Rulebook v1.0
Overview
Ghost Front is a narrative-driven, cooperative, solo or skirmish miniatures wargame for one to four players. Set against the backdrop of an alternate Second World War, players command elite containment squads — hunters — equipped with retro-futuristic technology to suppress a growing wave of paranormal threats haunting devastated cities, scorched trenches, and forgotten outposts.
The objective is never simply to destroy. Players must locate spectral targets, subdue them through coordinated weapon fire, and contain them using specialized traps and arcane containment protocols.
Approach CONTACT tokens and uncover the true nature of each signal.
Coordinate multi-weapon fire to restrain the entity and establish Lock.
Deploy your trap and attempt the high-risk containment roll.
Every mission is a standalone encounter, but the full campaign mode allows hunters to carry forward across multiple operations — suffering breakdowns, earning commendations, and unlocking specialized equipment.
Ghost Front draws on the explosive energy of Ghostbusters, the tactical depth of XCOM, and overlays them with the gritty desperation of retro-futuristic warfare.
Components & Requirements
Ghost Front is designed to be played with miniatures in the 28–32mm scale, but can be run with tokens and proxies. The following components are required:
Model Agnosticism. Ghost Front is broadly agnostic about which miniatures you use — any infantry figures in the right scale will work. That said, the game is rooted in the grim aesthetics of the Second World War, and WWII-era soldier models are the natural choice. Squads of period infantry repurposed as Hunter operatives will give your games exactly the right atmosphere: bolt-action rifles and greatcoats sitting alongside ether-frequency resonators and containment canisters. The contrast is part of the point.
Entity Models. Ghost Front imposes no restrictions on the miniatures used to represent entities. They may take the form of ectoplasmic manifestations of fallen WWII soldiers or civilians — enemy combatants, displaced refugees, or battlefield dead transformed into wraiths — or entirely fantastical apparitions: luminous phantasms, monstrous silhouettes, or whatever fires your imagination. Players are encouraged to use whatever models they enjoy most.
Entity Base Sizes. By default, entity models may be mounted on any base size. Players are free to use larger bases — 40 mm, 50 mm, or 60 mm — to better represent the scale and presence of more powerful manifestations. If agreed upon before the game, base size can be linked to the rolled Entity Size: Size 1 → 40 mm, Size 2 → 50 mm, Size 3 → 60 mm. This is entirely optional and has no effect on gameplay rules.
- Hunter models — up to 4 per player, representing your containment squad
- Entity models or tokens — representing spectral manifestations; hidden behind CONTACT tokens until revealed
- CONTACT tokens — unknown paranormal signals, some real, some false
- Status tokens — PARANOIA, HALLUCINATIONS, COOLDOWN
- Dice — standard D6 (6–8 recommended), plus D10 and D3 (simulated via D6)
- Measuring tape — all distances in inches; optional 3'' and 5'' AOE templates
Using Dice
| Notation | Meaning |
|---|---|
| 1D6 | Roll one six-sided die, use result as-is |
| XD6 | Roll X dice; sum, compare, or choose highest/lowest as specified |
| 1D10 | Roll a ten-sided die; used for faction tables and campaign events |
| 1D3 | Simulated via D6: 1–2 = 1, 3–4 = 2, 5–6 = 3 |
Modifiers (e.g. +1 to HIT) apply after the die is rolled. If a rule allows a reroll, only one reroll is allowed per effect unless otherwise specified.
General Principles
The Most Important Rule
Ghost Front is a complex, layered game. There will be moments where a situation falls outside the rules, or where a rule does not seem to fit the circumstances at hand. When that happens, use common sense and agree with the other players on the most reasonable interpretation.
If no agreement can be reached, resolve it quickly with a die roll: on a 1–3, one player decides; on a 4–6, the other does. That decision holds for the rest of the mission. Discuss the finer details afterwards, not during play.
Whenever possible, agree on edge cases — unusual terrain, oddly shaped models, ambiguous positioning — before the mission begins.
Measuring Distances
All distances in Ghost Front are measured in inches. You may measure at any time — before or after declaring an action.
- When measuring between two models, always measure from the nearest point of one base to the nearest point of the other.
- When measuring between a model and a token or terrain element, measure from the nearest point of the model's base to the nearest point of the object.
- When measuring movement, measure from the leading edge of the model's base in its starting position to the trailing edge of the base in its final position. This is the total distance consumed. The path does not have to be straight, but the cumulative distance measured along the path may not exceed the model's MOVEMENT value.
Models without a base: agree before the mission where distances are measured from (typically the hull or torso), and which decorative elements such as weapon barrels or banners may be ignored.
Roll-Offs
Whenever the rules call for a roll-off, all involved players each roll one D6 and compare results. The player with the highest result wins. In the event of a tie, all players roll again until there is a clear winner.
Re-Rolls
Whenever a rule allows a re-roll, pick up the relevant dice and roll them again. The second result is always final — even if it is worse than the first. A single die may only be re-rolled once, regardless of how many rules or abilities would apply to it simultaneously.
Modifiers & Caps
Many abilities, weapons, and conditions apply modifiers to die rolls — typically +1 or −1 to the result. Apply all applicable modifiers after rolling, then compare the final value to the relevant threshold.
