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The Legal Stuff

Ghost Ops is a Copyright of FeralGamersInc Ltd. All Rights Reserved. No parts of


this work will be reproduced without consent of the publisher.

If you wish to print out the PDF for personal use, please do so.

No Military or Government Agency has given their permission to be included in this


works. This is a work of fiction and any similarity to anyone living or dead is purely
coincidental.

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

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

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

Artwork by
Cody Polk
Tugsbayer Jamts

Cover Artwork by
Tugsbayer Jamts

Editing by
J. A. Cummings

Proof Reading by
Ian F. White
Philip Bate

Maps by
Philip Bate

Layout by
FeralBot

The Loya Files by


Tim Loya Sgt/ USMC (ret)
Inhalt
1. Introduction 9
Introduction 12
What you will need 12
New Terms 12
New Skills 12
Edges and Hindrances 13
Combat Edges 13
Professional Edges 15
Edges not used 15
Hindrances 15
Hindrances not used 16
Squad Edges 16

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

Backers & Community 117


1. Introduction

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

Introduction cartels to guerrilla armies.

Welcome to Ghost Ops the Savage What you will need


Worlds Edition.
To Play Ghost Ops you will need dice, the
When we began designing the Savage Savage Worlds Core Rules and a good
Ghost Ops game we had two goals in understanding of those rules. If you
mind. The first was to create a great have never played Savage Worlds before
covert operations RPG using the Savage we recommend that you stop reading
Worlds system and the second was not now, and learn the core rules, this book
to change too much. As fans of Savage will mean nothing without them.
Worlds, we felt that changing too many
aspects of what makes Savage Worlds New Terms
great could break the game, could drive
away Savages and would really have In the Ghost Ops setting, we use different
no purpose except to be different. So, names for certain things:
with that in mind, what we have done is
added some stuff, taken some stuff away • Player Characters are Operators.
but left the core rules, the foundations • Gamesmasters are Handlers
and structure that makes Savage Worlds • Minions are Tangos
a great system intact. • Bosses are HVTs
Ghost Ops is also future proof. With
talk of the new ‘Black Edition’ coming New Skills
at some point in the future, we were
mindful of changing too much that We have created a few new skills we
would become redundant or be done felt would be needed to run a Ghost Ops
better by those great people over at mission. These skills are not represented
Pinnacle Entertainment. What we did in the core rules but may have been
not want was a game that would become included in other setting books. For
useless and unplayable 6 months down example, we know that Athletics will
the line. be a new skill in the upcoming Titan
Effect setting created by Knight Errant
Ghost Ops is set in the modern day Media.
but can easily be adjusted for games
set during Vietnam and the cold war These new skills are of course optional
or even future conflicts, with advanced and they may appear in the upcoming
weaponry and armour. The Operatives new edition of the Savage Worlds core
much face those threats we can read rules.
about in newspapers or watch on the
TV. These threats can happen any where
in the world creating a diverse set of
locations and can take any form, from
terrorists to organised crime, drug
12
Einführung
Athletics (Strength) - The Athletics Combat Edges
skill covers any movement considered
to have some form of skill or physical
effort, such as Jumping, Climbing, Diving
Combat Medic
Requirement: Smarts D6+, Healing D6+
or hurdling over obstacles.
You are trained in dealing with injuries
on the battlefield, during hails of bullets
Demolitions (Smarts) – The Demolition
and artillery explosions. You gain +2
skill is used in the priming or defusing
when giving medical aid to a fallen
of explosive devices such as mines, IEDs,
comrade whilst in combat.
timed devices, etc. It allows the use of
explosive materials from Dynamite to
C4. Forward Air Control
Requirement: Smarts D6+, Safe House
Technical (Smarts) – The skill allows Comms Lvl 2.
the Operator to use and repair Drones You are trained to paint targets and
and other electronic gear. It is also used direct air support. The squad needs to
in the sabotage of infrastructure and agree on an Air Support solution for
systems. you to use this edge. This provides +2 to
Pilot and Shoot of the NPC providing the
Tradecraft (Smarts) – Tradecraft covers support
several skills, including surveillance
and countersurveillance (Dry- Ghost
cleaning), eavesdropping, shadowing Requirements: Agility D6+, Stealth D6+
a suspect, and creating legends (cover You are trained to blend into your
background). surroundings and to recognise
advantage whilst in a hostile
We have also added Forensics to the environment or combat situation.
Knowledge list.
You gain a +2 when using Stealth and
Edges and Hindrances Notice in highly dangerous locations
such as a military or government facility,
or behind enemy lines. In addition, any
We have developed several new Edges
guards you encounter are assumed to
and Hindrances for the game. These we
be “Inactive” for the Character’s first
feel add to the Operator types that the
Stealth roll in that location.
players can choose and reflect special
operation training.
K9 Handler
Again, some of these may appear in Requirements: Spirit D6+
other settings that we are unaware of, The Operator has access to a special
but these edges are specifically designed forces dog. The K9 companion will be
for the Savage Ghost Ops setting and treated as an extra character and will
all start at seasoned unless stated level up when the Operator does. See
otherwise. the NPC section for K9 starting stats and
gear.
13
Ghost Ops

Mine Sweeper Tubular Assault


Requirements: Smarts D6+, Notice D6+ Requirements: Agility D6+, Shooting
The Operator has an uncanny knack D6+
of spotting mines and explosive traps. The Operator has trained to assault
They receive a +2 when actively seeking locations such as aircraft, buses and
out Mines, IEDs or booby traps linked to ships, and to fight in cramped and
explosives, and defusing them. sometimes crowded locations. They
gain +2 to shooting and fighting tasks
Resistance to Interrogation when in one of these locations.
Requirements: Vigor D6+, Spirit D6+
The Operator has trained to resist Underwater Ops
various interrogation techniques. The Requirements: Agility D6+, Swimming
Operator gains a +2 to Spirit or Vigor D6+
tests during interrogation and Torture. The character has been trained to
operate underwater, be this priming or
Tactical Driving defusing explosives, stealth swimming
Requirements: Agility D6+, Driving or infiltrating ships and submarines.
D6+
Operator has learnt offensive and The Operator receives +2 when using
defensive driving techniques. They gain Demolition, Stealth, or Repair skills
+2 when driving in either an offensive while underwater. They may use
and defensive way. Swimming skill instead of Athletics,
Fight, or Shoot (i.e. spear-guns) while in
this environ.

14
Introduction

Professional Edges Giant Killer, Noble, Filthy Rich, all Arcane


and Power Edges, All Weird Edges (except
Danger Sense, Healer, Scavenger).
Computer Jock
Requirements: Smarts D6+, Knowledge
(Computer Use) D8+ Hindrances
Operators who try to gain entry to any
seriously defended facility will come up We have created a few Hindrances that
against electronic and physical barriers can be used for the game which we feel
and detectors. Your job concerns the work well with the setting.
former. The Operative is also skilled in
placing viruses or conducting Man in At the end we list those Hindrances from
the Middle Attacks. the Savage Worlds core rules we do not
feel fit.
You gain +2 to Knowledge (Computer
Use) when gaining access to encrypted
By the Book (Minor)
systems with the intention of gathering
information from computers and
You tend to want to do it all exactly as
servers—and/or infecting them with
the law states you should. No cutting
viruses—without leaving am electronic
corners, no breaking the rules. You will
fingerprint.
always demand that everything is done
correctly. Interrogation and torture is
Each raise provides a Player of your
only conducted in a reasonable way and
choice with a benny to use while
the laws of the country you are in are
bypassing the physical barriers.
abided by.

Hazmat Training Glitch (Minor)


Requirements: Smarts D6+
You are trained in the use of Hazmat Technology does not like you. Every time
suits and hazardous materials. When you are nearby it’s bound to go wrong
wearing a Hazmat suit you receive a +2 or break down. You are useless with
to deal with dangerous chemicals or computers and always end up with a
materials and receive no penalties for screen full of adverts or a hard-drive full
vision impairment or movement. of malware. You suffer a -2 when using
computers or electronic technology.
Edges not used
Insubordinate (Major)
Some of the Edges available to choose
from in the core rules are not suitable You find it hard to take orders or follow
for the Ghost Ops setting. Below is a rules. You either always think that you
list of Edges that will not fit the game know better or get easily distracted. You
world., and we recommend not allowing have a problem with authority figures
in the game. and plain just hate being told what to do.

