13 are a unit of the Israeli navy similar to America’s Navy SEALS. They
specialise in Sea to Land incursions, counter terrorism, Sabotage, Hostage rescue
and Intelligence.
Shayetet 13 operations are all highly classified but known operations include
actions against Rocket positions and the boarding of ships carrying weapons to
enemy nations.
Attribute: Agility D6
30
Recruitment
Sayeret Matkal
The Sayeret Matkal are a Recon unit of the IDF, often deployed behind enemy lines.
They are also trained in counter-terrorism and hostage rescue operations.
Training lasts for 19 months and involves gruelling psychological tests as well as
training in Martial Arts (Krav Maga), Camouflage, navigation and reconnaissance.
They also spend time at the Parachute school as a five week counter-terror course.
The Sayeret Matkal have been deployed to theatres all over the Middle East, though
most of their operations are top secret.
Attribute: Strength D6
31
Ghost Ops
Italy
Gruppo di Intervento Speciale (GIS)
The GIS is an elite special operations tactical response unit that was established in
1977. The unit is part of the Italian Carabinieri Military Police.
Attribute: Smarts D6
32
Recruitment
Norway
Jegertroppen
Planning for this all female special forces unit began in 2013 under the codename
Tundra, with the first applicants starting the selection process in 2014. By 2015 the
unit was built and earned the nickname ‘Hunter Troop’
Trained in special reconnaissance around urban and built up areas, the Hunter Troop
had their first deployment during the Syrian conflict hunting down extremists.
Attribute: Agility D6
33
Ghost Ops
Poland
Jednostka Wojskowa GROM (JW GROM)
The JW GROM became an active unit in 1990, built as a anti-terrorist and deep
recon unit trained to operate behind enemy lines.
Their operations include recon missions in Afghanistan, VIP protection and hunting
for war criminals in eastern Europe.
Attribute: Agility D6
34
Recruitment
Russia
Spetsgruppa “A” (Alpha Group)
The Alpha group are a dedicated counter terrorism task force of the FSB. The unit
was started by the KGB in 1974 and since then has been involved in a number
of operations, with involve Police duties, paramilitary and covert missions both
domestically and internationally.
All Alpha Group candidates must have a University degree and be both physically
and mentally fit. Candidates often come from the Police forces which gives them a
degree of experience and skill but they still each go through 3 years of specialist
training.
Attribute: Smarts D6
35
Ghost Ops
Since their creation the SSO has engaged in operations across eastern Europe and
the Middle East, with the most famous being the holding off of 300 enemy troops
by a 16 man unit of SSO operators.
Attribute: Agility D6
36
Recruitment
United Kingdom
Special Air Service (SAS)
The SAS was founded in 1941 and has been involved in a number of operations
including Covert Recon, Counter terrorism and Hostage Rescue, with the most
famous being the Iranian Embassy Hostage situation in the UK.
Training includes escape & evasion and the Resistance to Interrogation (RTI) test
which lasts 36 hrs. It is estimated that only 15-20% of candidates pass the selection
process.
Attribute: Strength D6
37
Ghost Ops
The main roles of the SBS are Surveillance Reconnaissance, Offensive Actions,
Counter Terrorism and the use of guided munitions and demolitions. The capabilities
of the SBS and the SAS are very similar with the SBS having additional training in
maritime and amphibious ops.
Training is similar to the SAS except with the addition of swimming tests in full
combat gear and underwater swim of 10m to retrieve small weights. This is followed
by training in the Jungle, weapon and operations procedures and reconnaissance
training.
Attribute: Agility D6
38
Recruitment
The unit was formed in order to relieve the SAS and SBS of Surveillance roles and
has up to 700 personnel in its ranks and was formed around the core of the 14
Intelligence Company (Det). The SRR has operated in the middle East, Northern
Ireland and Somalia.
Training involves a 6 -month course where they train alongside the SAS, they are
trained in Covert Surveillance, CQB, Mobility and language skills. Both men and
women undertake the same physical and mental tests.
Attribute: Agility D6
39
Ghost Ops
Attribute: Agility D6
40
Recruitment
Training to becoming a SEAL begins with selection which involves passing physical
and mental fitness tests, this includes 500 -yard swim and a 1.5- mile run. Once the
candidate has passed these tests they can then begin training as a Navy SEAL. SEAL
training includes underwater demolitions, Airborne assaults, Reconnaissance and
training as a combat medic.
