Professional Documents
Culture Documents
JTF Core Rules
JTF Core Rules
Ghost Ops
A Modern Covert Operations RPG
Joint Task
Force
A Realistic Special Ops Setting
for the worlds most popular Modern Covert Ops RPG
Ghost Ops: Joint Task Force is dedicated to all those who serve the cause of
freedom by placing themselves between the sheep and the wolves. Specifically
to those who volunteer to serve in uniform, then volunteer again to undergo the
most grueling and demanding training that mankind has yet developed all in an
effort to be allowed to serve their country in conflicts most will never hear about.
Those who embrace the mantle of “silent professional” and do their duty without
the promise of reward or recognition.
To all of those who have and will pick up that burden: I am honored to have been
counted among your number.
Credits
Original Ideas and Writing by
Timothe Loya
Additional Writing
Michael Bradshaw
Editing by
Laura Walcott
Layout by
FeralBot
Artwork
Stock Art/Wikimedia Commons
Playtesting by
Ewan Spence, Benjamin Rogers, Joey “Preacher” Batts, Miguel
McDowell, Carlos “Marco” Simms, Doug “Madcow” Jaeger,
Kyle “Popeye” Peterson, Benjamin Clodfelter, Allison Arthur,
Earl White, Rosalind Bradshaw, Artemis Bradshaw, Micheal
Bradshaw, and Spencer “Nacho” Cotes.
2. Recruitment 13
3. Training 31
5. Support 71
7. Optional Rules 91
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1. Introduction
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Introduction
Ghost Ops: JTF, first and foremost, is not gun porn; the scale
on which most tabletop roleplaying games take place means
that the differences between most firearms are not significant
enough to show any difference in stats. While a microsecond
makes all the difference in the real world portraying that fact
in a game where turns represent multiple seconds would lead
to an amount of math and arguments that would further slow
combat and potentially make the game less fun (for most).
Therefore, in the case that a single firearm, attachment, or
piece of equipment is comparable to another, or provides an
advantage that can not be well represented at the scale at
which Ghost Ops operates it will not be included.
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Ghost Ops - JTF
JTF Chimera and ICO are not enemies, but neither are they
necessarily friends. US interests and International interests
can often be at odds and Chimera and the Ghosts may find
themselves at opposite ends of one another’s scopes on
occasion. In such instances, it should be made clear to the
players what the ramifications of engaging ICO operators in
lethal combat could be, especially given that some of their
number may be US citizens themselves.
There is also the very real possibility that ICO and the JTF may
engage in a combined operation or even simply run into one
another while pursuing tandem interests. When this occurs,
while there may be some Alpha-type head-butting and chest
pounding, ICO should almost always win out at the direction
of National Command Authority due to the nature of ICO and
their mandate.
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Introduction
Glossary
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2. Recruitment
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“We Don’t Select the Best People, We Select the Right People”
-Delta Force Training Cadre Member on Delta’s methods of
Selection
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Recruitment
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Recruitment
US Army Backgrounds
After more than two centuries and many dozen conflicts, the
United States Army is the nation’s backbone of land warfare.
The branch is supplied and equipped for long term operations
and sustained campaigns. It is not uncommon to see bases
set up across the globe with the goal of maintaining a decade
or longer of regional support. These forces are supported by
a broad collection artillery and missiles and also aircraft and
maritime assets allowing the US Army to fulfill any task as
required.
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Ranger Battalions
Consisting of three operational battalions, the 75th Ranger
Regiment works on a rotational cycle with SOCOM. This allows
one battalion to deploy while the other two train and make
ready. By doctrine they are light infantry, however this belies
their full capabilities. In practice, the modern Army Ranger
unit is a first response team capable of global deployment
and crisis response. They facilitate SOCOM operations as a
supporting unit or a direct-action force. They are driven and
aggressive, keeping a mentality of achieving their objectives no
matter the circumstances.
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Recruitment
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To be accurate…
Weapons Sergeant Package
If you are selecting May choose Breach (Manipulate), Heavy Weapons (Weaponry),
the Special Forces or Marksman (Weaponry). Combat Climber, Combat Swimmer,
Group background,
your Free Language Jumpmaster Training available.
should be from
the region your
Group hails from. Engineer Sergeant Package
For your Free May choose Breach (Manipulate), Demolitions (Manipulate),
Training selecting Repair (Manipulate), or Structures (Knowledge). Combat
an additional
Language Training Engineer Training required.
or CRK Training
from the region
would complete the Medical Sergeant Package
authenticity of your Must choose Paramedic (Medical). Field Medicine Training
character.
required.