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

Hindrances not used

Below are a few Hindrances we feel


should not be chosen and do not think
will fit the Ghost Ops setting.

Doubting Thomas, Pacifist, Poverty,


Young.

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

Operator Recruitment Special Forces units available. often


these will be the same or similar to
All ICO operators are recruited from other SpecOps forces and this is due
the Special Forces unit they are part of. to the type of training, including cross
Operators are international and come training that these forces do.
from all over the world. Players are able
to choose from 13 countries and 24 Gender
different Special Forces units.
At present many Special Forces units
This highly trained background means do not accept female members, but that
that all operators in the game start at is changing. For the purposes of the
Seasoned. To create an Operator, follow Ghost Ops setting we ignore this and go
the 3 basic steps below. with the ideal that all units accept both
genders.
1. Choose a background and adjust
the basic attributes and add the Weapons & Gear
starting skills.
2. Follow the Savage World Core The Packages come with some starting
Rules Character Creation for gear. Some of the gear and weapons will
Humans, building directly on top not be available in the Savage Worlds
of the background increases. Core Rules and we have included a
3. Choose your Package. Gear section which expands the section
within the core rules.
Each background will have 1 Attribute
increase and 3 starting skills at D4.

Once the Background is chosen, the


player then follows the standard
Character Creation from Savage Worlds.
This means they get to distribute 5
Attribute raises and 15 skill points. They
can also receive the free edge for being
Human.

Each player then chooses one of the 5


packages available. This will give them
a free edge and starting equipment and
will designate their role in the unit.

Background Options

The background options are designed to


represent the training of each of the

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.

Starting Attributes and Skills

Attribute: Smarts D6

Skills: Shooting D4, Notice D4, Survival D4

Packages: Assault, Recon or Specialist

Starting Weapon (Choose 3)


Pistol - USP Tactical
Assault Rifle - M4A5
Battle Rifle - MK 14
SMG - MP5
Sniper Rifle - SR 25

20
Recruitment

Specialist Response Group (SRG)


The SRG are a highly trained Police unit of the Australian Federal Police. They are
trained to respond quickly and to engage in a number of specialised tasks.

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.

Starting Attributes and Skills

Attribute: Smarts D6

Skills: Shooting D4, Investigate D4, Demolitions D4

Packages: Assault, Engineer or Sniper

Starting Weapons (Choose 3)


Pistol - G18
Assault Rifle - HK G36
Shotgun - M870
SMG - MP5
Sniper Rifle - SR 25

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.

Starting Attributes and Skills

Attribute: Agility D6

Skills: Shooting D4, Athletics D4, Survival D4

Packages: Assault, Recon or Specialist

Starting Weapons (Choose 3)


Pistol - G18
Assault Rifle - STG 77
Shotgun - SPAS 12
SMG - TMP
Sniper Rifle - SSG 69

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.

Starting Attributes and Skills

Attribute: Vigor D6

Skills: Shooting D4, Notice D4, Survival D4

Packages: Assault, Recon or Sniper

Starting Weapons (Choose 3)


Pistol - G18
Assault Rifle - HK 416
Shotgun - SPAS 15
SMG - MP5
Sniper Rifle - PSG1

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.

Starting Attributes and Skills

Attribute: Agility D6

Skills: Shooting D4, Stealth D4, Tracking D4

Packages: Assault, Recon or Sniper

Starting Weapons (choose 3)


Pistol - P226
Assault Rifle - C8SFW
Shotgun - M3
SMG - MP5
Sniper Rifle - PSG1

24
Recruitment

The Royal Canadian Mounted Police (RCMP)


The RCMP are both a federal and national police force. Formed in 1920 the RCMP
are not an actual mounted Police with horses only used during ceremonial events.

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.

Starting Attributes and Skills

Attribute: Smarts D6

Skills: Shooting D4, Investigation D4, Demolitions D4

Packages: Assault, Engineer or Specialist.

Starting Weapons (Choose 3)


Pistol - P226
Assault Rifle - C8
Shotgun - R870
SMG - MP5
Sniper Rifle - RM700

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.

Training specialises in Sniping, Breaching, Reconnaissance, VIP protection,


Airborne assault including HALO and HAHO Jumps, and driving. They have been
involved in operations ranging from the rescue of children held hostage in a bus,
hostage rescues on planes, the capture of well- known terrorists etc.

Starting Attributes and Skills

Attribute: Strength D6

Skills: Shooting D4, Athletics D4, Notice D4

Packages: Assault, Recon or Sniper

Starting Weapons (Choose 3)


Pistol - FN57
Assault Rifle - SG50
Shotgun - SPAS 12
SMG - MP5
Sniper Rifle - PGM Hecate II

26
Recruitment

13th Parachute Dragoon Regiment (13 RDP)


The 13 RDP became a reconnaissance unit in 1952, but the regiment itself was
formed in 1676 as a Cavalry Regiment.

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.

Starting Attributes and Skills

Attribute: Agility D6

Skills: Shooting D4, Tracking D4, Stealth D4

Packages: Recon, Engineer or Sniper

Starting Weapons (Choose 3)


Pistol - FN57
Assault Rifle - SCAR L
Shotgun - Spas 12
SMG - MP5
Sniper Rifle - PGM II (Anti-Material)

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.

Starting Attributes and Skills

Attribute: Strength D6

Skills: Shooting D4, Notice D4, Tradecraft D4

Packages: Assault, Specialist or Sniper

Starting Weapons (Choose 3)


Pistol - PPQ
Assault Rifle - G36
Shotgun - FP6
SMG - MP5
Sniper Rifle - DSR 1

28
Recruitment

Kommando Spezialkrafte (KSK)


The KSK are hand-picked from Germany’s Bundeswehr, and are often requested for
anti-terror operations in eastern Europe and the middle east.

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.

Starting Attributes and Skills

Attribute: Strength D6

Skills: Shooting D4, Athletics D4, Survival D4

Packages: Recon, Specialist or Sniper

Starting Weapons (Choose 3)


Pistol - PPQ
Assault Rifle - G36
Shotgun - FP6
SMG - MP5
Sniper Rifle - DSR 1

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.

Starting Attributes and Skills

Attribute: Agility D6

Skills: Shooting D4, Swimming D4, Stealth D4

Packages: Assault, Engineer or Recon

Starting Weapons (Choose 3)


Pistol - G18
Assault Rifle - M4
Shotgun - SPAS 12
SMG - UZI
Sniper Rifle - M24

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.

Starting Attributes and Skills

Attribute: Strength D6

Skills: Shooting D4, Athletics D4, Fighting D4

Packages: Assault, Recon or Sniper

Starting Weapons (choose 3)


Pistol - G18
Assault Rifle - M4
Shotgun - SPAS 12
SMG - UZI
Sniper Rifle - M24

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.

Operations have included Hostage rescues, VIP Protection, Intrusion of criminal


compounds and assaults against military units. The unit is trained in counter
terrorism, demolitions Reconnaissance.

Starting Attributes and Skills

Attribute: Smarts D6

Skills: Shooting D4, Notice D4, Demolitions D4

Packages: Assault, Engineer or Recon

Starting Weapons (Choose 3)


Pistol - 92FS
Assault Rifle - HK 416
Shotgun - M3
SMG - MP7
Sniper Rifle - M82

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.

Starting Attributes and Skills

Attribute: Agility D6

Skills: Shooting D4, Tracking D4, Stealth D4

Packages: Recon, Specialist or Sniper

Starting Weapons (Choose 3)


Pistol - USP Tactical
Assault Rifle - C8SFW
Shotgun - M1
SMG - MP5
Sniper - MSG 90

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.

Specialised training, includes underwater ops, marksmanship, and aerial assault,


which includes both parachuting and HALO jumps. GROM soldiers are expected
to take on the responsibilities of their comrades and 75% of them are trained as
paramedics.

Their operations include recon missions in Afghanistan, VIP protection and hunting
for war criminals in eastern Europe.

