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Title

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

Ghost Ops Concept by


FeralGamersInc

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.

Copyright 2019 FeralGamersInc and Timothe Loya. All rights reserved


Contents
1. Introduction 7

2. Recruitment 13

3. Training 31

4. Loadout & Vehicles 39

5. Support 71

6. Reputation & Experience 85

7. Optional Rules 91

8. Operation Viper Blue 111

9. Support Organisations 135


Ghost Ops - JTF

6
1. Introduction
Ghost Ops - JTF

8
Introduction

What Ghost Ops: JTF Is

Ghost Ops: JTF is a setting for FeralGamersInc Ghost Ops


Covert Operations RPG. It is designed to take a more military
approach to the types of missions and operations that ICO
would otherwise be tasked with. This book contains several
rules and mechanics changes that are not intended to be
added to, or taken from, piecemeal but rather be used to create
a tougher, harsher gaming environment for those seeking a
challenge and a more realistic simulated special operations
environment. However, the rules have been modularized so
that the Handler may pick and choose what they wish to add
and ignore, if they so desire.

What Ghost Ops: JTF Isn’t

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.

JTF is also not an independent rules system and will require


the GM to own, or have access to, the Ghost Ops Core rules as
this book will refer to it. While some systems and mechanics
have been modified, added to, or replaced, not all of them have.

Joint Task Force Chimera

JTF Chimera is a fictional JSOC unit that draws directly from


the training pipelines of the US military special operation
community. The fictional justification for this is to begin cross-

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Ghost Ops - JTF

training between specialties and service members before bad


habits, or institutional prejudice begin to develop. This also
allows for players to take on the role of characters tasked
with undertaking significant mission assignments while
simultaneously playing as the underdog and attempting to
prove themselves to the SOF community at large.

JTF Chimera is modelled after the original plan for Marines


entering US SOCOM under MCSOCOM Detachment One, that of
a MEU ashore. Specifically, that the Marines of SOCOM would
have access to organic logistics, aviation, and fires support.
While this idea was eventually refused, due to SOCOM already
having these services available through various dependent
units, the idea of a SOCOM unit completely compartmentalized
and independent is one that has stuck with me since that time.
As such the operators of JTF Chimera will begin the game with
limited access to support and as their unit gains maturity and
reliability so too will it be granted access to dedicated support
services.

Interacting with ICO

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.

10
Introduction

Regardless of what occurs between the two organizations, the


relationship should be relatively frosty, at least institutionally,
as the US military would see ICO as an organization poaching
its best and brightest. Even if an ICO and JTF team become
respectful of one another by operating together multiple
times, their respective commands may not be happy with
this development and may order a cease of contact and
communication.

In instances of rules conflict when ICO teams are interacting


with JTF teams, rules from Ghost Ops: Core should always take
precedence unless made clear and agreed upon prior to the
mission start.

Glossary

JTF - Joint Task Force, an organization of government forces


integrating more than one military branch or agency.

JSOC - Joint Special Operations Command, a component of


the United States Special Operations Command that handles
missions of the most sensitive nature, the personnel of which
are often referred to as “Tier One”.

SOF - Special Operations Forces (aka Special Forces), units and


personnel specially trained to handle specific missions sets of
a sensitive nature.

US SOCOM - United States Special Operations Command, the


Unified Combatant Command overseeing all special operations
for the US military, integrating assets and personnel from the
Army, Air Force, Navy, and Marine Corps.

MC SOCOM Detachment One - Marine Corps SOCOM


Detachment One, the testbed unit for the Marine Corps
integration into SOCOM which would for the basis for the
current MARSOC organization.

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Ghost Ops - JTF

MARSOC - Marine Special Operations Command, the Marine


Corps component of US SOCOM, divided into several distinct
units, most notably the Raider Battalions.

MEU- Marine Expeditionary Unit, a self-contained, forward-


deployed military unit of the US Marine Corps comprised of
organic land, sea, and air assets capable of independent combat
operations of between 30 to 90 days.

Pipeline- the course of professional military instruction one


undergoes to achieve a specific Military Occupational Specialty
within special operations.

SSE- Sensitive Site Exploitation, the knowledge and process of


being able to know exactly what is valuable and what is not to
collect in a occupied enemy environment.

CBRNE- Chemical, Biological, Radiological, Nuclear and (High)


Explosive, the shorthand acronym for anything that goes bomb
and needs to be defended against or disposed of.

CONUS- Continental United States, the “lower 48” of the US,


where a majority of military installations are located and
personnel serve.

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2. Recruitment
Ghost Ops - JTF

“We Don’t Select the Best People, We Select the Right People”
-Delta Force Training Cadre Member on Delta’s methods of
Selection

14
Recruitment

Recruitment works differently in the JTF setting than it does


in Ghost Ops Core. Some skills and training are guaranteed
regardless of your background choice, and others will be I thought I was supposed
determined by your package selection. to distribute 15 Skill
points?
Members of US SOCOM
Step One (Background and Package): select a background are more specialists
than generalists, and
and package with input/ assistance from your group and as such, it was decided
Handler. that more abilities
would be truer to the
setting. Since abilities
Step Two (Skills): record the 4 +2s from General Military provide a +2 bonus, but
Special Operations Training, and 2 +2s from your Background only to a specific set of
selection, then distribute a total of 12 additional points among circumstances, it was
decided their cost would
your skills ensuring no value exceeds 4. be 1.5 Skill points. Thus
2 additional Abilities
Step Three (Abilities): record the Airborne Ability from replace 3 Skill points.

General Military Special Operations Training, the required


Ability from your Background and your chosen Ability from
the field made available by your Package; then select a further
2 Abilities. It is highly recommended that you select one, if not
both, of these remaining Abilities from those remaining in your
Package. Where’d all my Pool
points go?
Pools helped represent
Step Four (Talent and Training): record your choice of a degree of luck and
Training from your Package selection; then select a Talent and experience in Ghost Ops
a further Training. Core, in Ghost Ops: JTF
that luck is replaced
with skill through the
Step Five (Languages, Pools, and Boosts): record any Training options. Since
a character starts with
languages provided by your selection of Talent and Training, a total of two items in
then record one additional Language of your choice. Distribute Training (one required,
11 points among your 4 Pools, Reaction, Damage, Resilience, one selected) it was
decided 4 Pool points
and Focus with a minimum of 1 in each. Lastly, record 3 Boosts. for each was a fair
cost to help maintain
Step Six (Loadout): Proceed through loadout selection as a a balance between JTF
operators and their
group. contemporaries in ICO.

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Ghost Ops - JTF

What should I choose General Military Special Operations Training


as my Free Abilities?
At least one should
come from the All Members of USSOCOM are expected to maintain a minimum
remaining field of marksmanship, physical, tactical and academic standards, to
available to your reflect this all Characters receive an automatic starting rank
Package (if there are
any), but some notably of 2 in each Awareness, Fitness, Knowledge, and Weaponry.
helpful abilities Additionally, all members of US SOCOM are at least Basic
include Rappelling,
Repair, Camouflage,
Airborne Qualified, and those selected for JTF Chimera would
Mountaineering, receive Military Freefall training as well, as such all Operators
N a v i g a t i o n , receive the Airborne (Mobility) Ability.
Survival, First Aid,
Interrogation, and
Empathy. Backgrounds

In Ghost Ops: JTF Backgrounds represent the Pipeline your


What should I choose
for my Free Training?
character came out of, either immediately before, or recently
The same guideline to, their assignment to JTF Chimera. Each of the four branches
applies as above, if you of the military will have two backgrounds from which you can
did not have a single
required Training, select, but backgrounds may have as few as a single package.
you likely should This was not done in an attempt to spite any of the services,
choose another from but rather to create a more realistic representation; some of
that group. However,
SSE, Combat Climber, the services are far more specialized, while others are combat
Combat Swimmer, and generalists.
Jumpmaster Training
are valuable to have on
your team if no one else Selecting a Background will also provide the final two 2-rank
yet has them. When skills and an Ability based on the notable specializations of
selecting Language or
CRK Training be sure that unit.
to ask your Handler
where your team will
be operating first.
Packages

Packages represent the chosen specialty of your character.


While most special operators eventually become competent in
all manner of skills, they don’t begin that way, and they remain
focused on pursuing excellence in their primary field.

Selecting a Package will result in the ability to select from a


field of Abilities with your remaining choice.

16
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.

Of the spectrum of operations the Army performs, from


support and logistics to intelligence and combat operations,
only a handful of units fall under the umbrella of SOCOM.
Among these are the 75th Ranger Regiment and the Special
Forces Groups.

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Ghost Ops - JTF

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.

Must choose Survival (Outdoorsman), +2 ranks to Manipulate


and Stealth.

Ranger Infantryman Package


May choose Breach (Manipulate), CQC (Unarmed), First Aid
(Medical), Rappelling (Fitness), Underwater (Fitness), Heavy
Weapons (Weaponry), Camouflage (Stealth), Navigation
(Knowledge), or Surveillance (Awareness). SSE, Combat
Climber, Sniper/ Counter-Sniper Training available.

Ranger Combat Engineer Package


May choose Breach (Manipulate), Demolitions (Manipulate),
Repair (Manipulate), Mechanics (Technical), or Structures
(Knowledge). Combat Engineer Training required.

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Recruitment

Ranger Combat Medic Package


Must choose Paramedic (Medical). Field Medicine Training
required.

Ranger UAV Operator Package


May choose Drones (Technical), Electronics (Technical), or
Repair (Manipulate). UAV Operator Training required.

Special Forces Groups


During the heightened tensions of the cold war the Army need
less conventional ways to move and operate. Following in
the tradition of the purpose-formed special operations units,
the Army Special Forces were created to fill the operational
gap, capable of missions from direct action to special
reconnaissance. Typically, a Special Forces unit will enter the
theater well ahead of the conventional force and prepare the
environment. This includes contacting and befriending locals,
collecting accurate enemy intelligence, and the elimination of
high value targets.

Must choose Languages (Rapport), +2 ranks to Rapport and


Technical

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Ghost Ops - JTF

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.

Communications Sergeant Package


May choose Computers (Technical), Electronics (Technical),
or Comms (Rapport). JTAC, SSE, UAV Operator, Cultural &
Regional Knowledge Training available.

20
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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Ghost Ops - JTF

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.

Must choose Underwater (Fitness), +2 ranks to Unarmed and


Mobility.

Combatant Swimmer Package


May choose Breach (Manipulate), CQC (Unarmed), Tubular
(Mobility), Navigation (Knowledge), Marksman (Weaponry),
or Paramedic (Medical). Combat Swimmer Training required.

22
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.

Must choose Demolitions (Manipulate), +2 Ranks to Manipulate


and Technical.

EOD Technician Package


Must choose Demolitions (Manipulate). EOD Training required.

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Ghost Ops - JTF

US Marine Corp Backgrounds


Acting as the Navy’s expeditionary and amphibious power,
the US Marines are the bridge-gap between maritime and
traditional land warfare. Their mission covers a broad scope
of asymmetric warfare alongside more conventional military
missions. Necessity has led the Corps to a combined arms
formation capable of deploying within days to any location in
the world. To facilitate this kind of posture; aircraft, artillery,
and armored vehicles are organized around infantry elements.
This allows a battalion of Marines to attach ready-assigned air
and armor support when and if it is needed rather than waiting
for support from other services.

24
Recruitment

Marine Raider Regiment


There are many forces that specialize in direct action or
special reconnaissance, but none are as versatile as the Marine
Raiders. In the spirit of the Corps that they hail from, Marine
Raiders cover a gambit of skills and capabilities that have been
tailored to SOCOM’s needs. No area of the special operations
doctrine is unknown to them and often they find themselves
working alongside host national forces for stability and
security operations.

Must choose Threat Recog (Awareness), +2 ranks to


Outdoorsman and Mobility.

Critical Skills Operator Package


May choose Breach (Manipulate), CQC (Unarmed), Underwater
(Fitness), Repair (Manipulate), Camouflage (Stealth),
Languages (Rapport), Surveillance (Awareness), Survival
(Outdoorsman), or Marksman (Weaponry). Combat Swimmer
Training required.

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Ghost Ops - JTF

Marine Raider Support Group


The Raider Support Group consists of Marines with specialized
skills selected to support the Marines Special Operations
Command mission and undergo advanced training. They
come from a wide variety of career fields from across the Fleet
to share their experience and capabilities with the Raiders,
before eventually completing their tour and being returned to
their original military specialty.

Must choose Survival (Outdoorsman), +2 ranks to Outdoorsman


and Manipulate.

MPC Handler Package


Must choose Threat Recog (Awareness). Canine Handler
Training required.

EOD Technician Package


Must choose Demolitions (Manipulate). EOD Training required.

UAV Operator Package


May choose Drones (Technical), Electronics (Technical), or
Repair (Manipulate). UAV Operator Training required.

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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.

27
Ghost Ops

US Air Force Backgrounds


Like its older siblings, the Army and Navy, the US Air Force is the
world’s foremost force in its areas of expertise. Commanding a
robust 5,000 manned aircraft, it also manages communications
and intelligence networks for the rest of the Department
of Defense. The Air Force mission is, in fact, to facilitate the
operations of its sibling branches. Much of the Close Air
Support, high altitude surveillance, global transportation, and
robust communications networks are provided by Airmen who
are masters in those fields. Global reach is the ever-present
goal of the Air Force, making sure that all benefit from that
capability.

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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.

Must choose Paramedic (Medical), +2 ranks in Medical and


Mobility.

Pararescueman Package
Must choose First Aid (Medical). Field Medicine Training
required.

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Ghost Ops - JTF

Special Tactics Squadrons


After several less than ideal airborne drops in the early days
of World War II, US military leadership saw the need to have
personnel already on the ground to help guide pilots. These
pathfinders would enter the drop zone in secret and setup visual
markers to alleviate conditions such as fog and smoke. While
the techniques may have changed, the provision of guidance
has not. Be it air traffic control, fires direction, command and
control networking, or assault zone establishment; members
of the Special Tactics Squadrons provide the knowledge and
expertise required.

Must choose Surveillance (Awareness), +2 ranks in Rapport


and Mobility.

Combat Controller Package


May choose Electronics (Technical), Comms (Rapport), or
Overwatch (Awareness). JTAC Training required.

30
3. Training
Ghost Ops - JTF

“It is not enough to be strong. It is not enough to be smart. You


must be both, and of exceptional measure. Not only does the
success of your mission, your country, and the Marine Corps
depend on you, but, more importantly, so too do the lives of
those on your team.”
-Marine Force Reconnaissance Selection Team Leader

32
Training

Talents and Training

In Ghost Ops Talents are stated to represent specialized


training, however, they then get mixed in with a few abilities
that are developed naturally without any sort of training.
Additionally, some skills incorporate abilities that would
only exist with some sort of advanced training. To clarify this
Training has been made its own category while Talents have
taken on the role of being solely abilities, and some skills have
had their verbiage changed to reflect the absence of training.

Skill Changes

Investigation: Special Operations Forces normally don’t have


the time to stick around and thoroughly investigate a location.
Instead, this skill represents the ability to quickly read and
assess a location, identifying objects of Intelligence value for
collection, and locate booby traps and hidden caches.

Manipulate: Disarming an explosive without the EOD Training


will result in a detonation of the device upon any failure.

Talent Changes

Bush-craft and Resistance to Interrogation (removed): All


US Special Operations troops must undergo and successfully
pass SERE Level C training, which would include the Talents
of Bushcraft and RTI. Instead, Handlers are recommended
to remember this fact and provide the players with modified
target numbers reflecting this training.

Contacts (removed): Military servicemembers at the


beginnings of their career would not likely have had the time
to develop any personal contacts at this level. Instead, a
comparable talent is provided under Veterancy in the Optional
Rules section.

Eagle-Eyed (change): All US Special Operations must have


20/20 vision (in some cases allowed to be correctable to this),
so this reflects better than 20/20 vision.

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Ghost Ops - JTF

Forward Air Control (replaced): In US Special Operations


FACs are rarely used, and a more advanced and robust training
is available in the form of the JTAC.