Two absolute limits always apply, regardless of how many modifiers are in effect:
- An unmodified result of 6 always counts as a success.
- An unmodified result of 1 always counts as a failure.
This means that no combination of negative modifiers can make a natural 6 fail, and no combination of positive modifiers can make a natural 1 succeed.
Stacking Effects
Multiple instances of the same special rule or ability do not stack unless the rule explicitly states otherwise. If two effects would trigger simultaneously and their order matters, the controlling player decides the sequence. If the effects involve multiple players, resolve the order with a roll-off.
Mission Objective
Ghost Front is a game about containment, not destruction. Whatever the scenario, whatever the format, the primary objective is always the same: locate the entities on the battlefield, establish Lock, and capture them before the mission ends.
Solo & Cooperative Play
In solo and cooperative scenarios this focus is clear by design. All hunters work toward the same goal — managing entity activations, sharing Locks, coordinating Trap attempts. Victory is measured in AP earned, and AP comes from captures, not kills.
Skirmish Play
In skirmish scenarios, two opposing squads compete on the same battlefield. The victory condition remains unchanged: the squad that captures the most entities wins. Eliminating enemy hunters is not a primary objective — it is a tactical tool. Removing an opponent from the field may free up a Lock, deny a Trap attempt, or simply create space to operate.
A squad that spends its actions hunting enemy models at the expense of entity containment is fighting the wrong war. Ghost Front is not a game about two squads shooting at each other. It is a game about two squads racing to contain a threat, while each tries to slow the other down.
Scenario-specific conditions — securing a location, recovering an artifact, surviving a set number of rounds — may add secondary victory conditions, but they do not replace the primary one. Entity capture is always the core of every mission.
Secondary Objectives
Secondary objectives are optional mission conditions that each player pursues independently and secretly. They do not replace the primary objective — entity capture always wins the game — but they reward tactical creativity and add a layer of hidden tension to every skirmish.
How to Use
At the start of each game, each player privately rolls D10 twice on the Secondary Objectives table (printed on the Mission Sheet). Discard one result of your choice. The remaining objective is your secret order for the game. Do not reveal it until the final round ends — then both players reveal simultaneously and score accordingly.
Completing your secondary objective awards +2 AP at mission end. In the event of a primary objective tie, the player who completed their secondary objective wins the tiebreak.
Any terrain pieces or tokens required by a secondary objective must be agreed upon and placed before the first round begins, even if the players do not yet know whether those objectives will be in play.
Secondary Objectives (D10)
| D10 | Objective | Category | Condition |
|---|---|---|---|
| 1 | Frequency Lock | VEIL | Position a hunter on a CONTACT token without triggering a SCAN. Hold that position for 2 consecutive rounds. The token may not be scanned or interacted with. If the hunter moves away or the token is disturbed for any reason, the attempt fails. |
| 2 | Veil Breach Point | VEIL | Before the game, both players agree on a terrain piece. Move a hunter to that location and hold it for 1 complete round while at least 1 entity is revealed and active on the table. The hunter must survive the round. |
| 3 | Suppress & Hold | VEIL | Attach a HARPOON to an entity and maintain the LOCK for 2 consecutive rounds without trapping or eliminating it. If the entity breaks free, or the harpoon is deliberately released, the attempt fails. |
| 4 | Controlled Sample | VEIL | Successfully TRAP an entity of Size 2 or larger using a hunter who has not suffered any Mental Health damage during that same round — including entity abilities, panic effects, and environmental sources. |
| 5 | Document Recovery | INTEL | Before the game, both players agree on a terrain piece. Move a hunter to that location and end their activation there, having already spent at least 1 action earlier that same activation. |
| 6 | Signal Intercept | INTEL | End a complete round with one of your hunters within 4'' of an enemy hunter, without that hunter having entered close combat during that round. The hunter does not need to be unactivated — proximity at round end is what counts. |
| 7 | Mark & Withdraw | INTEL | At any point during the game, move one of your hunters into the enemy deployment zone. That hunter must survive and return to your own deployment zone before the final round ends. Dying in the enemy zone counts as failure. |
| 8 | Blackout | SABOTAGE | At the start of any round's activation phase, openly declare Blackout for that round. If the opposing player fails to achieve a single successful SCAN result (4 or higher) during that entire round, the objective is achieved. |
| 9 | Recover the Asset | NARRATIVE | Place a neutral marker at the center of the table before round 1. Move a hunter into base contact to claim it. That hunter must survive to game end while in base contact — or must have relocated the marker fully inside your deployment zone. |
| 10 | Witness | NARRATIVE | One of your hunters must be within 6'' of an entity at the exact moment the opposing player reveals a CONTACT token. The hunter must be alive, unactivated, and have line of sight to the revealed location. |
Creating Your Team
Each player assembles a tactical team of up to four hunters — elite operatives drawn from military, scientific, or clandestine organizations. Every hunter must be equipped with a complete loadout: one Long Range weapon, one Short Range weapon, one Close Combat weapon, one Tool, and a standard-issue Harpoon Device.