Starting Attributes and Skills

Attribute: Agility D6

Skills: Shooting D4, Healing D4, Notice D4

Packages: Assault, Recon or Specialist

Starting Weapons (Choose 3)


Pistol - MK23
Assault Rifle - HK416
Shotgun - R870
SMG - MP5
Sniper Rifle - PSG 1

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.

Starting Attributes and Skills

Attribute: Smarts D6

Skills: Shooting D4, Knowledge (Law) D4, Investigation D4

Packages: Assault, Engineer or Specialist

Starting Weapons (Choose 3)


Pistol - MP 443
Assault Rifle - AK74
Shotgun - SPAS 12
SMG - MP5
Sniper Rifle - SVD

35
Ghost Ops

Sily Spetsial’nykh Operatsii (SSO)


The SSO was started in 2009 as part of the reform of the Russian Federation’s
Armed Forces. They are highly mobile, and well trained and equipped. They engage
in Sabotage, Counter-Terrorist, Counter-intelligence and Special Reconnaissance
missions.

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.

Starting Attributes and Skills

Attribute: Agility D6

Skills: Shooting D4, Technical D4, Survival D4

Packages: Recon, Specialist or Sniper

Starting Weapons (Choose 3)


Pistol - G18
Assault Rifle - AK74
Shotgun - SPAS 15
SMG - MP5
Sniper Rifle - SVD

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.

Starting Attributes and Skills

Attribute: Strength D6

Skills: Shooting D4, Tradecraft D4, Survival D4

Packages: Assault, Recon or Specialist

Starting Weapons (Choose 3)


Pistol - P226
Assault Rifle - C8 Carbine
Shotgun - R870
SMG - MP5
Sniper Rifle - AW 50 (Anti-Material)

37
Ghost Ops

Special Boat Service (SBS)


The SBS is a special forces unit of the British Navy. The unit began life in 1940 as
the Special Boat Section and was renamed the Special Boat Service in 1987 when it
began operations of maritime counter terrorism.

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.

Starting Attributes and Skills

Attribute: Agility D6

Skills: Shooting D4, Swimming D4, Survival D4

Packages: Assault, Engineer or Recon

Starting Weapons (Choose 3)


Pistol - P226
Assault Rifle - C8 SFW
Shotgun - R870
SMG - MP5
Sniper Rifle - AW 50 (Anti Material rifle)

38
Recruitment

Special Reconnaissance Regiment (SRR)


The SSR was established in 2005 and is part of the British Army. They conduct
a range of classified activities related to covert reconnaissance and surveillance
worldwide.

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.

Starting Attributes and Skills

Attribute: Agility D6

Skills: Shooting D4, Notice D4, Fighting D4

Packages: Recon, Specialist or Sniper

Starting Weapons (Choose 3)


Pistol - P226
Assault Rifle - C8 SFW
Shotgun - R870
SMG - MP5
Sniper Rifle - AW 50 (Anti Material rifle)

39
Ghost Ops

United States of America


Delta Force
The 1st Special Forces Operational Detachment-Delta (Airborne) was founded
in 1977 as a response to Terrorist incidents in the 1970s, these led to the U.S.
government deciding to establish a full-time counter-terrorism unit.

Delta Force Training includes Marksmanship, Demolitions, Trade-craft and


Driving, the training is changing constantly with the above being the standard for
all Operatives. Delta Force units are also unique in that they are granted a lot of
flexibility on overseas missions, they are allowed to wear civilian clothing, adopt
civilian hair cuts and facial hair in order to allow them to blend in and conduct
clandestine operations.

Starting Attributes and Skills

Attribute: Agility D6

Skills: Shooting D4, Driving D4, Demolitions D4

Packages: Assault, Engineer or Sniper

Starting Weapons (Choose 3)


Pistol - M9
Assault Rifle - M4
Shotgun - M870
SMG - MP5
Sniper Rifle - MK 13

40
Recruitment

Navy Sea, Air and Land Teams (Navy SEALS)


The Navy SEALs was formed in 1962 from the original Scouts and Raiders school
formed in 1942.

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.

Starting Attributes and Skills

Attribute: Strength D6

Skills: Shooting D4, Swimming D4, Stealth D4

Packages: Assault, Engineer or Recon

Starting Weapons (Choose 3)


Pistol - .45 ACP
Assault Rifle - M4A1
Shotgun - R870
SMG - MP5N
Sniper Rifle - MK 13

41
Ghost Ops

Special Weapons and Tactics (SWAT)


The SWAT teams are elite police units of the USA assigned to deal with
subversive groups, organised crime and drug cartels. SWAT officers are trained in
marksmanship, close combat, negotiations and assault actions.

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.

Starting Attributes and Skills

Attribute: Smarts D6

Skills: Shooting D4, Persuasion D4, Fighting D4

Packages: Assault, Recon or Sniper.

Starting Weapons (Choose 3)


Pistol - M1911
Assault Rifle - M4 Carbine
Shotgun - R870
SMG - MP5
Sniper Rifle - R700

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

For one point you can:


• Gain or raise a skill
• Receive $20,000 for the Safehouse

Derived Stats

Charisma is +0 unless improved by


Edges and Hindrances.
Pace is 6” unless improved by Edges
and Hindrances.
Parry is 2 + half the Fighting skill die
type.
Toughness is 2 + half the Vigor attribute
die type.

43
Ghost Ops

Assault Package

Edge (Choose one)


Resistance to Interrogation
Tubular Assault
Underwater Ops

Equipment
Breaching Tools
Flashbang Grenades 3
Suppressor (all weapons)
Rope

Armour
IOTV + Inserts
Deltoid Protector
Axillary Protector

44
Recruitment

Engineer Package

Edge (Choose one)

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

Edge (Choose one)


Dodge
Ghost
Underwater Ops

Equipment
Ghillie Suit
Suppressors (All Weapons)
Smoke Grenades 3
Maghook
Lockpick

Armour
IMTV + Inserts
Pads
Gloves

46
Recruitment

Specialist Package

Edge (Choose one)


Combat Medic
K9 Handler
Tactical Driving

Equipment
Medical Kit
Hazmat Suit
Toolkit
Maghook
K9 Gear

Armour
IOTV+Inserts
Deltoid Protector
Axillary Protector
MICH

47
Ghost Ops

Sniper Package

Edge (Choose one)


Ghost
Marksman
Steady Hands

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.

The list belows shows what the basic


loadout looks like for more Information
see the Loadout section. Notes
Ghost Ops adds a ton of new weapons
Comms - Short range in ear radio device. and equipment to the Savage Worlds
Compass - Adds +1 to Survival when core rules. These do not have to be
attempting to determine direction. used but we feel the immersion will
Energy Bars - Great for reducing Fatigue suffer if they are not used.
Flashlight - Cancels out penalties from
darkness. We have tried to keep the gear and
IFAK (Individual First Aid Kit) - Adds weapons true to reality and the
+1 to Healing attempts. background of the Operatives.
Glowsticks (5) - Reduces darkness
penalties by 1 point. Lasts 6 rnds or Important
until dropped. Handlers must emphasise that gear
Multi-Tool - Adds +1 Repair. is selected before a mission, and that
Night Vision Goggles - Cancels out changing gear or obtaining gear is not
darkness penalties, applies -1 to Notice. possible for most missions. There are
Pen/Notepad - Simple pen and notepad. no traders or blacksmiths in Ghost
Quarterback Sleeve (Maps) - Velcro Ops. Operators must plan ahead
pouch that attaches to clothing. together to cover all eventualities.
Spare Batteries (6) - For the Flashlight
Watch - Standard timepiece with
stopwatch function.
Woobie - Wet Weather Poncho.
Zip Ties - Used to secure or restrain.

Each Operator also receives a mustering


out pay of $10,000 this can be used to
buy gear or can be placed in a unit pool
for improvements to the Safe House.

Operators also receive the weapons


mentioned in their background. These
can be swapped out with other weapons
once new weapons are acquired.

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.