Street Knowledge (change): This remains as a Talent to


reflect the optional background of an operator to have escaped
from such a background, but still maintaining the knowledge
and contacts. While the more specialized facets of this Talent
(signs, territory, etc) only applies to their own home turf, or
nation, they may at least recognize (if not identify) such things
in other areas.

Criminal (Expanded, removed): Already exists as a kind of


background via the Street Knowledge and provides skill shift
available via a Training.

CSI (Expanded, removed): Outside of the scope of the setting


and a similar skill shift is available via SSE Training.

Sound Recog (Expanded, removed): Too specialized of a


skill to be valuable as an individual Talent and too generally
possessed by soldiers to warrant a specific entry.

New Talents

In addition to the Talents: Lip Reader, Ambidextrous, Command,


Fast Draw, Know Thy Enemy, Linguist, Tinker, and Tough from
Ghost Ops Core and Expanded, the following Talents are also
available at character creation for JTF operators:

Aggressive: Your operator is notably aggressive, even for a


SOF trooper, +1 to their Damage Pool.

Bulletproof: Your operator just seems to be able to take a hit


and keep on going, +1 to their Resilience Pool.

Cool Under Pressure: Your operator seems to thrive when


under pressure, +1 to their Focus pool.

34
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.

EOD Training (Primary Only)

Your operator has undergone extensive CBRNE device


disarmament training and has earned their “Crab”. As such a
failure to disarm a device does not automatically result in a
detonation, but further attempts are made with a disadvantage
(non-cumulative) due to the stress. A critical fail, at any time,
will result in the device engaging, though it may not fully deploy
as intended due to the changes made by the disarming process.

Field Medicine (Primary Only)

Your operator has undergone extensive medical training,


including off the battlefield. Following completion of the
Special Operations Combat Medic course, many units have
follow-on advanced training as well as a requirement to spend
a number of hours working in a local ER during the individual
leave and training portion of the rotational deployment cycle.
In addition to your combat life-saving skills, you may use your
Paramedic Ability to access knowledge of general medicine
and perform field surgeries.

JTAC Training (Primary Only)

Your operator has undergone the rigorous process of being


certified as a JTAC (Joint Terminal Attack Controller) and earned
an independent station callsign. More than just a Forward Air
Controller, you have become an expert in calling in all manner
of fires, not just from US assets, but also knowledgeable in the

35
Ghost Ops - JTF

What breed should I


capabilities and limitations of artillery and aircraft systems
choose? from almost all allied nations. You gain an advantage when
Special Operations MPC calling in any aviation or indirect fire assets.
(Multi-Purpose Canine)
Handlers are limited
to one breed. Only the SSE Training
Belgian Malinois has
shown the appropriate
intelligence, combined Your operator has undergone advanced training in SSE and
with size and ability, to as is quick to identify items of intelligence value and hidden
serve alongside SOCOM
operators.
caches. You gain an advantage when utilizing Investigation to
SSE a target room.

Combat Climber

Your operator has undergone advanced mountain warfare


training and has earned the designation of Lead Climber or
Combat Climber. You can utilize your own Mountaineering
(Fitness) value when a member of your climbing party fails
their roll.

Combat Swimmer

Your operator has undergone extensive underwater training


with both SCUBA and rebreather devices, to include zero
visibility navigation and has earned the designation of
Combatant Swimmer or Special Operations Swimmer and

36
Training

earned their “Bubbles”. You can utilize your own Underwater


(Fitness) value when a member of your swimming party fails
their roll.

Jumpmaster

Your operator has undergone the training and been qualified


as a Jumpmaster. You can utilize your own Airborne (Mobility)
value when a member of your jump stick fails their roll.

UAV Operator

Your operator has undergone the advanced training required


to operate a small rotary or fixed wing UAV. As such you may
use your Drones (Technical) value when performing actions
that would otherwise use a different skill.

Combat Engineer (Primary Only)

Your operator has undergone a combat engineering course


of some sort and is not just an expert at knocking things
down, but also putting them up. You understand a little bit of
almost everything involved in construction (plumbing, wiring,
welding, etc) and as such can not only make life in the field a
little more bearable but can be a valuable asset in endearing
oneself to the local populace. You gain an advantage when
building or repairing basic structures and civil systems as well
as building field fortifications.

Language Training

Your operator has undergone official military language


training. As such, they may speak an additional language.

Cultural & Regional Knowledge (CRK)

Your operator has undergone advanced training about a


particular region and the cultures there. As such, you gain
an advantage when utilizing Languages (Rapport) when

37
Ghost Ops - JTF

communicating with the indigenous population, even through


an interpreter.

HUMINT Interrogator

Your operator has undergone a basic field interrogation course


and understands better how to get immediately relevant
information out of enemy combatants. As such, you gain an
advantage when utilizing Interrogate (Rapport) or Empathy
(Rapport) when in the field and asking a single question.

Sniper/ Counter-Sniper

Your operator has undergone an enhanced marksmanship


class and can now not only properly set up their own hide
but is skilled at identifying those of other snipers. As such,
you gain an advantage when utilizing Overwatch (Awareness)
when attempting to identify sniper hides.

Advanced [Skill] Training

Your operator has undergone advanced training to hone one of


their skills to a razor-sharp edge. As such you gain a +1 to any
one skill (this is the only manner in which a skill may be raised
to 5 during character creation) and each type of Advanced Skill
Training may only be taken once.

38
4. Loadout &
Vehicles
Ghost Ops - JTF

“Humans are more important than Hardware.”


-First Truth of Special Operations

40
Loadout

Loadout

Operators in Ghost Ops: JTF may receive currency, but never as


a regular means to acquire gear, that’s what taxes are for. As
such a majority of gear will either be General Issue or acquired
through Requisition. Since there does still need to be some
form of economy to control this the team will utilize the only
currency actually worth a damn in the special operations
community: Reputation.

The Loadout phase of character creation has 5 phases: Service


Weapons, Armor & Uniform, Individual Equipment, Team Gear,
and Personal Items.

Service Weapons

Each operator in Ghost Ops: JTF will be issued a rifle or carbine,


a pistol, and a melee weapon. Additionally, the team may elect
one player to be the team gunner or team marksman and they
may be issued a LMG or DMR instead of their rifle or carbine.
The default issue for these weapons is the M4 SOPMOD
carbine, the M9 or M17 pistol, the Mk 46 LMG and the Mk 14
DMR. It is up to the Handler to allow players to deviate from
this, either replacing the service weapons entirely or allowing
for individual selection.

For melee weapons regardless of what you call them, they will
all function as a Knife in melee combat.

Attachments (weapon upgrades) are generally considered


to be General Issue equipment, however, an operator must
attempt to install them themselves until the team has an
Armorer or Gunsmith on staff. A starting service weapon may
come with a Red Dot, Reflex Sight, or Combat Sight, as well as
an IR Laser and Foregrip at the Handler’s discretion. See the
section Weapon Upgrades for more.

41
Ghost Ops - JTF

Armor

Each operator will be issued the same protective gear as an


ICO operator: a Ballistic Helmet, IOTV, ESAPI plate, Tactical
Gloves, and Tactical Boots.

As members of the US military, operators have access to a


great number of different camouflage patterns and are always
assumed to be wearing the most appropriate for the terrain
they are operating in, including civilian attire.

Individual Equipment

Operators will have differing pieces of Individual Equipment


based on their role within the team, much of which will also
change depending on the mission. However, the following
pieces of equipment should always be assumed to be included
to the point of only their absence being recorded:

• Blood Chit- a small document, written in the local


language, promising money for safety.
• Carabiner- a small metal, securable loop able to bear
heavy loads.
• Comms- lightweight throat mics with earbuds attached
to a team-level radio transceiver.
• Dump Pouch- open leg pouch to toss expended
magazines, SSE finds, etc.
• Duct Tape- can be used to patch clothing, gag detainees,
and any other number of uses
• Flashlight- small tactical light useful for illuminating
small areas.
• IFAK- Individual First Aid Kit, usable once before
needing to be replaced.
• IR Strobe- allows for marking at night, visible with
Night Vision Devices.
• Glowsticks- snap to illuminate a small area in a neon
glow or in IR.
• Grease Pencil- allows for quick writing on almost any
surface.

42
Loadout

• Multitool- allows access to the inner workings of many


devices or to conduct field repairs.
• Watch- hardened, water-resistant old-fashioned time
teller.
• Paracord- AKA 550 cord, great for tying things
together.
• Poncho- it might keep you dry but is better at just
covering things.
• Water Reservoir- a back mounted multi-liter water
reservoir with drinking tube.
• Zip Ties- also holds things together and doubles as
restraints.

Additional Items are listed later on in this section under


Equipment and may be selected or given when appropriate.

Team Gear

A military team also has a number of pieces of gear that are


necessary on almost every mission but aren’t usually carried
by one designated individual. As such the gear can be divided
and carried as seen fit by the team, so long as it does make it
on the mission.

• GPS- handheld GPS device that allows for six-point


coordinate locating.
• HardTab- a hardened multi-function tablet computer.
• Map Pouch- a chest or arm worn pouch with maps,
codephrases and callsigns.
• Radio- allows for secure communication with higher-
level command without a relay.
• Tac-Flag- a bright orange and IR-visible tarp used to
designate a friendly position.

Personal Items

Operators often bring personal items on operations, baring


them being personally identifiable (though sometimes
anyway). These should provide some small benefit usable no

43
Ghost Ops - JTF

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

There are two categories of equipment in Ghost Ops: JTF,


General Issue and Requisitioned. General Issue equipment
are pieces of gear that are generally available and can be
roughly considered to be “free” (provided need, availability,
and Handler approval), while Requisitioned equipment has
a cost in Reputation Points, or RP. If a particular piece of
Requisitioned Equipment is considered mission essential then
the Handler may decide to allow the team to go into “debt”
or provide it for free or as a loan, repaying it out of their RP
award, at their discretion.

General Issue Equipment

In addition to the assumed gear and team gear previously


described, the following pieces of equipment are considered
General Issue and may be selected at character creation
provided Handler approval.

• Ammunition- not going to get very far without it.


• E-Tool (Entrenching Tool)- small, folding shovel
for digging that doubles as an improvised weapon in
popular media.
• Field Filtration Mask (sic Gas Mask)- allows for
breathing in a chemical pervasive environment, but
requires the use of a filter which must be changed
regularly and cofers a Disadvantage to all Awareness
tests.

44
Loadout

• Flare- a small cylinder that, when activated, provides


illumination over a wide area, often used for marking.
• NVGs- allow for seeing at night but confer a
Disadvantage to all Awareness tests.
• MREs (Meals Ready to Eat)- transportable high
calorie meals designed to serve as field rations.
• Binoculars- magnifying optics that come in varying
sizes and types.
• Backpack- harnessed bags of varying sizes and types
often with features such as quick release, expandability,
and a binding system such as MOLLE.
• Seabag- military issue, large canvas bag that is often
used as an SSE dump bag.

Requisition Equipment

The following are pieces of equipment that must be “purchased”


using acquired team RPs. Once purchased they are considered
in unlimited supply (within reason) for the entire team. Items
damaged or worn through regular use will be repaired or
replaced by the team’s maintainers or logistics element.

• Biometric Scanner- handheld device with a limited


memory capacity that can be used to identify
individuals by their fingerprints or record them for
later identification. 3 RP
• Blue Force Tracker- a secure transceiver device that
interacts with the GPS network to provide near-real
time positioning for neighboring military units (often
part of the software package for a HardTab). 3 RP
• Directional Microphone- allows for the focusing
of sound pickup in one particular direction, often at
extended ranges. 5 RP
• Gas Mask- allows for breathing in a chemical pervasive
environment via the utilization of a sealed mask and
independent oxygen system but confers a Disadvantage
to all Awareness tests. 5 RP

45
Ghost Ops - JTF

• GPNVGs- allow for seeing at night or in darkness with


no penalty. 10 RP
• Ghillie Suit- an overmesh that allows for the integration
with local foliage to allow for increased camouflage in
dense vegetation areas. 3 RP
• MOPP Gear (Mission Oriented Protective Posture)-
overgarments intended for use with a Field Filtration
Mask to allow for operation within a chemical/
biological pervasive environment. 3 RP
• Hazmat Suit- a completely sealed suit, often integrated
with a Gas Mask, that allows for complete isolation of
the wearer’s body from their environment. 8 RP
• Visual Integration System- a data projection monocle
that allows for information (often maps) to be seen as
an overlay by ground forces (last holdover from the
Land Warrior project). 10 RP
• Laser Designator- a high-power, low-visibility laser
used by SOF teams to highlight specific targets, often
for airstrike. 8 RP
• Lockpicks- a set of metal tension tools and lock rakes
allowing for trained personnel to access mechanical
locks. 3 RP
• Lockpick Gun- a brute force tool that can open
mechanical locks but sometimes leaves obvious traces
or renders the lock inoperable. 2 RP
• Mine Detector- a high-sensitivity metal detector that
can assist with the locating of buried metallic objects.
3 RP
• SCUBA Gear (Self-Contained Underwater Breathing
Apparatus)- a mouthpiece connected to a tank of
breathable air, often worn along with goggles, a back-
up snorkel, fins, and a wet-suit or dry-suit. 5 RP
• Rebreather- a facemask connected to one or more gas
tanks and a CO2 scrubber that allows for submersion
without the telltale signs of bubbles and for durations
independent of depth. 10 RP

46
Loadout

• Tool Kit- a general mechanical tool kit that allows for a


number of jobs to be accomplished. 3 RP
• Electronics Kit- a kit containing common electrical
tools, wire, and connectors. 3 RP
• EOD Kit- a mix of electrical and mechanical tools useful
to the disarming of explosive devices. 5 RP
• Medical Bag- a backpack, satchel, or A-bag that
contains various medical implements and supplies (to
include bags of team member’s blood types). 10 RP
• Climbing Kit- a bag containing nylon rope, carabiners,
and pitons to make ascent or descent easier. 5 RP
• Snake Cam- a small fiber optic tube with a micro-
camera at one end and a video display at the other that
allows for seeing around corners, through grates, over
window sills, etc. 3 RP
• Static-Line Parachute- allows for static line parachute
jumps from low flying fixed and rotary wing aircraft. 5
RP
• Military Freefall Parachute System- allows for both
HALO and HAHO jumps by military personnel, includes
a ram-air parachute, an oxygen system, a navigation
aid, and an auto-deployment system. 10 RP
• UAV/ UGV Controller Terminal- a small tablet or
laptop inside a hardened case that allows for ease of
control of a tethered UAV or UGV. 5 RP
• Currency- some groups prefer to deal in their local
currency, some in US Dollars or Euros, it’s best to
bring the right money to grease the wheels. 10 RP per
$10,000 equivalent.
• Range Finder- a monocular optic that uses a non-
visible laser to provide accurate distance information.
! Advantage to a shooter if used by a spotter. ! 3 RP
• Breaching Kit- a collection of high-strength tools that
allow for the defeating of common physical barriers.
10 RP

47
Ghost Ops - JTF

SSE Kit- a collection of items useful to Sensitive Site Exploitation


including neoprene gloves, tools to quickly remove phone SIM
and SD cards and computer drives and/or clone their data, as
well as quickly gather fingerprint, DNA, and residual evidence
to be analysed later. 3 RP

Weapons

Weapons are relatively unchanged and all firearms in the


Ghost Ops Core book should be compatible with the Ghost
Ops: JTF setting. However, one additional range increment has
been added: CQB, this is at distances within a building or tight
urban area and requires the ability to move the full length of
a weapon quickly and precisely. As such, physically shorter
weapons tend to have the advantage there.

To facilitate this additional range increment Carbines have


been separated from Assault Rifles.

