TEXT: 1
  Ghost Ops
  OSR
  
  2
  Credits
  Written & Designed
  FeralGamersInc
  Artwork
  Coty Polk
  Tugsbayer Jamts
  Satoshi Kamanaka
  Imspired by
  White Box by Matt Finch
  Survive This - Eric Bloat
  Ghost Ops - Modern Day Covert operations RPG
  Layout
  FeralBot
  Thanks to
  The Ghost Ops Community
  Eric Bloat
  Matt Finch
  Niki
  Copyright FeralGamersInc 2019, all rights reserved.
  
  3
  1. Getting Started 
                                                           5
  Welcome to Ghost Ops 
  6
  The ICO (International Covert Operations) 
  6
  Rule Zero 
  6
  The Dice 
  6
  Attributes 
  6
  Attribute Bonus 
  7
  Hit Points 
  7
  The Unit 
  7
  Saving Throws 
  7
  Core Mechanic & Difficulty 
  8
  Advantage and Disadvantage 
  8
  Operator Retirement 
  8
  2. Backgrounds & Classes 
                                        9
  Background 
  10
  Operator Classes 
  10
  Assault Class 
  12
  Engineer Class 
  14
  Recon Class 
  16
  Specialist Class 
  18
  Sniper Class 
  20
  Advancements 
  22
  3. Loadouts 
                                                                    23
  Attacking 
  24
  Armour Class (AC) 
  24
  Encumbrance 
  24
  Armour 
  24
  Gear 
  25
  Usage Die rule 
  25
  Specialist Gear and Drones 
  26
  Firearms 
  28
  Ammo Type 
  28
  Explosives 
  29
  Remote Detonation 
  30
  Mines and IEDs 
  30
  Grenades 
  30
  Fixed Launchers 
  30
  Loadouts 
  32
  4.Engagements 
                                                          33
  Handler Vs Operator 
  34
  Turns 
  34
  Movement 
  34
  
  4
  Vehicles 
  35
  Booby Traps 
  35
  Barred Doors and breaching 
  35
  Lighting 
  35
  Equipment & Armour 
  36
  Surprise 
  36
  Initiative 
  36
  Cover & Defence 
  36
  Suppressive Fire 
  36
  Prone 
  38
  Critical Damage 
  38
  Fumbles 
  38
  Called Shots & Aiming 
  38
  5. Safehouses, Hearts & Minds 
                            39
  Gaining a Safehouse 
  40
  Expanding the Safehouse 
  40
  Cost and Benefits of Safehouses 
  40
  Safehouses in other countries 
  40
  Hearts and Minds 
  40
  Benefits of using Hearts and Minds 
  40
  Authority Bribes 
  42
  Info Gathering 
  42
  6.Tangos and HVTs                                                        43
  Tangos 
  44
  HVTs 
  44
  Breakdown of Stat Blocks 
  44
  Arms Dealer 
  45
  Cartel 
  46
  Criminals 
  47
  Merc 
  48
  Militia 
  49
  PMC 
  50
  Rogue Hacker 
  51
  Rogue Scientist 
  52
  Samolian Pirate 
  53
  Terrorist 
  54
  Warlord 
  55
  Animals 
  56
  Sourcebooks, Supplements and other Books 
  58
  
  1. Getting Started
  
  6
  Welcome to Ghost Ops
  You may have heard of Ghost Ops the Modern Covert Ops RPG it has been around for a 
  year or so and is pretty popular. Well this is that Ghost Ops rules lite version. This version 
  tries to keep the OSR aesthetic, less rules, quick to set up and easy to play with an awful 
  lot of rules homebrewed by you or the Handler (Which is what we call a GM). This book 
  contains everything you need to play but there is a lot of scope for you to add or amend 
  etc.
  In this chapter we will go over a few things you will need to know before making characters 
  (operators) and playing the game.
  The ICO (International Covert Operations)
  The ICO is an independent military contractor funded by many of the governments of the 
  world. They were created to fight against terrorism, drug cartels and organised crime 
  without borders or local laws getting in the way. If you have read the books by Tom Clancy 
  or played the video game Rainbow Six, then this is a good example of what the ICO is. You 
  do not exist and are considered deniable.
  Rule Zero
  We encourage the Handler to modify the rules, we practically insist on it, this is your 
  game so make it what you want, we hope we have done everything we can to make it fun, 
  but we aren’t perfect so adapt.
  The Dice
  You will need a D20, D12, D10, D8. D6 and a D4 to play the game. These are all available 
  at your local gaming store or online.
  Attributes
  There are 6 Attributes in the game and each one of these should be rolled on a 3D6, giving 
  an attribute between 3-18, we suggest ignoring any roll below 9 The Handler can decide 
  whether each Attribute should be rolled in turn or whether the operator should be able 
  to roll the dice and place them where they wish, remember the operators background 
  may change this.
  Combat
  This Attribute covers the shooting and fighting parts of the game, when the operator 
  wishes to shoot a gun, use a knife or even punch a Tango (bad guys).
  Fitness
  This attribute covers the athletic ability of the operator, dodging, climbing or jumping is 
  covered by Fitness, also feats of strength or speed.
  Investigate
  This attribute governs the operator’s awareness and ability to notice ambushes or find 
  clues etc.
  
  7
  Rapport
  This attribute is the operator’s ability to communicate, ask questions, deal with diplomatic 
  issues, convince and/or persuade others.
  Stealth
  The operator’s ability to move quietly, hide, pick locks and conceal items.
  Skill
  The operator’s ability to operate computers, use drones and demolitions, repair vehicles 
  and hack systems, also to use first aid, drive and repair gear.
  Attribute Bonus
  Your Attribute score will affect the rolls you do by adding a bonus or a penalty.
  Attribute
  Modifier
  3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  0
  13-15
  +1
  16-17
  +2
  18
  +3
  Hit Points
  All operators receive a Hit Dice indicated by the class they have chosen, for first level they 
  receive the full amount of the Hit Dice plus any bonus from Fitness. As they go up a level 
  they will receive this hit dice again but unlike at first level the Hit Dice must be rolled. 
  They also receive their Fitness bonus if they have one.
  The Unit
  Each operator is part of the same unit, and this means they have the same goals, same 
  orders and should work together to complete the objective or mission. This is not a 
  game of killing monsters and grabbing gold but instead characters receive Experience 
  for completing missions, working together and roleplaying in a thrilling and tactical way.
  Saving Throws
  An operator can attempt to save against certain effects, these are Death, Concussion, 
  Poison, and Trap Effects. To attempt a saving throw the player must roll under the 
  attribute total. Some Classes will give a bonus to the dice roll.
  If the Saving throw is failed then the Handler must consult the following table.
  