Savage Armoury Designator – The laser designator is


The third option involves downloading quite bulky and allows the Operator to
the Savage Armoury from: mark locations for airstrikes.

h t t p : / / w w w . g o d w a r s 2 . o r g / Flotation – A circular device attached


SavageWorlds/SavageArmoury.pdf to the battle belt. When activated, the
device inflates a semicircular cushion
These are great rules that work well around the user allowing them to float.
with any setting. Often two are used.

Operator Gear The following table shows both standard


Loadout and non-loadout gear. Some of
What follows is a list of available gear to this may crossover with the core Savage
Operators, this also includes available Worlds book.
upgrades. Items marked with an * is
standard Loadout for the Operators and

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

Item WGT Cost Description


Binoculars 2 400 Standard Binoculars
Nightvision +100 Optional Night-vision
CamalBak 1/2* 70 Water Carrier
Canteen 1 40 Water Carrier (belt)
Carabiners 1 30 +1 Climbing
Designator 4 2500 Forward Air Control
Flotation 25 Belt Carried Flotation
Ghillie Suit 1/2** 700 See description below
Grapnel 2 40 +1 Climbing
GPS Nav 75 +1 Navigation
Hazmat Suit 1/2** 800 See Description
Laptop 3 1000 Shock Resist/ Anti-EMP
Laser Pointer 10 Standard Laser Pointer
Lockpicks 40/120 +1 Lockpicking
Maghook 4 400 +2 Climbing
Metal Detector 4 200 +1 Mine Detection

Rebreather 1 150 Stay beneath water


twice as long
Rope 1 20 20 metres of Rope
Tool Kit 2 50 Selection of Tools
* Empty/Full ** Worn or Carried

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.

The Ghillie Suit will add a 2 to either


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

Hazmat Suit
Not standard gear for most Operators
the Hazmat suit allows the safe use of
dangerous chemicals or other materials
(radioactive etc).

The Suit allows the Operator to be in


the proximity of dangerous materials
for 20 rnds before it needs to be
decontaminated.

56
Loadouts

Carriers Battle Belt - Highly customisable belts


that can be matched with mollies and
When building your battle belt, Molle battle armour. Allows you to mount
or Plate carrier you must make sure holsters and pouches. Has Velcro area
that everything is in easy reach and for IFAK quick grab, a rappel ring and
balanced. Snipers may consider leaving various hooks.
the front of a battle belt clear to make
laying front down easier. Molle - Modular Lightweight Load-
Carrying Equipment - Worn along
All carriers are standard issue for with the IOTV or Tactical vest. The Molle
Operators and should be available in the has removeable pouches and various
Safe House. pockets for carrying gear.

General Battle Belt Setup


Holster, Pistol Ammo Pouches (2), Rifle ammo Pouches (1), Dump Pouch, Multi-tool,
Flashlight, IFAK, Knife.

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

Drones civilian drones and can be easily carried


in a pack folded.
Drones come in three types, but each
type can be upgraded to the next type Drone Descriptions
up, so a basic Recon Drone can be fitted Recon - Standard Recon drone. Can be
out with Tactical Drone Upgrades and sent to scout areas, relaying information
so on. This allows the Operator to match back to the Operator via video feed. Can
the Drone with the mission even in the take photos and has night-vision.
field.
Tactical - The next step up, similar to
Drones are smaller than the standard. the Recon drone but can be placed in

57
Ghost Ops

Drone WGT Cost Modifier


Recon 2 1500 +2 Notice
Upgrade to 300 Will upgrade to Tactical
Tactical 2 2000 +2 Notice
Upgrade to 500 Will upgrade to Assault
Assault 3 3000 Uses Technical Skill for
Combat

stealth mode, making it almost silent. parts of the world.


Has night-vision and infrared, relays
back information by video and sound. Underlayer & Insert Descriptions
Can be used to pinpoint Tangos and Underlayers - The under layers are
place them on a map. Operator can zoom designed to go under the body armour
and mark important locations. of the wearer. They are designed to be
comfortable and flame retardant.
Assault - The assault drone is designed
to take out Tangos at range. It has both Blast Boxers - Designed to protect
video and sound feeds which are relayed against IED shrapnel and worn under
back to the Operator and comes fitted the armour.
with night-vision and infrared. Also
has an automatic targeting and manual Inserts - Ceramic plates that are
targeting system for the 4 missiles and 6 inserted into plate carriers. These are
shot .38 gun built into the drone needed to give armour like IOTVs there
Armour Value.
The Drone Operator will fire the weapon
once the Drone has the target fixed.
Drones cannot make called shots but
can Aim.

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.

Operators have a wide variety of armour


at their disposal from many different

58
Loadouts

Underlayers & Inserts


Type Armour Modifiers
Underlayers
Army Shirt 0 2 AV Vs Fire Damage
(ACS)
Blast Boxers 1 2 AV Vs Explosions
Long Johns 0 2 AV Vs Fire Damage
Tactical 0
Trousers
Inserts
E-SAPI 3 See Below
X-SAPI 4 See Below
E-SBI 3 See Below

Body Armour Descriptions and will protect against some small


IOTV – Improved Outer Tactical arms fire.
Vest – Military standard and offers all-
round protection. It is compatible with Often seen being used by Agents or
the Deltoid Protector and the Axillary Police.
Protector. Can be loaded with both
E-SAPI or X-SAPI and E-SBI plates and IMTV - Improved Modular Tactical
also has Velcro and straps for pouches. Vest – A smaller, lighter version of the
Weighs between 30 to 35 pounds (14- IOTV and has the same side, front and
16 kg) when fully loaded. The armour back pouches for the inserts. Due to its
can be quickly removed by pulling a lighter, smaller size its often favoured by
hidden lanyard. smaller Operators or female Operators.

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

Gloves - The Gloves are cut proof and Weapons


padded.
We have expanded the weapon list for
MICH - Modular Integrated Comms personal weapons beyond that found in
Helmet – The standard helmet for the Savage Worlds Core. These weapons
military personnel. Can be covered by are optional and Handlers should use
cloth covers to match the camouflage what they are most familier with.
needed and allows attachment of night-
vision device and goggles. Operators are trained to use a wide
variety of weapons and there should
ECH - Enhanced Combat Helmet – A be no penalty for firing or using any
more tactical design than the MICH, the weapon found on the battle field. In a
ECH allows for better mobility and is similar way that most ammo is universal
lighter. Can be fitted with camouflage and can be fired from most guns of the
covers and allows attachment of night- same calibre
vision and comms equipment

62
Loadouts

Type Range Dam AP RoF Wgt Shots STR


Handguns
92FS 12/24/48 2D6 2 3 1 15 D6
.45 ASP 10/20/40 2D6+1 1 2 1 9 D6
FN57 12/24/48 2D6+1 1 3 1 20 D10
G18 12/24/48 2D6 2 3 1 17 D6
M9 1224/48 2D6+1 1 2 1 15 D6
M1911 12/24/48 2D6+1 1 2 2 7 D6
MK23 12/24/48 2D6 2 2 1 17 D6
MP443 12/24/48 2D6+1 2 3 1 15 D6
P226 12/24/48 2D6 2 3 1 15 D6
PPQ 12/24/48 2D6 2 2 1 15 D6
SMGs
MP5 12/24/48 2D6 2 3 or B 3 30 D8
MP7 12/24/48 2D6+1 2 3 or B 2 30 D8
TMP 12/24/48 2D6 1 2 or B 3 30 D8
UZI 12/24/48 2D6 2 3 or B 4 32 D8
Assault Rifles
AK74 30/60/120 2D6+1 1 2 or B 4 30 D6
C8SFW 30/60/120 2D8 1 2 or B 4 30 D6
HK416 30/60/120 2D8+1 2 2 or B 3 30 D6
HK G36 30/60/120 2D8 2 2 or B 5 30 D6
M4 30/60/120 2D8 1 2 or B 4 30 D6
M445 30/60/120 2D8+1 1 2 or B 4 30 D6
M4A1 30/60/120 2D8 2 2 or B 4 30 D6
SCAR L 30/50/120 2D8+1 2 2 or B 4 30 D6
SG50 30/60/120 2D8 1 2 or B 5 30 D6
STG 77 30/60/120 2D8 2 2 or B 4 30 D6
Shotguns
FP6 24/48/96 2D10+1 3 1 3 7 D8
M1 24/48/96 2D10+1 3 1 4 6 D8
M3 24/48/96 2D10+1 3 1 3 7 D8
M870 24/48/96 2D10+1 3 1 4 7 D8
R870 24/48/96 2D10+1 3 1 4 8 D8
SPAS 12 24/48/96 2D10+1 3 1 4 8 D6
SPAS 15 24/48/96 2D10+1 3 1 4 6 D8