Weapon CQB Short Medium Long Extreme


Handguns ADV2 ADV1 None DAV1
SMGs ADV2 ADV1 None DAV1
Carbines ADV2 ADV2 None DAV1 DAV2
Assault Rifle DAV1 ADV2 None DAV1 DAV2
Shotguns ADV2 ADV2 ADV1 DAV1
LMGs DAV2 ADV2 ADV1 None DAV2
Sniper Rifle DAV2 None None ADV1 ADV1

Handguns

A consistent part of conflict since the 1570s, the pistol or


handgun has seen many iterations over the centuries. Its
current most common form is a compact, magazine fed, semi-
automatic weapon. The advantage of concealment makes it a
first choice for discrete operations or combat in tight spaces. It
is also a mainstay backup weapons for modern combat forces.

48
Loadout

Name Caliber Benefit Cost


M9 9mm 1 RP
M17/18 9mm Rail System 3 RP
MK 23/24 .45 ACP Rail System, Suppressor 4 RP
MK 25 9mm Rail Systems 3 RP
M45 .45 ACP Rail Systems 4 RP
M9: A 9mm pistol that is prolific among conventional US forces.
Mk 17/18: A 9mm pistol set to replace the M9.
Mk 23/24: A .45 ACP pistol adopted by SOCOM for its special
operations units.
Mk 25: A 9mm pistol common among numerous law
enforcement organizations.
M45: A variant of the M1911 that has been issued to Force
Recon and Expeditionary Units

SMGs

Submachine guns, or SMGs for short, came into major use


during World War II when the need for portable suppressive
weapons were in high demand. With the close of the war,
the SMG fell out of common use as the assault rifle rose to
prominence. Today they are often used in close quarters battle
as the smaller caliber leads to better control and less over-
penetration.

Name Caliber Benefit Cost


MP7 4.6mm* Rail System 4 RP
MPX 9mm Rail System 4 RP
*Effectively similar to the 5.7mm round (on the scale of TTRPGs).
MP7: A 4.6 caliber personal defense weapon designed to
defeat body armor.
MPX: A 9mm SMG bearing improvements over the venerable
MP9.

49
Ghost Ops - JTF

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.

Name Caliber Benefit Cost


M4 SOPMOD 5.56mm Rail System, Suppressor 5 RP
MCX 5.56mm Rail System 4 RP
M4 SOPMOD: A highly configurable 5.56 rifle built for the
needs of SOCOM.
MCX: A 5.56 rifle that uses mechanics pioneered by the MPX
submachine gun.

Assault Rifles/ Designated Marksman Rifles

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.

Designated Marksman Rifles came into service to provide


accurate fire at range in a form that is far more versatile than
actual sniper rifles. Modern versions of these weapons are
simplified for mobility’s sake, facilitating combat in both open
and urban terrain.

50
Loadout

Name Caliber Benefit Cost


M16A3/ A4 5.56mm Rail Sys 4 RP
M27 IAR 5.56mm Rail Sys, Red Dot 5 RP
M38 DMR* 5.56mm Rail Sys, Telescopic Sight 5 RP
HK 416 5.56mm Rail Sys, Adjustable Stock 5 RP
HK 417 7.62mm Rail Sys, Extended Barrel 5 RP
Mk 16 5.56mm Rail Sys, Adjustable Stock 5 RP
Mk 17 7.62mm Rail Sys, Adjustable Stock 5 RP
Mk 14/M39 7.62mm Rail Sys, Telescopic Sight 4 RP
* This weapon is a DMR. As such, it utilizes attachments as an
Assault Rifle, but uses the range block of a Sniper Rifle.
M16A3/A4: A modern update to the venerable rifle now
bearing a rail system
M27 IAR: A lightweight 5.56 select fire rifle based on the HK
416
M38 DMR: A semi-automatic 7.62 rifle used by the US Marine
Corps
HK 416: A Heckler & Koch 5.56 rifle that uses a short-stroke
piston system.
HK 417: A Heckler & Koch 7.62 battle rifle designed for better
range and penetration.
Mk 16: A FN Herstal 5.56 rifle constructed to be extremely
modular.
Mk 17: A 7.62 version of the Mk 16 often used as a marksman
rifle.
Mk 14/ M139: A highly reliable and venerable 7.62 marksman
rifle.

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

51
Ghost Ops - JTF

off range than carbine rifles. However, it remains a versatile


tool in Close Quarters Battle.

Name Caliber Benefit Cost


M1014 12G Rail System 3 RP
M26 MASS 12G Underbarrel Mounted 3 RP
M1014: A semi-automatic 12-gauge shotgun used by the US
Marines.
M26 MASS: A pull bolt action 12-gauge shotgun designed to
mount under barrel.

LMGs

The machine gun changed the face of warfare at the beginning


of the 20th century. These mechanisms, despite their
effectiveness, were cumbersome and largely immobile in the
age of trench warfare. As the modern battlefield became more
mobile, the need for equally mobile machine guns became
apparent. This led to the Light Machine Gun or LMG for short,
a high capacity infantry weapon capable of being carried and
operated by a single person.

Name Caliber Benefit Cost


M249 5.56mm Bipod 6 RP
Mk 46 5.56mm Rail System, Bipod 7 RP
Mk 48 7.62mm Rail System, Bipod 7 RP
M240 7.62mm Bipod 6 RP
M249: A 5.56 squad automatic rifle used widely by US armed
forces.
Mk 46: A modified M249 commonly used by SOCOM forces.
Mk 48: A 7.62 variant of the M249.
M240: A heavy 7.62 machinegun that can be modified for
individual use.

52
Loadout

Sniper Rifles/ Anti-Materiel Rifles

As firearm range extended, the necessity for accurate fire rose


in demand. Several battles in the 18th century showcased
the danger of losing a commanding officer to targeted fire.
What followed was a broad study of physics and engineering
that led to the bulk of ballistic theory, further improving rifle
and shooting precision. The modern sniper rifle is a large
caliber weapon designed for range and accuracy. These rifles
have become an integral part of modern warfare as a means
for a single person to engage a more dangerous force from a
relativity undetectable position.

Name Caliber Benefit Cost


Mk 11/SR-25 7.62 Rail Sys, Bipod, 8 RP
Telesopic Sight,
Suppressor Stub
Mk 13 .300 Bipod, Telescopic Sight, 8 RP
Suppressor Stub, Bolt
Action
M2010 .300 Rail Sys, Bipod, Bolt 8 RP
Action, Telescopic Sight,
Suppressor Stub
M107 .50 BMG Bipod, Telescopic Sight, 10 RP
Extended Barrel
Mk 15 .50 BMG Bipod, Telescopic Sight, 8 RP
Bolt Action
Mk 11/ SR-25: A 7.62 semi-automatic rifle loosely based on
the AR-10
Mk 13: A rifle chambered in .300 Winchester Magnum with
precision barrel
M2010: A rifle chambered in .300 Winchester Magnum used
by US Army snipers
M107: A .50 BMG semi-automatic sniper rifle with a floating
barrel design
Mk 15: A manual operated rotary bolt .50 BMG rifle.

53
Ghost Ops - JTF

Weapon Upgrades

Weapon Upgrades have seen some changes and now come in


two varieties: Attachments and Gunsmithing. Attachments
can be installed by an Armorer (Support: Armory level 2) or
a Gunsmith (Support: Armory level 3) or an character may
attempt to install their own with a Mechanics (Technical) so
long as the weapon already possess a Rail System. Gunsmithing
upgrades may only be purchased after a Gunsmith (Support:
Armory level 3) has been procured.

Attachments

The various applications of the military firearm have led to


a broad range of equipment to allow for many functions on a
single platform. Attachments are meant to modify a weapon
to the preferences of the wielder or the needs of the situation;
from facilitating long range engagement to easing target
acquisition during CQB. It is not uncommon to see several
attachments on thea single firearm in use today.

Upgrade Type Effect Cost


Adjustable Stock AR Allows rifle to be 1 RP
used as a carbine
with minor action.
Bipod AR/LMG/SR Reroll 1 - die
when braced or
prone
Flashlight All As the Flashlight
Equipment
Red Dot All Reroll 1 - die
on shots at short
range
Reflex/Holosight CAR/AR/ Reroll 1 - die on
LMG/SMG shots at CQB range

54
Loadout

Upgrade Type Effect Cost


Suppressor All -1 Dmage, +1 Stealth FOBBIT Much?
Only FOBBITs use
Suppressor All Allows for the 1 RP weapons attachments
Stub attachment of a as a status symbol,
operators only
Suppressor as a utilize what they
minor action will need. While it
is not unheard of for
Rail System All Allows for the use of 1 RP a weapon to have a
most attachments sight, a grip, and both
without the use a flashlight and an IR
laser, Handlers should
of armourer or be aware of how
gunsmith. players are modding
their weapons and
Telescopic CAR/AR/ Reroll 1 - die on 1 RP limit the number to 3
Sight LMG/SR shots at Long Range or 4.

Hybrid Sight CAR/AR/ Allow for the 1 RP


LMG/SR switching between
Red Dot and Combat
sight as a minor
action
Laser Sight All Reroll 1 - die
IR Sight CAR/AR/ Reroll 1 - die on
LMG/SR shots at night while
using NVGs
Combat Sight CAR/AR/ Reroll 1 - die on 1 RP
LMG/SR shots at medium
range
Foregrip SMG/CAR/ Reroll 1 - die on
AR/LMG shots at CQB range
Bipod Grip AR/LMG Allow for switching
between bipod and
foregrip as minor
action
Adjustable Stock: A simple lock and slide system that allows a
rifle to be shortened by inches when needed.
Bipod: A pair of pivoting legs that help support a braced
weapon.

55
Ghost Ops - JTF

Flashlight: A simple flashlight with an easy to reach button for


quick use.
Red Dot: An aiming window with a small red dot projected
onto it.
Reflex/Holosight: An aiming window with a reticle
superimposed on the field of view.
Suppressor: A muzzle extension that eliminates the flash of
weapon fire as well as reducing the sound and recoil.
Suppressor Stub: This is a set of quick release mounting
points to allow a suppressor to added or removed.
Rail System: A series of flattened T mounts that enable the
quick attachment or removal of different accessories.
Telescopic Sight: A long range sighting device used on DMR
and sniper rifles.
Hybrid Sight: A holographic sight in front of a magnifier sight
designed to pivot out of the way for close range shooting.
Laser Sight: A laser emitting device designed to run parallel
to the barrel of the weapon and show where the weapon is
pointed.
IR Laser: Identical to the Laser Sight except that the beam
emits IR light that night vision goggles pick up.
Combat Sight: A holographic or red dot sight integrated into a
medium range telescope.
Foregrip: A vertical grip mounted under the barrel of the
weapon to help control mussel jump
Bipod Grip: A Foregrip that integrates a bipod.

Gunsmithing

Firearms need maintenance like any other machine. While


trigger group rebuilding and barrel replacement are common
in order to keep a weapon functional, some needs go beyond
basic functionality. Five centuries have brought the modern
gunsmithing to an exacting level of precision engineering. This
level of tooling provides several advantages for operators.

56
Loadout

Upgrade Type Effect Cost


Extended Barrel AR/LMG/SR Reroll 1 - die 8 RP
on shots at Long
Range
Bull Barrel AR/LMG Reroll 1 - die on 8 RP
Autofire shots
Match Grade All Reroll 1 - die 20 RP
Barrel
Two-Stage All Reroll 1 - die 12 RP
Trigger on shots at Long
Range
Match Trigger All Reroll 1 - dieon 12 RP
shots at CQB
Range
Flash Hider CAR/AR/ +1 Stealth cannot 8 RP
LMG/SR be combined with
Suppressor
Accurization All Reroll 1 - die 20 RP
Extended Barrel: A barrel several inches longer that improves
range and accuracy.
Bull Barrel: A thicker barrel that takes longer to heat up from
automatic fire.
Match Grade Barrel: A barrel machined to higher tolerances
for a more accurate shot.
Two-Stage Trigger: A trigger group with a built-in amount of
slack allowing for a controlled trigger pull.
Match Trigger: A trigger group customized for faster and
smoother action.
Flash Hider: A barrel end with cutaways to divert and conceal
the flash of weapons fire.
Accurization: A collection of modifications designed to
improve the overall accuracy of the weapon.

57
Ghost Ops - JTF

Explosives

The military always has options when it comes to making things


go boom. Whether it’s the more traditional fragmentation
grenade or claymore mines, or the more advanced scalable
grenades or the minimore, they are represented here.

High Explosives

From removing obstacles to reshaping the battlefield, high


explosives have many uses. Modern explosives serve a
multitude of functions and many more have been devised by
US forces. It is not uncommon to see a collection of devices
carried like a tool kit for any number of possible needs.

Name Damage Effect Cost


C4 8 (3) 7m/10m 8 RP
Det Cord* 6 (3) 0/0 2 RP
Breaching Charge** Disorient 0/6m (9) 5 RP
Cost is as per crate, effectively making the explosives an option for
missions.
* Det Cord has very little explosive impact rendering it more useful as a
tool as it will cause damage to any material it has direct contact with.
** Breaching Charges function as a Stun Grenade into the room they
are directed.
C4: A moldable clay like substance that can only be triggered
by a detonator or blasting cap.
Det Cord: A thin flexible tube filled with explosive that can be
chained between explosives.
Breaching Charge: A directional explosive designed to
facilitate CQB.

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

58
Loadout

other maneuvers vital to small teams.

Name Damage Effect (W/T)* Cost


M18 Claymore 9 (4) 50m/-
MM-1 Minimore 6 (3) 30m/- 5 RP
Cost is as per crate, effectively making the mines an option for missions.
* The Claymore and Minimore mines are designed to throw
fragmentation out in a cone pattern in a single direction and therefore
have a significantly greater range (in that direction). Additionally,
mines are designed to have a psychological effect and therefore do
Trauma damage to anyone witnessing their detonation on friendly
forces.
M18: A directional anti-personnel mine with several triggering
options.
MM-1 Minimore: A smaller version of the M18 claymore.

Grenades

The ancient and venerable grenade has been employed on


battlefields across history. Starting as oil filled pots and
evolving to iron shells packed with gunpowder, the goal has
been the same. Personnel-borne explosives have been a
tactical advantage in many ways with the most notable being
the German assault grenadiers of World War II. The modern
grenade, however, is less a weapon and more a tool, seeing a
number of specialized devices.

59
Ghost Ops - JTF

Name Damage Effect Cost


Fragmentation 9 (4) 4m/6m
Thermite* 11 (3) 3m/4m Equipment 5 RP
Destruction
Smoke Conceal White, Red, Yellow,
Green or Violet smoke
Stun Disorient 0/6m (9) 5 RP
Riot Control Deterrent 0/12m (3) 5 RP
Multipurpose Option As Fragmentation or 5 RP
Stun
Scaleable** 6 (3) 3m/4m 8 RP
Cost is as per crate, effectively making the grenades an option for
missions.
* Effectively a “Narrative Grenade” it will reduce any equipment it
touches to slag without a roll. Personnel caught in the explosion will
suffer damage per round unless the burning clothing & flesh is removed.
It is illegal to intentionally target personnel with incendiary weapons.
** Scalable grenades are designed to be attached to one another
to “scale” their destructive potential. A second or third grenade will
effectively double or triple the damage rolls, while simultaneously
increasing the range of the blast by +1m/ +2m per.
Fragmentation: A hand thrown weapon designed to throw
lethal fragments over a short area.
Thermite: Uses a very hot, self-oxidizing compound to melt
equipment.
Smoke: Produces an area of smoke to conceal or mark an area.
Stun: A grenade that uses concussion and a bright flash to
disable anyone nearby.
Riot Control: Dispenses a disabling chemical that causes eye
and respiratory pain.
Multipurpose: A newly designed grenade that allows the
thrower to switch it between Fragmentation or less than lethal
concussive force.
Scalable: A small grenade that can be stacked together end to
end to increase the explosive force.

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Loadout

Grenade Launchers

As the bow improved the knife, so too did the grenade


launcher improve the hand grenade. Early launcher devices
acted as delivery systems for the hand grenades of the time.
Rifle grenades followed but saw limited use due to the
amount of setup and risk of misuse. Modern launchers use the
standardized 40mm grenade round and tend to be stand alone
or weapon mounted platforms.