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Recruitment
US Navy Backgrounds
The United States Navy is the spiritual sibling of its Army
counterpart. Consisting of more hulls than the next five
countries combined, the Navy oversees maritime and land
operations across the globe. This comes in the form of seven
fleets that coordinate operations across giant swaths of
territory. Supercarriers, along with a flotilla of escort ships
can move into a region and project influence far beyond the
horizon. While this may come in the form of direct missile
or aircraft strike, it also includes search and rescue, trade
interdiction, and even modern-day pirate hunting. To facilitate
this, the navy makes use of not only surface and sub-surface
vessels, but also the second largest airforce in the world as
well as an assortment of land vehicles.
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SEAL Teams
From their origins as underwater demolitions experts during
World War II, the Navy SEALs have arguably become the most
visible members of the US special operations community. In
many ways, they have become the example of the modern
commando in the minds of most of the general public. This
has been further reinforced due to the SEALs being SOCOM’s
premier direct-action force and the ability of these operators
to extend the Navy’s reach well beyond the shoreline.
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Recruitment
EOD Groups
Though all branches have explosive ordinance disposal units,
only Navy EOD teams are trained and equipped to integrate
directly into special operations units. Their mastery of
ordinance identification and removal covers all environments,
including underwater, making them highly requested for both
civil and secret service agencies. Combined with airborne and
expeditionary combat training, members of the EOD career
field mesh seamlessly into SOCOM operations.
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Recruitment
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Recruitment
JTAC Package
May choose Electronics (Technical), Comms (Rapport),
Overwatch (Awareness), or Surveillance (Awareness). JTAC
Training required.
SARC Package
Must choose Paramedic (Medical). Field Medicine Training
required.
Corpsman Up!
The US Marine Corps does not provide its own medical (or
religious) services and as a service under the Department
of the Navy certain sailors are selected to serve “green side”
with Marine units. As such the SARC (Special Amphibious
Reconnaissance Corpsman) Package would actually utilize
Navy ranks although they undergo the same training as
their Marine counterparts in addition to their special
operations medical training.
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Recruitment
Rescue Squadrons
Unlike many of the forces attached to SOCOM, the rescue
squadrons have their origins in the civil sector. Before
World War II the Forest Service began experimenting with
“smokejumper” programs to rapidly deploy medically trained
search and rescue teams and this eventually led to a similar
program by the military during the Korean conflict for downed
pilots. Today, Pararescuemen attached to special operations
teams provide capable medical skill to fit the dynamic needs of
the modern special operations mission.
Pararescueman Package
Must choose First Aid (Medical). Field Medicine Training
required.
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3. Training
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Training
Skill Changes
Talent Changes
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New Talents
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Training
Training
The Talents Canine Handler, Cryptographer, Hazmat Trained
remain unchanged other than being recategorized as Training
rather than Talents. Training marked as “Primary Only” means
that they can only be chosen via Package selection, or, with
Handler approval, during character creation, but the length of
the schools is so long as to be prohibitive to the narrative of an
operational military special operations unit.
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Combat Climber
Combat Swimmer
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Training
Jumpmaster
UAV Operator
Language Training
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HUMINT Interrogator
Sniper/ Counter-Sniper
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4. Loadout &
Vehicles
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Loadout
Loadout
Service Weapons
For melee weapons regardless of what you call them, they will
all function as a Knife in melee combat.
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Armor
Individual Equipment
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Loadout
Team Gear
Personal Items
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more than once per gaming session. This can include mundane
things like a Protein Bar that replaces a single point of Focus
when eaten or an Energy Drink that recovers a single point
of Trauma; or it can be more notable items such as a Lucky
Rabbit’s Foot that allows for a single non-combat reroll per
session or a Family Photo that grants one automatic success
to resisting Trauma damage. The Handler has final say on
all Personal Items and should limit them to one or two per
character as well as disallow multiples among the players of
more significant items.