Hunter Statistics
| Stat | Description |
|---|---|
| MOVEMENT | Inches the model may move during a MOVE action |
| COMBAT | Base attack value used when making HIT actions |
| TOUGHNESS | Threshold an enemy must meet or exceed to score a HIT on this model |
| AGILITY | Used for vertical movement rolls and certain anomaly interactions |
| MENTAL HEALTH | Expressed as Max/Threshold (e.g. 8/3). At or below threshold, instability effects apply. IMM = fully immune to mental effects |
Immunity Restriction
A squad may never include more than one model with IMM status (MEDIC or OPERATOR class). These rare individuals are completely unaffected by Mental Health damage and represent cases of psychic hardening or experimental conditioning.
Factions & Friends/Foes
Each hunter belongs to a faction that determines their tactical doctrine, archetype pool, and interpersonal modifiers. Before deploying, record your faction's FOES and FRIENDS on each Character Sheet.
If a hunter's squad includes a model from a FOES faction, the rivalry sharpens their senses — they gain a bonus. If a FRIENDS faction model is present, over-familiarity creates subtle friction — they suffer a penalty. These modifiers apply for the full mission duration and are not cumulative (max +1 or −1 regardless of how many FOES/FRIENDS are present).
| Class | vs FOES | vs FRIENDS | Rationale |
|---|---|---|---|
| TROOPER | +1 HIT | −1 HIT | Rivalry sharpens targeting instinct |
| VETERAN | +1 HIT | −1 HIT | Combat experience fueled by old grudges |
| SNIPER | +1 SCAN | −1 SCAN | Observational acuity tuned by adversarial threat assessment |
| MEDIC | +1 SCAN | −1 SCAN | Reads spectral signatures familiar from enemy doctrine |
| OPERATOR | +1 TRAP | −1 TRAP | Containment protocols sharpened against known adversary patterns |
| SCOUT | +1 SCAN | −1 SCAN | Rapid threat assessment honed by hostile environment exposure |
| ASSAULT | +1 HIT | −1 HIT | Close-quarters aggression sharpened against known enemy doctrine |
The modifier applies to the die result after rolling, before comparing to Toughness or Trap value. It is determined once at mission start and does not change if the relevant model is removed from play.
Archetypes
Each squad consists of four operatives selected from your faction's archetype pool. Every archetype has a unique Class, stat profile, two abilities, and a Panic result. The Class is referenced by entity AI when determining targeting priority.
Full operative profiles — stats, abilities, and descriptions for all free and unlocked factions — are available in the Field Manual.
Soul Binder
Each faction includes one Soul Binder archetype. Soul Binders possess the passive SOUL CAPTURE ability: when an enemy operative within 8'' with LoS reaches 0 MH and rolls a 1 on their death check, the Soul Binder automatically captures that soul. At end of mission, the capturing player may add one Returned operative to their campaign roster for free via Add Soul. Outside a campaign, the Soul Binder's player gains +1 AP instead. Maximum one soul captured per mission.
Selecting Equipment
Each operative carries exactly one weapon from each of the three weapon classes. Once assigned, loadouts are fixed for the campaign — weapons are primed to their bearer and cannot be swapped. A player wishing to try new combinations must field a new operative.
Archetype Abilities Reference
| Ability | Effect |
|---|---|
| COMBAT DISSOCIATION | At the start of each turn under HALLUCINATIONS, roll 1D6. On a 4+, ignore the effect this turn. |
| COMBAT INSTINCT | May perform one free Close Combat HIT action per turn when moving into base contact with an entity. |
| EXPERT | Gains +1 on the HARPOONING roll. |
| FIRM GRIP | +1 to HARPOON an entity that was previously LOCKed and set free. |
| FRACTURED PSYCHE | Only triggers when facing the Returned's original faction. At the start of each activation, roll 1D6. On a 1, the opposing player issues one MOVE action to this model. Control returns after. |
| GHOST FEINT | Once per mission, may reroll a failed HOLD BREATH test. |
| GHOST SENSE | After a SCAN revealing an UNSTABLE contact, may move the token 2D6 + 2'' in a chosen direction. |
| HARPOON RECALL | May remove own Harpoon token at any time, regaining it without waiting for duration expiry. |
| HAUNT TRACKER | When performing a SCAN, may reroll the die once. |
| LOCK SPECIALIST | A successful HIT enters LOCK even if the roll equals (not exceeds) the entity's TOUGHNESS. |
| MENTAL SPIKE | During TRAP ROLL, if entity has at least one ENTITY PANIC, may add +1 to the final result instead of using the highest die. |
| NOISE DAMPENER | Entities do not react to this model's movement unless in base-to-base contact. |
| PSYCHIC RECOVERY | Enables the RECOVER action: restore +3 Mental Health to a friendly model in base contact (or self). |
| RECON MASTER | Gains +1 on SCAN rolls. |
| SECOND TARGET | Once per round, if this model's weapon enters LOCK, may assign a second LOCK to another eligible entity within 2'' of the first. |
| SOUL CAPTURE | Passive. When an enemy operative within 8'' with LoS reaches 0 MH and rolls a 1 on their death check, automatically capture their soul. At end of mission add one Returned operative to your roster for free. |
| SPECTRAL VEIL | Enemy models never voluntarily target this operative unless it is the only valid target in range. Immune to MH loss from entity proximity. |
| SHADOW MOVER | May move through entity models without triggering Close Combat. |
| STABILITY CORE | The first time this model would fall into PANIC, it remains on the field with 1 Mental Health instead. |
| TACTICAL RESONANCE | Once per battle, may allow an adjacent ally to perform a free RELOAD or RECOVER action immediately. |
| TANKER | +1 to HIT against entities of Size 2 or 3. |
| VORTEX STABILITY | Ignores the first penalty from LoS, cover, or FRIENDS/FOES during a HIT or SCAN action. |
Tools & Standard Loadout
Every operative automatically receives the Standard Loadout (Scanner, Harpoon, Trap) at no cost. They also select one additional Tool from the Tool Table. Faction-specific tools are available only to operatives of the corresponding faction.