The Navy SEALs operate worldwide and have worked with many foreign units,
their expertise in maritime and underwater operations have led to them training
many other special forces units.
Attribute: Strength D6
41
Ghost Ops
SWAT officers are expert in a wide range of gear and weapons, using night-vision
systems, grenades, sniper rifles and other equipment normally reserved for military
units.
Attribute: Smarts D6
42
Recruitment
At this stage the Operators are
Step 2 - Spend Points considered Seasoned so any Edges
chosen can be from both the Novice and
Players can now go through the standard
Seasoned options.
Character Creation process from the
Savage Worlds core rules.
Step 3. Packages
Each Operator receives 5 points to raise
their Attributes and 15 points to buy Players during recruitment can choose
and increase skills. As all Operators are one of the 3 packages offered for their
human they can also choose a free Edge. Operator, this is then considered their
primary specialisation. Once the
All the standard skills are available to Package has been chosen the Operator
the Operators, plus the extras we have receives a free Edge and a set of gear for
included within this book. that Package.
Operators can also take advantage of Packages are not set in stone but are
the Edge & Hinderance rule regarding the primary position of the Operator.
buying Hindrances to fund new Edges, Choosing a package does not restrict the
Skills or Attribute raises. Operator from choosing skills or Edges
and is really just a position in the Unit.
Operators can choose 1 Major Hindrance
and 2 Minor Hindrances. A Major Each Operator receives £10,000 to add
Hindrance is worth 2 points and a Minor to their Safehouse, this can be used in
Hindrance is worth 1. anyway the Operator chooses and can be
pooled with other Operators to obtain
For 2 Points you can: upgrades to the Safehouse, vehicles or
• Raise an attribute by one die type, or more gear.
• Choose an Edge
Derived Stats
43
Ghost Ops
Assault Package
Equipment
Breaching Tools
Flashbang Grenades 3
Suppressor (all weapons)
Rope
Armour
IOTV + Inserts
Deltoid Protector
Axillary Protector
44
Recruitment
Engineer Package
Computer Jock
Forward Air Control
Mine Sweeper
Equipment
3 Blocks of C4
Designator
Detonators
Laptop/Tablet
Recon Drone
Armour
IMTV + Inserts
Pads
Gloves
45
Ghost Ops
Recon Package
Equipment
Ghillie Suit
Suppressors (All Weapons)
Smoke Grenades 3
Maghook
Lockpick
Armour
IMTV + Inserts
Pads
Gloves
46
Recruitment
Specialist Package
Equipment
Medical Kit
Hazmat Suit
Toolkit
Maghook
K9 Gear
Armour
IOTV+Inserts
Deltoid Protector
Axillary Protector
MICH
47
Ghost Ops
Sniper Package
Equipment
Binoculars (night vision)
Ghillie Suit
Camalbak
Suppressor (All Weapons)
Armour
IMTV + Inserts
Pads
Gloves
48
Recruitment
Basic Loadout
All Operators start with a basic Loadout,
this is gear that is always available in the
Safe House.
49
Ghost Ops
50
3.Loadouts
51
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
52
Loadouts
Operators start with a basic loadout. should always be available in the Safe
These are the essentials and can be House.
picked up or dropped depending on
the mission parameters. The unit’s safe Gear Descriptions
house will over time become more filled Chemsticks – Small sticks that can be
with gear, allowing more choice for cracked open to give a personal area
mission loadouts as the Safehouse gets light or as a marker for Evac pickups.
upgraded. They come in three types: Glow, which
creates a yellow light; UV, which gives
Encumbrance out Ultraviolet light; and Strobe, which
is mostly used for Evac markers.
Ghost Ops has three Encumbrance
options that the Handler and Operators IFAK – Indiviual First Aid Kit
can choose from.
Woobie – All weather poncho
Core Rules
Follow the core rule on Encumbrance QB Sleeve – Quarterback sleeve that
from the Savage Worlds. can be attached to arm or leg and will
hold maps, etc.
Common Sense
Maghook – The Armalite MH-12
Operators are trained to carry gear
Maghook. The Maghook is a grappling
and weapons, they do route marches
hook with magnetic head. The maghook
carrying their loadouts, so as long as
looks like a tommy gun and is fired
the Operators are not trying to carry too
like a rifle. The magnetic plate can be
much then its up to the Handler whether
switched on or off and comes with 50
they want to add modifiers.
metres (150 feet) of cable.