Equipment
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Loadout
Requisition Equipment
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Loadout
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Weapons
Handguns
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Loadout
SMGs
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Carbines
Since there have been rifles there have been carbines. Forces
through the ages saw the need to shorten the barrel of a long
arm. As the assault rifle rose to prominence, the dynamics
of the modern battlefield saw the need for rifles that could
serve in the more traditional open warfare role as well as the
confined spaces inside buildings.
Developed at the end of World War II, the assault rifle was
developed as the first selective fire rifle, and intermediary
between the battle rifle and full-size machine gun. Many small
arms engagements occur at less than 400 meters which left
many of the most common infantry rifles of the time shooting
well beyond this.
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Loadout
Shotguns
The fowling piece, as the shotgun was once known, has come
a long way over the centuries. The modern combat shotgun
is a versatile weapon system used for not only direct action,
but also breaching and less than lethal crowd control. Several
issues have kept it from becoming a primary weapon: limited
ammunition capacity, the weight of shells, and a shorter stand
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LMGs
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Loadout
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Weapon Upgrades
Attachments
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Loadout
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Gunsmithing
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Loadout
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Explosives
High Explosives
Mines
The age of mines as a buried and forgotten terror tool is all but
gone for US special operations. The modern mine of choice is
a device that is easy to setup and remove with multiple trigger
methods. This facilitates ambushes, covering retreats, and
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Loadout
Grenades
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Loadout
Grenade Launchers
Rocket Launchers
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Missile Launchers
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Loadout
Heavy Weapons
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Vehicles - Aviation
When the first balloon scouts rose over the civil war battlefield
for a better view, they had no idea of the new purview of warfare
they would be opening. What followed was a rapid progression
of various flying vehicles to fill a multitude of needs. Modern
aircraft focus on precision: be it to provide information,
transportation, or fire support.
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Loadout
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Missiles
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Loadout
Maritime
Ground
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Loadout
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5. Support
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Support
Support
Starting Funds
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Part of a team from tarps and plywood, and sandbags and Hesco barriers
Additionally, unlike litter the area.
with ICO, characters
are not the sole focus
of their Support 3 Support Areas may be upgraded to level 2 prior to requiring
assets and sometimes a Footprint upgrade to FOB.
simultaneously
operating teams may
be requesting the same FOB (120 RP)
resources. Whether or
not you allow players to
play as, interact with, or The forward operating base is what most people think of when
otherwise be aware of they think “forward deployed military” but mostly because the
these other teams, they
do exist and a Handler term has been popularized in the media. A serious upgrade in
should feel free to use amenities: there might be portajohns or a shower trailer, there
this as both a narrative
point and as a reason to
is enough access to generators that every hootch has light and
deny a Support option there might even be air conditioning or heaters, additionally
for a given mission. there is likely a regular delivery of food, sometimes even
fresh and/ or warm. A majority of facilities are in permanent
structures, whether occupied or constructed, or in converted
or purpose-built Conex (ISO) containers. Along with sandbags
and Hesco barriers and bunkers, you’ll see Jersey, Texas, and
Alaska barriers to control the flow of traffic, block off areas,
and provide light protective positions.
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Support
Support Areas
Armory
A secure area for operators to store their gear and weapons.
Level 1 (free)
Each operator has their “cage”, with their own personal lock,
but that is it. Each cage can store the operator’s service
weapons, individual equipment, and a few personal items, but
any additional weapons and equipment will be left relatively
unsecured.
Level 3 (50RP)
The armory now includes separate secure storage for
explosives, ammunition, and firearms and other equipment
while being larger in general.
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Motor T
Access to vehicles in the military is handled through the
infamous Motor Transport units.
Level 1 (free)
The team has one standard military vehicle assigned to them
and the ability to request more.
Medical
A designated medical area is a must for any military operation.
Level 1 (free)
What you see is what you get. Your team medic (and perhaps
another team’s medic as well) is all there is. In addition to a
place where extra medical gear can be stowed, it’s nice to have
an appointed place to bleed.
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Support
Logistics
It is said that an Army marches on its stomach… bullets are
also important.
Level 1 (free)
You have a room or the corner of one in which you can store
everything, it might even have a padlock on the door. You have
to fill out all the requisition requests yourself. Supply convoys
and airdrops are a bit unreliable as other units have been
deemed higher priority.