Standard Loadout
| Tool | Effect |
|---|---|
| Scanner | Required to perform SCAN actions on CONTACT tokens. See §Actions. |
| Harpoon | Enables HARPOONING actions to limit entity movement. See §Harpoon. |
| Trap | Allows the operative to attempt a TRAP ROLL once LOCK conditions are met. See §Capture. |
Common Tools
| Tool | Effect |
|---|---|
| Extra Battery | Can be used to reroll a 1 on a HIT roll. |
| Panic Grenade | Target entity and each other within 4'': roll 1D6, on 3+ each is PANICKED. |
| Trap Grenade | Target entity and each within 2'': roll 1D6, on 4+ TRAP value reduced by 1. |
| Utility Pack | Can be used to reroll a 1 on a TRAP roll. |
| Blessed Battery | Once per battle, add +1 to a FOES modifier. |
| Special Orders | Once per battle, ignore the FRIENDS modifier. |
| Spectral Encoder | Once per battle, the model can perform 2 HIT rolls. |
| Blessed Armor | Once per battle, if hit in Close Combat by an entity, suffer no Mental Health loss. |
| Psychic Suppressor | Once per battle, roll 1D6: on 4+ remove one ARCHETYPE PANIC. |
| Psychic Dissonator | Once per battle, the model regains full Mental Health. |
| Grapple Hook | Once per battle, the model gains the EXPERT ability. |
| Dual Scanner | Once per battle, the model gains the RECON MASTER ability. |
| Bronze Goggles | Once per battle, the model gains the TANKER ability. |
| Ecto-Anchor | Once per battle, place a token within 6''. Entities within 3'' reduce MOVEMENT to 2'' until end of round. |
| Field Beacon | Once per battle, all FRIENDS modifiers are ignored for all models this round (declare at start of Hunter Phase). |
| Disruption Bolt | On a successful HIT, target entity may not perform AOE effects until end of its next activation. |
| Sanity Filter | This model does not suffer Mental Health loss from ENRAGED backlash. |
| Phantom Thread | Once per battle, after failing a TRAP ROLL, reroll one die used. |
| Inversion Token | Once per battle, swap FRIENDS and FOES modifiers for this model for one round. |
| Frequency Echo | Once per battle, if a SCAN fails, reroll or generate a false positive instead. |
| Neural Cage | If PANICKED, may stay on the field for 1 additional round before removal. |
| Shock Core | Once per battle, add +2 to COMBAT when making a Close Combat HIT. |
| Shrouded Coil | Once per battle, use HOLD BREATH without rolling for success. |
| Ghostmarker Shell | On a successful HIT, an adjacent ally may immediately make a HIT against the same entity. |
| Ritual Tools | Reroll 1D6 during any SUMMON or MESMERIZE attempt (once per battle). |
| Dream Censer | Once per battle, ignore hallucination/paranoia rolls for this model until end of turn. |
| Static Bait | Once per game, place a CONTACT token within 6'' of this model. |
Turn Structure
Each round is composed of three phases resolved in order. All eligible models complete their activations before moving to the next phase.
The Hunter Phase
All hunters activate one at a time, in any order chosen by the players. Each hunter performs exactly two actions: a Movement Action followed immediately by a Special Action.
Hold Breath Exception
If a hunter uses Hold Breath as their Movement Action, they forfeit their Special Action for that round — with the sole exceptions of Reload and Recover. No offensive or movement-based Special Actions may follow.
The Entity Phase
After all hunters have activated, the Entity Phase resolves in two steps, in this order:
Step 1 — CONTACT Token Drift
Unrevealed CONTACT tokens are not static. During each Entity Phase, before any entities activate, every CONTACT token still on the battlefield drifts. For each token, roll 1D10: the result determines both the direction and the distance of movement.
Use the top pip or arrow of the D10 as a compass pointer — the token moves in that direction. The number rolled is the distance in inches. A result of 10 means the token does not move this round.
CONTACT Drift — Quick Reference
Roll 1D10 per unrevealed CONTACT token. Use the die's facing as direction. Move the token that many inches. On a 10, the token stays in place. Tokens may not move off the board — if a drift would take a token off the edge, it stops at the edge instead.