Name Caliber Benefit Cost


M32 MGL/Mk14 40mm* Rail System 5 RP
M203/M320 40mm* Underbarrel Mounted 4 RP
M79 40mm* 3 RP
* 40mm Grenades are available as Fragmentation, Smoke, Stun, or Riot
Control
M32 MGL/Mk 14: A six round revolver-type launcher.
M203/M320: A single shot launcher that can be stand alone
or mounted under barrel.
M79: A single shot, shoulder braced launcher.

Rocket Launchers

At one time rocket propelled arrows were the premier self-


propelled weapon. In the modern age, rocket powered
explosives have added a new level of artillery along with
cannons. Variations on warheads allow for a broad range of
effects and damage along with multiple delivery systems.
Infantry versions of this weapon have allowed small teams to
offer viable threat to armored and soft-skinned vehicles.

Name Damage Effect (W/T) Cost


M136/AT4* 16 (7) 5m/7m 3 RP
Mk 153 SMAW 20 (10) 7m/12m 8 RP
M3 MAAWS 10 (5) 5m/7m 6 RP
* Single-Shot Disposable

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M136/AT4: A single use and very portable recoilless launcher


that is shoulder fired.
Mk 153 SMAW: A reusable shoulder fired weapon system
used to target vehicles and fortifications.
M3 MAAWS: A reusable anti-tank weapon that is also effective
against structures and personnel.

Missile Launchers

Advanced computer systems have allowed for the development


of highly accurate missile weapons. Many of these are vehicle
mounted but several platforms have been scaled down for
infantry use. Several times these weapons have stalled enemy
momentum or completely changed the nature of a theater
of war. They can be so effective that they are often highly
controlled ordinance.

Name Damage Effect (W/T) Cost


FIM-92 Stinger* 20 (10) 5m/7m 8 RP
FGM-148 Javelin** 30 (15) 7m/12m 20 RP
BGM-71 TOW** 20 (10) 7m/12m 10 RP
As guided weapons, a hit is almost guaranteed. Instead of the firer
rolling to hit the defending pilot/ driver should roll versus a TN of 8 to
avoid, and then only if they detect the tracking or launch of the missile.
* The Stinger is designed to track and down aircraft and as such may
not be used to target ground vehicles. Aircraft are fragile things and if
hit will be downed; damage is to be rolled on the crew.
** The Javelin and TOW missiles are designed to track and eliminate
slow-moving, armored ground vehicles, if fired at an aircraft the pilot
will gain 2 Advantages to avoid the hit (auto-success in the case of fast-
moving jet aircraft). While the Javelin will always result in a vehicle
kill (with damage to all crew members), the TOW may be ruled as a
Mobility (can no longer move) or Firepower (can no longer fire) Kill at
the Handler’s discretion.
FIM-92 Stinger: A man portable anti-air weapon system that
tracks aircraft heat.
FGM-148 Javelin: An anti-tank missile system that does not
need operator support after being fired.
BGM-71 TOW: A tripod or vehicle mounted anti-armor missile
system that is highly accurate.

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Loadout

Heavy Weapons

Though mobile warfare is the mainstay of the modern


battlefield, heavy weapons hold a valuable place in such
operations. These weapons are built for rapid fire of large
caliber or high explosive ammunition. The presence of these
dangerous weapons can change the dynamic of an assault or
shore up a defensive position. It can also be formidable as part
of a security line to retreat to or vehicle mounted for quick and
mobile response

Name Caliber Benefit Cost


M134* 7.62mm 10 RP
M2* .50 BMG 10 RP
Mk 19 40mm 10 RP
Mk 47** 40mm Programmable Munitions 15 RP
Heavy Weapons are either crew-served (they require two or more
people to properly operate and transport) or vehicle mounted.
* Anyone hit by these calibers at such a high cyclic rate of fire is
effectively dead (or wishing they were and very soon will be). As such
their calibers are really only listed for the purpose of characters only
receiving grazing fire and to assist with the destruction of vehicles and
structures.
** The Mk 47 is capable of firing so-called “smart” grenades that can
be set to detonate in an airburst at a specified range. These grenades
are functionally similar to the standard Fragmentation Grenade except
that they provide a 2 Advantage to the firer to hit their target.
M134: A six-barrel rotary machine gun capable of a staggering
rate of fire.
M2: A powerful .50 BMG machine gun that has been in service
for 70 years.
Mk 19: An automatic grenade launcher that fires various
40mm ammunition.
Mk 47: An automatic grenade launcher with a built-in fire
control system that can control detonation in flight.

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Ghost Ops - JTF

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.

Type Speed TN Weapons AL


MQ-1 Predator Fast 3 2 Missile HP 5
MQ-9 Reaper Fast 3 4 Missile HP 5
RQ-4 Global Hawk Fast 2 Sensor Package* 5
CQ-10 Snowgoose** Normal 4 3
RQ-27 Scan Eagle Fast 3 Sensor Package* 5
Phantom Eye*** Fast 3 Sensor Package* 5
RQ-11 Raven**** Normal 3 Sensor Package* 5
AC-130 Stinger II Fast 2 30mm 10
Autocannon,
105mm Cannon,
Gunslinger
Weapons System
MC-130 Commando II Fast 2 Sensor Package* 10
CV-22 Osprey^ Fast 2 5
MH-6 Little Bird Fast 3 2 Gun HPs^^ 5
MH-60 Blackhawk Fast 3 2 Pintle 5
Mounts^^^
MH-47 Chinook Fast 3 3 Pintle 5
Mounts^^^
* A Sensor Package armament indicates that the majority of the
aircraft’s weight is dedicated to automated and manned detection and
surveillance systems and can be used in the ISR role, as well as function
as a comm relay.
** The Snowgoose is a logistics-oriented UAV allowing for the transport
of up to 500 lbs (225 kgs) in a single delivery.

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Loadout

*** The Phantom Eye is a hydrogen-powered “stealth” UAV designed


for high-altitude automated surveillance and communications relay
operations for a period of up to 10 days.
**** The Raven is a small, squad-deployable UAV that does not require
dedicated launch or recovery equipment.
^ The Osprey may be loaded with a “roll-on/ roll-off” packages that
allow for it to function as an ISR platform or aerial refueler.
^^ The Guns Hardpoints onboard a Littlebird allow for the fitting of
dual .50 rotary guns (.50 HMG), M134s, or Rocket Pods (effectively an
M136 with 7 rounds of ammunition each).
^^^ Pintle Mounts are most commonly used to mount the M240
Machinegun but can be reinforced to handle the M134.
MQ-1 Predator: A propeller-driven unmanned aircraft that
carries limited ordinance.
MQ-9 Reaper: A larger and heavier version of the Predator.
RQ-4 Global Hawk: A high altitude, long-endurance unmanned
aircraft
CQ-10 Snowgoose: A propeller-driven unmanned aircraft that
uses a parafoil for lift.
RQ-27 Scan Eagle: A low altitude prop-driven unmanned
aircraft used for reconnaissance.
Phantom Eye: A high altitude unmanned aircraft powered by
liquid hydrogen.
RQ-11 Raven: A hand-launched unmanned aircraft that can be
controlled by remote.
AC-130 Stinger II: An AC-130 gunship loaded with multiple
cannons and a multi-launch gunslinger system.
MC-130 Commando II: An unarmed version of the Combat
Talon gunship outfitted with comms and sensors.
CV-22 Osprey: A tilt-rotor aircraft used for transportation of
personnel and supplies.
MH-6 Little Bird: A small, fast helicopter used for special
operations.
MH-60 Blackhawk: A medium lift utility helicopter used for
tactical transport.
MH-47 Chinook: A tandem rotor helicopter used to transport
numerous personnel and heavy equipment.

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Missiles

Electronics and computation offered many possibilities after


World War II. The ability to attach a expendable control system
to explosives has been the driving vision behind modern
aviuation ordinance. Fleets of bombers have been replaced
with one or two aircraft loaded with highly accurate weapons.
Dogfighting decreased in practice in direct proportion as stand-
off air to air missiles came into use. As the scale of warfare
continues to change, the demand for accuracy continues to
direct advancements in greater precision.

Name Damage Effect (W/T)


AIM-9 Sidewinder* 20 (10) 5m/7m
AGM-65 Maverick** 30 (15) 7m/12m
Gunslinger Weapon System** 20 (10) 7m/12m
As guided weapons, a hit is almost guaranteed. Instead of the firer
rolling to hit the defending pilot/ driver should roll versus a TN of 8 to
avoid, and then only if they detect the tracking or launch of the missile.
* The Sidewinder is designed to track and down aircraft and as such may
not be used to target ground vehicles. Aircraft are fragile things and if
hit will be downed; damage is to be rolled on the crew. Additionally, a
Missile Hardpoint can fit 2 Sidewinder missiles.
** The Maverick and Gunslinger munitions are designed to track and
eliminate slow-moving, armored ground vehicles, if fired at an aircraft
the pilot will gain 2 Advantages to avoid the hit (auto-success in the
case of fast-moving jet aircraft). While the Maverick will always result
in a vehicle kill (with damage to all crew members), the Gunslinger
may be ruled as a Mobility (can no longer move) or Firepower (can no
longer fire) Kill at the Handler’s discretion.
AIM-9 Sidewinder: A highly accurate heat seeking air to air
missile.
AGM-65 Maverick: A reliable air to ground missile with
various guidance systems.
Gunslinger Weapon System: A rear facing set of launchers
that fires AGM-176 at ground targets.

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Loadout

Maritime

The waters of the world are no stranger to the blood of


humanity and though the means and modes have changed, the
intent has not. Controlling an ocean space and securing trade
routes on a planet that is three-quarters ocean has been a
prevailing goal of almost every war in modern history. As such,
special operations have seen a demand for swift and reliable
craft to fit the versatile needs of their missions.

Type Speed TN Weapons AL


RHIB/CRRC Normal 2 2
Mk V Spec Ops Craft V. Fast 3 5 Gun 6
Mounts*
Spec Ops Craft Fast 3 5 Gun 3
Riverine** Mounts*
SDV Mk 8 Mod 1 Normal 3 2
* Gun Mounts aboard Special Operations watercraft are specifically
designed to provide an interchangeable array of weapons to suit any
given mission profile. The most common weapons mounted are the
M2HMG, M240, Mk 95 (Twin M2 HMGs), Mk 19 GMGs, and the M134.
** The SOC-R is air-transportable via the MH-47 Chinook.
RHIB/CRRC: A light weight and reliable boat used for
numerous oceanic operations.
Mark V Special Operations Craft: A well-armed marine
security craft used to support special operation missions.
Special Operations Craft-Riverine: A light and mobile short-
range boat used to support special operation missions.
SDV Mk 8 Mod 1: A six man submersible often used by the
Navy SEALs for underwater transport.

Ground

A fight cannot be won if your soldiers cannot reach the enemy.


This is a very old adage and is even truer today with modern
speeds and travel distances. Purpose-built vehicles run the
gambit from convoy work to day to day needs for the various
militaries of the world. This, however, is far from the only type

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of vehicles on the battlefield as civilian trucks make up the


bulk of modern fighting vehicles.

Type Speed TN Weapons AL


GMV Fast 2 2 Passenger +1
Mounts*
1 Turret Mount**
ADV. Light Strike Fast 2 2 Passenger +1
Vehicle*** Mounts*
1 Turret Mount
Cougar MRAP Normal 4 1 Turret Mount +8
JLTV Fast 3 1 Turret Mount +3
ATV Quad Fast 1 -
Motoercycle V. Fast 2 -
Mountain Bike Normal 1 -
M1216 SUGV**** Normal 1 -
SMSS UGV^ Normal 2 3
*Passenger Mounts allow for the covering of fire arcs to the sides of the
vehicle, but are light pintle mounts allowing only for the mounting of
LMG-type weapons.
** Turret Mounts utilize the frame of the vehicle to support the
weapons mount allowing for 360-degree coverage from the turret by
heavy weapons.
*** The ALSV is internally transportable aboard a CV-22 or CH-47
aircraft.
**** The SUGV is a small, squad-deployable UGV that allows for quick
reconnaissance via small access areas (tunnels, etc).
^ The Squad Mission Support System is a family of UGVs intended to
lighten the load of infantry and special operations troops by acting
as a robotic mule and carrying the heavier and bulkier pieces of their
equipment. It is controllable remotely or can be configured as semi-
autonomous either following a planned route or following a carried
transmitter by a troop leader.
GMV: A purpose-built Humvee for the needs of the special
operations community.
Advanced Light Strike Vehicle: A light all-terrain vehicle that
can be transported by aircraft.
Cougar MRAP: An infantry transport vehicle built to resist
IEDs and mines.

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Loadout

JLTV: A vehicle built for SOCOM as a replacement for the


Humvee
ATV Quad: A small and light single person all-terrain vehicle
common in the civilian market.
Motorcycle: A fast single person vehicle common in the
civilian market.
Mountain Bike: An all-terrain, pedal-operated, human-
powered bicycle ruggedized for military use.
M1216 SUGV: A small man-portable vehicle that can be
controlled remotely by a video game controller.
SMSS UGV: An unmanned vehicle designed to carry extra
weapons and equipment for a combat team.

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70
5. Support
Ghost Ops - JTF

“The success of the modern fighting man is no longer tied just


to his rifle and his ability to use it, but to those behind him:
firing artillery, dropping bombs, and even delivering meals and
bullets.”
-WWII News Real Commentator

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Support

Support

Safehouses have been replaced with Support to reflect the


military nature of the setting. Each level of Support also
limits the level of each of the types of Support. Due to the
mobile nature of military special operations, the facilities and
personnel provided through Support are not tied to a single
location like the Safehouses of ICO. However, the larger the
Support level, the larger the Footprint the unit may leave and
the longer it takes to pack, transport, and unpack equipment.

Instead of Standard, Medium, and Large Safehouses, Ghost


Ops: JTF uses the terms COP (Combat Outpost), FOB (Forward
Operating Base), and MOB (Main Operating Base) to reflect
both the size of their Support footprint and the minimum sized
base that it can be transported to. The players may always
forgo some of the luxuries provided by higher level Support
areas, but they also surrender the availability of some of their
Support options.

Starting Funds

Unlike with Ghost Ops Core, operators enter the organization


CONUS bound!
with no starting funds, either personally or to supplement the When stateside, at
unit, since the currency used for such things is the Reputation their homebase, JTF
Point. Reputation Points are earned alongside Experience forces would have
access to the full
Points and are covered in the next section. spectrum of support
options for training.
Should the Handler
Support Footprints choose to run training
missions as scenarios
COP (free) they should feel free
to allow players to
toy with the various
The combat outpost is one of the smallest footprints available advantages granted by
improvements in one
to the US military that still offers the area to provide support or more support areas.
to personnel. There is little in the way of amenities at a COP:
toilets are dug, electricity is for mission essential devices only,
and food is likely only in the form of MREs or perhaps tray-rats
(heated tray rations) if the COP is well-traveled. There might
be a single permanent structure, but most are tents or made

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Ghost Ops - JTF

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.

6 Support Areas may be upgraded to level 3 prior to requiring


a Footprint upgrade to MOB.

MOB (250 RP)

The main operating base is the mother of all forward military


installations, often servicing multiple large units and providing
a centralized command area for the region, if not the entire
country. Just like home, if home wasn’t thousands of miles
away: a majority of hygiene needs are provided by actual
working plumbing in modernized buildings, power is likely
from the local power grid with multiple redundant generator
backup, and food comes from an established D-Fac (dining
facility). The unit will have their own little piece of territory
allotted to them, often a walled-off compound or unused
hangar allowing them to plan and conduct missions with little
to no unnecessary interaction with neighboring units.

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Support

In addition to various sandbag, Hesco, and other barriers there


will be guard towers and fortified gun positions around the
perimeter.

Support Areas

The eleven areas of the Safehouse system have been replaced,


renamed, and/ or reorganized into eleven different areas. A
majority of the functionality of the various facilities of Ghost
Ops Core has been retained, even if the description has changed.
All Support Area levels include the options and benefits (or an
equivalent) of the lower levels in addition to their own.