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R&R
Downtime is important, even in the field, operators need a
place to unwind.
Level 1 (free)
In one corner of where you bunk you have some novels and
puzzle books, a handheld video game device, perhaps a travel
DVD player with a small selection of films, and maybe, just
maybe, a care package from home with goodies that the bugs
haven’t gotten to yet. There are folding chairs and canvas chairs
for sitting and someone likely cobbled together an improvised
table to play cards at.
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Support
C4ISTAR
Command, Control, Communications, Computers, Intelligence,
Surveillance, Target Acquisition, and Reconnaissance is a
mouthful to best describe all headquarters functions for a
tactical special operations unit, more commonly it is called ISR
and is a function of a unit TOC.
Level 1 (free)
The unit has a dedicated comms network and is monitoring it
24/7. A majority of your intelligence is received second hand
from other military units and DoD agencies. You can request
UAV overwatch, but your request has to go through higher
headquarters and only then if it is not needed elsewhere.
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Aviation
A strong suit of every modern military, rotary and fixed wing
assets often provide mission-critical assistance.
Level 1 (free)
The team can request aviation support for transport or close
air support, and this is likely provided by conventional military
air units. There is no dedicated LZ at the base and any flat
surface has to make do. Air assets may be called off to support
other operations or require additional time to respond to the
team’s request due to being out of position.
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Support
Maritime
Infiltration by water is often the best choice since it allows
ingress and egress quickly, silently, and with a minimum of
observation.
Level 1 (free)
The team has access to RHIBs, canoes, and kayaks. Additional
support may be provided by the conventional navy, provided a
vessel is in the area and can minimize impact.
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Security
Physical security of any military base is always of primary
importance.
Level 1 (free)
A company of regular soldiers provide security for the unit’s
base, likely as an extension of their own presence patrol
operations. The security unit may be infantry, but also could
be other combat arms units reassigned as such. As a QRF they
are minimally trained and slow to respond due to differences
in comms, tactics, and their own ongoing mission.
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Support
Cyber
While Cyber Warfare is still a relatively new aspect for the
military its practitioners are not.
Level 1 (free)
The unit has a dedicated comms security specialist that can
do a good enough job of running crypto on the radio network,
but they rely heavily on the existing security protocols on
the military intranet. Asking Cyber for any sort of hacking or
network intrusion is mostly a waste of time.
OGA
The military does not often work alone, and Other Government
Agencies always seem to have a stake, especially in special
operations.
Level 1 (free)
The unit may occasionally see a CIA Operations Officer, Analyst,
or Paramilitary Operations Officer, but not for long, and very
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Keyboard Warriors rarely the same one twice. Support from the OGAs is limited at
Cyber Warfare is not
just about offense, but best, and most often comes as (highly redacted) intelligence,
also defense. In the and even then, grudgingly.
modern world special
warfare does not just
exist on the physical Level 2 (15 RP)
and cognitive planes, The unit has a dedicated Intelligence Community Liaison,
but also the electronic
one. As such a robust likely CIA, and often conducts operations in tandem with their
defense of one’s own own directives providing secondary objectives and targets of
information network,
especially while
opportunity to the teams. Support from the attached liaison
forward deployed, is and their parent agency is much smoother, though sometimes
essential to operational still redacted, but from other agencies can still be difficult.
security and the
planning of future
missions. Level 3 (30 RP)
The unit now has a liaison element, with one officer working
on and off with each team depending on their area of expertise,
and secondary objectives and targets of opportunity are readily
available to the teams, if not the entire mission being tasked
at their suggestion. Support from the intel community, and in
fact most other US agencies, is fluid and has minimal hassle.
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6. Reputation &
Experience
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“When assuming the soldier, we did not lay aside the citizen.”
-George Washington
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Reputation
Spending Experience
Earning Reputation
Mission Categories
Category A Missions are High Impact/ High Profile. These
missions have both a high potential to impact international
relations or the national situation while also dramatically
shifting public opinion. Cat A missions include: Conventional
Military Operations Support, High Value Target (HVT)
Manhunts, Police Operations/ Security Force Assistance, and
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Reputation
Example:
Mad Cow is leading his team on a CSAR mission (10RP)
to recover a downed recon pilot in a country currently
experiencing a brewing civil war that hasn’t yet erupted
(x3). The team is requested to also ensure the aircraft’s
avionics package has been fully destroyed (Simple, +5RP).