Drifting tokens create unpredictable pressure. Hunters who wait too long to scan may find that what seemed like a distant signal has crept into their position — or that a nearby echo has dispersed into the fog.
Step 2 — Entity Activations
Revealed entities activate one at a time in random order. Each entity follows its AI routine specific to its type and current condition. Entity attacks mirror the standard HIT mechanic — rolling against the target hunter's TOUGHNESS with cover modifiers applying normally. When an entity scores a successful HIT, the target hunter loses −1 Mental Health.
The End Phase
Duration-based effects are ticked down or removed. A Lock Check is then performed on all weapons in LOCK state: a weapon remains locked only if the hunter maintains Line of Sight to the entity within allowed cover limits, and remains within 10'' of the locked target. If either condition is no longer met, the lock breaks and the weapon enters Cooldown.
Ending the Battle
The mission ends when: (a) all entities have been successfully captured, or (b) all hunters have fled, been removed, or been incapacitated. Partial successes may yield limited rewards per scenario rules.
Model Actions
Movement Actions
| Action | Description |
|---|---|
| MOVE | Move up to full MOVEMENT value in inches. Cannot pass through obstacles or hostile models. |
| DASH | Move up to half MOVEMENT value. Can be combined with vaulting or elevation changes without penalty. |
| VERTICAL MOVE | Ascend or descend at 1:1 inch cost. On completion, roll vs AGILITY — fail = fall, lose 1 Mental Health. |
| HOLD BREATH | Roll vs Mental Health instability threshold. On success: model cannot be targeted by non-CC entities this round. Forfeit all Special Actions except Reload/Recover. |
Special Actions
| Action | Description |
|---|---|
| SCAN | Must be in base-to-base contact with a CONTACT token. Roll 1D6: 1 = False Positive (remove token, place 2 new tokens at 1D6+3'' in random directions). 2–3 = Unstable (move token 2D6+2'' randomly, +1 bonus on next SCAN of this token). 4–6 = Confirmed — the entity manifests. Roll 1D6: on 1, it appears in place (the scanning hunter is in base contact; Mental Health loss applies as normal). On 2+, place the entity 3'' from the token in a random direction (roll 1D10 for scatter direction). |
| HIT | Target an enemy entity with an equipped weapon. Roll 1D6 + COMBAT. If result equals or exceeds entity's TOUGHNESS (modified by cover and suitability), the weapon enters LOCK. |
| RELOAD | Restore a weapon to full ammo charges, or reset a weapon in Cooldown. |
| HARPOONING | See §Harpoon. |
| TRAP | Only when the target entity is on THRESHOLD. Attempt a Trap Roll as detailed in §Capture. |
| RECOVER | Medic class only. Restore +3 Mental Health to a friendly model in base contact (or self). |
| SUMMON | Operator class only. Within 3'' of an entity: roll 1D6 vs TOUGHNESS. On success, entity cannot move next activation and suffers −1 COMBAT when attacking. |
Weapons & Equipment
Each operative carries one weapon from each class: Long Range (10''+), Short Range (within 10''), and Close Combat (base-to-base). Close Combat weapons are wildcard class for capture — they can always contribute to the containment triangle at greater personal risk.
Weapon Class Ranges
| Class | Range | Cover Penetration | Notes |
|---|---|---|---|
| Long Range | 10''+ (no max) | Up to 2 elements | Each cover element traversed: +1 TOUGHNESS to target |
| Short Range | Within 10'' | Up to 1 element | More sensitive to obstruction |
| Close Combat | Base contact only | N/A | Wildcard class for capture; inherently risky |
Suitability
Each LR and SR weapon is rated against each entity class. Suitability represents how harmonized the weapon's energy signature is with the entity's vibrational frequency.
| Rating | HIT Modifier | Upgrade Path |
|---|---|---|
| VERY SUITABLE | +1 to HIT rolls | Maximum effectiveness — no further upgrades possible |
| SUITABLE | No modifier | Spending 10 AP unlocks Very Suitable |
| UNSUITABLE | −1 to HIT rolls | Cannot be upgraded |
Capture Thresholds
| Condition | Locks Required for THRESHOLD |
|---|---|
| LR + SR + CC all Suitable or Very Suitable | 1 LR Lock + 1 SR Lock + 1 CC Lock |
| LR weapon is Unsuitable, SR + CC Suitable or Very Suitable | 2 SR Locks + 2 CC Locks |
| Both LR and SR are Unsuitable | 4 CC Locks |
The applicable threshold is determined by the suitability of weapons currently in LOCK — not the squad's full loadout. Players choose which weapons to bring into LOCK and therefore which threshold they are working toward.
Ammo Capacity
Every weapon has 3 ammo charges by default. Each time a hunter performs a HIT action with a weapon, it expends 1 ammo charge, regardless of whether the attack succeeds or fails. Once all three charges are spent, the weapon enters Cooldown and cannot fire until the hunter uses a Reload action. Some weapons carry keywords providing unique tactical interactions — a weapon may possess up to two keywords.