53
Ghost Ops
Standard Loadout
Item Description
Batteries (6) Standard batteries
Chemsticks Plastic rods, shake and break
Glow Standard
Ultra Violet Can only be seen using UV
Strobe Will strobe
Comms Unit
Survival Radio Large radio with built in GPS
Throat Standard Comms Unit
Compass +1 Survival when checking
direction
Energy Bars Adds +1 to Fatigue Checks
Entrenching Tool Can be used as a weapon
Flashlight Cancels out Darkness Mods
Gasmask +1 Bonus to resisting gas
IFAK Standard First Aid Kit
Multi-Tool Standard Multi-Tool
Night Vision Goggles give +1 in darkness
UV Allows user to see Ultra Violet
IR Allows user to see Infra Red
QB Sleeve Holds maps
Rations Standard ration packs
Tourniquet Standard Tourniquet
Woobie Standard all weather Poncho
Zip Ties (10) Pack of 10 Zip Ties
The above items are available as basic Loadout. These items are always readily
available within the safe house. Operators can pick and choose which of the above
items they are carrying to mathc the current mission parameters.
54
Loadouts
Non-Standard Loadout
The above items are not standard loadout. The Operators will need to purchase
these. if they are lost or broken they will need to be replaced by the Operator.
The Safe house can be stocked with these items at the Operators expense. If they
need to be purchased this must be done whilst at the safe house they cannot be
purchased during a mission.
55
Ghost Ops
Ghillie Suit
The Ghillie Suit is used by both Snipers
and Recon Operators to improve their
stealth.
Hazmat Suit
Not standard gear for most Operators
the Hazmat suit allows the safe use of
dangerous chemicals or other materials
(radioactive etc).
56
Loadouts
Carrier Description
Ammo Pouch Can hold two clips of any type
Ammo
Backpack Can hold up to 30 litres
Battle Belt See Above
Dump Pouch Large Pouch for storing extra clips
etc
Holster For a Handgun
Ankle Strapped to Ankle
Belt Attached to belt
Drop Leg Attached to lower Thigh
Molle See Above
57
Ghost Ops
Operator Armour
Armour is an important component in
an Operator’s life, but they need to know
what to wear in relation to the mission.
Sometimes a simple bulletproof vest is
enough for those low-profile missions,
and sometimes complete battle gear is
called for.
58
Loadouts
Plate Carrier - The plate carrier covers Deltoid Protector – These cover the
the chest and back, Built to hold gear upper arms and are only usable with the
via straps built into the vest. Can have IOTV.
either E-SAPI or X-SAPI plates in the
front and rear pouches. Axillary Protector – This is worn
under the IOTV and is attached to the
Light Body Armour - Is designed underside of the shoulder section of the
to be concealable and is what most IOTV.
people think of when body armour is
mentioned. Pads - Both elbow pads and knee pads
are designed to be comfortable, non-slip
Light body armour is stab resistant and and not hinder movement.
59
Ghost Ops
Body Armour
Armour AL Information
Body Armour
IOTV* 2 -1 to Stealth
Light Body 2 +1 AP Vs Blades
Plate 1 E-SAPI or X-SAPI only
Carrier*
IMTV* 1 E-SAPI or X-SAPI only
Leg Armour
Boots 1 See Description
Knee Pads 1 Non-slip
Arm Armour
Axillary * 1 Must have IOTV
Deltoid * 2 Must have IOTV
Elbow Pads 1 Non-Slip
Gloves 1 Cut Proof
Helmets
MICH 2 See Description
ECH 2 See Description
62
Loadouts
63
Ghost Ops
Costs
Ghost Ops follows Savage Worlds in
costing everything in Dollars. Those
items we have not added a cost to are
either free to the Operator or follows
the cost from the Savage Worlds Core
Rules.
64
Ghost Ops
“Thus the expert in battle moves the enemy, and is not moved by him.”
― Sun Tzu, The Art of War
66
The
Loya Files
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”.
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 servicemember
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
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 occuring,
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.”
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?”
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
4. Safehouses
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“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
Every unit of Operators start with a Standard Safehouse - Free
standard Safehouse. This can be in any
part of the world the Operators choose. The basic Safehouse that all Operator
Each Safehouses has 3 levels, and the units begin with. This can be located in
areas within the safe house also come any city or country that the Unit decides
in 3 levels. All safe houses start at upon. Each location has a description
level 1, and the Operators can spend and cost of upgrading, plus any benefits
funds earned from missions to upgrade this brings to the Unit.
different sections.