  8
  Failed Against
  Effect
  Death
  Operator Dies
  Concussion
  Operator is stunned and unable to act for 
  d4 rnds
  Poison
  Operator takes the full effect of the poison
  Traps
  Trap is triggered and operator takes the 
  full effect
  Core Mechanic & Difficulty
  The Plater rolls a d20 and adds any modifers they may have, in order to succeed they 
  must beat a difficulty, which for a standard action is 10.
  The Handler can if they choose increase the difficulty if they feel that it is needed, this will 
  normally happen if the operator is under stress or for environmental factors. below we 
  have created a small table to give examples.
  Difficulty
  Number
  Standard
  10
  Challenging
  15
  Tough
  20
  Hard
  25
  Advantage and Disadvantage
  The Handler can also give advantage or disadvantage to the Operator, this is done by 
  rolling an extra D20 and either taking the highest roll (advantage) or the lowest roll 
  (disadvantage).
  Operator Retirement
  The operators can reach as high as level 10 in the game and it is then up to the Handler 
  whether or not the operator is retired, if they are not then the Handler should extend the 
  experience tables for each class.
  
  2. Backgrounds & Classes
  
  10
  Each operator is pulled from one of 10 best special forces units in the world and the 
  player must choose which one they have come from. Each unit will have an attribute they 
  favour, this will allow them to roll 4d6 and drop the lowest for that attribute.
  Background
  The player must choose one background from the following. The Handler should expand 
  this list as there are a great number of Special Forces units in the world.
  Australia - Special Air Service (SASR)
  Attibute - Fitness
  Austria - EKO Cobra
  Attribute - Skill
  Canada - Joint Task Force 2 (JTF2)
  Attribute - Combat
  France - GIGN
  Attribute - Rapport
  Germany - GSG9
  Attribute - Skill
  Israel - Shayetet 13
  Attribute - Combat
  Poland - JW GROM
  Attribute - Skill
  Russia - Alpha Group
  Attribute - Fitness
  United Kingdom - Special Air Service (SAS)
  Attribute - Combat
  United States - Delta Force
  Attribute - Investigate
  Operator Classes
  Each operator chooses a class from the following 5 choices. These classes will determine 
  HD and Experience Bonus.
  
  11
  
  12
  Assault Class
  You are the frontline troops, kicking in door and taking down tangos with extreme 
  prejudice. 
  Weapon and Armour Restriction
  You are trained in warfare and have no restriction on weapons or armour. You can carry 
  up to 3 weapons.
  Saving Throws
  You receive a -2 bonus on saving throws Vs death
  Mutiple Targets
  You receive a +1 modifier when attempting to shoot more than one target in a turn (must 
  be using a weapon that has multiple shots per rnd).
  Establish Perimeter
  At 5th level the operator can establish a perimeter around the DMZ giving all operators 
  a +1 defence.
  Experience Bonus for Combat
  Combat is the prime attribute for the Assault class, which means that an Combat score of 
  10+ grants +5% experience
  Hit Dice D10
  Level
  Exp. Points
  Hit Dice
  1
  0
  1
  2
  2,000
  2
  3
  4,000
  3
  4
  8,000
  4
  5
  16,000
  5
  6
  32,000
  6
  7
  64,000
  7
  8
  128,000
  8
  9
  256,000
  9
  10
  512,000
  10
  
  13
  
  14
  Engineer Class
  You are the technical expert, experienced in Demolitions, drones and hacking, as well as 
  vehicle repairs.
  Weapon and Armour Restrictions
  As an Engineer you have access to explosives, but can only carry 2 weapons. You have no 
  armour restrictions.
  Saving Throws
  You receive -2 on saving throws Vs concussion.
  Set Explosives
  You gain a +2 when attempting to set a timer or remote detonation.
  Establish Network
  At level 5 you can establish a network which will allow you to quickly hack into rogue 
  systems or Wifi signals at +1
  Experience Bonus for Skill
  Skill is the prime attribute for the Engineer class, which means that a Skill score of 15+ 
  grants +5% experience
  Hit Dice D8
  Level
  Exp. Points
  Hit Dice
  1
  0
  1
  2
  1,500
  2
  3
  3,000
  3
  4
  6,000
  3+1
  5
  12,000
  4
  6
  24,000
  5
  7
  48,000
  6
  8
  96,000
  6+1
  9
  192,000
  7
  10
  384,000
  8
  
  15
  
  16
  Recon Class
  You are the stealth and observation specialist in the group, you often go on lone missions 
  or are deployed ahead of the unit.
  Armour and Weapon Restrictions
  As a stealth specialist you can only carry a maximum of 2 weapons and cannot wear any 
  armour with an AC above +3.
  Saving Throws 
  You gain a -2 to saving throws to avoid the effects of traps.
  Spot Ambush
  You gain a +2 to spotting dangers or ambushes.
  Establish Safe Zone
  At 5th level you can establish a safe zone where operators can heal up, plan and organise 
  giving a +1 to all activity whilst in the zone.
  Experience Bonus for Investigate
  Investigate is the prime attribute for the Recon class, which means that a Investigate 
  score of 15+ grants +5% experience.
  Hit Dice D8
  Level
  Exp. Points
  Hit Dice
  1
  0
  1
  2
  2,000
  2
  3
  4,000
  3
  4
  8,000
  4
  5
  16,000
  5
  6
  32,000
  6
  7
  64,000
  7
  8
  128,000
  8
  9
  256,000
  9
  10
  512,000
  10
  
  17
  
  18
  Specialist Class
  You are the all round expert on most things, dealing with First Aid, communications, Air 
  Support and offensive driving.
  Armour and Weapon Restrictions
  As a specialist you can only carry 2 weapons but can wear any type of armour.
  Saving Throws
  You receive -2 to saving throws Vs poisons.
  Battle Medic
  You gain a +2 when giving First Aid whilst under fire.
  Establish Medbay
  At 5th level you can establish a field hospital allowing all operators who stay there to heal 
  back any lost Hit Points instantly.
  Experience Bonus for Rapport
  Rapport is the prime attribute for the Specialist class, which means that a Rapport score 
  of 15+ grants +5% experience.
  Hit Dice D8
  Level
  Exp. Points
  Hit Dice
  1
  0
  1
  2
  2,000
  2
  3
  4,000
  3
  4
  8,000
  4
  5
  16,000
  5
  6
  32,000
  6
  7
  64,000
  7
  8
  128,000
  8
  9
  256,000
  9
  10
  512,000
  10
  