Weapon List
| Name | Type | Trait | DMG | Echo Shade | Veil Stray | Wraithform | Binder | Synth. Host | Cataclyst |
|---|
Weapon Traits
Each weapon carries up to two keywords that provide unique tactical interactions. Traits are fixed to the weapon and cannot be changed.
| Trait | Effect |
|---|---|
| ARCING | This weapon may ignore one instance of cover when tracing Line of Sight. |
| BULKY | −1 to HIT if the model moved before firing this weapon. |
| CLOSE QUARTERS | +1 to HIT when targeting an entity within 6''. |
| CONTAINMENT-TUNED | If this weapon contributes to reaching THRESHOLD, the lowest die in the TRAP ROLL is increased by +1. |
| CRYSTAL-VEINED | Once per battle, this weapon enters LOCK without testing the HIT roll. |
| DOUBLE TAP | Once per round, this weapon may perform a second HIT roll against another target if the first succeeds. |
| ENHANCED FIELD | Each time this weapon fires, roll 1D6. On a 6, the model regains 1 Mental Health. |
| FLARE CORE | Successful HIT rolls blind nearby spirits. All entities within 2'' of the target suffer −1 COMBAT until end of round. |
| GLITCHSHOT | Before rolling HIT, you may voluntarily roll at −2 to HIT. If successful, the entity becomes PANICKED immediately. |
| HARMONIC PAIRING | When a second model targets the same entity with a different weapon class this round, this weapon gains +1 to HIT. |
| OVERLOAD CORE | When you roll a natural 6 on a HIT, the entity immediately gains ENTITY PANIC. |
| OVERWATCH-CODED | If this weapon did not fire last turn, it gains +1 to HIT this round. |
| PRECISION-CALIBRATED | On a natural 5–6, this weapon may ignore 1 TOUGHNESS modifier from cover. |
| RESISTANT | If this weapon scores a HIT on a natural 6, it immediately recharges (ammo restored to full). |
| RESONANT LOOP | If this weapon is in LOCK, add 1 extra die to the TRAP ROLL. |
| SANCTIFIED CHAMBER | When this weapon is reloaded, roll 1D6. On a 6, restore +1 Mental Health to the user. |
| SOULWIRE | +1 to HIT if the user has less than half their maximum Mental Health. |
| STUN CHARGE | If this weapon hits, roll 1D6. On a 4+, the entity is pushed 2'' away. |
| VARIABLE PULSE | The user may choose to reroll a single HIT die per round — but must accept the second result. |
| WARD-ETCHED | This weapon ignores all FOES modifiers when making HIT rolls. |
Line of Sight & Lock
LoS is traced from the center of the attacker's base to the center of the target's base. LoS is not binary — cover affects how effectively a weapon can engage.
Each element of cover the LoS passes through grants the target +1 TOUGHNESS for that attack. Long Range weapons can fire through up to 2 cover elements; Short Range through 1. If the shot crosses more cover elements than the weapon class permits, the attack cannot be made.
Maintaining a Lock
When a weapon scores a HIT, it enters LOCK state — representing a sustained frequency interference holding the entity in place. To remain active, a LOCK requires:
- Uninterrupted LoS to the entity, within the weapon class's cover limits
- The hunter must remain within 10'' of the locked entity
Lock state is checked during the End Phase. If either condition fails, the weapon immediately enters Cooldown and cannot be fired until reloaded.
One weapon, one LOCK. A hunter may only have one active LOCK at a time — one weapon, on one entity. Firing at a new entity while already in LOCK immediately breaks the existing LOCK and sends the weapon into Cooldown. Multiple hunters may each independently LOCK the same entity with their own weapons, which contributes additional dice to the Trap Roll.
Harpoon
The Harpoon is standard-issue for all hunters. It does not occupy an equipment slot. It acts as a physical and etheric tether — it does not damage, but it limits movement and helps secure the entity before capture.
Harpoon Requirements
The target entity must: (a) not currently be in LOCK from any weapon, (b) not already be tethered by another harpoon, (c) be within MOV+2'' of the harpooning hunter (where MOV is the hunter's current Movement stat, after any modifiers), and (d) be in clear Line of Sight — no terrain may fully block the path between hunter and entity.
Procedure: Roll 1D6. If the result equals or exceeds the entity's TOUGHNESS, the harpoon attaches. Place a Harpoon token adjacent to the entity's base.
A tethered entity may not move more than 3'' from the Harpoon token. The tether lasts 1D3 + 1 full turns, then disengages automatically.
Only one harpoon may be attached to an entity at any time. A failed harpoon attempt wastes the action. Once an entity is LOCKED, harpoon attempts become invalid.
Identification, Lock & Capture
The Three-Pillar Protocol
Every encounter follows the same tactical spine: Identify → Lock → Capture. An entity must be revealed via SCAN before it can be engaged. Only once the applicable THRESHOLD is met may a TRAP action be attempted.
CONTACT Tokens — What They Are
At mission start, the battlefield is seeded with CONTACT tokens. These represent unresolved paranormal signatures — psychic disturbances, spectral residue, or ambient echoes that your equipment has detected but not yet classified. A CONTACT token is not an entity. It cannot be targeted, shot, harpooned, or engaged in any way until it has been revealed by a SCAN action.