Armoury
Mission Funds Every safe house has an armoury for the
Every mission earns the Operators storage of weapons and ammo.
funding. The more successful the
mission, the more funding they receive. Level 1 – Free – The level 1 armoury is a
This funding can be spent on improving gun locker with a key lock. It can hold up
their Safehouse, buying a new Safehouse, to 6 rifles and Handguns and has storage
paying off informants and buying new for 30 ammo clips.
weapons, ammo, gear or upgrades. See
the Mission chapter for Mission Funding Level 2 - $20,000 – The Level 2 Armoury
amounts. is a small room, locked by electronic
keypad. It can hold up to a dozen assault
Managing the funds will be done by the rifles and handguns, has places for
Operators, and it is suggested that any explosives (12 grenades, 4 blocks of C4
expenditure is a group decision. On the and 4 mines) and 50 ammo clips as well
Safehouse sheet there is a Funding Pool, as various melee weapons.
and this should be used to keep track of
the current fund amount. Squad Edge: Firing Range - Treat Agility
as one die type higher for raising
Safehouse Areas Shooting Skill.
Each Safehouse has a number of areas Level 3 - $50,000 – The level 3 armoury
based on their size. Each of these areas is a larger room locked with high level
start at level 1 and each level above 1 security, retinal or fingerprint scanner.
gives a Squad Edge. As more funds are The room can carry up to 24 rifles and
spent on improving the areas, the more handguns, plus 6 launchers, 100 clips
Edges are unlocked. These areas can be of ammo, 24 grenades, 10 blocks of C4,
improved up to level 3. Once all areas are 12 Mines, 12 Missiles as well as various
at level 3, the Safehouse becomes a level melee weapons.
3 Safehouse and is considered complete.
Squad Edge: Suppressive Fire - Operators
The following section lists the different gain +1 to actions when at least half the
areas in each Safehouse, the Squad Squad are laying down Suppressive Fire.
Edges each level offers to the Operators
if any, and the cost of each level.
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Garage R&R
The Garage is for storage of vehicles and Every Operator needs to relax, and the
their repair and upgrading. R&R areas of a Safehouse is where this
is done.
Level 1 – Free – The garage can hold 1
vehicle. Level 1 – Free – Small room with sofas,
mini fridge and TV.
Level 2 - $15,000 – The garage can
hold 3 vehicles. Level 2 - $10,000 – The room has a
pool table, coffee machine, fully loaded
Squad Edge: Armour Plating - Vehicle fridge, cinema system and various
Toughness increased by +1. games consoles.
Level 3 - $30,000 – The Garage can Level 3 - $20,000 – The room has
hold 5 vehicles. a small cinema, fully loaded bar and
coffee area, a group of arcade machines
Squad Edge: Imp. Armour Plating - with VR units, and a movie and video
Vehicle Toughness +2. and board game library.
Squad Edge: Imp. IFAK - The Squads Squad Edge: Translators - Basic
IFAKs give +1 to Healing attempts. Phone App that will provide basic
understanding of written and spoken
Level 3 - $60,000 – Med bay has words (d4 skill equivalent) with a 2-3
room for 5 Patients, a fully functioning rnd delay.
surgery, and a biolab for the research
and storage of toxins. Level 3 - $50,000 – Computer Station,
4 networked Laptops holding top of the
Squad Edge: Mobile Med Bay - Vehicles range hacking software, encrypted VPN
act as Med Bays add +2 to Healing in the network, Server farm, private satellite
field network, digital communications, and
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Safehouses
intrusion detection and is accessible Level 3 - $40,000 – Workshop with
worldwide by Operators. electrical tools and ammo making
equipment that allows the Operators to
Squad Edge: Snoop Van - Allows the create 50 rnds of ammo per day.
monitoring of conversations within
target building or location with half Squad Edge: Imp. Maintained - All
kilometre range. Firearms do +1 Damage.
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Squad Edge: Auto Defense - The Bunker Level 1 – Free – Small airfield with
has an automated Turret. Shoots with a single hangar, small fuelling station and
D6 skill. unmanned control tower.
Level 3 - $30,000 – Secure Helipad Squad Edge: Stealth Paint - Aircraft come
with built in air defence, SAM launcher. with Stealth Paint jobs, making them
Landing lights activate by remote sensor harder to spot (-2 modifier).
when copter is detected. Electronic
disabler cuts off copter engine when Dock
landed and can only be removed with A small dock, may be open or covered
code. depending on level. Situated near the
Safehouse.