  19
  
  20
  Sniper Class
  You are the marksman of the unit, providing overwatch and taking out threats from 
  distance.
  Armour and Weapon Restrictions
  You can carry up to 3 weapons, but one of those must be a Sniper rifle. You can not wear 
  armour above AC +3.
  Saving Throws
  You gain a -2 saving throw Vs being spotted by an enemy whilst in your sniper nest.
  Aimed Shot
  You can make shots at a specific location without gaining a penalty, but only using a sniper 
  rifle with scope.
  Establish Kill Zone
  At 5th level you establish a kill zone around your nest, this gives a penalty of +2 to anyone 
  attempting to sneak up on you.
  Experience Bonus for Stealth
  Stealth is the prime attribute for the Sniper class, which means that a Stealth score of 15+ 
  grants +5% experience.
  Hit Dice D8
  Level
  Exp. Points
  Hit Dice
  1
  0
  1
  2
  2,000
  2
  3
  4,000
  3
  4
  8,000
  4
  5
  16,000
  5
  6
  32,000
  6
  7
  64,000
  7
  8
  128,000
  8
  9
  256,000
  9
  10
  512,000
  10
  
  21
  
  22
  Advancements
  Operators will receive experience differently to many other games. In Ghost Ops 
  experience is rewarded for the following reasons.
  Playing as a Team
  Working as a team is paramount to success, leapfrogging movement, sharing intel and 
  making sure no one is left behind.
  Fulfilling an Objective
  operators must complete objectives, these are often part of a larger mission and 
  sometimes an objective can be added whilst the operators are in the field. objectives can 
  also change, that HVT (High Value Target) you were set to capture may now be a kill order.
  Completing a Mission
  The team needs to complete missions. Missions are the main objective, and even if they 
  do not manage to complete smaller objectives the mission must be completed.
  Low Collatoral Damage
  All missions must be completed with low collatoral damage, this means no civilian body 
  count and no disruption to infrastructure (unless part of the mission).
  Roleplaying
  Handlers should reward points for roleplaying, being in character, not arguing over rules 
  and being considerate to others arounf the table.
  Tactics
  Good tactics are always fun and Drones help with this. The operators will have access to 
  satnav, blueprints and intel which will allow them to plan their actions before deploying.
  Neutralizing Tangos
  Taking out Tangos and capturing HVT’s will dismantle organised crime groups, terrorist 
  cells and cartels.
  
  3. Loadouts
  
  24
  Attacking
  Combat is straight forward in Ghost Ops OSR, whenever the operator shoots a gun, throws 
  a grenade or uses a melee weapon they roll a d20 and add their Combat bonus.
  Armour Class (AC)
  A standard Arcmour Class is 10 the operator can then add their Fitness Bonus. Any 
  armour worn also adds to this. The total is the number the attacker must roll equal to or 
  other in order to hit the target.
  Example
  Your operators base AC is 10, they have a Fitness Bonus of +1, this increases the AC to 11, the 
  operator then puts on armour with an AC bonus of +3 which increases the overall AC to 14. 
  An attacker nust roll 14 or above to hit the operator.
  Encumbrance
  An operator can carry their Fitness Attribute in weight before experiencing any penalties. 
  For every 5 points of weight above the Fitness attribute the operator receives a -1 to all 
  dice rolls.
  Armour
  Armour is provided as part of the basic loadout, and the armour may change based on 
  mission parameters. Below is a list of the armour types available. Players are advised to 
  check for class restrictions.
  Armour
  Weight
  AC Bonus
  Move Penalty
  Light Body Armour
  4
  +2
  0
  Plate Carrier
  5
  +3
  -1
  IMTV
  6
  +4
  -1
  IOTV
  7
  +5
  -2
  Descriptions
  Light Body Armour - This is often known as a kevlar vest and is worn under clothing. used 
  for covert missions.
  Plate Carrier - Worn like a harness with pockets in the front and back for installing plates 
  of ceramic or steel (plates are called E-SAPI and X-SAPI).
  IMTV - Improved Modular Tactical Vest has pockets for plates on the back, front and sides, 
  comes with pouches for ammo etc.
  IOTV - Improved Outer Tactical Vest is a heavier version of the IMTV and also protects the 
  arm. comes with pouches and velcro straps for carrying extra gear.
  
  25
  Gear
  All gear is free as part of the Loadout but most will use the usage dice rule. gear can not be 
  replenished in the field unless the operators have a dropbox or safe house nearby.
  Usage Die rule
  Some gear is expendable and to show this the player must roll a usage die whenever the 
  operator uses that item. On a roll of 1-3 the usage die is downgraded to the next dice type, 
  (d10>d8 etc). When the item reaches a d4 usage die and if a roll of 1-2 is made then the 
  item is exhausted and can no longer be used.
  Standard Gear
  Gear
  Benefits
  Weight
  Usage Die
  Batteries
  For Flashlight
  -
  Yes
  Binoculars
  For seeing distance
  1
  No
  Canteen
  Water
  1
  Yes
  Carabiners
  Advantage Climbing
  1
  No
  Chemsticks
  For lighting zones
  -
  Yes
  Radio
  Communication
  1
  No
  Compass
  Advantage Navigation
  -
  No
  Energy Bars
  1 Hp healed
  -
  Yes
  Entrenching Tool
  Can be used as a weapon
  2
  No
  Flashlight
  Advantage in Darkness
  1
  No
  Gasmask
  +2 to Poison Saves
  2
  No
  IFAK
  +2 to healing attempts
  2
  Yes
  Lockpicks
  Advantage to picking Locks
  -
  No
  Multi-Tool
  Set of tools
  1
  No
  Night Vision
  Advantage in Darkness
  1
  No
  QB Sleeve
  Holds maps
  -
  No
  Rations
  +2 HP healed
  2
  Yes
  Rebreater
  Advantage swimming
  2
  No
  Rope
  For Climbing
  2
  No
  Tourniquet
  +1 HP healed
  1
  Yes
  Woobie
  Weather Poncho
  2
  No
  Zip Ties
  For tying up Tangos
  1
  Yes
  
  26
  Specialist Gear and Drones
  Some gear is specialised and must be requested before a mission begins. This gear is only 
  handed out to the specialist class.
  Gear
  Description
  Weight
  Designator
  Used for calling in Airstrikes
  10
  Hazmat Suit
  Used for dealing with dangerous waste
  2
  Laptop
  Advantage to Hacking
  4
  Metal Detector
  Advantage to finding mines and IEDs
  4
  Drones
  The drones available are often personal drones used for scouting or dropping small 
  payloads. Each drone comes with a description and other stats.
  Recon Drone
  Basic drone that can relay back information via video or sound feed. Has a range of 500 
  metres.
  AC = 12, Hp 10, 
  Tactical Drone
  Upgraded Recon Drone that has been improved with a stealth mode and night vision.
  AC= 13, HP 12, Stealth +2.
  Assault Drone
  Upgraded Tactical Drone with extra armour and weaponry.
  AC = 14, Hp 20, Combat +2, Stealth +2.
  Weapons - 9mm SMG, 6 mini missiles.
  Drones need to be requitioned and the more expensive they are the harder they are 
  to obtain. In order to requisition a Drone the operator must be of either a Engineer or 
  Specialist class and beat the requisition number on a d20 plus Rapport Bonus.
  Drone
  Diffiulty Number
  Recon Drone
  12
  Tactical Drone
  14
  Assault Drone
  18
  