63
Ghost Ops

Type Range Dam AP RoF WGT Shots STR


Sniper Rifles
AW50 53/105/210 2D10+2 3 2 7 5 D10
DSR 1 30/70/140 2D8 3 2 4 10 D8
MK13 35/70/150 2D8+1 3 2 5 10 D8
M24 38/75/150 2D8+1 3 1 4 5 D10
M82 35/70/130 2D8 3 2 3 20 D8
MSG 90 35/75/150 2D8+1 3 2 4 10 D8
PGM II 50/100/200 2D10+2 3 1 7 5 D10
PSG 1 33/65/130 2D8+1 3 2 7 20 D6
RM 700 30/70/140 2D8+1 3 1 3 5 D10
SR25 28/55/110 2D8+1 3 2 4 10 D8
SSG 69 35/60/120 2D8 3 1 5 5 D10
SVD 35/70/140 2D8+1 3 2 4 10 D8

Other Weapons Vehicles


We suggest using the Savage Worlds We recommend the Savage Worlds core
Core Rules for all other weapon types, rules regarding vehicles and Chase
as these are well represented. rules. Again, these are well established
and we would not add anything new to
• Melee Weapons what rules are already available.
• Machine Guns
• Explosives
• Unarmed Combat
• Launchers
• Missiles
• Mounted Weapons

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

Standard Military Training


Instruction
Acronyms

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

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

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

CASEVAC Casualty Evacuation - Either the action of removing casualties (typical


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

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


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

MEDEVAC Medical Evacuation - A vehicle specially equipped and crewed to deal


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

PII Personally Identifiable Information - Any piece of information that can be


used to easily identify an individual or target. Ex: “Each of you needs to go through
your PII checklists; this is a black op” or “I want you to check all our tangos for PII;
we have to confirm we eliminated our target.”

SCI Sensitive Compartmentalized Information - The official term for information


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

SSE Sensitive Sight Exploitation - The identifying and procurement of items of


high intelligence value from a specific location, commonly a target building. Ex:
“After we have the site secured I want three guys on SSE.”

TCN Third Country National - An individual of citizenship or ethnicity that does


not belong in the operational area. Ex: “Yeah, Command, something bigger may be
going on; we have about 50% TCNs among the downed tangos.”

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

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

VDM Visual Distinguishing Mark - Any easily verifiable features to verify the
identity of an individual or target. Ex: “If you check your dossier you will see that
Target One has several VDM.”
Jargon

Jargon is common with every profession and the military and government are
no exceptions. These are a few common to the military in general, or the special
operations community specifically, to add flavor to your character’s interactions.

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

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

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

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

Fobbit - A mashup of the words FOB and hobbit, used to indicate a 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

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 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.”

Squirter - An individual retreating from the engagement area; originally utilized


by aviation units it has become more commonly used by infantry and Special
Operations. Ex: “South side, South side, I’ve got a squirter headed out the door on
the South side of the building.”

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

Terp - Shorthand for Interpreter, specifically one of indigenous origin working


under the promise of money, protection, relocation, or a combination of the three.
Ex: “Well we’re up The Creek, Terp was with Boyes and Parson in Victor One.”
Hand Signals

Even in today’s day and age of throat mics and satellite comms the military still
practices hand signals. While this, admittedly archaic, practice may seem useless
to some it has a very important real-world application. Sometimes comms break
down, sometimes even subvocalization would be too loud, sometimes it’s just more
expedient to make a few hand motions than to speak.

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

Formation and Posture


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

Enemy Presence, Count, and Location


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

Target Building Information


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

Tactical Movement

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

Never Skyline Yourself


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

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

Always Conserve Your Fire


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

Laws of War

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

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

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

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

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

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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

78
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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Ghost Ops
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.

Medical Facility Comms Centre


The Medical Facility can be used to treat The communications centre holds the
injuries and even conduct research and computers, satellite links, and servers.
complex surgeries.
Level 1 -Free – Computer, Internet
Level 1 – Free - Basic first aid station. access and radio rig.
Operators can restock their IFAKs from
this location. Level 2 - $20, 000 – Computer station,
Server bay, selection of Hacking software
Level 2 – $30,000 – Allows the and satellite links. Will connect to palm
treatment of injuries and has room tops or Operators’ phones allowing the
for 3 patient beds. Also comes with a uploading and downloading of data.
research lab for the analyses of toxins. Includes virus and maleware protection.

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

80
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.

Holding cells Medium Safehouse $250K


Each Safehouse comes with a holding
area for prisoners. Larger than the standard with all the
standard areas plus an extra bunker
Level 1 – Free – Small cell with toilet below the building and a helipad on the
and bed with adjoining interview room. roof. All areas start at level 1.

Level 2 - $10,000 – 2 Small cells with Bunker


toilet and bed and camera surveillance. A bomb proof shelter built beneath the
Adjoining interview room, with house, set up for emergencies.
security cameras and voice recording.
Comes with floor and table manacles, Level 1 – Free – A basic Bunker with
soundproofing and lie detector unit. 5 bunks, chemical toilet, air filters and
enough food and water for 3 months.
Level 3 - $25,000 – 3 Small cells with Includes gun locker for up to 6 weapons.
toilet and bed, 2 interview rooms with
security recording devices, manacles Level 2 - $25,000 – More advanced
and lie detector units. Has another Bunker with 3 double bedrooms,
room used for enhanced coercive advanced chemical toilet linked to
interrogation techniques and access to septic tank, air filter unit, kitchen and
Extraordinary Rendition black sites. comms room, food and water for a year
and a gun room that holds up to a dozen
Workshop weapons and unlimited gear.
A workshop for the repair and upgrading
of gear, comms and Drones. Squad Edge: Adv. Security - Night Vision
cameras and Infa-red gives +2 Notice for
Level 1 – Free – Basic workshop allows spotting intruders.
the repair of basic gear.
Level 3 - $50,000 – Top of the range
Level 2 - $20,000 – Workshop with Bunker, with outside security cameras
electrical tools for repairing comms and motion detectors, comms room
systems and Drones. Gives +1 Advantage with satellite link, 5 bedrooms, kitchen,
when repairing electronic devices. R&R room, workshop, generator (petrol
and solar powered), gun range and
Squad Edge: Maintained - Operator guns secure room. Enough food and water for
will not jam the first time they Fumble. 5 years.

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Ghost Ops
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.

Helipad Level 2 - $30,000 – Medium sized


A roof-built helipad. airfield, has two hangars, a fuel truck,
spotlights for security and night flying.
Level 1 – Free – A marked out area on Manned control tower.
the roof for a helicopter. Comes with
landing lights. Squad Edges: HALO Experts - Each
Operator receives +2 when making
Level 2 - $15,000 – Secure Helipad, HALO Jumps from an Aircraft.
with landing lights and satellite links to
air traffic control. Tethers are available Level 3 - $60,000 – Large airfield.
to lock down the copter. Has 4 hangars, air defence (SAM), and
radar systems built onto 24hr manned
Squad Edge: Combat Rappel - Operators control tower. Security flood lighting
receive no negative modifiers when and electric fencing. Each hangar has its
rappelling from a Helicopter. own fuel station and office area.

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.
84
Safehouses

Upgrading a Safehouse Bug-out kits match the level of the safe


house they are linked to.

Each Safehouse has 3 levels. At the Level 1 – Emergency rations, medical


end of each mission, the squad gains kit and 5 clips of ammo.
access to funds. These increase as more
missions are accomplished. These funds Level 2 – As above, plus Weapons, gear,
can be spent on an upgrade, spent on and +5 clips of ammo.
obtaining a new Safehouse or saved in
order to accumulate enough funds to by Level 3 – As above, plus vehicles, fuel
higher upgrades. and a comms unit.