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 2 (20 RP)


There is also a secure room or dedicated weapons Conex box to
allow for the secure storage of additional weapons, equipment,
and ammunition.

Support Option: The unit now has one or two Armorers on


staff allowing for the easy modification of firearms as well as
cleaning and tuning between missions.

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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Ghost Ops - JTF

Support Option: The unit now has a Master Gunsmith allowing


for the purchase and use of gunsmith weapon upgrades.

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.

Level 2 (15 RP)


The team has two standard or special operations vehicles
assigned and the ability to request more.

Support Option: The unit now has dedicated ground vehicle


mechanics available to maintain, repair, and upgrade their
vehicles.

Level 3 (30 RP)


The team has two standard or special operations vehicles
assigned, the ability to request more, and may additionally
request more specialized vehicles or upgraded civilian vehicles.

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.

Level 2 (30 RP)


A trauma team, including specialized medics and at least one
surgeon, make up your medical team. This capability also
designates your base of operations as a Forward Aid Station
and other units may start utilizing your medical capabilities.

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Support

Support Option: Care is provided by the trauma team


automatically healing 2 points of Wound damage per day
under their care.

Level 3 (60 RP)


A full military medical facility is at or near your location. You
have access to medical specialists and a variety of doctors and
trauma surgeons. You may even be able to convince one of
them to travel with you into the field if there is a need.

Support Option: In addition to medical applications the facility


can provide access to knowledge on all manner of chemical and
biological agents, diseases, and other related impairments.

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.

Level 2 (20 RP)


You have a dedicated supply area or Conex box with a reliable
lock. You might even have a safe to keep the more valuable
items in. Logistics deliveries arrive on a regular schedule, so
advanced planning is required to make sure what you want
doesn’t show up in the next resupply.

Support Option: You now have a Quartermaster on staff who


is much better at understanding the way the supply system
works and getting you what you need.

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Ghost Ops - JTF

Level 3 (40 RP)


Not only do you have several dedicated secure rooms, areas,
or Conex boxes for all your gear, food, and water but you have
a large safe for the keeping of currency and other items of
import. Your unit has been deemed high priority and mission
essential items and resupplies are delivered within 24 hours.

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.

Level 2 (10 RP)


The team has managed to “acquire” several luxuries making
the field just a bit more bearable. Provided the power holds
out you have access to a television with DVD player and/ or
a game console, a minifridge with a sparse selection of sodas,
and a small library of books and magazines, and maybe even
a board game or two. Access to a satellite phone to call home
is available, but limited. There is likely at least one couch (of
questionable origin) and maybe even a beat up, old recliner
and coffee table.

Support Option: Spending time here is pretty relaxing and


allows the recovery of 1 Trauma damage per day.

Level 3 (20 RP)


There is a dedicated R&R area just for your team. In addition
to the television, movies, books, and games you have on hand,
there is also a PX nearby where you can buy slightly less
outdated items than what you already have. There is access to

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Support

a satellite phone, computers for email and internet calls, and,


although they’re restricted, someone has a case of beer and/ or
a fifth of liquor squirreled away that command is looking the
other way on. You have a couple couches, some recliners and a
ping pong or pool table.

Support Option: Being in this area, and even just knowing


you can talk to people back home, even if you never do, is
comforting and allows the recovery of 2 Trauma damage per
day.

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.

Support Option: The unit does have a dedicated Special


Reconnaissance Element that can provide overwatch and
sniper support during missions, as well as function as a comm
relay if needed.

Level 2 (20 RP)


There is now a dedicated comms section that can provide radio,
computer network, and satellite communications support
allowing for easier access to military support, even when in
the field. The intelligence section is now fully stood up and can
collect, assess and interpret data in-house. For high-intensity
missions, you will be granted UAV overwatch, so long as it is
not retasked to a higher priority operation.

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Ghost Ops - JTF

Support Option: You can gain access to publicly filed building


plans to help plan operations beforehand.

Level 3 (50 RP)


The comms section is staffed with the best and brightest in the
field, if there is a nearby artillery unit they have Fires Liaison
attached to your TOC, and several Subject Matter Experts are
on call to the operators should the need arise. Intelligence is
gathered by a dedicated team and is fully compartmentalized
to the unit. A UAV detachment is assigned to the unit provides
overwatch on all necessary missions.

Support Option: The Special Reconnaissance Element is


equipped with advanced optics and can provide real-time
reconnaissance even inside of structures.

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.

Support Option: MedEvac is always a priority and the nearest


Dustoff callsign will respond if able.

Level 2 (30 RP)


The unit has an attached Medium-Lift Aircraft (MH-60 or CV-
22) and aircrew but must otherwise request air asset support
and may have to compete with other teams for use of the bird.
There is a dedicated (named) LZ and possibly an alternate,
both made of at least hardball or expeditionary airfield plates.
Air assets requested may still be called off station, but only in
extreme emergencies.

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Support

Support Option: Dedicated MedEvac is now available to


missions with a Dustoff callsign waiting just outside of the AO.

Level 3 (60 RP)


The unit now has an organic aviation element with a few
Medium- and Heavy-Lift Aircraft (CH-47), as well as the ability
to call for mission-dedicated close air support assets. There
is a military airfield at the base or nearby, minimizing the
wait time for mission start and response time. Air assets are
dedicated to the mission and will only be called off in the most
dire of circumstances.

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.

Level 2 (20 RP)


The unit has an attached naval special operations boat element
and may be inserted and picked up by them given prior
planning and coordination. Naval support in littoral areas is
guaranteed, so long as it has been previously requested.

Support Option: A SWCC Boat Crew may move to extract the


team under hostile fire, once recovered and out of harm’s way
the crew can provide advanced medical aid.

Level 3 (40 RP)


The unit now has an organic maritime element with both
special operations boats and SDVs available, depending on
mission requirements. Any naval vessels within range are
notified to respond to codeword support.

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Ghost Ops - JTF

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.

Support Option: CasEvac is always an option if a dedicated


MedEvac vehicle cannot arrive in a timely manner and the QRF
can dedicate a vehicle to this.

Level 2 (25 RP)


A company of well-trained soldiers provides dedicated security
to the unit’s base, either as it is a part of a larger installation
(which they also occupy) or it is within their AO. The security
unit will be either Airborne or Marine, familiar (and likely
experienced) with combat as they are special operations
capable themselves. As a QRF they are combat ready and
quick to respond, especially if given a warning order prior to
any operation.

Support Option: Special operations capable troops have at


least a basic understanding of the missions they may be called
upon to perform, primarily they may act as a Blocking Force for
a dedicated SOF unit keeping anyone from entering or leaving
the AO and providing fire support as needed.

Level 3 (50 RP)


A company of elite-trained soldiers provides compound
security as part of a SOF package detailed to the unit. The
security unit will be either Rangers or Reconnaissance, with
combat and special operation veterans among their number. As
a QRF they are exemplary in responding quickly and effectively
to combat, often being a part of the SO mission planning itself.

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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.

Level 2 (15 RP)


The unit now has a dedicated cyber warfare specialist and
while C4 may be responsible for network stability, they have
a few tricks up their sleeve to “improve” the overall security
situation of the local terminals. Cyber can easily pull off any
hacks and intrusions on low-sec networks, as well as provide
general knowledge searches, but otherwise spends their time
ensuring the unit’s systems remain unmolested.

Level 3 (30 RP)


The unit now has a cyber warfare team, not only dedicated
to the security of the unit’s own network, but constantly
probing regional systems, even those belonging to friendly or
allied agencies and nations, in the hopes to provide the best
and most relevant information possible to the teams. Cyber
can, and readily does, perform hacks and intrusions on nearly
every system of note, sometimes even at the behest of higher
command.

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.

Support Option: CIA Special Activities Division/ Special


Operations Group’s Ground Branch consists of highly trained
and dedicated Paramilitary Operations Officers and Specialized
Skills Officers that may assist with a combined operation of
high importance to both parties.

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6. Reputation &
Experience
Ghost Ops - JTF

“When assuming the soldier, we did not lay aside the citizen.”
-George Washington

86
Reputation

Reputation and Experience

Reputation and Experience are both earned via completing


missions and are the means by which the players improve their
characters, support, and gain new weapons and equipment.
What they are earned for vary widely, however, as Reputation is
a measure of how well the entire unit is doing while Experience
is the personal progress of a character. As such, while some
activities may earn both, they should be tallied separately.

Spending Experience

As some facets of the character have changed spending


experience has also changed. This system is based on the
optional rules for Experience in the Expanded 1 rules.

Increase a Pool by 1 point 5xp


Increase a Skill by 1 point 15xp
Gain a new Ability 25xp
Gain a new Training 50xp

Earning Reputation

Reputation is primarily earned through accomplishing


missions, with some modifiers. Missions are divided into one
of three categories based on 2 factors: Impact and Profile,
either low or high. Impact is a measure of how much the
results of the mission will influence regional, national, and/or
international affairs, and Profile is a measure of how much the
public will know about the mission (not necessarily what unit
was involved).

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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Hostage Rescue/ Personnel Recovery. These have a base RP


What about…? value of 25.
You may have
noticed there is
no such thing as a
Category B Missions are High Impact/ Low Profile. While
Low Impact/ High these missions have a noticeable impact on the situation
Profile mission. on the ground, either the details will likely never be made
That’s because no
such thing exists. public or are of little interest to the media. Cat B missions
As soon as an include: Direct Action/ Raids, Special Reconnaissance, Civil
operation becomes Affairs/ Humanitarian Assistance, Counter-Terror/ Narcotics/
High Profile, it then
also becomes High Insurgency/ Proliferation, and Foreign Internal Defense. These
Impact as it will have a base RP value of 15.
result, at the least,
in a sway of public
opinion. Category C Missions are Low Impact/ Low Profile. The
missions conducted will likely have significant importance to
those involved but have little effect on the course of an overall
operation and will very likely never achieve any sort of publicity.
Cat C missions include: Visit Board, Search and Seizures (VBSS),
Combat Search and Rescue (CSAR), Peacekeeping Support, and
VIP Protective Detail. These have a base RP value of 10.

Then the Reputation earned by a successful mission is also


given a multiplier based on its threat level, rated 0 to 3, defined
by where it falls along the Spectrum of Conflict. This provides a
basis for the forces that may be encountered during the course
of an operation. Be aware that while a nation is generally given
an overall threat rating, individual regions and cities may vary
from this overall rating and be given one of their own.

Level 0 (Stable Peace): The nation is generally at peace with


very little civil unrest. Most common governmental forces
encountered would be Law Enforcement and Paramilitaries.
No bonus to RP earned.

Level 1 (Unstable Peace): The nation is experiencing some


level of unrest, with demonstrations and sometimes outright
riots in urban centers and points of infrastructure. In addition
to Law Enforcement and Paramilitaries, Military Forces may
be deployed to points of interest and vulnerability. RP earned
is x2.

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Reputation

Level 2 (Irregular War): The nation is experiencing internal


conflict with overt attacks against government facilities and
personnel. Law Enforcement forces have fallen into disarray,
dissolved, or been absorbed into Paramilitaries and Military
Forces have become instrumental in maintaining order in the
regions and areas they control. RP earned is x3.

Level 3 (General War): The nation is in the midst of all-


out civil war or invasion by a foreign force and conflict is
rampant and ongoing. Law Enforcement is non-existent and
Paramilitaries and Military Forces are actively engaged with
one another. RP earned is x4.

Lastly, the Reputation earned is given a bonus based


on accomplishing Secondary Objectives and Targets of
Opportunity. Secondary Objectives are known at the outset of a
mission and can be Simple (5RP) or Complex (10RP) and often
assigned by OGAs or neighboring military units. Targets of
Opportunity are surprise objectives that must be unknown to
the players until the opportunity arises and can be Contingent
(5RP), Priority (10RP), or Critical (20RP) and are assigned on
the fly by Intel Community Liaisons.

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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Ghost Ops - JTF

90
7. Optional Rules
Ghost Ops - JTF

“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

Member units of SOCOM operate in 18-month cycles that


can be divided into 3 6-month blocks, however, JSOC units
have an accelerated cycle of 3-month blocks, though the cycle
remains the same. This means that each unit attached to JSOC
is required to have 3 separate operational groups the first of
which will be actively deployed overseas, the second will be
on stand-by conducting “up-training” and ready for 18-hour
worldwide emergency deployment notice (or “spin-ups”), and
the third will be conducting unit training, attending military
schools, or taking leave.

In terms of roleplaying this means that a few short missions


(especially to familiarize new players with the system) can
be played during the Ready block, before diving into a full
campaign during the unit’s Deployment block. Lastly it also
allows Handler’s a narrative opportunity to delay/ limit
character progression until the Leave & Training block.

Team Training

A JSOC unit spends a majority of its time during their Ready


block conducting “up-training” or training for the conditions
and requirements of their upcoming deployment. This allows
for Handlers to provide a temporary bonus to their players
without directly requiring them to take specific skills or
abilities. The best way to represent this is with a single Ability
(or if a character already possesses this ability a +1 to the
parent Skill) for the duration of a campaign, or the first several
missions into it.

Team/ Element Initiative

Special Operations units are tight-knit and trained to be as


intuitive as possible during combat, often finding themselves
able to predict precisely where their teammates will be
at any given moment even if entering an area with little
reconnaissance. While this concept is easily represented via

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Ghost Ops - JTF

the natural course of tabletop roleplaying it can be further


reinforced by allowing for only a single initiative roll for the
players the same way a single roll is made by the Handler for
the Tangos.

Shoot-Move-Communicate

Being trained and experienced in combat is different than


training in marksmanship, fitness, or decision making and
is rather a culmination of all three while under pressure and
experiencing a threat to life and limb. Those not trained or
not prepared for combat can simply not keep up with those for
whom combat is a profession.

Rather than a change to the player character’s capabilities,


this is a change to the Tangos. Instead of allowing every Tango
to perform as a fully functional character they are restricted
by their level to how many actions they may perform. While
Major Tangos can continue to operate as before, Standard
Tangos are limited to either Shooting and Moving, Shooting
and Communicating, or Moving and Communicating. Further,
Minor Tangos may only perform one of the three on their turn.

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

For those seeking a bit grittier, less heroic feel to their


campaign they may wish to completely remove the pool
system (or if their players are constantly forgetting to utilize
them anyhow). While this can simply be a Handler “I say so”
moment, to maintain balance with the Ghost Ops Core some
sort of exchange may be necessary.

Through playtesting the addition of 1 additional Training,


and 3 additional skill advances both maintains playability and

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Optional Rules

keeps with the theme of the setting. Additional exchanges of


different amounts for different areas may be acceptable, but
the Handler should keep in mind the balance between the
players, not just the Core rules.

Reputation Penalties

Some Handlers may wish to occasionally penalize the player’s


Mission RP gain due to performance or behavior issues. As a
general rule Reputation should only be penalized if it would
have a negative repercussion on the unit, the military, or the
nation. Some examples include:

Leaving behind a restricted piece of equipment (GPNVGs, Laser


Designator, UAV Controller, Currency), 25% penalty.

Leaving behind a vehicle without “fragging” it, 50% penalty.

Being witnessed violating the Laws of War, 75% penalty.

Combat Exhaustion

War is the original high-impact sport, even the Olympics were


derived to allow the city-states of Greece to show off their
best warriors outside of combat. As such, just as with athletes
sustained combat operations take their toll on the participants
and without rest, this can result in penalties to the character.

For each scene that results in combat in which it both lasts


longer than 10 rounds AND the players experience return fire
the characters incur a -1 penalty to all rolls. This penalty will
remain until a period of 24 hours has passed, including a period
of some sleep (not necessarily at the unit’s base). Should
combat that meets both conditions occur within that period
the characters will incur another -1 penalty at its conclusion.

Once this penalty has reached -3 characters will begin taking


Trauma damage instead at the rate of 3 per additional combat
scene that meets both conditions (which may be countered by
the Support R&R facility).