  27
  
  28
  Firearms
  The operators have trained in a variety of firearms and can use any they feel fits the 
  missions. firearms are considered part of the standard loadout for operators.
  Players should check class restrictions on the number of firearms carried.
                             Ammo Table
  Weapon
  Standard
  Armour Pierce
  Revolvers
  2d6
  1d6
  Auto Pistols
  2d6
  1d6
  SMGs
  2d6+1
  1d6
  Assault Rifles
  3d6
  2d6
  LMG
  3d6
  -
  Shotguns
  Shell
  Solid Slug
  Double Barrel
  4d6
  3d6+1
  Pump
  4d6
  3d6+1
  Sniper Rifles
  Standard
  Armour Pierce
  Standard
  4d6
  2d6
  Anti-Material
  6d6
  4d6
                                Firearms Table
  Weapon
  RoF
  Range
  Ammo
  Weight
  Revolver
  1
  50
  6
  5
  Auto Pistol*
  2
  75
  17
  4
  SMGs**
  2
  75
  30
  6
  Assault Rifle*
  2
  150
  30
  7
  LMG**
  3
  250
  100
  10
  Shotgun
  1
  50
  2/7
  7
  Sniper Rifles
  1
  500
  1/5
  8
  * Weapon can fire  single shot and 3 rnd bursts (+1 to hit +1 Damage).
  ** Weapon can fire bursts but become unstable (-1 to hit, x2 Damage).
  Ammo Type
  There are various ammo types used in the game and these ammo types determine the 
  damage done. Ammo type is separated by weapon type
  Solid Slugs
  Shotguns can take both shels filled with shot and solid slugs
  
  29
  Armour Piercing (AP)
  An AP round ignores armour but does less damage. this means that the AC is reduced by 
  the armour type when hit by a AP round. The operator will still get their Fitness bonus 
  to the AC.
  Ammo Mags
  Operators can carry only a set number of Ammo mags:
  3 Pistols Mags
  5 Assault Rifle/SMG
  2 Sniper/LMG Mags
  and or
  20 Shotgun Shells/Slugs
  60 Revolver Rnds
                  Melee & Ranged Weapons Table
  Weapon
  Damage
  RoF
  Range
  Ammo
  Weight
  Ranged Weapons
  Bow
  1d8
  1
  60
  1
  4
  Crossbow
  1d8+1
  1
  80
  1
  5
  Knife
  1d6
  1
  Fitness x2
  -
  2
  Hand Crossbow
  1d6
  1
  40
  1
  3
  Melee
  Club*
  1d8+
  1
  -
  -
  5
  Combat Knife*
  1d6+
  1
  -
  -
  2
  Entrenching Tool*
  1d8+
  1
  -
  -
  3
  Fist*
  1d4+
  1
  -
  -
  -
  Hatchet*
  1d8+
  1
  -
  -
  2
  Kick*
  1d6+
  1
  -
  -
  -
  Taser*
  Stun
  1
  15ft
  3
  2
  * Melee weapons add the Fitness Bonus to damage
  ** Tasers Stun the target for 1d6 rnds
  Explosives
  Most explosive devices have an area effect range, what this means is that anyone within 
  that range is ht by the blast. Ecplosives also have an concussive range these extend beyond 
  the blast range and can cause stun damage.
  
  30
  Remote Detonation
  Explosives can be set with timers or the ability to be detonated remotely. This can only be 
  done by an Engineer class and involves a D20 + Skill roll, the Handler should determine 
  the dificulty based on complexity of device.
  Mines and IEDs
  Both mines and IEDs are considered traps for the purpose of a Saving Throw and are 
  detonated once someone either steps on them or gets to close.
  Grenades
  Grenades have a 3 second fuse and taking longer than 3 seconds to throw will cause the 
  grenade to detonate unless the player states that the operator is holding down the spring 
  after pulling the pin.
  Throw Failure
  if the operator fails or fumbles their roll to throw a grenade then the grenade has been 
  thrown just not where the operator planned. The Handler must roll a d4 to determine 
  direction
  4 - North
  3 - East
  2 - South
  1 - West
  And then a d6 for distance.
  6 - 10ft
  5 - 8ft
  4 - 6ft
  3 - 4ft
  2 -2ft
  1 - At throwers feet.
  Fixed Launchers
  Missile Launchers  like SAMs, Anti-vehicle and Mortars still have to roll in order to hit 
  their targets and this means that a Fixed Launcher will have a to hit bonus. often these 
  launchers are controlled by the tangos and so the Handler will need to roll to beat the 
  targets AC (see vehicle combat chapter).
  
  31
                 Explosives & Launcher Table
  Weapon
  Damage
  RoF
  Range
  AoE
  Weight
  Grenades
  Frag
  5d6
  1
  Fitness x2
  10ft
  1
  Phospherous*
  2d6
  1
  Fitness x2
  10ft
  1
  Incendiary*
  2d6
  1
  Fitness x2
  10ft
  1
  Tear Gas
  Stun
  1
  Fitness x2
  15ft
  1
  Smoke***
  Cover
  1
  Fitness x2
  30ft
  1
  Mines & IEDs
  Anti-Personal
  6d6
  1
  -
  20ft
  2
  Anti-Vehicle
  10d6
  1
  -
  20ft
  2
  Explosives
  Breach****
  4d6
  1
  -
  1ft
  1
  C4
  8d6
  1
  -
  40ft
  1
  Dynamite
  7d6
  1
  -
  30ft
  1
  Chemical**
  varies
  1
  -
  varies
  1
  Fixed Weapon
  Anti-Tank
  15d6
  1
  300
  direct
  -
  Anti-Aircraft
  15d6
  1
  500
  direct
  -
  Mortar
  8d6
  1
  200
  30ft
  -
  SAM
  12d6
  1
  600
  direct
  -
  Launcher
  MANPADS
  7d6
  1
  250
  20ft
  5
  Under-Barrel
  5d6
  1
  150
  10ft
  1
  RPG-7
  6d6
  1
  120
  10ft
  1
  Stinger
  10d6
  1
  500
  direct
  5
  * These grenades do burn damage at d6 per round
  ** Chemical based explosives send out a toxic cloud that will drift doing d6 damage per 
  rnd to anyone failing a saving throw.
  *** Smoke Grenades add cover to an area and gives a -3 to hit modifier.
  **** Breaching Charges are used to take down doors and barriers
  