The Safehouse will upgrade to the Drops


next level once all components of that These are locations where information
Safehouse have been upgraded. So, a and items can be delivered by the ICO
level 1 Safehouse will upgrade to level 2 or contacts. The drop must be arranged.
once the Garage, Armoury, Medical Bay, Operators just turning up to a drop does
R&R Room, Holding Cells, Workshop and not guarantee that something will be
Computer Room have been upgraded to there.
level 2.
A drop location could be a mail box in
By upgrading a Safehouse, the squad the middle of nowhere, a luggage locker
gains access to better gear, more at a train or bus station and even a box
vehicles, upgrades and support. By at a post office under a false name.
purchasing new Safehouses, the squad
has always got somewhere to go. We will go into more detail about
Safehouses and Drops in the Safehouses
Each Safehouse comes with 2 drop and Drops Sourcebook published by
locations and 2 Bug-out kits per level. FeralGamersInc.
These can be hidden anywhere within
the city or country where the Safehouse
is located at level 1. At level 2 they can
be located in an adjoining country and
at level 3 they can be anywhere in the
world. This allows the squad to have
access to gear in emergencies.

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.

85
Ghost Ops

86
5. Handler

87
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

88
Handler

The World of Ghost Ops Who are Control?


Control are the people behind the
curtain, the faceless agency and
The world of Ghost Ops is very similar government officials that pass the jobs
to our own, with the same issues and the to you, which you then pass on to the
same wars. In Ghost Ops, the Operators Operatives. They can come from any
exist to tackle some of these problems country and from any agency. They are
with international backing. They are a never seen and are never in any danger.
team of highly trained individuals that Control are expected only to have the
are not controlled or funded by any best interests of the people, and have
single country but by many. This allows no outside agenda, but is this always the
them access to places and aid that case?
would be closed to them if they were
solely sponsored by the USA or the UK, It can sometimes be interesting to
for example. have Control send a mission that has
moral issues and forces the Operatives
The Ghost Ops game can be set to question the implications of the
anywhere. Missions can be placed in directive.
cities, jungles or deserts. Borders and
laws are not recognised as freedom
Responsibilities of a Handler
and democracy is the deciding factor.
As the Handler you relay the information
This allows missions to revolve around
from Control. You answer the questions
terrorist cells, drug cartels, criminal
and deal with the issues and fallout. You
organisations, disreputable arms
are the bridge between the Operators
dealers and even rogue special forces
and Control, the only connection the
units acting as mercenaries for rogue
team has to the ICO hierarchy. The
nations. The scope of the missions are
Handler will often be in the field, but a
endless.
lot of the information or communication
you have will be through encrypted
As a Handler you work directly with
channels or Drops. Face-to-face meets
Control under the International Covert
with the Operators are rare.
Operations banner, and pass on the
intel and mission parameters to the
In game terms you are an extra member
Operators. You control the NPCs and
of the team, and in the game you do have
Tangos that the Operatives encounter
a face. You could even build a character
and relay any mission changes that may
in case there are any situations that you
occur.
get caught up in (Bruce Willis’s part in
the Expendables is often a good example
of this).

In real time you are the gamesmaster and


deal with all the issues and questions
that arise as an impartial judicator.

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Ghost Ops

Future Ops Invasion


The Invasion scenario has been popular
with movies like Red Dawn, etc., and
The Ghost Ops setting can be played works well with the Ghost Ops RPG.
in different time periods, one of which An invading country taking over
is the future. Military equipment and infrastructure and key locations will
weaponry is advancing quickly, with give a lot of missions for secret forces
smart weapons, invisibility, iron man like the ICO.
suits and even AI and robots.
Infection
To run a Ghost Ops game in the near
A world-wide pandemic, a disease
future will involve checking predictions
released by terrorists or some other
of next gen military equipment and
biological threat would be similar to
adapting it to the game. We will be
the Post-Apocalyptic scenario, with the
releasing the Future War Supplement
collapse of society and a deadly virus
later in 2019 which will allow you to
passing through the survivors, causing a
adapt the game to 20 years into our
variety of symptoms.
future.
Zombies
Post -Apocalyptic The Zombie Scenario is a fan favourite
The Post-Apocalyptic scenario is a
and a world infested with the walking
popular one and something that can
dead has been used a lot in recent
easily be adapted into Ghost Ops. Setting
years, giving the Handler a ton of source
the game after a major nuclear attack,
material.
with the Operatives emerging from their
bunker, will be easy to do. Below are a
few plot ideas.

Save the President – The Operatives


emerge in a destroyed capital city. The
last message they received was to get
to the capital building and save the
president and get him or her to a safe
location.

Find the Bombs – Terrorists detonated


3 nuclear devices in major cities, and
they say there are more. Find them and
defuse them before they go boom.

Clean Up – ICO Operatives are being


called to help bring order back to the
city. You will need to secure hospitals
and food from looters and gangs.

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Ghost Ops

Past Ops lines, infiltrating Nazi bomb making


facilities, or taking out Nazi top brass.
The Ghost Ops RPG can also be set in the The Operatives could have assistance
past with very little adaption. A lot of the from the Resistance to sabotage
weaponry used today has been around research stations and put a stop to Nazi
for a few years or are improvements technology.
upon older designs. Modern equipment
like Drones, the Internet, GPS and cell Running NPCs
phones did not exist, meaning Operators
will need to rely on Payphones, Fax The Operators will come across many
machines, mail, compasses and maps a NPCs during their missions, from
lot more. civilians to Tangos, and as the Handler
you need to run all of them. Often
Cold War Civilians will be there to create obstacles,
The Cold War is a large period in give information or run screaming from
history, but a lot of interesting moments the room as a hail of bullets fills the air.
happened. Spying and espionage were
at an all-time high between Russia and Civilians
the USA, with covert actions happening Civilians are the non-combatants in a
on an almost weekly basis. Setting the mission. Often they are the innocent
game between the 60’s and the early 90’s bystanders, but sometimes they may
gives a lot of scope for missions around have important information or be a
the world, from Embassy infiltrations, contact for the Operators. Civilians
snatch and grabs, sabotage and even don’t have stats; as the Handler you
spreading false information. must decide what happens. If they get
shot they are either dead or injured, and
Vietnam if injury happens, then it happens for a
The Vietnam War could be an interesting reason, either to force the Operators to
period, with most operations happening help them as a distraction or as a reason
in steaming jungles where the slightest for the bad guys to be even more vilified.
wrong step could trigger a landmine
or booby trap. Villages held enemy Civilians can always be in the
combatants and you could never tell background, a busy shopping market
who was friend and who was foe. Also, or city street, members of a village
agencies like the CIA were the active, or even the workers in a cartel drug
blurring the lines and dealing with all factory. Civilians make great obstacles,
sides of the conflict. and the killing of civilians should be
frowned upon or totally forbidden by
World War II the Operators.
Earliest of all the past timelines, the
Second World War is another great The 3 Stages of Threat
era for exciting missions. These could The standard bad guys are the most
include being dropped behind Nazi common threat to the Operatives.

92
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

Tangos come in three types of threat High Value Targets (HVTs)


level: Minor, Standard and Major. These HVTs are the bosses and refer to the
threat levels can show the difficulty playing cards given to military personal
of the mission or a particular scene and is an abbreviation for high value
during a mission. As the Handler, you targets. HVts are rare, and Operators
must know what the Operators can deal will need to get through a lot of Tangos
with and fit the threat accordingly. Each to meet one. When running an HVT, we
Tango type has a stat block below, feel suggest that they are the ultimate goal,
free to change these to fit the mission. always one step ahead of the Operators,
surrounded by loyal Tangos and wealth.
Minor Tango They will have influential connections
Attributes: Agility D6, Smarts D6, Spirit D6, with all kinds of people, from police
Strength D6, Vigor D6.
chiefs to government officials.
Skills: Fighting D6, Shooting D6, Notice D6,
Stealth D6, Taunt D6
Charisma: -; Pace: 6; Parry: 5; Toughness Handlers should create HVTs like they
5; would an Operator. HVTs also receive
Gear: Kevlar (2) AK47 Bennies and are treated very much like
Hindrance: Yellow Operators.
Edges: Improvisational Fighter
Many HVTs could be ex-special forces
Standard Tango themselves, and the ultimate challenge
Attributes: Agility D8, Smarts D6, Spirit D6, to any team would be to take on a group
Strength D6, Vigor D6. of ex-special forces HVTs. That would
Skills: Fighting D8, Shooting D8, Notice D8, be a tough job. All HVTs will be wealthy
Stealth D8, Taunt D6. and have the loyalty of the Tangos they
Charisma: -; Pace: 6; Parry: 6; Toughness: control.
5.
Gear: IMTV (4) AK47, Grenades
Hindrances: Mean
Edges: No Mercy

93
Handler

Known Terrorist and Logan


Criminal Organisations
We will be releasing a number of
sourcebooks over the coming months
which will cover parts of the world and
the criminal and terrorist groups that
can be found there, but we have also
included a few examples in the following
pages that can be used in any missions
designed by the Handler and as a taster
of how these groups are shown within
the Ghost Ops setting.