Squad Edges: Chopper Shot - Operators
with the Steady Hands Edge receive a +1 Level 1 – Free – Small wet dock near
to Shooting when firing from a Chopper. house, with a jetty and room for one
boat.
Large Safehouse $500K
Level 2 - $20,000 – Covered dock.
The largest Safehouse available, often Can hold two boats. Comes with repair
with its own land. It has all the same station, fuel pumps, and security lights
areas as the standard and medium and doors.
Safehouses but with an added Airfield
and Dock. Level 3 - $40,000 – Large covered
dock with underground access from
Safehouse. Comes with repair shop, fuel
Airfield
pumps, security doors and locks. Room
An airfield situated near the Safehouse
for holding diving gear and can store up
will have a number of hangars, a control
to 4 boats.
tower and a fuelling station.
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Safehouses
Bug-out Kits
A basic Bug-out kit will be a rucksack
or holdall filled with rations, medical
kit and ammo, with the higher-level
kits being maybe lock ups or containers
holding vehicles, weapons and even a
whole comms room.
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5. Handler
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“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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Handler
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Handler
These are the Cartel soldiers, the militia, Major Tango
the camp guards and the criminal gang Attributes: Agility D8, Smarts D6, Spirit D6,
members. In the Ghost Ops RPG the bad Strength D6, Vigor D8.
guys are referred to as Tangos. Operators Skills: Fighting D8, Shooting D10, Notice
may have different names depending on D8, Stealth D10, Taunt D6.
who they are dealing with - Narcos or Charisma: -; Pace: 6; Parry: 6; Toughness:
6.
Sicarrios for Cartels, Ali Baba for Middle
Gear: IOTV (5) AK47, Grenades
East criminals, Muj for Insurgents and Hindrances: Loyal
so on. Edges: Rock and Roll
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Handler
North America
The Blackwood Group
Back in 2006, a prominent business
man and ex-Marine named John Logan
decided to start the Blackwood Group, Squads in South America and arming
a private military contractor. They militias and organised crime families in
quickly obtained funding from the US Ukraine and Serbia.
government to protect VIPs entering
Iraq and Afghanistan, which they did Currently John Logan is wanted by the
for a number of years without too FBI for gun running, by the DEA and
many incidents. The Blackwood Group Interpol for supplying protection for
thrived. In 2012, Logan was accused of drug dealers in Europe, and by various
stealing arms from both US and Iraqi countries for a number of serious crimes
stockpiles and selling them to insurgents and even an attempted act of genocide.
in Afghanistan and Pakistan. Blackwood
quickly lost their contract but not the John Logan is considered an HTV
contacts Logan had made.
Attributes: Agility D8, Smarts D10, Spirit
Since 2012, Logan has allowed D8, Strength D6, Vigor D6.
Blackwood to turn into a mercenary Skills: Fighting D6, Shooting D10, Notice
group, working across Europe and D8, Stealth D6, Persuasion D8
Middle East, Africa and Asia, selling Charisma: -; Pace: 6; Parry: 5; Toughness
arms and their military trained 5;
Gear: Kevlar (2) FN57
personnel to the highest bidder. They
Hindrance: Arrogant, Mean
have committed what some claim are
Edges: Linguist, Filthy Rich
war crimes working in illegal diamond
mines in Liberia and Sierra Leone as
enforcers and guards, working as Death
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Africa
Okeke
Popular Forces of Uganda (PFU)
The popular forces of Uganda began in
2009 in response to a power imbalance
in the region. The then small group
were hardly heard of and were mainly
involved in small tribal conflicts. Then,
in 2009, the leader, Jean-Baptiste Okeke,
decided they would take the out the
largest tribal presence in the region
while it was in a position of flux.
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Handler
help the poorest in their part of Albania,
acting like modern day Robin Hoods. Kreshnik
The people they had terrorised were
too scared to contradict, and quickly
the gang began to distribute food to the
people to reinforce their claims, but this
charity only lasted a short time.
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K9 Operators are one of the team and Comms - K9 Comms emit a certain
are treated as such. They receive the frequency, which allows the Operator to
same level of medical care as a human issue commands to his companion.
Doggles - Eye protection for the K9,
Operator and they are never left behind.