  32
  Loadouts
  Operators can build loadouts from the gear sections that will match the mission type and 
  environment of each game. I suggest at least 4 different loadouts to cover most situations, 
  these could be:
  Light Loadout
  Handgun
  Kevlar Vest
  IFAK
  Multitool
  Smoke Grenades
  Jungle Loadout
  Weapons
  Grenades
  Plate Carrier or IMTV
  IFAK
  Night Vision
  Rations
  Woobie
  Urban Loadout
  Weapons
  Grenades
  IMTV or IOTV
  IFAK
  Flashlight
  Gasmask
  Multi-Tool
  Night Vision
  Zip Ties
  
  4.Engagements
  
  34
  Handler Vs Operator
  The Handler plays two rules; they are the mission giver and HQ support and also the 
  referee, making sure the game runs smoothly. Often the Handler determines the rules and 
  as long as they are fair, and the players all agree the Handlers judgement is final.
  Turns
  The game is split into two types of gameplay; the first is standard exploration, this is 
  when the Operators are moving in on a location, using recon to scout an area or any other 
  activity that does not include combat. During these times the Operators are acting in real 
  time.
  During Combat the time is split into rounds with each round equalling about six – 10 
  seconds depending on how many are engaged in combat. During this time operators can 
  move once, attack and react. They can also forgo their attack to move twice or to attempt 
  a skill or action other than attacking.
  Movement
  An operator’s normal movement is 10ft a turn. During a day a person can walk 8 miles if 
  they are hurrying that is doubled and if they are taking their time or are moving across 
  rough terrain that number is halved.
  There are modifiers based on the type of movement they are doing. The following table is 
  based on a movement of 10ft per turn (listed as Normal).
  
  35
  Movement
  Modified
  Crawling
  2ft
  Stealth
  5ft
  Normal
  10ft
  Running
  20ft
  Sprinting
  30ft
  Operators can dive into cover during a movement phase or drop to the floor.
  Vehicles
  Normal driving of a vehicle involves no rolls, and this includes wheeled vehicles, water-
  based and aircraft. If you are manoeuvring in a vehicle, then a Skill roll must be made. 
  This includes avoiding gunfire, avoiding obstacles, ramming, or keeping control of an out 
  of control vehicle.
  Vehicles also have hit points as shown below
  Vehicle
  HP
  Bike
  10
  Boat
  20
  Car
  20
  Military
  40
  Truck
  30
  Booby Traps
  To spot booby traps, the operators must roll a d20 and add any Investigate bonus. The 
  Handler can set a difficulty based on how well the trap is hidden and the environment; 
  jungle traps will be harder to spot for example. A failure means the trap has been 
  detonated.
  Barred Doors and breaching
  The operators can attempt to barge, pick, or breach locked doors and windows, with 
  each option being determined by the mission type, picking a lock is a more stealth option 
  whereas breaching the door with a breaching charge is a lot louder.
  Lighting
  Operators can use night vision and flashlights to aid them in dark places. The issue with 
  night vision is that bright lights will blind anyone wearing them if not expecting it and 
  will act as a stun for d3 rounds. A flashlight will illuminate up to 40ft in the direction it is 
  pointed but will only work for 3 hrs of constant use before needing new batteries.
  
  36
  Equipment & Armour
  Any gear or armour worn by the operator can affect their movement if the weight exceeds 
  their encumbrance level see page xx for more on this.
  Surprise
  Before a combat scene can commence, the handler needs to determine whether a surprise 
  is possible. Often surprise is when one group attacks another group who are not expecting 
  it. This is done mainly with the use of stealth. If the attacking party manage to sneak up 
  upon their targets successfully, they gain a surprise.
  Surprise allows the attacking party to attack first as a free attack, and the target to not 
  gain any modifiers for defence or have the option to react.
  Initiative
  After surprise is determined each party must then roll for Initiative to see which group 
  manages to react first. The Handler must roll for the Tangos with a D6 + the highest level 
  in the group. The players then roll for their operators which is also a D6 + their Level.
  The highest Initiative goes first with the lowest going last.
  Cover & Defence
  The cover adds to the AC of the operator with different bonuses showing the different 
  types of cover. The following table is an example of the various types of cover available.
  Cover
  Modifier
  Cover by Density
  Thin Wooden Door
  +1
  Thick Wooden Door
  +2
  Plaster Wall
  +2
  Car Door
  +2
  Car Axle/Engine
  +4
  Stonewall
  +5
  Sandbags
  +4
  Cover by Size
  Quarter Cover
  +1
  Half Cover
  +3
  Full Cover
  No Shot
  Suppressive Fire
  Operators can use suppressive fire to cancel out an opponent’s actions. Suppressive 
  fire does not hit anyone, and the operator must declare each time they wish to use 
  suppressive fire. When using suppressive fire, the player must roll a d20 and add their 
  combat modifier and then subtract the highest level of the enemy. The difficulty is always 
  10+ the number of tangos in the opposing force.
  
  37
  
  38
  Example
  The player declares they will be using suppressive fire while another operator is trying to 
  heal an injury. The Handler states that the difficulty will be 14 (10 + the four Tangos). The 
  player rolls a d20 and adds their combat modifier and gets 16, the hander says that the 
  highest level amongst the Tangos is three, so this is subtracted, giving a total of 13 and a fail.
  Prone
  If you are Prone, you lose any bonuses to the AC and are also at -3.
  Critical Damage
  On a roll of a natural 20, the operator has done a critical hit. A critical hit means that all 
  damage is doubled.
  Fumbles
  A roll of a natural 1 means something bad has happened; the weapon has jammed, the 
  grenade failed to detonate or detonated too soon etc.
  Called Shots & Aiming
  Operators can make a called shot to a particular area of the body, and this will be affected 
  by the type of armour worn. Armour in Ghost Ops only covers the chest, stomach and 
  back leaving the arms and legs exposed. To use a called shot on a location not covered by 
  armour allows the shooter to avoid the armour and the target to only have an AC of 10 
  plus Fitness modifier. A called shot is not easy though, and the following modifiers apply
  Arms are  –3 to hit
  Legs are  –2 to hit
  Head is -4 to hit
  Aiming has the same benefits and modifiers but for every round spent aiming the modifier 
  is reduced by 1.
  