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

95
Ghost Ops

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.

By 2011, Okeke and his militia had grown


into a serious threat, armed by Libya
and various other rogue states as well
as arms dealers like John Logan. They
began to sweep across Uganda, grabbing
land, hijacking aid convoys and even
successfully attacking a UN compound
in order to steal two helicopters and a
number of armed vehicles.

Recently Okeke has been taking on Balkans


more child soldiers and has also begun
distributing drugs in order to control Ndjekesit e Deshmorit (Followers
the Ugandan people and weaken any of the Martyr)
resistance. They have committed In 2010, an Albanian drug dealer by the
various massacres and are negotiating name Driton Hoxha was shot down by
with other African militia in Liberia and Albanian authorities. The news spread
the Republic of Congo to create a new quickly amongst crime gangs and soon,
African government. like Chinese whispers tend to do, the
more people heard and talked the more
Okeke is considered an HTV the story and circumstances changed.
Driton went from a drug dealer to
Attributes: Agility D8, Smarts D6, Spirit D8, a worker helping the poor, killed by
Strength D10, Vigor D8.
corrupt authorities under control by
Skills: Fighting D8, Shooting D10, Notice
outside forces. Within two weeks of
D8, Stealth D6, Taunt D6
Charisma: -; Pace: 6; Parry: 6; Toughness being killed, Driton became a martyr.
7;
Gear: Kevlar (2) AK47 The small crime gang that Driton ran
Hindrance: Greedy, Delusional with changed their name, claiming that
Edges: Alertness, No Mercy they had only done what they did to

96
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.

The gang grew and changed as the years


went by, and in 2018 they are the largest
crime organisation in Albania. They have
incorporated gun running, kidnapping,
blackmail and protection into their
list of criminal enterprises and have
also adopted a more far-right stance,
with tributes to Adolf Hitler, providing
protection to far-right group rallies and
marches and even being implicated in
the assassination of pro-immigrant,
pro-Israel leaders and influencers.

The current leader of the gang is Frenk


Kreshnik, a Kosovar who moved to
Albania to find work but quickly fell K9 Companions
into crime. No one is sure how Kreshnik
managed to convince the gang to take
Operators who have chosen the K9
him as their leader, but since he has, the
Companion Talent will have a dog.
gang has become more dangerous and
These specially trained dogs live with
unforgiving.
the Operator from puppyhood, and a
bond grows between them both. This
Frenk Kreshnik – HVT
bond is unbreakable and is for life.
Attributes: Agility D10, Smarts D8, Spirit
D6, Strength D8, Vigor D6.
Special Operative K9s are trained in
Skills: Fighting D10, Shooting D8, Notice sniffing out explosive devices and taking
D6, Stealth D8, Taunt D6 down Tangos, and when they are present
Charisma: -; Pace: 6; Parry: 7; Toughness during an Operation are considered one
6; of the team and just as valuable.
Gear: Kevlar (2) AK47
Hindrance: Overconfident, Vengeful The Operator with the Edge does not
Edges: Brawler, Killer Instinct need to take their companion on every
mission, and the Dog will be happy to
wait back at the Operator’s home or the
Safehouse.

97
Ghost Ops
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.

As a Handler, you need to make sure the


Operators understand the importance
of Hearts and Minds campaigns and
how they can help in a number of
ways. Below is a selection of important
aspects of running a Hearts and Minds
mini mission within a larger campaign.

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.

98
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.

Bug out locations


Trusted locals may shelter you if you
are being hunted. Having somewhere
safe to retreat to is a great resource
and something that could mean the
difference between life and death for
the Operators.
99
Ghost Ops
In order to improve the base level Also, Operatives need to show power. A
of hostility, the team can formulate criminal or terrorist group can control
a Hearts and Minds strategy. This whole communities through fear,
requires a three-stage implementation, kidnapping loved ones, religious beliefs,
represented in game play by three etc. Locals will be more willing to help if
individual Persuasion skill checks. Each they know they have the chance to win.
success and raise will reduce the level
of hostility by one step. Each failure Bribery and Gifts
reduces the level by one step. However, Gaining the trust of the locals by giving
each roll after the first accrues a gifts of chocolate has been a tried and
further-2 modifier as the achievements trusted method of gaining communities’
plateau. friendship, or at least of softening any
bad feelings.
The Persuasion skill roll can be
positively modified by providing food This is not going to work with hardened
and medical aid, handing out bribes, rebels. The following table shows
talking to the right people, etc. The possible modifiers that can be applied.
Handler may assign their own negative
modifiers determined by other (secret?) Also, the offer in aid to solve a problem
circumstances. for them will often be enough.

Common Enemy Example 1


If the enemy is a threat to the local Hey Gringo, we will help you fight the
people, this can often help sway an Pendejo Cartels, but we need our men
unfriendly group to a friendlier one, at released from the Federale prison. This
least until the mutual issue is resolved. will gain our trust.
This may seem like a no-brainer but just
because a local cartel are considered Example 2
a major problem by the DEA does not As the police commissioner, I have some
mean that locals feel the same way. The sway, but the gang leaves my family
cartel could provide jobs, give gifts of alone and each month I receive 2000
food or even fund local festivals. These euros to look the other way. My hands
should all be taken into consideration. are tied unless you can come up with
another solution.

Social Group Food Money Guns Favours


Individuals +1 +2 0 +1
Groups +2 +2 0 0
Rebels +1 +2 +2 +1
Government 0 +1 +1 +2
Forces

100
Ghost Ops

Benefits to Success Example 1


The rebel bombardment can be heard a
Once the Operators have accomplished mile away. Many of the Tangos jump into
gaining the support of the local people, jeeps and drive off toward the attack.
this can manifest in various ways and This has lowered the number of threats
will depend on how the Handler wants in the drugs lab.
to run it. Offers of food and shelter are
exactly that, and the Operators can forgo Example 2
rations for a time. Offers of military The mortar fire hits a number of
support from rebel factions or groups buildings in the compound. You see the
could appear in various forms. communications building collapse into
rubble.
Distraction
The rebel group are attacking the
Example 3
Tangos at a different location, forcing
The rebels enter the base and
Tangos away from the Operators’ target
begin rounding up any Tangos that
or allowing the Operators advantage to
surrendered. The rebel leader states that
infiltration as everyone is looking the
they will hold this location, making sure
other way.
no one can flank the Operators.
Aerial Bombardment
Depending on the level of the rebels,
a bombardment via mortars could
weaken or suppress the Tangos.

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.

Rebel groups or militias should never be


used to do the Operators’ job for them.
The Handler should never state that
they will, and the level of support will
never be higher than as a back up unit.
Also, for the sake of drama, any attacks
by the locals should be off screen. The
Operators should be aware of it, but the
Handler should control the effects of the
aid through narration.