K9 Operators can parachute behind built with anti-flash.
enemy lines with the Unit, can use GPS - Each K9 has GPS to allow for
stealth to help infiltrate and will be a
tracking.
forward warning for the unit. Dump Bags - The K9 Tactical Vest comes
with a number of dump bags for ammo
K9 Companions Start off as seasoned in clips and other gear.
the same way as the Operators. Tactical Vest - The Tactical Vest is
similar to IMTV and can be loaded with
Creating you Companion E-SAPI or X_SAPI Plates.
Players have two choices regarding how
their companion is generated: Hearts and Minds
1. The Player uses the Template An important part of any operation, and
for Dogs from the Savage Worlds often one that can assure success, is
core rules. the ability for the Operators to connect
2. The player creates the companion with the locals and be in contact with
as they would an Operator at any rebel factions or sympathetic
Seasoned. groups. Understanding the culture and
the current political or social aspects
Once the companion is created they of an area, country or region can sway
receive a basic Loadout. success.
Information
No one is going to know what is
happening in an area better than the
locals. Gaining their trust and showing
that you are there to help them will go
a long way toward receiving rumours
or local news which is often shared
between villages or groups.
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Handler
Handlers should make sure that not all How to gain support
the information received is relevant or
correct. Often information changes as The Handler should set the “Level
it moves between places and people, of Hostility” for a Region as per the
and you should let the Operators decide Reaction Table.
which rumour or snippet of info they
take on board. When a team enters the region, have one
of the Operators make a Streetwise roll
Extra Supplies (assisted as necessary). A success will
Gaining the trust of people will allow provide a broad range of three potential
the Operators to acquire food and water reactions. A success with a a raise will
easier or gain local knowledge. Rebel reveal the exact expected reaction.
forces may have supply caches they will
share with the Operators, along with Obviously there will be slight variance
ammo and weapons. within sectors of the population, but
the average level of hostility is what we
Back up use as a base point for individual NPC
Being able to call upon a fully armed reactions.
local rebel militia could not only save
the Operators’ lives but also act as a
distraction. Coordinating missions with
local rebels will be a great benefit, but
there must be a benefit to the rebels as
well.
Travel Routes
Locals will know the land, and this will
include travel routes through jungles,
urban locations and even deserts. They
will be able to share safe areas, good
overwatch spots and may even know
the location of enemy camps. This could
also include acquiring help from local
trackers or hunters who will lead you
through the more dangerous or difficult
terrains.
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Holding Force
The rebels could act as a holding force,
entering a location in order to take
control of it and secure it as a staging
area or place of retreat.
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6. Mission
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“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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Missions
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Bonuses can be given based on how Failing a mission gives no funding to the
complicated a mission becomes and unit and may even lead to less complex
from adding extra objectives. Injuries or or dangerous missions being offered to
deaths in a unit can also give a bonus. the unit until confidence in their abilities
is rebuilt.
Complication Bonus
Extra Objective Handlers can, if they wish, adjust
payments on the table to account for
Level 1 25,000 blunders, deaths of civilians or collatoral
Level 2 50,000 damage etc. This would slow progress
Level 3 75,000 but may force squads to be more careful
Complication or consider their surroundings.
Level 1 20,000
Level 2 40,000
Level 3 60,000
Injury 10,000
Death 50,000
Capture 25,000
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Missions
Pursuit
This is an easy to mid level mission for The Jungle is dense and all travel times
Ghost Ops, and can work very well as a are doubled, walking 1 klick will take
starting mission for new Operators. 40 minutes rather than 20 and so forth.
There are rivers but the water will need
Background to be purified before drinking, drinking
the water unpurified will result in
The Operators have been sent to East a Vigor roll with failure resulting in
Africa to rescue a UN Ambassador taken vomiting and diarrhoea. Food will need
hostage by a rebel faction. The mission to be found or killed.
was a success and the Operators along
with the Ambassador (VIP) got to the Travel through the forest will reveal
exfil site. Unfortunately as the chopper strutures built by tribes and rebels,
was leaving the area Rebel scouts ranging from rope bridges, huts and
managed to hit the tail rotor with an lean to’s.