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Armor Failure

Modern armor may be extremely effective at defending against


bullets, but it is not invincible. If the armor is ever defeated
automatically (PL > AL), the armor has failed and no longer
provides any benefit. If the armor roll results in 4 -, the
armor has failed and no longer provides any benefit regardless
of the roll’s outcome. If the armor roll results in at least 2 -,
the armor will fail on the next impact (but may still defend
against that second attack).

Suppressor Failure

Suppressors are reasonably good at lowering the decibels per


shot for firearms, however, they may eventually fail if used
continually without replacement. If the characters engage in
combat continually without a return to base the Handler may
eventually rule that the suppressors have become worn. At
this point, any shooting roll that results in at least 2 - will
result in the suppressor no longer being effective.

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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

Medals can be a touchy subject in military games, and perhaps


more so in tabletop roleplaying ones. That said, a rough system
for awarding a few medals is not a big ask and is covered here.
Just know that while this system is rough, it is by no means an
effort to belittle or bemoan the US military medals system and
those who have been awarded them.

One factor that most people don’t understand about medals


is that there is no cut and dry checklist for what has to have
happened for someone to earn one, a general set of guidelines,
yes, but this makes it hard to establish a system within a
set of game rules that can portray how medals are awarded
accurately. Additionally, combat medals are awarded on
expectation: what would earn a basic infantryman a Bronze
Star is just another day for a special operator.

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

The Bronze Star Medal

The Bronze Star is awarded for heroic service, heroic


achievement, or meritorious performance in a combat zone. It
is also authorized the “V” device for Valor when awarded for

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Ghost Ops - JTF

valor in combat. Multiples of the award result in the awarding


of an Oak Leaf device for Soldiers and Airmen or a Star device
for the Sailors and Marines.

Criteria: Earned at least 10 XP in a single mission OR earned


at least 6 XP per mission over the course of no fewer than 5
missions, then the character will earn the Bronze Star.

The Silver Star Medal

The Silver Star is awarded for singular acts of gallantry of


action during military operations against an enemy force.
Multiples of the award result in the awarding of an Oak Leaf
device for Soldiers and Airmen or a Star device for the Sailors
and Marines.

Criteria: Earned at least 20 XP in a single mission OR at least


12 XP per mission over the course of no fewer than 3 missions,
then the character will earn a Silver Star instead of any Bronze
Stars.

The Service Crosses

The Distinguished Service Cross (Army), Air Force Cross,


and Navy Cross (also Marine Corps) is awarded for extreme
gallantry and risk of life while in actual combat against an
armed enemy force. Multiples of the award result in the
awarding of an Oak Leaf device for Soldiers and Airmen or a
Star device for the Sailors and Marines.

Criteria: Earned at least 30 XP in a single mission AND was the


target of multiple enemy attacks (even if none did damage),
then the character will earn a Service Cross instead of a Silver
or Bronze Star.

The Purple Heart

The Purple Heart is awarded for the receipt of wounds (or


death) caused by enemy action. Multiples of the award result

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Optional Rules

in the awarding of an Oak Leaf device for Soldiers and Airmen


or a Star device for the Sailors and Marines.

Criteria: Received at least 6 damage on the Wound track over


the course of a single mission, then the character will earn a
Purple Heart.

Other Medals and Decorations

The US has a wide variety of medals that service members can


earn over their careers and those familiar with them may want
to further the roleplaying and narrative of their campaign by
including them. Suggestions include:

Combat Identifiers: Earned for participating in combat


operations (Army: Combat Infantryman Badge, Combat
Medical Badge, and Combat Action Badge, Navy and Marines:
Combat Action Ribbon, Air Force: Air Force Combat Action
Medal).

Achievement and Commendation Medals: Earned for


exemplary roleplaying and assistance to the Handler.

Unit Citations: Earned for excellent teamwork and problem-


solving.

Campaign Medals: Earned for the successful completion of a


campaign of at least 5 missions in length.

Additional Benefits

Earning any combat medal will result in a one-time award of


10 RP for use by the unit. Earning a Silver Star will result in
the additional benefit of a +1 to Rapport when dealing with
friendly forces (that would also have knowledge of the award)
and a Service Cross would result in a +2.

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Rank and Promotions

In many military games rank is confused with experience,


and while the two are not necessarily mutually exclusive
they’re not directly connected either. As such rank is earned
independently of experience in Ghost Ops: JTF.

US Military Enlisted Ranks (E-5 to E-9)


Paygrade Army Navy Marines Air Force
E-5 Sergeant Petty Sergeant Staff
Officer Sergeant
2nd Class
E-6 Staff Petty Staff Technical
Sergeant Officer 1st Sergeant Sergeant
Class
E-7 Sergeant Chief Gunnery Master
First Class Petty Sergeant Sergeant
Officer
E-8 Master Senior Master Senior
Sergeant Chief Sergeant Master
Petty Sergeant
Officer
E-9 Sergeant Master Master Chief
Major Chief Gunnery Master
Petty Sergeant Sergeant
Officer

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

Getting promoted through the senior enlisted ranks can


be a complex, and often political thing, however, in Special
Operations it is a bit more streamlined as rank represents
a sense of achievement and experience and respect from
friendly forces. Regardless of meeting requirements, no
character should outrank the team leader (unless leadership
is transferred).

E-6 is earned for the completion of a single campaign of at


least 5 missions.

E-7 is earned for the completion of a single campaign where


the character was awarded at least the Bronze Star Medal, or
two campaigns of at least 5 mission each.

E-8 is earned for the completion of a single campaign where


the character was awarded at least the Silver Star Medal, or
three campaigns of at least 5 missions each.

E-9 is earned for the completion of a single campaign where


the character was awarded a Service Cross, or five campaigns
of at least 5 missions each. There may only be one E-9 in a
team.

Why Care About Ranks?

In addition to being a point of roleplaying and narrative they


can be used as a point to reference the earning of Veterancy
and/ or provide an Advantage when utilizing Rapport with
friendly forces.

Veterancy

Veterancy is used as an optional tool for character development


as a system that exists outside the realm of experience points,
mostly due to the separation of Talents and Training. As such
the Handler must decide upon when Veterancy will be earned

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by characters ahead of time. If utilizing the above Rank and


Promotions optional rule it is suggested that characters earn
one upon being promoted to E-7, E-8, and E-9. If Rank and
Promotions is not being used a good starting point is earning
Veterancy once every 3 campaigns of at least 5 missions.

Veterancy can be used to purchase one of the Talents not yet


possessed by the character, or one of the following that are
restricted to Veterancy only:

• Hard Core - your character suffers one less penalty


due to Wounds, resulting in only a -1 at six Wounds and
a -2 and nine.
• Hard-Headed- your character suffers one less 1 Pool
Closed penalty due to Trauma, resulting in only a 1
Pool Closed at 6 Trauma and 2 Pools Closed at nine.
• Natural Leader- you gain a total of 8 Pool points you
may assign to any other character at the beginning of
each mission. If unused these points disappear (they
do not accumulate).
• Natural Diplomat- you gain an Advantage when using
Rapport to deal with friendly forces and do not suffer a
Disadvantage when dealing with hostile forces.
• I Know A Guy- with a successful Rapport test against
a TN equal to the RP cost of an item you may acquire it
outside of the military supply chain. These items may
be considered contraband.
• Master of [Ability]- gain an additional +2 when an
Ability would benefit a challenge. Master of Ability
may only be taken once per Ability.
• Lightning Reflexes- gain an Advantage to initiative
when rolling at the beginning of combat and gain an
Advantage when rolling for the success of a Bullet Time
maneuver.
• Sixth Sense- gain an Advantage to Awareness when
detecting enemy presence and ambushes while on
point, if an ambush is detected all player characters
receive a Minor Action prior to the ambush launching.

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Optional Rules

Starting as Tier I

Utilizing these rules, it is completely understandable that a


Handler may wish to create a campaign utilizing existing Tier
I units, most notably either Delta Force or DEVGRU. Starting
at this level means that several rules come into effect, both in
general, and specific to each unit. First, to represent the senior
nature of the real-world operators in these two units each
character should receive 250 XP to be spent how each player
deems appropriate, all Equipment should be considered
General Issue, and all Support should be considered Level 3
with a MOB Footprint.

Playing as Delta Force

1st Special Forces Operational Detachment - Delta, Delta Force,


or more commonly just “Delta” recruits from all four branches
of service, as well as sees attached JTAC Airmen from the 24th
Special Tactics Squadron, as such any Background and Package
could be used to create a Delta Operator, though they most
commonly recruit directly from the Army Rangers. Characters
would be members of a Combat Applications Group (CAG) and
if under G Squadron could contain female operators. In JSOC,
Delta is referred to as Task Force Green.

Playing as DEVGRU

The Special Warfare Development Group, AKA SEAL Team Six


or DEVGRU, recruits operators exclusively from the numbered
SEAL teams but can also see attachments from Navy EOD or
the 24th Special Tactics Squadron, as such a majority of the
characters must come from the SEAL Teams Background,
though one may come from the Navy EOD Groups or Air
Force Combat Controller Backgrounds. Characters would be
assigned to one of the SEAL Platoons of the Squadrons. In
JSOC, DEVGRU is referred to as Task Force Blue.

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Hearts and Minds Expansion

One of the primary missions of SOCOM is to create force


multipliers on the field of battle and this is most often
accomplished by turning and training local forces friendly to
the US or its interests and then coordinating operations with
them. These operations often occur alongside or outside
of player missions. The Hearts and Minds Expansion serves
to facilitate this through the creation of a simplistic “mini”-
wargame system that allows players to have an influence on
those operations as they occur across their AO instead of a
Handler controlled narrative.

Each unit represents an approximately company-sized


formation, or 100 soldiers. These units have 3 base statistics:
Combat Effectiveness, Supply, and Manpower that represent
their various war capabilities.

Combat Effectiveness

Combat Effectiveness is a rating of how well the unit can


perform in combat rated from 0 to 12 and is the sum total of
its four sub-statistics: Training, Experience, Firepower, and
Armor which are all rated 0 to 3 themselves.

Training is how well trained for combat a unit is. Level 0


represents civilians, Level 1 would be militia, Level 2 is a
regularly trained military unit, and Level 3 is a professionally
trained military unit.

Experience is how much combat the unit has seen. Level 0


represents green recruits, Level 1 would be blooded soldiers,
Level 2 are combat veterans, and Level 3 are hardened troops.

Firepower is the diversity and capability of the equipment


carried by the soldiers is. Level 0 is outdated rifles and petrol
bombs, Level 1 is modern assault rifles, LMGs, and hand
grenades, Level 2 includes mortars, sniper rifles, and rocket
launchers, and Level 3 includes guided missiles and body
armor.

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Armor is the presence of vehicle support within the unit.


Level 0 is no vehicle support, Level 1 is there are technicals
and armed general military vehicles present, Level 2 is the
unit is mechanized with a number of APCs or IFVs, and Level 3
represents the presence of Tanks or other dedicated armored
combat vehicles.

Supply

Supply is how much supplies the unit is carrying with it and


is the sum total of its three sub-statistics: Beans, Bullets, and
Bandaids that represent the various types of material a combat
unit subsists on. If Supply ever is more than double Manpower
a -1 penalty to Combat Effectiveness is incurred.

Beans represent the various consumables that a military unit


consumes on a day to day basis, from rations to spare parts to
fuel. Each 24-hour period a unit consumes a number of Beans
equal to its Manpower divided by 10 + 2 for each level of Armor.
If Beans ever reach 0 a -1 penalty to Combat Effectiveness is
incurred per day until resupplied.

Bullets represent not just ammunition, but the various


consumables and tools to maintain weapons and vehicles.
Each period of battle a unit consumes a number of Bullets
equal to its Firepower and Armor multiplied by 2. If Bullets
ever reach a 0 both Firepower and Armor are effectively 0 until
resupplied.

Bandaids represent the various medical supplies used by


a unit to attempt to save the lives of its wounded and dying.
Each casualty rolled during combat consumes 1 Bandaid. If
Bandaids ever reach 0 a -2 penalty to Combat Effectiveness is
incurred until resupplied and no Manpower Recovery is made
at the end of a period of battle.

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Manpower

Manpower is the number of soldiers a unit has. This is reduced


through casualties and increased through recruitment. Units
may never have a Manpower of greater than 100 (even if
through the narrative the unit does contain more people).

The H&ME Round

Movement is the first phase with all units taking turns


conducting one of the four options: Remain in Place, Move
to Contact, Move to Occupy, or Withdraw. Units Remaining
in Place will see no movement. Units Moving to Contact will
move towards the nearest enemy unit. Units Moving to Occupy
will move towards the point they are to occupy. Units that are
withdrawing will move towards the nearest friendly occupied
location. Should one unit Move to Contact with an enemy unit
and the enemy unit also be ordered to Move to Contact it will
“push back” the first unit to represent the movement occurring
simultaneously and the units meeting in open terrain.

Combat is the second phase and any two opposing units


will engage in combat. Combat consists of up to 3 periods
of battle for each engagement. Combat will end if one of the
following occurs the units reach a Stalemate, both units have
experienced a Loss of Heart, or the 3rd period of battle has
been completed. A Stalemate occurs if both units roll equal
during combat, representing combat devolving into pot shots
and tit for tat tactics. Loss of Heart occurs when: the opposing
unit has rolled higher than the unit during combat, the unit
is outflanked (more than one engaging units), or the unit was
performing Move to Occupy when engaged.

Combat is resolved by rolling 4 dice per unit involved in combat


and adding each unit’s Combat Effectiveness to their roll. Each
unit must target one enemy unit and the roll represents the
damage to Manpower that that unit will take.

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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.

Player Character Involvement

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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For each player character (or NPCs as well when playing a


multi-team narrative) a friendly unit may reroll a - die result.

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.

For Longer Campaigns

For campaigns integrating H&ME dynamics that are longer-


term the following rules also apply:

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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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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110
8. Operation
Viper Blue
Ghost Ops - JTF

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Operation Viper Blue

For the Handler:

Most special operations units have a graduation exercise


(GradEx) to either finalize, and require the culmination of,
the training of pipeline graduates; or used to fully integrate
new members into an already existing unit. Examples of this
include US Army Special Forces’ Robin Sage and MARSOC’s
Derna Bridge. For the members of Joint Task Force Chimera,
this is known as Operation Viper Blue, which also nominally
functions as an adversarial exercise between the 31st MEU and
the 3rd BCT, 25th ID.

This is intended to be a dynamic campaign, and as such


is different than the standard format that campaigns are
presented in tabletop roleplaying games. Instead of a “step-
by-step” process information is presented that will allow a
Handler to construct missions on the fly with player decisions
and input, closer to how real-world special operations can
occur over the duration of a deployment.

By utilizing the concept of a graduation exercise Handlers


can use the format to not throw their players into the deep
end, especially if using a number of the optional rules which
increase the difficulty of the Feral System. Wounds and Fatigue
can be healed, ammunition restocked, and general breaks
taken without pressure at the Handler’s discretion.

For those not wanting to utilize the narrative of a graduation


exercise, with a few small changes it can be turned into a short
campaign. Or for those uncomfortable with the dynamic style
of the campaign it can be used either as a source for mission
ideas or be turned into a static campaign. The choice is, of
course, ultimately yours.

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Operation Viper Blue

For the Players:

Situation:

As you likely know, the Republic of Jurkistan invaded the


small island nation of Jazirat Alsalam under the pretext of
mistreatment of ethnic Jurks last week. Only a few members
of the Alsalami government were able to escape and begin
forming a government in exile, but their very first act was to
petition the UN for military action.

While the UN Security Council is still in deadlock, they have


approached the US knowing our interests in the region and
willingness to act unilaterally when necessary. The 31st MEU
is steaming towards the area aboard the Tripoli Expeditionary
Strike Group but is still 4 days out. JTF-Chimera has been
selected to perform the AFO of the island in advance of the
arrival of the Marines.

The Jurkistani have a full regiment on the island, to include


some light armor, so expect mass resistance, especially of
military objectives. But remember; this is not your war to win.

Intelligence has also seen indicators of a possible active


resistance by Alsalami citizens. Communicating and
coordinating with these potential allies is entirely at your
discretion.