102
6. Mission

103
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

104
Missions

Experience & Funding mission type, and below is a list of


mission types and their funding.
As Operators complete missions they
will receive Experience points. For ease Mission Fund
of use the Handler should follow the Hostage Rescue
guidelines for handling experience as Level 1 50,000
detailed in the Savage Worlds core rules.
Level 2 100,000
Funding is different and is unique to Level 3 200,000
Ghost Ops. Operator Squads will receive Assassination
cash for completing missions. This can be Level 1 30,000
used to buy gear or upgrade safehouses. Level 2 70,000
The cash given is for the entire squad
Level 3 150,00
not each individual Operator. The squad
as a whole should either distribute the Assault
funds out or decide how they are spent. Level 1 100,000
Level 2 200.000
Funds Level 3 300,000
The completion of missions gives the Info gathering
Operators access to funding. This
funding differs for each mission and Level 1 25,000
often when a new objective is added to Level 2 50,000
an ongoing mission, a bonus is offered. Level 3 75,000
VIP Protection
Example Level 1 20,000
The Operators are watching the mansion
of a known cartel boss. Their current Level 2 50,000
mission is to take out the boss, grab his Level 3 75,000
files and destabilise the cartel’s control
in the area. As they are about to go Mission Level Breakdown
in and ‘clean up,’ they get a message Level 1 – Mission is straightforward,
from their Handler. ‘Eagle One, this is with good intel, low level Tangos and
Spearhead. We have a change to the Op. very little risk.
The DEA have asked if we can capture
the boss alive and deliver him to an Level 2 – Mission is more dangerous
airfield on the outskirts of the city. or complex, with an important target,
There’s a tasty bonus in it for ya.’ trained Tangos, and possible support
weaponry.
Funding can be used for improving
the Operators’ safe house and to pay Level 3 – Mission is high risk, very
off informants (see the Safe House little intel, fully trained Tangos or local
Chapter and the Safehouse and Drops military, air support and at least one
Sourcebook). Funding differs per HVT.

105
Ghost Ops
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

106
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.

107
Ghost Ops

Starting the Mission skill -1, if they have a map then no


modifier is given . A success will allow
The mission begins with the Operators them to get within 5 Klicks of where
and VIP at the crashed chopper. An they are, a Raise will increase that to 3
Operators radio squacks into life. Klicks with a further Raise improving
that to within 1 Klick.
Alpha team can you read, alpha team
come in. What the Operators Know

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

108
Handler

Next Move to go around the mine it will add 6 klicks


to the journey, and they will need to
Once the Operators have heard from the avoid any patrols around the mine.
Handler they must then decide what to
do next. The options are limited to three. The Handler can as an option call in
with an offer.
1. They could start moving towards
the UN outpost without waiting for If that is an illegal mine run by
the satellite feed. They basically Whitemarsh, I know an agency that will
know the direction it is in. pay 50k for you to shut it down and take
2. They could wait for the satellite, out the head snake of those merc fucks!
but this would mean the rebels
will be 20 minutes closer. Journey to the Mine
3. They could just wait for the rebels
and shoot it out, but this would The Journey to the Mine should involve
place the VIP in danger. Survival and Notice rolls from the
Operators in order to find food and
What ever they decide the Handler will water and avoid predators and traps.
radio back after 20 minutes to give the The 3 Klicks will take around 4 hrs due
Operators an update. to the constant rest breaks of the VIP so
a Survival and Notice roll each hr would
Satellite footage is in, shows a large be advisable. The Operators should be
force headed in your direction, maybe made very aware of how quickly the
an hour behind you. The UN outpost is 8 rebels are catching up and if they can
Klicks north east of your position. There placing traps or false tracks would help
seems to be, what looks like a Mine Pit, to widen the gap.
but there are no mines registered at
that location, so its either deserted or an Dangers
illegal diamond mine. We had received There will be a number of dangers as
reports of Whitemarsh Mercs operating the Operators travel through the Jungle,
in the area about 2 yrs ago but it was mainly from Predators. Below are the
never confirmed. more common threats.

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.

109
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 moral choice.


2. Attack the Pit - The Operatives can
The mine is not deserted and in fact choose to attack the pit and claim the
is very much active. The Operators reward offered by the CIA. This will
will arrive at an overwatch position slow them down but the Pit could
overlooking the mine. offer cover and gear.
3. Wait and See - The Operatives
Handler Text could hunker down and see what
As you approach the edge of the rise you happens with the pursuing Rebels
begin to hear the sounds of work, picks turn up. This will be a waiting game
hitting stone, the clanking of wheels for around an hour. Stealth Vs Notice
running on train lines, and the shouts rolls will need to be made as the
of commands and abuse. Below is the Rebels check the area.
pit, an illegal diamond mine, worked
by slaves and prisoners and patrolled The Other Rebels
by African rebels and mercs, the
Whitemarsh insignia worn on the sleeves If the operators decide to wait and see
of their uniforms. what happens when the other rebels
arrive the Handler has three options.
The Mine is worked by around 80 slaves
who are in various degrees of starvation, 1. The rebels do not approach the
injury and illness. Children as young as mine and attempt to go around it,
six can be seen, as well as men and presuming the Operators did the
women ranging from teenage to old age. same. This would mean the rebels
Armed men patrol the area carrying are now ahead of the squad, but
AK47s and huge Machette. Each wear a for how long? They will discover
uniform with the Whitemarsh emblem the lack of tracks eventually.
on the sleeve. A mix of African and 2. The rebels approach the mine and
American voices can be heard as the the Operators realise that they
guards chat between each other or are the same faction as the mine
shout orders at the slaves. guards.
3. The rebels attack the mine, and a
At night the Pit has less guards on patrol, shoot out ensues, with the slaves
but the work continues, half the guards caught in the middle.
will be asleep in the guard quarters (5)
If you go with option 1 the rebels will
The Operatives have three choices: start to double back after a couple of
hrs, the Operators will need to move
1. Avoid the Pit - The Operatives can quickly and quietly to avoid, with the
choose to circumnavigate the pit, usual Stealth vs Notice rolls.
this will add 6 klicks to there journey.
The Handler should play on this as a If you go with 2, then the mine guard
population increases by 10 for a
short while as the rebels talk to the
112
Missions

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

commander. Liberating the Pit


A choice of 3 means that you must If the Operators liberate the Pit they will
decide who wins. or the Operators can have a small fighting force which will aid
choose sides adopting the ‘The enemy of them against the approaching rebels,
my enemy is my friend’ philosophy. they will grab the guard’s weapons and
fight with the squad. You can make this
more of a negotiation using the hearts
and minds rules, convincing the miners
to fight beside them rather than flee
into the jungle (they have just been
imprisoned by mercs which probably
look similar to the Operators).

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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.

To the Compound Tangos and NPCs


The compound is a further 6 klicks The rebels should be considered
past the Pit. The Operators can place Minor Tangos and the Mercs should be
booby traps for the remaining rebels Standard Tangos.
with any dynamite or explosives they
managed to grab from the mine. The The Whitemarsh Commander is a Major
race to the compound should begin with Tango. To make the mission harder the
survival rolls and begin to change into Handler could make the Commander an
stealth rolls as the rebels catch up. The HVT and the Rebels Major Tangos.
last dash to the compound should be a
running battle. The UN troops will not
help unless they are fired upon or the
rebels get to close to the compound.

The Operators can just run for it, using


their movement and zigzagging to avoid
enemy fire and hope for the best, with
the handler rolling for the rebels with

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Backers & Community

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Ghost Ops

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

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Backers

A Big Thank You to all our Backers


3ngine, Aaron A Gonzales, Adam “Silent” Bush, Adam Clayton, A. Derda, Adam
“The Dude” Johnson, adumbrates, Alexander “DoC” Niewiadomski, Alan Molina,
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Andreas Timel, Andre J, Andy MWG Venn, Andy Brown, Andrew F, Andrew Elvis
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Croft, Walker Fitzroy, Walt Robillard, Wilfred Helling, Zack Adamskn, Zack - Our
Favorite Backer, Zadakiel

Our Great Community


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

Honorary Mentions in no particular order

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

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

Savage Ghost Ops


Welcome to the world of Covert Missions, Black Operations and Kill Orders.

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.

Inside you will find rules for:

• Creating Operatives from 13 different countries and over 20 different


SpecOps units.
• K9 Companions
• Buying and upgrading Safehouses that offer new Squad Edges
• New Edges and Hindrances
• New Skills
• New Weapons and Armour tables
• Rules for running Hearts and Minds missions
• And Much More...

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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