After recovering the pilot and blowing the cockpit the team
begins their exfil but is cut off by a mechanized rifle platoon,
the commander of which has been identified as responsible
for several war crimes and is now a Target of Opportunity
(Priority, +10RP). Should everything go to plan and the team
extract both the pilot and enemy officer safely they would
receive 45RP ((10x3)+5+10).
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7. Optional Rules
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“If you find yourself in a fair fight, you didn’t plan your mission
properly.”
-Colonel David Hackworth
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Optional Rules
Deployment Cycles
Team Training
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Shoot-Move-Communicate
While this does not translate directly with the action system,
it can provide a rough framework allowing Operators to take
on much greater numbers of individuals akin to real-life
operations.
Eliminate Pools
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Optional Rules
Reputation Penalties
Combat Exhaustion
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Armor Failure
Suppressor Failure
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Optional Rules
Language Groups
There are a great many languages in the world, and many are
actually related to one another, allowing for at least a basic
level of understanding between the speakers of two different,
but similar tongues. This allows characters to learn a language
within a language family and still communicate with speakers
of other languages within that group at a 1 Disadvantage.
Medals
With all of those things in mind, here is one take on four medals
and how they should be awarded within the rules for Ghost
Ops: JTF. It is also advised that you limit each character to one
combat award per campaign unless the campaign is of long
duration (at least 10 missions) or the character takes extreme
actions
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Optional Rules
Additional Benefits
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While those familiar with the US military will know that E-4
is a more common paygrade in Special Operations (and in
some instances E-3) to bring all characters in line with the
requirements for Special Forces and MARSOC all characters
will start as E-5s in their respective services. As a narrative,
it is not hard to see those selected for JTF Chimera, and then
receiving the follow-on training, being awarded this paygrade
upon the completion of the training program.
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Optional Rules
Getting Promoted
Veterancy
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Optional Rules
Starting as Tier I
Playing as DEVGRU
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Combat Effectiveness
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Optional Rules
Supply
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Manpower
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Optional Rules
Resolution is the third and final phase and allows each side to
tally the effects of the round and perform record keeping. Bean
consumption will occur in every unit. Bullet consumption will
occur for each period of battle in every unit that engaged in
combat. Bandaid consumption will occur in every unit that
experienced casualties. Additionally, every unit that has
Bandaids remaining after consumption will regain half their
casualties lost from combat. Then, for every 10 casualties still
suffered they will lose 1 from a sub-statistic of their choice
under Combat Effectiveness.
The Hearts and Minds Expansion allows for more than just the
Handler versus the Players wargame as their characters can
affect the various statistics of a unit on their side. These can be
represented via the following:
Airstrikes
Airstrikes are famously one of the biggest advantages that US-
aligned indigenous forces have at their disposal. This should
be no different. An airstrike may be called in to hit anyone
enemy unit (one per team if playing a multi-team narrative).
This is done as a Combat Effectiveness 10 roll. Any enemy
unit with a Firepower or Armor rating of 3 may prohibit the
possibility of an airstrike at the Handler’s discretion or may
result in a damaged or downed aircraft requiring recovery of
the pilot.
Aerial Resupply
US special operations forces are also known to not just resupply
themselves by airdrop, but also their partnered forces. Each
H&ME Round a unit may request a supply drop of 30 Supply
(10 of each, 15 of 2, or 30 of 1) to a friendly unit. Alternatively,
the resupply could be used to increase a unit’s Firepower by 1.
Mentoring
It is not uncommon for SOF troops to embed with indigenous
forces and advise them during ongoing combat engagements.
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Training
Training is not a quick thing and as such will likely not be
present in most campaigns. However, training indigenous
forces is of importance and a primary focus of some units such
as Army Special Forces and MARSOC. Training duration should
be roughly equal to the Level the unit is trying to achieve,
squared, in weeks. Thus it requires only a single week to raise
a unit from Level 0 to 1, but a unit at Level 3 has received at
least 14 weeks of training.