Mission:

JTF-Chimera will perform an Advance Force Operation (AFO)


ahead of the 31st MEU’s arrival. Preparing the battlespace
for the arrival of the Marines is your primary concern. There
are a number of objectives: some considered critical, some
considered tertiary, but they must be accomplished at an
operational pace that allows for your teams to recover for
their next mission. That said: the order and timing at which
you strike these objectives is up to you and your team.

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Execution:

Again, which objectives are undertaken will be up to your


planning, but the critical objectives should be of your primary
concern. The desired endstate is to provide a soft target for
the landing forces of the 31st MEU to begin sustained combat
operations against the occupying Jurkistani forces. Utilize your
available intel to help accomplish these tasks in the limited
timeframe you have available.

Administration & Logistics

There will be zero on-location sources of resupply and medical


that you do not bring and cache yourself. This may facilitate
the requirement to locate the Alsalami resistance or to OSP
Jurkistani military supplies.

Command & Signal:

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

This section is intended to provide a basic framework for the


dynamic campaign by allowing players a sense of agency in
planning the operations after their arrival on Jazirat Alsalam,
as a real-world SOF unit would do; and simultaneously allow
Handlers the ability to prepare for those operations prior to
the gaming session.

Ideally, this can be handled by having the players work together


with the Handler to select and plan missions either between
sessions (via an online medium) or by ending each gaming
session with the selection of the next objective.

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Operation Viper Blue

Objectives would each be considered as individual missions


utilizing the Reputation Point system from Section 8 of this
book. While this RP accumulated during the Viper Blue GradEx
will allow for a more robust selection of equipment for the
unit’s first “real” operation, it must be stressed that they only
be allowed their starting equipment (and perhaps some RP
debt at Handler discretion) for the duration of the campaign.

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.

1] US/ Foreign Citizens (HVIs)

There are several foreign nationals, to include US citizens,


being held on the island. Mostly instructors at the University
and Managers at the REM mine, they have significant value to
the Jurkistani beyond just political capital. These people must
be rescued and either protected or extracted.

While they are currently being held at the University campus, it


is assumed this is just to temporarily corral them and identify
them. Once the Jurkistani figure out who’s who they will likely
disseminate them based on their roles and value. Those with
some role in the mining operation will likely be evacuated to
be used as a source of intelligence, while the remainder may
be used as human shields as they must know, by now, that a US
response is incoming.

While there is no current extraction plan, if they can be


recovered and protected until the MEU is one day out, they may
be able to utilize their MSPF element to evacuate the personnel
form the island using RHIBs.

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Operation Viper Blue

[2] Alsalam Government Officials

While the Alsalami have been able to form a government


in exile with the people that escaped, many members of the
government were not. Determining what happened to those
members unaccounted for, and their potential recovery, is of
interest to the US, particularly the representatives of the Island
Council.

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.

Any members of the IC that are cooperating may be doing so


of their own free will, so be aware of that potential. However,
representatives that remain uncooperative may also be being
held in the island’s jail in the capitol, Wahda City.

[3,4,5] Air Defense Emplacements

The Jurkistani have placed anti-air emplacements around the


island at several locations. These must be neutralized, or at
the very least surveyed for a SEAD mission, prior to the MEUs
invasion or they may be limited to a sea-borne assault and no
close air support.

Intelligence can confirm that the Chinese-made FT-2000


missile system is being used, which has a limited anti-stealth
capability. These batteries are mobile so striking one too
prematurely may cause the Jurkistani to shuffle their current
air defense arrangement, making your job more difficult in
locating and eliminating.

While each battery has a tracking and guidance radar vehicle,


standard deployments consist of a single target search radar
that must be somewhere on the island. If the systems, or the

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vehicles itself, can be interfered with it would severely hamper


the capability of the SAM batteries.

[6] Anti-Ship Missile Site

The Anti-ship missile battery set up just south of Aruk


Harbor poses a significant threat to the ships of the Tripoli
Expeditionary Strike Group carrying the MEU. Even with
onboard missile defenses, damage to one or more of the hulls
remains likely unless the site can be disabled or eliminated
prior to the ships arriving on the horizon.

Again, a Chinese-made weapon system is confirmed to be


in use: the CM-401, which, while being short range, is also
super-sonic making most defense guidance useless. While the
number of tubes at the site is minimal, just a few launches at
a single ship could serve as a “saturation” strike and score at
least one hit: likely crippling, if not sinking the vessel.

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.

[7] 103rd Infantry Regiment Command

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.

Striking this location, or discovery of US forces on the


island, prior to the landing also runs the risk of a relocation,
potentially complicating any further attempts to exploit the CP.
Decapitating the leadership of the Regiment in advance would
also likely lead to a shift in command delegation that would
only temporarily hamper the coordination of defense.

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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.

[8, 9, 10] Battalion Commands

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.

While striking these locations will likely have a smaller version


of the same effect as striking the Regiment’s CP, the Battalion
CP mostly functions as a filter between the Regiment and each
Company, meaning the battlefield value would actually be
minimal. Thus leadership decapitation or direct engagement
is not recommended.

[11] Rare Earth Metals Mine

Rare Earth Metals are one of the world’s most valuable


non-renewable resources, and thus a source for ongoing
international conflict and tension. As a site of one such mine,
it was only a matter of time before Alsalam become the focal
point of one of those conflicts. The REM installation is of
considerable monetary and political value and, as such, may
be the center of several operations.

While little is known about the actual composition of the


Jurkistani forces being used to secure the site, it is known that
it is of great strategic value to them, and might have been the
primary reason for the invasion. Infrastructure in the area
is also critical to the continued operation of the site, but it’s
damage or destruction must be considered only in extreme
situations.

Engagement with the forces at the REM site may be used to

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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.

NOTE: The real-world site is the Naval Arsenal on Guam, not an


REM mine.

[12] Aldukhul International Airport

The international airport is a site of both immense civil


infrastructure investment and potential conflict. As a site of
such strategic value for all forces involved, great care must be
taken when engaging in the area.

Aldukhul is a likely point of detainment for foreign nationals,


as well as a point of ingress for Jurkastani follow-on materiel
and personnel. Its potential for use by the enemy must be
balanced against its potential use by the MEU and the Alsalami
after the conflict when being considered for operations.

Engagement here may be used to draw forces away from other


areas, but the capture of the location is outside of your mission
parameters. This is also a site where TCN advisor presence is
likely.

[13] Locate Alsalami Resistance

Locating the Alsalami Resistance could prove both valuable


and difficult. Due to their ability to avoid aerial observation
and the locations most of their attacks have occurred they are
most likely located on the more underdeveloped Southern half
of the island. Potentially in one of the numerous cave systems.

Once contact is established, communication should be for


coordination purposes only. They are not answerable to your
team, nor are you answerable to them. However, joint actions
against the same, or nearby, targets may prove to be vital to
keeping the Jurkistani on their back-foot and allow you better
freedom of movement.

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There is also the potential for a collaborator among the


resistance, so any and all communication with their group
should take that into account. You are under no obligation
to offer them any intelligence, though you may do so at your
discretion if you believe it will help establish a rapport or
solidify the attempt on an objective.

Be aware there also may be hesitation, or even outright refusal


to cooperate with US forces if they blame us for not doing
enough to prevent the invasion. Additionally, once the group
does know about you, any of them captured could give away
the fact that there is a US SOF presence on the island potentially
making things much more difficult for you.

NOTE: The real-world site is the Asiga Caves.

[14] Wahda City Marina

The Marina in Wahda City is a likely location of at least one of


the Jurkistani naval vessels, plus potentially where any smaller
patrol boats they happen to be using will be based out of. It
is one of two locations where the Jurkistani can easily bring
material ashore via their naval presence and so should be
considered a target for action.

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.

Any overt action against the maritime assets in the marina, or


potentially any successful covert action, may pull forces back
toward Wahda city, as the proximity of both the Jurkistani
command and Alsalami government assets are nearby. This
is a high value enough of an attack that it may also provide for
either a raise in the morale and efficacy of the Resistance or a
Jurkistani retribution.

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[15] Tayr Jarih Airfield

Tayr Jarih airfield was a reserve runway before the invasion


by Jurkistan. While it housed several aircraft, it was not
intended for heavy use, but remains a viable option even for
larger aircraft due to its rugged construction and modernized
facilities. There is a chance that even if Aldukhul International
were somehow disabled that the Jurkistani would use this site
for airborne support.

As a smaller runway, Tayr Jarih makes for a tempting target,


especially if some way to sabotage the facilities subtly, while
still appearing functional could be devised. If coordinated with
a following attack on the main airport, any craft redirected to
this field instead may become damaged or outright inoperable.

As a secondary runway, however, it’s also not of critical interest


and any damage to the facilities here would likely realign the
forces on the island to a more solid defense stance around the
actual airport. While that may be of some use, it would also
make any actions against Aldukhul International very difficult.

NOTE: The real-world site is the Anderson AFB Northern


auxiliary runway.

[16] Western Mining University

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.

Retaking the campus itself is not important, though any action


against it will likely bring a response. The more individuals the
Jurkistani have identified, but not yet transported, the more
likely the response will be larger and more attentive. After all

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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.

If the Jurkistani have already begun to identify the people


captured here they may begin transporting them to one of the
two airfields for transfer off the island. While it is not critical to
recover the personnel, it would greatly benefit the Jurkistani,
both with their technical expertise and international attention
it would bring.

NOTE: The real-world site is the University of Guam.

[17] Aruk Harbor

Aruk Harbor is where a majority of the Jurkistani naval forces


will be moored, if not recalled or patrolling the area. The
initial invasion force consisted of two landing ships and two
destroyers, and a number of civilian cargo vessels have also
been detained, so there are a good number of large ships
present.

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.

Being that Alsalam is an important international shipping


coordination point, any damage to the area will likely be highly
impactful. Even the sinking of one of the Jurkistani ships in
the harbor could potentially have long term consequences to
navigation into and out of the harbor. Any direct actions on the
area will likely also draw a quick and harsh response, not just
due to the presence of the naval vessels and supplies, but also
the proximity to the command of the Ghayz battalion.

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Patrol Ambush

The ambush of a Jurkistani military patrol has a number of


potential values and could occur in any location that such
patrols frequent. While a whittling down of enemy forces will,
of course, be beneficial to the eventual retaking of the island
by the Marines, it is not your primary goal. The effects such an
ambush has to be measured by its potential consequences to
your own operations.

Taking out an ambush in a more isolated area (or just distant


from the company headquarters) will likely prompt a response
force to show up to investigate or reinforce the surviving
troops. However, the ambushing of a patrol closer to a military
objective will likely cause those forces to “button-up” and
fortify their location.

Command Decapitation

Targeting and eliminating one of the Jurkistani officers


remains a viable option to create chaos and instability in their
command structure. The Regiment’s Colonel, members of his
Staff, and each of the Battalion and Company commanders all
have potential positive outcomes to their elimination.

Command decapitation isn’t just about eliminating the leader


of a military unit, but also the timing of that operation. Killing
a commander right before an offensive against his unit and it
will likely throw those troops into disarray allowing several
advantages. However, killing them too soon before a follow-
on operation will allow time for the chain-of-command to
correct itself and the new officer may be more capable than his
predecessor, not less.

Intel Collection

Every site has the potential to offer up some valuable intel


for use. The locating, identifying, and collection of said intel
is what is up for question. Every operation should have one

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or more individuals maintaining awareness for intel materials


that may offer up immediate benefit or an advantage upon
further analysis.

The collection of intel isn’t something that is particularly


uncontested, however. Missing documents or devices tend
to tip off enemy forces, and changes to plans will quickly be
made, or the operation canceled altogether. Additionally,
counterintelligence assets might be used in areas where the
Jurkistani believe a Resistance attack may happen and be
intentionally false, or misleading, intelligence.

Site Reconnaissance

Never underestimate the value of a real-time, on-the-ground


recon. If there’s one thing conventional forces gravitate
towards its patterns and getting information on those patterns
for later use could be of immense value. Always look at turning
any challenge into an opportunity once it’s identified.

This may be the primary use of your Copperhead and


Diamondback recon teams, keeping them employed, and
potentially one-step ahead of the direct-action elements.
However, as with the gathering of intel, what is seen is not always
what is true. While long-duration recon can help identify the
specifics of a location more fully, nothing is guaranteed.

Distraction Operation

Any sort of operation against a point of infrastructure,


otherwise uncontrolled, or even a feinting attack, can be used
for the primary intention of distracting the Jurkistani forces or
drawing them out to a specific location. As they have disbanded
the Alsalami police force, they have also taken over the nominal
function of emergency response and are marginally obligated
to respond to anything that happens on the island.

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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.

Zero Hour Support

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.

Some operations may be best postponed until this moment,


though that makes the consequences of any failure all the
more severe. An example being if one of the Air Defense
Emplacements is left for Zero Hour, and then its destruction
is prevented, it will likely result in the loss of several Marine
F-35s or V-22s.

Planning

Planning is an instrumental part of modern military operations,


and in the Special Operations community often involves
the entirety of the team as they troubleshoot their ingress,
achievement, and egress with the mission. In game terms
this allows for roleplay, interaction between the Handler and
players on a cooperative level, and communication between
players to establish appropriate responses to surprises the
Handler may throw at them.

This also is a period of opportunity for the Handler as they can


use the conversation and preparations during this time as a
metric to adjust the mission, if they so desire. However, this is
also a point where the Handler will be tested in their dual role
as both narrator and assistant to the player’s experience and
the coordinator for the enemy. It is important, during this

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that the Handler function as a source of intelligence based on


what is available to the players not on actual numbers and
knowledge of enemy composition and plans.

The Handler must also be ready for (and in some cases


advocate for) the players to decide not to conduct the mission
based on information provided during the planning phase. As
with the real-world, sometimes SOF units get in position, begin
their terminal planning, see the situation at their target and
decide not to persecute it due to new factors that would make
either the achievement of their goal or their own casualties
prohibitive to continued operations.

Jurkistani Forces

The Jurkistani 103rd Infantry Regiment is the OpFor


designation for the 25th Infantry Division’s 3rd Brigade Combat
Team participating in Viper Blue. The two infantry battalions
are represented as the Majid and Gahyz battalions, and the
cavalry squadron is represented as the Fawz battalion, the
Army Reserve Battalion is considered “off-board”. The other
elements of the brigade help facilitate the other objectives
through simulation and notional equipment presence.

Handlers must remember this truth: the Jurkistani (3rd BCT)


are not static targets, they should be reacting to every action of
the players and Alsalami resistance. While the best effort has
been made to provide examples in the Objectives portion of this
section, judgement should still be used, to both modify those
examples, as well as account for occurrences not mentioned.

The SOF forces present on the island are intended to be TCN


“advisors” to the Jurkistani. While the most likely nation, given
the region, is China, utilizing another member of BRICS, a third
fictional nation, or even making them Jurkistani Special Forces
is completely up to the Handler. Their mission should be
independent of the regiment, and eventually they should begin
attempting to counter the players. This can be used to add an
extra layer of difficulty and tension as clearance to engage the
foreign advisors may not necessarily be granted.

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Timeline

While it is important as a Handler to ensure that the players


have some effect on how the Jurkastani occupation acts, that
should not be the sole motivation for the Jurkistani to do so.
This section contains 3 short timelines, one for the 103rd
Regiment, one for the enemy SOF element, and one for the
Alsalami Resistance that can be used as a general guideline
for having things occur around the island without the player’s
influence. These can be deviated from, by Handler decision or
player action, or completely ignored, but are intended to make
the whole campaign seem more living.

Time is reduced to periods to allow for more fluid gaming, and


less micromanagement, with three periods per day. This is
also the system by which player missions will take place, and
serve as a good point to insert the optional rules for Combat
Exhaustion should you wish to employ them. If you do, perhaps
consider allowing the players to count a Site Reconnaissance
mission with a 50/50 watch as a period of rest (but also don’t
hesitate to have something go wrong and interrupt that rest
either).