RPG. This grounded the chopper with
possible injuries to the occupants inside. The Operators will need to use Survival
to forage for food and water and also
Injuries Notice and Survival to avoid predators
The Handler can decide if there are or traps.
any injuries or shaken Operators by
either just deciding there are or there Situation Mod
aren’t or getting everyone to make Avoid Traps -2
Vigor checks. This will include the VIP. Finding Food -1
Any wounds or Shaken effects will
Finding Water -2
slow the party down, especially if the
VIP is injured or shaken in some way. Avoiding large -1
predators
Avoid snakes -2
Welcome to the Jungle
The Rebels
The Operators and VIP will now be
stuck in the jungle and hunted by rebels. The rebels want the VIP back, and also
Travel through the jungle will be slow, do not wish to lose face as that could
and this will be made even more evident affect their hold on territory. They know
with a civilian in tow. The Ambassador is the jungle and will move through it
out of shape and not dressed for jungle quicker than the Operators. The rebel
treking. leader will send between 10-15 rebels
(based on number of Operators) to hunt
the Operators down.
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The Operators must answer the call and • They are in hostile territory
supply the Handler with a sitrep. with a civilian - The VIP must be
protected at all cost.
What the Handler Knows • Rebel forces will be searching
for them - The rebels will almost
• The Operators chopper is definately have a good idea where
down - The chopper suddenly the Operators crashed.
disappeared from HQs trackers. • They have very little food or water
• That a CIA satellite will be coming - For trained Operators this is less
into range within 20 minutes - of an issue than it is for the VIP.
This will allow the Handler to
update the Operators on enemy The Ambassador
movement. The Handler should play the Ambassador
• That there is a UN outpost 10 klicks how they like but it could be fun to have
from the Operators last known him complain a lot, blame the Operators
position - Once the satellite is or the current situation. Have them want
available this will drop to 8 klicks. to stop and rest, complain about hunger
and thirst and basically be a pain in the
The Operators can attempt to work out ass.
their location by using their Survival
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Handler
Any Operators with a background in Iran Leopards - Use the Lion stats from the
or Afghanistan will know of Whitemarsh, Savage Worlds core rules
private military contractors, that had
their government contract withdrawn Black Mamba Snake - Use the
due to their aggressive actions towards Venomous Snake stats from the Savage
civilians. Worlds core rules
The mine is 3 klicks away and the Boomslang Snake - Use the Venomous
Operators can choose to move towards Snake stats from the Savage Worlds core
the mine or cicumnavigate it, if they rules.
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The 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
a. Terrace
b. Work face
c. Pit bottom
d. Disused pit
Ghost Ops
The Pit
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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If the miners fight then they will act the appropriate modifiers.
like a friendly faction, they will attempt
to slow the rebels down and whittle There is cover before the compound,
down their numbers. This will happen walls, small buildings and trees if the
off screen, but the Operators will hear operators decide to stand and fight.
gunfire from the jungle. At least half the
rebels should survive and confront the If the Operators grabbed a vehicle from
squad or continue to follow them. the Pit then the above will not happen
and they will manage to reach the
Operators will find ammunition, body compound in a short amount of time.
armour, IFAKs, Rations and Water in
the Pit. They will also find a Jeep and Reward
two Trucks. The vehicles will make the
journey to the compound easier, but If the Operators deliver the ambassador
it will involve a 2 Klick diversion in to the UN compound they will receive
order to reach the road leading to the a level 2 hostage rescue reward, with a
compound. level 1 complication bonus. If they took
out the mine, then this will add $50k to
The Handler can remove the vehicles the reward.
from the Pit if they want the Operators
to make the mad dash to safety as The Handler should decide the XP
explained below. earned based on performance.
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Backers & Community
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“Whoever said the pen is mightier than the sword obviously never encountered
automatic weapons.”
― Douglas MacArthur
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Backers
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.
This is just to name but a few of the 200+ community, so thank you all and I salute
you.
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Backers
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Ghost Ops
You are a member of an elite team of special operatives, enlisted from the world’s
best special forces units, to work for a new private military force, that does not
recognise borders and is not funded by just one government, but all of them.
Your missions will take you to the streets of the USA and Western and Eastern
Europe, the mountains of South America, the Jungles of Africa and the deserts
of the Middle East. You will tackle drug cartels, organised crime, private militia,
corrupt governments and terrorist cells.
The game is based on the modern world, but we include help on setting missions
in the past like World War 2, Vietnam or even trying your team with the
Iranian Embassy siege of the 80’s, or you can set the game in the future after an
apocalypse, or invasion of the country you live in. The possibilities are endless.
So, gather your Squad and grab that kill order, the world is a bad place and you
have work to do.
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