Missions
The player characters may also choose to undergo a number of
missions in support of the H&ME game. They may undertake
capture/ destroy missions to affect the Supply, Firepower,
and Armor of enemy and friendly units; they could undertake
distraction or infrastructure destruction missions to influence,
limit, or deny the movement or communication of enemy
units; or they could take on a direct action/ manhunt mission
to eliminate senior military leadership and paralyze the enemy
chain of command.
Experience Gain
Units gain experience points per battle equal to the number of
casualties they inflicted. Once they have reached 10 experience
points they become Level 1, at 100 Level 2, and at 1000 Level 3.
Recruiting
Units may regain lost manpower by spending at least 1 week
in a friendly population center and rolling 4 dice and adding 6.
The total is the number of Manpower they may increase their
total by and the amount of experience points they lose.
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Optional Rules
Resupplying
Units should have the ability to resupply via capturing or
occupying various locations, such as caches, military bases
and supply depots, and civilian population centers. While this
should always be an option, the resources provided should be
finite and could affect the perception of the local population,
especially if resources are taken by force.
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8. Operation
Viper Blue
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Operation Viper Blue
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Operation Viper Blue
Situation:
Mission:
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Execution:
Callsigns as follow:
Snakepit, Chimera/ Viper Blue TOC
Anaconda, Alpha team (Direct Action)
Bushmaster, Bravo team (Direct Action)
Copperhead, Charlie team (Reconnaissance)
Diamondback, Delta team (Reconnaissance)
Objectives
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Operation Viper Blue
Below are the map numbers for the Jazirat Alsalam Handler’s
Map showing the approximate locations for designated
objectives and additional objectives that have no set map
location, as well as a short blurb on each objective. These
blurbs include a short intel bump on the objective and various
factors, curveballs, and consequences of the taking on of the
objective. It is ultimately up to the Handler which objectives
they choose to use, share immediately with their players, and
hold in reserve for after the discovery of intelligence.
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Operation Viper Blue
While many may have been killed during the chaos of the
invasion, it is believed the Jurkistani would seek them out
and utilize them, whether collaborating or under duress, to
help assure the populace during this time of tension. It may
be that the Jurkistani have a list of the ICs membership and
whereabouts in one of their command posts.
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While battery has its own tracking radar, the missiles could also
be guided via one of the ship radars moored in the harbor. This
means that the most likely method of missile strike prevention
must include destruction of the battery itself.
The command and control for the entire island’s defense will
most likely be handled by the 103rd Regiment’s CP, located in
Wahda City. This location will likely also serve as a source for
valuable intelligence, making the options for persecuting this
location numerous.
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Operation Viper Blue
The best option, other than exploiting the location for Intel,
may be to survey its location for air strike by the MEU during
the initial wave. This would prevent any time needed to shift
leadership and may disrupt communications long enough to
give the Marines a decisive advantage.
Each of the three battalions has their own CPs located in one of
the outlying areas around the island. As with the Regimental
CP these locations can be exploited for Intel, albeit likely only
about the battalion’s AoR.
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draw away forces from other areas, though capture of the site
itself is a non-priority and should be left for the MEU. This is
also an area where TCN forces may be present, and as such,
engagement may become tricky.
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Operation Viper Blue
The site is also of potential use to the MEU when it arrives for
the same reason it is of value to the Jurkistani, so that should
be taken into account if you’re thinking of scuttling the naval
ship to use as a barrier. Sabotage is also an option, for both
the ship and the patrol boats, which could very well open up
movement along the coastal areas.
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While the facilities are of little value, the teaching staff includes
several skilled and experienced personnel that may prove of
interest to the Jurkistani. Intelligence did not see any Jurkistani
forces move into the area immediately, but a few days after the
invasion some troops did move into the area. We believe at
this time, that the location is being used as a containment site
for prisoners while the Jurkistani try to identify them.
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of the persons have been identified, the last of the HVTs will
be removed, the remainder of the detainees released, and the
forces in the area will leave for operations elsewhere.
While the MEU will not be in need of the heavy facilities present
at this location, it does make for an easy disembarkation point
once the Jurkistani have been driven from the area. Therefore,
in addition to its infrastructure value to the Alsalami, damage
to the area should be kept to a minimum. The main value of this
location is the potential intelligence by being able to track the
ships in harbor, though finding some way to deny the supplies
to the Jurkistani that are stowed on the landing ships would
also be beneficial.