Until a SCAN is performed, the players have no information about what a CONTACT contains. It might conceal a dangerous manifestation, a false positive, or an unstable signal that moves when approached. This uncertainty is intentional — managing it is one of the core tactical challenges of every mission.
What hunters cannot do to an unrevealed CONTACT
- They cannot HIT, LOCK, HARPOON, or TRAP it
- They cannot determine its contents by proximity alone
- They cannot use abilities that reference "entities" against it — it is not yet an entity
To reveal a CONTACT, a hunter must move into base-to-base contact with the token and declare a SCAN action. The result of the SCAN roll determines what the token actually was — a false positive, an unstable echo, or a fully manifested entity that immediately enters play.
Unrevealed CONTACT tokens drift during the Entity Phase (see §Turn Structure). A signal that seemed distant may creep into your position. Plan accordingly.
The Trap Roll
When a model performs the TRAP action against an entity on THRESHOLD:
- Roll one D6 for each weapon of your faction currently in LOCK on the entity
- Identify the lowest single result among the dice
- Compare to the entity's TRAP value
| Result vs TRAP value | Outcome |
|---|---|
| Higher | Capture. Remove the entity. Award Analysis Points equal to entity Size. |
| Equal | Panicked. Entity gains an ENTITY PANIC. On the next TRAP attempt, use the highest result rolled instead. |
| Lower | Enraged. Entity releases a 6'' AOE psychic burst: all hunters in range lose 2 Mental Health and are pushed 2'' back. All LOCKed weapons re-check cover — those losing LoS enter Cooldown. |
More weapons in LOCK = more dice rolled, but paradoxically increases the risk of a low result. Success requires precise coordination, not overwhelming force.
Breaking Lock. A hunter who becomes STUNNED immediately loses their active LOCK. The weapon enters Cooldown and must re-establish Lock from scratch. In skirmish scenarios, this makes disrupting an opponent's Lock a legitimate — and often decisive — tactical priority. See Stunned (§Hunter vs Hunter Combat).
Faction Lock Ownership
Only locks established by hunters of the same faction contribute to THRESHOLD. In skirmish, each squad builds its own independent lock triangle — an opponent's locks on the same entity are irrelevant to your THRESHOLD, and yours are irrelevant to theirs. Both squads may have locks on the same entity simultaneously, each racing toward their own THRESHOLD and TRAP attempt independently. Disrupting the enemy's locks through Hunter vs Hunter combat is therefore the primary tool for denying a capture. In solo and cooperative play, all hunters share the same faction, so all locks combine naturally.
Analysis Points
Analysis Points (AP) are the mission currency of Ghost Front. Each captured entity yields AP equal to its Size — a Size 1 entity awards 1 AP, a Size 3 entity awards 3 AP. Record the total AP earned at the end of each mission.
In the free edition, AP serves as your score — track it across missions to measure squad performance and compare results. In the Campaign Pack, AP becomes a full economy: spent between missions to upgrade weapons, improve suitability ratings, restore Mental Health, and expand your HQ. The more entities you contain, the stronger your squad grows.
Hunter vs Hunter Combat
This rule applies whenever a hunter targets another hunter — due to Paranoia, a PvP scenario, or any situation where friendly or hostile fire is directed at a human operative. Standard Lock and Trap mechanics do not apply; use the following procedure instead.
Firing at a Hunter
Resolve ranged attacks between hunters as follows:
- Declare target hunter and weapon used (LR or SR).
- To Hit: Roll 1D6 + CB. If the result equals or exceeds the target's AGL value, the attack hits. On a miss, no further roll is made.
- Damage: Roll 1D6 + the weapon's DMG value and compare against the target's TGH:
— Result ≥ TGH: 1 MH damage + STUNNED.
— Result < TGH: STUNNED only.
— Natural 6 on the damage die: 2 MH damage + STUNNED.
— Natural 1 on the damage die: no effect.
Brawling
When a CC weapon is used or two hunters are in base contact, resolve close combat as follows:
- Both fighters roll 1D6 + CB simultaneously.
- The lower result takes 1 MH damage + STUNNED. On a draw, both are STUNNED.
- A natural 6 inflicts +1 additional MH damage. A natural 1 means the roller takes +1 MH damage regardless of outcome.
Paranoia. When a hunter suffering Paranoia is forced to attack the nearest friendly model, resolve the attack using these rules. Use whichever weapon the hunter last activated; if no weapon was activated this mission, use the CC weapon.
Stunned
A STUNNED unit is temporarily incapacitated — on the ground, dazed, or disoriented. It cannot act, attack, or react until it recovers.
At the start of its activation, a STUNNED unit must make a Recovery Roll (1D6):
- 5+: The unit recovers fully — it stands up and may perform one Movement Action and one Special Action this turn.
- 4: Partial recovery — the unit stands up and may perform one Movement Action only.
- 1–3: No recovery — the unit remains STUNNED. It automatically recovers at the start of its next activation with no roll required, and may act normally.
Lock is lost. If the unit had one active LOCK on an entity when it became STUNNED, that LOCK is immediately broken. The weapon enters Cooldown as normal. The hunter must re-establish Lock from scratch on a future activation.