  5. Safehouses, Hearts & Minds
  
  40
  Gaining a Safehouse
  All operator teams start with a safe house, and this will often be in the city in which 
  they are based. This safehouse is pretty basic with enough for the operators to live, 
  communicate and store their gear.
  A safehouse can be anything the operators want it to be, an old train or boat, an aircraft 
  hangar, an aircraft, an old hotel or a normal looking house.
  Expanding the Safehouse
  Operators can expand their safehouse by spending experience points. Each operator will 
  donate a portion of their XP into a safehouse pot, and once they have enough, they can 
  afford to refurbish the safehouse.
  A safehouse has five levels with the first level already obtained. To buy the next level, the 
  previous level must be owned, so the operators cannot jump from level 1 to 3 but must 
  buy level 2 first.
  Cost and Benefits of Safehouses
  Below is a table showing the cost of upgrading the safehouse and the benefits the 
  operators receive by doing so. The benefits affect the whole unit, not individuals.
  Upgrade
  Lvl
  Cost
  Benefit
  Standard
  1
  -
  None
  Comms
  2
  1000
  +1 to Skill-based rolls
  Med Bay
  3
  2000
  +1 HP per Level
  Firing Range
  4
  4000
  +1 to Hit
  Workshop
  5
  8000
  +1 to AC and +1 Damage with Firearms
  Safehouses in other countries
  Handlers can allow operators the option to set up extra safehouses in other countries or 
  locations and if you do this remember the benefits to upgraded are only earned once not 
  for each safehouse upgraded in that way.
  Hearts and Minds
  Many missions can benefit from heart and mind moments. These are often shown where 
  the operators gain the support of the local population by protecting them, giving them 
  much-needed supplies and so forth. 
  Benefits of using Hearts and Minds
  Gaining allies is always a good thing as they can share information, a safe location, and 
  even armed support when taking down the tangos. To gain the benefits from this, the 
  operators will use Rapport.
  
  41
  
  42
  Check the table below and roll a d20, the Handler will have a difficulty number based on 
  three aspects, language barrier, desperation and experience.
  Language Barrier – Do the operators speak the language +2 to difficulty if not
  Desperation – How desperate are the locals? Maybe the local cartel drops off food parcels 
  or gives paid work, or maybe they enslave and shoot the locals.
  Past Experience – Have the locals dealt with soldiers or Operators before with a negative 
  or positive experience?
  Rapport
  Loyalty
  3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  0
  13-15
  +1
  16-17
  +2
  18
  +3
  Authority Bribes
  Operators can also attempt to bribe authorities like local police or military; this can be 
  done with money or promises of gear or influence. Operators must speak to the Handler 
  before offering anything to anyone.
  Info Gathering
  Rapport is also used to gather intel, maybe local gangs or drug dealers have information, 
  sometimes this may be as simple as handing over cash, or it could involve intimidation or 
  charm. Depending on the loyalties and fear of the informant the Handler should base the 
  difficulty number on this.
  
  6.Tangos and HVTs
  
  44
  Tangos
  Tangos are the bad guys, the goons and henchman of the game. They are the same whether 
  they are cartel or gang members, terrorists or members of crime syndicates.
  Some Tangos can be more powerful because of the weapon they use or the armour they 
  wear, and these can be seen as lieutenants.
  HVTs
  High Value Targets (HVT) are often the target of a mission to either capture or kill, they 
  are always the boss and surrounded by Tangos. HVTs can also be allowed to escape and be 
  a nemesis to the team in future missions as the HVT becomes more powerful and obtains 
  more funds etc.
  Breakdown of Stat Blocks
  Each Tango and HVT has a stat block as shown below
  Type – Whether a Tango or HVT
  AC – The number the operator must beat to hit the tango
  HD – The number of d6 dice the Handler rolls for their Hit Points
  Weapons – What weapons and damage they do.
  Special – What special powers they have
  Bonuses – Any bonuses they receive
  XP – How much Experience the operators receive by killing them
  
  45
  Arms Dealer
  The arms dealer is always an HVT, but they are 
  often an HVT that deals with other HVTs which 
  places them in a unique position of being always 
  in the shadows, arming the dangers that the 
  operators need to deal with.
  Arms dealers make a lot of money and have 
  access to a lot of weapons and hence their 
  Tangos are well armed and loyal, they will often 
  be ex-military and have all the benefits and 
  communications that military operators have, 
  caution is advised when sent to take down an 
  arms dealer.
  Arms dealers can also have friends in high places, 
  government officials, corporations and even 
  banking institutions, along with the more criminal 
  (or less based on your perspective) clients, 
  drug cartels, crime families and international 
  terrorists.
  Stats
  Type - HVT
  AC - 13 (Kevlar Vest)
  HD - 7
  Weapons - Auto Pistol 2d6
  Special - All Tangos linked to the arms dealer are well equipped. Always has a getaway 
  plan.
  Bonuses - +6 Attack
  XP - 500
  Pack - Only 1
  
  46
  Cartel
  The drug cartels of South America and Mexico 
  are one of the threats the operators will need 
  to deal with.  The cartels are powerful have 
  ties to influential and important people and 
  their web stretches across the world. The 
  cartels will often work with arms dealers.
  Cartels are broken into four types of tango; 
  these are the low-level members called the 
  Halcones, then we have the more dangerous 
  armed group called the Sicario’s. The 
  lieutenants are called the Teniente and finally 
  the bosses or Capos.
  Cartels are ruthless and dangerous; they have 
  no concern over killing civilians or forcing 
  them to labour in one of the cartels many 
  drug labs. Operators will need to be careful 
  not to cause to much collateral damage when 
  facing a cartel.
  Stats
  Type - Tango
  AC - 12 (Halcones) 14 (Sicario) 16 (Teniente)
  HD - 3/5/7
  Weapons - Assault Rifle 3d6, Auto Pistol 2d6, SMG 2d6+1, Shotgun 4d6 (choose one)
  Special - Can call upon reinforcements, knows the streets.
  Bonuses - +2 to hit, +2 to stealth
  XP - Halcone 100, Sicario 175, Teniente 250
  Pack - Normally encountered in groups of 4-6
  
  47
  Criminals
  Organised crime spreads across the world, from 
  mafia level crime families to low level Eastern 
  European human trafficking and extortion gangs. 
  Most are major threat others will become a threat 
  if allowed to go unchecked. 
  Criminal gangs that are linked to wealthy ventures 
  will be better armed and have a more secure base 
  of operations, whereas low-level crime gangs will 
  often live in urban areas, rundown tower blocks, 
  or old military installations.
  Often there is a boss that when taken down 
  dismantles the whole operation, and this is not 
  always the case with crime families who often 
  have a line of ascension, with the next in line 
  taking over once the boss dies or is arrested.
  Stats
  Type - Tango
  AC - 13
  HD - 3
  Weapons - Auto Pistol 2d6, SMG 2d6+1. Shotgun 4d6
  Special - Will use civilians as shields etc
  Bonuses - +2 to hit, +2 melee damage
  XP - 125
  Pack - Normally encountered in groups of 4 - 6
  