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Ghost Ops - JTF
Patrol Ambush
Command Decapitation
Intel Collection
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Operation Viper Blue
Site Reconnaissance
Distraction Operation
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While this tactic definitely has its uses, there is also the “cry
wolf” effect where the Jurkistani may begin to slow their
responses, or cease responding altogether, even in the case of
an actual emergency. This could be potentially disastrous to
the population of the island.
Once the MEU arrives within striking distance, things will begin
to happen very quickly. Whether or not the teams provide
assistance to the strikes and landing forces of the Navy ships
and Marines is ultimately up to you. The Jurkistani will likely
move to fortified positions once the MEU is detected, well in
advance of the strikes.
Planning
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Jurkistani Forces
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Timeline
103rd Timeline
D-4: Nighttime: Normal Operations.
D-3: Morning: Normal Operations.
D-3:Evening: First group of HVIs [16, 1] identified and
transported to Aldukhul International [12].
D-3: Nighttime: Normal Operations.
D-2: Morning: Shipment of REM moved via road from the Mine
[11] to the harbor [17].
D-2: Evening: Second group of HVIs [16, 1] identified and
transported to Aldukhul International [12].
D-2: Nighttime: Flight of 4 fighters [12 or 15] arrive to provide
support to combat operations.
D-1: Morning: All remaining detainees released, and university
evacuated [16].
D-1: Evening: All HVIs transported off the island via plane [12,
1].
.
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SOF Timeline
D-4: Nighttime: Normal Operations.
D-3: Morning: Shift of forces from the airfield [15] to the harbor
[17].
D-3: Evening: Normal Operations.
D-3: Nighttime: Normal Operations.
D-2: Morning: Normal Operations.
D-2: Evening: Normal Operations.
D-2: Nighttime: Normal Operations.
D-1: Morning:Shift of forces from the harbor [17] to the airport
[12] and departure of both SOF.
D-1: Evening: SOF begins active search for Resistance/ players
if not previously provoked.
D-1: Nighttime: Normal Operations.
Zero Hour: Normal Operations.
Resistance Timeline:
D-4: Nighttime: Patrol Ambush at Athnay.
D-3: Morning: Rest and Planning.
D-3: Evening: Patrol ambush at Ahd.
D-3: Nighttime: Site Reconnaissance at REM Mine [11].
D-2: Morning: Rest and Planning.
D-2: Evening: Site Reconnaissance at Ghayz Battalion HQ [9].
D-2: Nighttime: Raid on Ghayz Battalion HQ [9].
D-1: Morning: Rest and Planning.
D-1: Evening: Patrol Ambush at Tse.
D-1: Nighttime: Fighting withdraw at the caves [13] if not
previously warned.
Zero Hour: Recovery from Jurkistani attack.
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Outcomes
Scoring
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Scoring is as follows:
Final Words
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The intelligence that you divulge to the players, and how much
of it, is entirely up to you, but the critical objectives of the Air
Defense Emplacements, Anti-Ship Missile Site, and the HVIs
should be included before any actual missions are played.
Beyond that feel free to string the players along as you desire
with tidbits from the Objectives and Timeline sections, to
include complete fabrications if you so choose.
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9. Support
Organisations
Ghost Ops - JTF
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Organisations
Army
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Navy
Tracing their lineage to the era of the Second World War, the
Navy has been providing mission-specific special operations
support to its own, and its sister, forces for almost a century.
Much of that time by selecting ordinary sailors to perform
extraordinary deeds with little to no additional training. While
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Organisations
Marine Corps
Reconnaissance Battalions
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CBIRF
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Organisations
Air Force
Civilian
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The INR traces its history back to the formation of the OSS
during WWII, making it the oldest agency in the US Intelligence
Community, it is also the smallest. While directly supporting
US diplomats through all-source analysis it is also the primary
agency providing foreign public opinion research allowing for
a heads-up as to the opinions and trends of a national populace.
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Organisations
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Ghost Ops - JTF
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Organisations
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Ghost Ops - JTF
JTF is a setting for the Ghost Ops Modern Day Covert Ops RPG;
taking the multinational ICO of the original and replacing it
with a more focused view of military special operations. This
book contains:
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