Ghost Walkers
We're out there, waiting.
No Quarter. None Asked for, Nor Given.
Organizational Structure
The Ghostwalkers do not have a formal rigid organizational structure. Instead we form into loose and flexible squads that change as the situation changes. Essentially we break into two sides, offensive and defensive. One member informally nominated at the start of each scenario leads each side. There may be an overall field commander nominated if the situation calls for it.
The defensive squad is referred to as the “Barrow Wights”, guardians of the tombs of kings. The defensive squad leader is known as the “Crypt Keeper”. Typically we start with about 1/3 of our team on defense, holding the fort, guarding the flag, and maintaining key stationary positions. If developing scenario play indicates we need a smaller or larger defensive group, we adjust accordingly.
The Offensive squad is broken into smaller groups, each with a specific task. As more emphasis is placed on changing goals and objectives during the course of the scenarios, the size and membership of the smaller groups change accordingly. The offensive squad leader is the “Death Knight”, a champion raised to complete a task.
In the event a single overall commander is required, or a Ghostwalker is selected as an event general, we tag that person as the "Necromancer. The Death Knight and Crypt Keeper report directly to the Necromancer. The Necromancer may or may not have a personal guard of “Zombies” if the situation calls for it.
One other team, reporting directly to the Necromancer, is called the “Wraiths”, Elusive apparitions found in remote and desolate areas. These are our sneaky bastards, with the highest degree of stealth and sharpened sniping skills. Neither offensive nor defensive, they perform assassinations (one shot, one kill), infiltrations, reconnaissance behind enemy lines, and other “SOG” type functions. They usually work alone.
In all cases, if a “leader” is shot out, any one of us is capable and ready to step in till the leader returns. Informal chains of command are in play before we start any scenario.
Within the team we have sub groups, or squads, made up of shooters that have worked together often and successfully. To form a squad you need 5 to 7 people who are committed to shooting as a squad. As long as most of the squad shows up and there is a need for the squad that that groups shoots together. (Note: 1 or 2 people do not make up a squad. If that’s all you have then your squad shoots with the general population. If only 3 show then you shoot as a squad only if a small squad is needed and selected by the field commanders.)
Some of the squads include:
Wraiths – see above.
Revenants - Single-minded spirits committed to completing a task. Typically assigned to specific goals or objectives requiring a moderate degree of stealth and a moderate degree of brute force.
Shadows –Apparitions caught out of the corner of your eye, just before it’s too late. Attacking out of nowhere, leaving no survivors. Typically assigned to specific goals or objectives requiring a high degree of stealth and a high degree of brute force.
Specters – Apparitions associated with remote and desolate areas. Typically assigned to specific goals or objectives requiring a high degree of stealth and a moderate degree of brute force
Banshees - Wailing spirits often associated with foretelling doom. Used in psychological warfare, creating noise, diversions, and otherwise setting up our opponents for failure. Works closely with the Wraiths.
Daemons - Marauding groups of malicious spirits that prey upon humans. The blunt hammers of the Ghostwalkers. Typically assigned to full frontal assaults and “first-in” missions requiring a low degree of stealth and a high degree of brute force.
Phantoms - Apparitions associated with dismal and dark areas. Typically assigned to specific goals or objectives requiring a moderate degree of stealth and a high degree of brute force
Wil-O’-Wisps - Wilderness apparitions believed to lure victims to their doom. A training ground for newbies as well as a proving ground for the experienced players. Used by all other squads as bait or lures to entrap our opponents.
Zombies – see above.
The Wild Hunt – Associated in European and Scandinavian lore with a ravaging band of merciless hunters that slaughter all in their path. The Wild Hunt is the general population that any unassigned shooters fall into, squad members with insufficient numbers to function, all reservists, and anybody else that is used in offensive assaults. Typically placed in the front lines to secure primary objectives and full frontal assaults.