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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Operation Viper Blue

D-1: Nighttime: Attack by Ghayz battalion forces on the


Alsalami Resistance caves [13].
Zero Hour: Response to initial strikes and landings from the
31st MEU.

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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Ghost Ops - JTF

Outcomes

The landing and repulsing of the Jurkistani forces by the


31st MEU is almost a given, being that historically a Marine
Expeditionary Unit has had little trouble defeating an Army
Brigade Combat Team in the past, mostly due to its combined
arms nature. However, in the game world, the exercise ends for
the JTF graduates as soon as the Marines land.

More objectives exist than periods of time available to


accomplish them, and this is intentional. In a real military
exercise that would test the planning and operational skills of
the leaders involved, and likewise it provides a similar platform
for the GM to critique his players. Conversely, it also allows for
the GM to observe his player’s play style and be able to cater
future missions and campaigns to that.

Ultimately though, it is a GradEx (graduation exercise) and


while the candidates are considered to be already developed
enough for real-world deployments by this time, there
would be a rough scoring system for the entire set of teams
accomplishments (Anaconda, Bushmaster, Copperhead, and
Diamondback) to judge their performance and ability to
coordinate and operate with one another.

Scoring

The scoring system is weighted to promote the achievement of


traditional special operations objectives while punishing poor
decisions severely. The maximum achievable score (which
should be relatively impossible to achieve) is 51. Any score
above 30 is considered Outstanding, above 20 is Excellent, and
above 10 is Good.

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Operation Viper Blue

Scoring is as follows:

(1) 25% of HVIs Recovered


(3) 50% of HVIs Recovered
(5) All HVIs Recovered
(3) HVIs Evacuated prior to MEU arrival
(-5) HVIs transported by Jurkistani forces off of island
(3) Alsalami ICs rescued
(-5) Alsalami IC collaborators gain intel on JTF teams
(1) 1 Air Defense Emplacement neutralized
(3) 2 Air Defense Emplacements neutralized
(5) 3 Air Defense Emplacements neutralized
(-5) No Air Defense Emplacements neutralized
(-1) Air Defense Emplacement allowed to relocate
(5) Anti-Ship Missile Site neutralized
(-5) Anti-Ship Missile Site not neutralized
(3) Cause minor disruption to the 103rd Regiment
(5) Cause significant disruption to the 103rd Regiment
(1) Cause minor disruption to a battalion
(3) Cause significant disruption to a battalion
(-1) Cause minor damage to civil infrastructure
(-3) Cause significant damage to civil infrastructure
(-3) Cause minor damage to critical infrastructure
(-5) Cause significant damage to critical infrastructure
(3) Make contact with the Alsalami Resistance
(3) Coordinate minor operations with the Alsalami Resistance
(5) Coordinate major operations with the Alsalami Resistance
(5) Prevent the routing of Alsalami Resistance
(-5) Avoid or be unable to locate the Alsalami Resistance
(-5) Resistance collaborators gain intel on JTF teams

Final Words

Remember that this campaign is intended to simulate a military


exercise, incepting roleplaying a roleplaying event. This means
it can serve as a great way to introduce new players to the
game system without any permanent repercussions (wounds
would be simulated, no one would be killed, etc). It also allows
for you, as the Handler, to tailor it to your needs, or even use it
as a framework for future campaigns against “real” enemies.

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Ghost Ops - JTF

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.

The major aspects of this campaign include time management,


priority assignment, critical thinking and decision making, and
limited resources, all things real-life SOF units have to contend
with. Playing these things up to the players helps create a
sense of tension outside of actual combat and will allow the
Handler to judge how to proceed with future missions based
on how players react to the conditions.

Ultimately though, it is your game and your world. Utilize that


independence and create what is fun for you as well. Handlers
are players too.

134
9. Support
Organisations
Ghost Ops - JTF

136
Organisations

No one accomplishes anything alone. This isn’t just a truth


about teams being more effective than individuals, but that
those teams rely on other teams to accomplish their goals.
Below is a non-exhaustive list of many of the organizations
that provide support to Tier One units.

Army

The Army provides a majority of the personnel and material


to the US Special Operations community, but not all of these
are special operators. A large number of enablers ensure
that SOCOM has the logistical, communications, and medical
support required to perform globally. The Army’s commitment
to SOCOM also consists of a number of hyper-specialized units
able to bring capabilities to the remainder of SOCOM that
would otherwise be lacking.

75th Ranger Regiment

The 75th Ranger Regiment has become an integral member of


SOCOM, with a battalion of Rangers attached to each rotational
cycle. While the Rangers are not sitting on the sidelines waiting
to be called up, they have become a valuable asset when utilized
as a blocking or follow-on force for other units. Additionally,
the Regiment’s Special Troops Battalion and the (provisional at
the time of this writing) Ranger Military Intelligence Battalion
provide a wide array of capabilities beyond physical battlefield
support.

160th Special Operations Aviation Regiment (SOAR)

The 160th “Night Stalkers” are a specially trained group of


pilots, aircrew, and maintainers who provide special mission
aviation support for the whole of SOCOM. They specialize
in nighttime, low-altitude, high-speed operations with little
advanced notice or planning and utilize a number of helicopter
platforms. They have also been called upon to perform
operations independent from their support role and can
conduct missions autonomously from other units.

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Ghost Ops - JTF

Psychological Operations Groups

The two groups (4th and 8th) provide a total of 6 battalions of


troops specialized in Military Information Support Operations.
Their capabilities allow commanders to disseminate
information to targeted audiences via both print and broadcast,
utilizing a number of methods. While 5 of the battalions are
regionally focused and support a specific combatant command,
the 6th is the 9th Psychological Operations Battalion (Airborne)
which has been tasked with tactical PsyOps missions.

95th Civil Affairs Brigade

The Civil Affairs Brigade consists of 5 battalions, each


supporting one regional combatant command through their
innocuous mission statement. They consist of highly trained
soldiers who are often deployed without other military
assets into areas of hostility or political sensitivity to develop
networks of communication. These networks are then
capitalized upon by allowing the gathering of intelligence that
might be otherwise unattainable.

Chemical Reconnaissance Detachments

The CRDs are CBRNE soldiers that are trained in advanced


techniques to dealing with those devices and weapons, as well
as enhanced tactical and SSE capabilities due to the fact they
are often embedded with Special Forces ODAs. Each Special
Forces Group also has a CRD which trains to become Subject
Matter Experts on the known and presumed capabilities of
hostile nations within that Group’s AOR.

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

138
Organisations

that paradigm has shifted with Naval Special Warfare operators


finally having received their own ratings, the same devotion to
excellence and refusal to fail pervades the community.

Navy Special Warfare Group 3

NSWG-3 is a unit consisting of 2 SDV Teams of SEALs specially


trained to utilize the Swimmer/ SEAL Delivery Vehicles
independently, or in conjunction with dry deck shelters
mounted on submarines. Additionally, they have begun training
to operate the Dry Combat Submersible which will enhance
their capabilities dramatically in regard to the deployment and
recovery of SOCOM operators.

Navy Special Warfare Group 4

NSWG-4 consists of 3 Special Boat Teams that all focus on


maritime special operations and utilize a variety of craft,
mainly the Mark V SOC and SOC-R. Interoperability training
with the 160th SOAR has created a truly versatile force able to
provide support or conduct independent operations in littoral
or riverine environments world-wide.

Marine Corps

It would be an understatement to say that the Marines’


relationship with SOCOM has been a sordid one. While
MARSOC is a relatively new addition to the SOCOM team, the
Marines are not, with some units serving alongside flagged
special operations units as far back as Vietnam and even World
War II, and individual Marines even serving in the lauded Delta
Force. In fact, a majority of the Marine Corps is considered
Special Operations Capable, but there are some who stand out
even further.

Reconnaissance Battalions

Each of the Marine Divisions fields an entire battalion of


Marines who are trained to a standard far exceeding the

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Ghost Ops - JTF

standard infantryman. These units are employed by their


parent commands to provide a forward layer of intelligence
organic to the division but are often called upon to conduct
operations alongside partner units, act as a QRF to SOF, or even
conduct direct action or special reconnaissance in support of
SOCOM itself.

Force Reconnaissance Companies

While the Force Recon community was affected heavily by the


personnel migration to the Raider battalions, they have since
regrown and been formed as individual companies attached to
each of the Reconnaissance battalions. These Recon Marines
are considered even more highly trained and tasked with
missions directly by their divisions that would sometimes
otherwise require SOCOM assistance.

CBIRF

The Chemical Biological Incident Response Force is a unit


of CBRNE-trained Marines and sailors used to provide
rapid response to chemical-biological threats to include
extraction, decontamination, and emergency medical support
to contaminated individuals. While their primary mission
is Presidential and Congressional protection in the US
Capitol area, they are often tasked with providing support to
international events within the US as well as specific incidents
overseas.

Maritime Special Purpose Force

MSPF Marines are selected from members of the Battalion


Landing Team of a MEU to undergo additional rigorous and
extensive training during that unit’s already intensive 6-month
work-up period. They are utilized to provide special operations-
type capabilities to the MEU commander, specifically in the
littoral operational area, but are often also teamed with the
SEALS operating as part of an Amphibious Ready Group to
conduct operations in support of SOCOM objectives.

140
Organisations

Air Force

The United States Air Force provides an exhaustive list of


units, personnel, and equipment to SOCOM that would take
up too much time to transcribe here. Many of their squadrons
providing a single aircraft type to the missions required of
them, or pararescue men, JTACs, TACPS, and even Special
Operations Weather support. However, there is one particular
unit that stands out among them.

6th Special Operations Squadron

While nominally flagged as a training unit, this designation


belies their true capability and usage. One of the most highly
deployed units in the Air Force, detachments from the squadron
are used to train foreign pilots in modern aerial tactics and
technology. However, they are also tasked by SOCOM to
fly foreign aircraft types in support of their missions, often
transporting JSOC units, in environments where the distinct
military aircraft of the US would be considered dangerous or
too politically sensitive.

Civilian

Much support to SOCOM comes from the civilian agencies that


make up the bulk of the government. From local CLEOs to
the big bads with all the money and toys at the federal level,
SOCOM has interacted and supported, or been supported by
almost every level of government and every agency.

Office of National Security Intelligence, DEA

In addition to the responsibility of developing intelligence


on organizations for their own agency and providing reports
to policymakers and other law enforcement agencies, the
ONSI also coordinates information with the rest of the US
Intelligence Community to assist in the tracking of trends that
may be related to terrorism or larger criminal organizations.

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Ghost Ops - JTF

Bureau of Intelligence and Research, State Dept

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.

Diplomatic Security Service, State Dept

The DSS is a part of the Bureau of Diplomatic Security and


is unique in that’s its special agents are the only members
of the US government to hold status both as Foreign Service
employees and Law Enforcement agents. They are used
to provide protection to US Embassies and Missions, US
and visiting diplomats, as well as conduct investigations,
intelligence, and counterintelligence operations.

Office of Terrorism and Financial Intelligence,


Treasury Dept

TFI utilizes a number of techniques to allow them to monitor


financial transactions with the intent to help identify and
prevent the use of the financial system by terrorists, drug
cartels, and other criminal organizations. It is the only
intelligence agency subordinate to a national finance ministry
in the world.

Directorate of Analysis, CIA

The Directorate of Analysis is the primary cooperating body


between the CIA and the military. Often compiling and
interpreting data for use by combatant commanders, the
favor is also returned with direct data collected by military
intelligence being fed upwards to them. With a number of
regional, transnational, and specific-subject focused groups
they perform as the great analyzer and disseminator of
information on a range of topics.

142
Organisations

National Clandestine Service, CIA

The NCS is a purpose-built covert group built after the 9/11


attacks that took over the role of clandestine operations for
the CIA. As the majority of intelligence gathering shifts to
the cyber world, these are the individuals who still focus on
gathering HUMINT and TECHINT first-hand through a variety
of methods.

Special Activities Division, CIA

SAD is most often thought of with their ground actions in


coordination with the US military during the Vietnam War
and since, however, that is only a part of their mandate and
capabilities. The division also consists of highly trained Political
Action Officers that can provide support or conduct missions
of a highly variable nature with or without the assistance of
SAD/ SOG teams.

Defense Intelligence Agency, Defense Dept

The DIA is an external intelligence service of the Department


of Defense, acting as a clearing house for national defense
and military intelligence for Congress and a storehouse for
military intelligence collected for use by the four branches of
the military under the DoD. The agency is also the manager of
the US Measurements and Signals Intelligence (MASINT) and
the DoD Counterintelligence program.

National Security Agency, Defense Dept

The NSA is the primary actor in all things cyberintelligence


related in the United States. The largest agency of the
Intelligence Community in terms of both personnel and
budget, they are specialists in SIGINT, as well as responsible
for the defense of the national communications infrastructure.

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Ghost Ops - JTF

National Reconnaissance Office, Defense Dept

The NRO is the actual operator of the US Intelligence


Community’s satellite network, providing raw data, in various
forms, to the other agencies of the Department of Defense
and civil agencies. It has virtually no federal employees and
accomplishes a majority of its mission through the use of
agents from other agencies as well as members of the Air Force
and Navy.

Office of Intelligence and Counterintelligence, Energy


Dept

OICI is the subject matter expert on nuclear and radiological


threats, both domestic and foreign. In addition to providing
intelligences services to their own department they act as
interpreters and analysts for other agencies in need of expert
knowledge and can provide personnel and technology to
special task forces to counter specific threats.

Nuclear Emergency Support Team, Energy Dept

NEST is a part of the Department of Energy’s National Nuclear


Security Administration and is trained and equipped to
locate and render safe any weaponized radiological device,
or to provide necessary response support to any radiological
incident. They maintain their own array of aircraft and are
deployable anywhere in the world in support of US national
interests.

Office of Intelligence and Analysis, Homeland Security


Dept

While I&A’s primary responsibility is to Homeland Security, as


well as first responders at the state, local and tribal level, they
also work with the other agencies of the Intelligence Community
to track and assess threats to national infrastructure. This
allows them to follow threats back to their source and deliver
actionable intelligence that may be prosecuted by the military.

144
Organisations

FBI National Security Branch, Justice Dept

The NSB is a recent formation of the FBI that consolidates


existing divisions of the bureau into a working, collaborative
organization. Counterterror, counterespionage, and
intelligence units were detangled from their bureaucratic
connections and centralized to allow greater participation
with the rest of the Intelligence Community.

FBI Hostage Rescue Team, Justice Dept

As the name would suggest, the HRT primarily focuses on


hostage rescue and the personnel are drawn from members
of the 56 SWAT and 14 Enhanced SWAT teams of the FBI.
HRT maintains its own maritime and aviation assets. While
these operators undergo much training at actual military
schoolhouses, they are, first and foremost, law enforcement
though they are called upon to coordinate operations with
JSOC on missions both in the US and overseas.

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Ghost Ops - JTF

“Exitus Acta Probat”


The outcome justifies the deed.

Emblazoned on the coat of arms of President George


Washington, and carried now on the unit insignia of the Joint
Special Operations Feasibility Studies Group, also known as
Joint Task Force Chimera. The men and women selected to
take part in JTF- Chimera are expected to live that creed, not
to just do what needs to be done, but to be willing to sacrifice
whatever it takes for mission accomplishment.

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:

• New Backgrounds and Packages: based on real-world


US Special Operations Forces.
• A Streamlined Armory and Motorpool: consisting of a
selection of what members of SOCOM would field.
• A Reputation Point System: replacing dollars with the
only currency Operators truly care about, respect.
• A Replacement of the Safehouse Mechanic: offering a
more “militarized” version.
• A slew of Optional Rules: allowing you to customize
the difficulty and realism of your game experience.
• Operation Viper Blue: a short, dynamic campaign
intended to prepare both Game Master and Player
alike to the changes in the Feral System.

Take on the challenge of bringing up a new SOCOM unit from


conception to Tier One status, or take on the roles of your
favorite Delta Force or DEVGRU operators as they separate
the wheat from the chaff on the modern battlefield. JTF is
intended to complement Ghost Ops Core for those seeking a
more military setting.

146

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