  48
  Merc
  Unlike PMCs who often have offices and follow 
  rules of conduct, Mercs are soldiers of fortune, who 
  sell their skills to the highest bidder and hence 
  guided by wealth. Mercs are often ex-military and 
  sometimes ex-special forces similar to PMCs. 
  Mercs will work for anyone and have been known 
  to work alongside warlords, arms dealers, rogue 
  scientists, rogue hackers and even cartels and crime 
  families. They have no scruples and do not value 
  loyalty or human life.
  Mercs are also well armed and equipped and should 
  be approached with caution as they can often be as 
  well trained as the operators. Mercs will only work 
  for the highest bidder so that should always be 
  taken into consideration before including them in 
  a mission, should they be there, does it make sense.
  Stats
  Type - Tango
  AC - 15
  HD - 4
  Weapons - Assault Rifles 3d6, Grenades varies, Auto Pistols 2d6, SMGs 2d6+1
  Special - Will often have military grade vehicles, helicopters, Humvees
  Bonuses - +3 to hit, +2 Stealth, +2 Fitness
  XP - 150
  Pack - Normally encountered in units of 4
  
  49
  Militia
  Survivalists and Preppers often become 
  Militia, protecting their lands against corrupt 
  governments or corporations, often they 
  stay on their land and keep themselves to 
  themselves, but sometimes they go that one 
  step further and take the fight to the enemy.
  Militia groups can become homegrown 
  terrorists, causing mayhem by building 
  bombs and shooting anyone that doe not 
  agree with their unique philosophies. This 
  can include ecological, religious, political and 
  racist beliefs.
  Militias are dangerous because they are 
  fanatics and often live amongst others 
  that may not hold their beliefs, making the 
  takedown of militia groups a very tactical 
  operation.
  Stats
  Type - Tango
  AC -12/13
  HD - 3
  Weapons - Shotguns 4d6, Auto Pistols 2d6, Assault Rifles 3d6
  Special - Knows the area, will have supply caches hidden, die for their cause.
  Bonuses - +2 to hit, +2 to tracking rolls
  XP - 125
  Pack - Sometimes a lone gunman other times in families or groups of 4-6
  
  50
  PMC
  Private Military Contractors (PMC) are often 
  legal, government funded and licensed to work 
  alongside military forces to stabilise regions, 
  and sometimes they are not. Many PMCs have no 
  scruples about who they work for and what that 
  work entails, and often these PMCs clash with the 
  operators.
  Often used for security and protection of VIPs 
  many PMCs are ex-military and even ex-special 
  forces, which make them very dangerous and well 
  trained, along with often being well funded this 
  makes the average PMC a big threat.
  Arms dealers, Rogue Scientists and wealthy Rogue 
  Hackers may hire PMCs to be their private armies. 
  Though PMCs can often be the bad guys, they are 
  known to be patriots and will not work alongside 
  terrorists. Sometimes PMCs turn to the dark side 
  when they feel their country has let them down or 
  hung them out to dry.
  Stats
  Type - Tango
  AC - 15/17
  HD - 5
  Weapons - Auto Pistol 2d6, Assault Rifles 3d6, Sniper Rifles 4d6, Grenades varies
  Special - Night Vision, call reinforcements, tactical
  Bonuses - +3 to Hit, +2 dodge, +2 melee damage
  XP - 200
  Pack - Normally encountered in teams of 4
  
  51
  Rogue Hacker
  From teenage kids to ex-government analysts most 
  rogue hackers are megalomaniacs, it’s not about 
  the money as much as the fame, revenge or a told 
  you so moment. Rogue hackers are dangerous on 
  levels other HVTs aren’t, a hacker can strike from 
  anywhere, a coffee shop, back of a van, derelict 
  apartment or from inside the very company or 
  agency they are attacking.
  When it does come down to money it often isn’t 
  about personal wealth, they will need the money to 
  pay for security (Mercs, PMCs, Militias), or a more 
  powerful device; sometimes they will give the 
  money away to a cause they feel they are helping. A 
  rogue hacker just needs their laptop, their software 
  and a coffee to do what they do.
  Rogue hackers have moral codes, they will 
  have a cause, this can be anything to saving the 
  environment or restarting society, but often their 
  need to be noticed, appreciated will cause that 
  belief to become twisted and end up all about the 
  hacker and what they want or who they feel need to 
  be punished. Rogue Hackers should be approached 
  with caution, never challenged, because all it takes 
  is a press of the button to reset the world.
  Stats
  Type - HVT
  AC - 13
  HD - 5
  Weapons - Auto Pistol 2d6
  Special - Access to information, logical, escape plan
  Bonuses - +2 Skill rolls, 
  XP - 500
  Pack - Just the 1
  
  52
  Rogue Scientist
  The rogue scientists is a disgruntled genius, they 
  feel unappreciated, or maybe their ideas were 
  stolen or suppressed. Maybe they are willing to 
  go to the extreme to test their theories, whatever 
  the reason they have sold what they know to the 
  highest bidder and often the highest bidder is a 
  rogue nation or well-funded terrorist cell.
  Rogue scientists can be physicist building bombs, 
  or biologists creating new viruses or even 
  geneticists developing new ways to enhance 
  or destroy certain targets. Rogue Scientists are 
  always HVTs and can work with Arms Dealers, 
  PMCs, Merc and Terrorists.
  Rogue scientists are not fighters, and they will 
  run rather than fight hoping their minions cover 
  their escape or planning way ahead and had their 
  getaway plan in place long before it is needed, by 
  double guessing the operators.
  Stats
  Type - HVT
  AC - 12
  HD - 6
  Weapons - None
  Special - Logical, something worth trading, escape plan
  Bonuses - +3 to skill
  XP - 500
  Pack - Just the 1
  
  53
  Samolian Pirate
  The coast of Somalia and the Gulf of Aden is 
  plagued by pirate attacks; this has become a 
  major problem for shipping in the area with 
  constant threat from Somali Pirates. But the 
  threat lies much deeper than the hijacking of 
  ships. Many Pirates have investors and even 
  a stock exchange where investors buy shares 
  with guns and other armaments to benefit 
  from these hijackers.
  Operators will need to face many layers when 
  dealing with Pirates, removing their investors 
  and their ability to act due to lack of weapons 
  etc. is the first blow. Pirates have been known 
  to deal with Warlords and arms dealers, but 
  rarely PMCs, Mercs or Rogue Hackers and 
  Scientists.
  Missions involving Pirates generally involve 
  taking back captured ships or dismantling a 
  pirate group from their investors down. Pirates 
  are often normal people trying to survive, 
  and it is more beneficial to find and remove 
  the leaders rather than killing the pirates 
  themselves.
  Stats
  Type - Tango
  AC - 12
  HD - 4
  Weapons - Assault Rifles 3d6
  Special - Will flee if cornered or outgunned
  Bonuses - +2 to hit, +3 to dodge
  XP - 100
  Pack - Encountered in groups of 12
  
  54
  Terrorist
  From domestic to international Terrorists always 
  have an agenda, often religious sometimes political 
  Terrorists got their name because they instil terror, 
  and this is achieved by doing whatever it takes 
  to get what they want, which makes a terrorist a 
  dangerous opponent.
  When engaging in a mission involving terrorists 
  be aware that you could be heading into various 
  locations, often terrorist cells are just a part of 
  a larger whole, with small cells popping up in 
  cities across the world, and each one leading to 
  something bigger and often more deadly. Small 
  cells should be quickly dispatched as they are 
  more than likely on a time frame, committing their 
  act of terror before disappearing elsewhere with 
  false passports or through other cells.
  Domestic terrorists can be anything from a lone 
  gunman to an extremist group, pushing their 
  doctrine onto others through manifestoes or a 
  belief structure that leads to innocents being 
  brainwashed into cults and religious groups. 
  Terrorists have no issue using innocent civilians 
  as shields and bargaining chips so act cautiously 
  when sent to dismantle a cell.
  Stats
  Type - Tango
  AC - 14-18
  HD - 4
  Weapons - Assault Rifle 3d6, SMG 2d6+1, RPG-7 6d6, Sniper Rifle 4d6
  Special - Suicide Bombers, Fanatical
  Bonuses - +3 to hit, +2 melee damage
  XP - 150
  Pack - Encountered in groups of 4-6
  
  55
  Warlord
  Warlords are often driven by wealth and status; 
  they could come from a poor village and tribe and 
  due to their barbarity and callous nature have 
  climbed the ranks of a guerrilla group or political 
  faction.  The cruelty of warlords is mirrored by their 
  soldiers, removing the hands or feet from anyone 
  not following the warlord’s rules, burning villages 
  and stealing food and medical supplies to sell, often 
  condemning people to death.
  Many warlords command child soldiers, and this is 
  often something that will spur an operation, along 
  with slavery, drugs and gun running. Often funded 
  by gold mines, blood diamonds and kidnapping are 
  revenue for the warlords.
  Warlords show their power through opulence, and 
  gold-plated guns, jewellery, large houses and the 
  obedience of their soldiers (often garnered through 
  fear and drug abuse). 
  Stats
  Type - HVT
  AC - 14
  HD - 7
  Weapons - Auto Pistol (gold plated) 2d6, SMG (gold plated) 2d6+1
  Special - Call reinforcements, Human shields, escape plan
  Bonuses - +4 to hit, +2 Rapport, +2 melee damage
  XP - 500
  Pack - Just the 1
  
  56
  Animals
  Most wild animals will not attack unless provoked or if they feel threatened. Trained 
  attack animals will attack anyone they are commanded to or that they do not recognise. 
  Operators will travel across the world and will encounter a wide variety of animals most 
  of them dangerous. The Handler can use animals as a diversion or a smaller threat.
  Alligator/Crocodile
  AC - 14
  HD - 6
  Move - 12
  Attacks - Bite 2d6, Tail - 1d6
  Special - Will grab victim and try to drown them.
  Bonuses - +4 Attack, +2 stealth
  Bear
  AC - 13
  HD - 6
  Move - 10
  Attacks - Bite 1d6+2, Claws 1d6x2
  Special - Track through scent. big
  Bonuses - +2 to hit.
  Cat, Hunting
  AC - 12
  HD - 5
  Move - 18
  Attacks - Bite 1d6, Claws 1d6x2
  Special - Pounce, silent, tracking
  Bonuses - +3 to hit, +4 stealth
  Cobra, Snake
  AC - 10
  HD - 3
  Move - 6
  Attacks - Bite Poison 1d4 + 4 pts per round
  Special - Hidden, sudden strike
  Bonuses - +3 to hit, +6 stealth
  Dogs, Feral
  AC - 12
  HD - 4
  Move - 16
  Attacks - Bite 1d6, Claws 1d4 x 2
  Special - Pack of 6
  Bonuses - +4 to hit, +2 dodge
  
  57
  Dogs, Guard
  AC - 13
  HD - 4
  Move - 16
  Attacks - Bite 1d6, Claws 1d4 x 2
  Special - Trained. Dog armour +2 AC
  Bonuses - +4 to hit, +3 tracking
  Primate
  AC - 13
  HD - 5
  Move - 12
  Attacks - Claws 1d6 x2, Bash 1d6, Crush 1d8 difficulty 15 to break free
  Special - Climber, Intimidation
  Bonuses - +3 to hit, +4 damage
  Sharks
  AC - 15
  HD - 5
  Move - 12
  Attacks - Bite 2d6, Tail 1d6
  Special - Good sense of smell
  Bonuses - +3 to hit
  Spiders, Poisonous
  AC - 13
  HD - 1
  Move - 24
  Attacks - Bite poison 1d3 + 1d6 per round
  Special - Small and fast
  Bonuses - +3 to hit
  Wolves
  AC - 12
  HD - 5
  Move -16
  Attacks - bite 1d6, Claws 1d4 x 2
  Special - Pack of 6, tracking skills
  Bonuses - +4 to hit, +3 dodge
  
  58
  Sourcebooks, Supplements and other Books
  If you enjoyed playing Ghost Ops the OSR then you may be interested in knowing that the 
  following list of PDFs can be made (with a bit of tweaking) compatible with these rules.
  All are available on DriveThruRPG
  Random Mission Generator
  A number of tables that can be used to create missions for the operators
  https://www.drivethrurpg.com/product/270607/Ghost-Ops--Random-Mission-
  Generator
  Africa Sourcebook
  A book detailing the continent of Africa, it’s politics, wildlife, landscape and the various 
  factions, terrorist groups and warlords found there.
  https://www.drivethrurpg.com/product/257862/Ghost-Ops--Africa
  South and Central America Sourcebook
  An overview of Central and South America the political landscape, wildlife and major 
  cartels and rebel groups.
  https://www.drivethrurpg.com/product/261805/Ghost-Ops--Central--South-America
  Safehouses Sourcebook
  A list of safehouses with maps of each safe house, upgrades that could be made and rules 
  for dropboxes and hidden caches.
  https://www.drivethrurpg.com/product/254334/Ghost-Ops--Supply-Drops--
  Safehouses
  Mission Packs
  A number of Mission Packs with around 5 missions per pack, easily tweaked to fit the OSR 
  rules.
  https://www.drivethrurpg.com/product/246293/Ghost-Ops--Mission-Pack-1
  
  59
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  60
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You 
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  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
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  only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  [Ghost Ops the OSR] Copyright [2019], [FeralGamersInc]; Author[s] [J Lasarde]
  In accordance with the Open Game License Section 8 “Identification” the following designate Open Game 
  Content and Product Identity:
  OPEN GAME CONTENT
  The contents of this document are declared Open Game Content except for the portions specifically declared as 
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  PRODUCT IDENTITY
  All Artwork, Concepts Safehouses, Abilities, Packages, Ghost Op Logos, Background.
  
  61
  
SOURCE: textdata/thevault/Ghost Ops OSR (osr)/Ghost Ops OSR.pdf