Entities
Entities are the disembodied remnants of soldiers who perished during the cataclysm of WWII — their wills fractured, their identities dissolved, their pain unresolved. They cannot be reasoned with. They can only be identified, locked down, and trapped.
Unlike hunters, entities do not track health. They are either free, anchored, or captured. Their stats reflect how hard they are to control, not how long they survive.
Entity Statistics
| Stat | Description |
|---|---|
| SIZE | Rolled with 1D3 at setup. Determines number of abilities (1–3), AP awarded on capture, and number of equipment traits assigned |
| MOVEMENT | How fast the entity drifts, surges, or phases across the battlefield |
| COMBAT | Determines HIT threshold during entity attacks against hunters |
| TOUGHNESS | Difficulty to score a HIT on the entity; also used as harpoon resistance threshold |
| AGILITY | Used in terrain interactions, teleportation, and some AI behaviors |
| TRAP | Resistance value used in Trap Roll resolution |
Entity Setup — Step by Step
When a SCAN action confirms a CONTACT token (result 4–6), the entity is revealed and placed on the table (see §Actions — SCAN for the placement roll). All players then generate its profile together by following these steps in order:
- Class — Roll 2D6 on the Entity Classes table. This determines base stats (MOV, CB, TGH, AGL, TRAP).
- Size — Roll 1D3. Determines number of abilities, equipment traits assigned, and AP awarded on capture.
- Faction — Roll 1D10 on the Entity Factions table. Assigns FOES modifier against hunters.
- Abilities — Roll 4D6 once per Size point. Each result assigns one ability. Reroll duplicates.
- Equipment — Roll 4D6 once per Size point. Each result assigns one equipment trait. Reroll duplicates.
Record all results on the entity's card immediately. The profile is fully visible to all players from the moment of revelation — there are no hidden entity stats once a CONTACT has been confirmed.
Entity Classes (2D6)
| 2D6 | Class | Codename | MOV | CB | TGH | AGL | TRAP | Description |
|---|---|---|---|---|---|---|---|---|
| 2 | Echo Shade | Whisper | 8'' | +0 | 2 | 2+ | 3 | Fragmentary apparitions — barely aware, easily scattered. Dangerous in numbers. Often present as false positives. |
| 3 | Veil Stray | Straggler | 7'' | +1 | 3 | 3+ | 3 | Semi-coherent drifters with erratic but purposeful behavior. Can lash out when disturbed and mimic the living. |
| 4 | Murk | The Blur | 7'' | +1 | 3 | 3+ | 2 | Featureless, formless presences that blend with shadows and mist. Difficult to pin down — barely register on scanners. |
| 5 | Wraithform | Screamer | 8'' | +1 | 4 | 3+ | 3 | Aggressive manifestations born of pain. Exhibit clear hostility, disorienting screams, and psychic AOE bursts. |
| 6 | Binder Class | Chain Ghost | 6'' | +1 | 4 | 3+ | 4 | Anchor to objects, locations, or people. Deliberate and strategic. Resist dislodging. May exhibit limited intelligence. |
| 7 | Hollow Walker | The Drift | 7'' | +2 | 4 | 3+ | 3 | Mindless wanderers drawn to noise and light. Their sheer frequency makes them the most commonly encountered class. |
| 8 | Synthetic Host | Skinwalker | 6'' | +2 | 4 | 4+ | 4 | Ghost integrated with a host — corpse, machine, or soldier. Can use terrain and mimic gear. Extremely volatile. |
| 9 | Pale Revenant | Old Sorrow | 5'' | +2 | 5 | 4+ | 4 | Ancient entities tied to pre-war trauma. Slow but relentless. Resist conventional trapping methods and remember their killers. |
| 10 | Cataclyst Entity | Black Echo | 5'' | +3 | 5 | 5+ | 5 | Not ghosts — events. Destabilize the veil around them. Their presence warps light, sound, weather, even reality. |
| 11 | Fracture Born | The Split | 6'' | +3 | 5 | 5+ | 5 | Entities fractured by violent death that split into multiple partial forms mid-combat. Erratic, aggressive, and nearly impossible to contain. |
| 12 | Convergence | The Merge | 4'' | +3 | 6 | 5+ | 6 | Multiple entities fused into a singular mass. The rarest and most dangerous manifestation. Its presence alone destabilizes the veil catastrophically. |
Entity Factions (1D10)
Each entity's spectral pattern echoes its historical allegiance. Roll on this table to assign faction and determine entity FOES (entities only hold grudges — FRIENDS are never considered for spectral forces).
| D10 | Faction | Side | Foes |
|---|---|---|---|
| 1 | Germanic Iron Guard | AXIS | American Liberty Sentinels |
| 2 | American Liberty Sentinels | ALLIED | Germanic Iron Guard |
| 3 | French Phantom Squad | ALLIED | Austrian Phantoms |
| 4 | Italian Vortex Division | AXIS | British Enigma Corps |
| 5 | Hungarian Storm Troopers | AXIS | British Enigma Corps |
| 6 | Soviet Steel Brigade | ALLIED | Hungarian Storm Troopers |
| 7 | British Enigma Corps | ALLIED | Hungarian Storm Troopers |
| 8 | Austrian Phantoms | AXIS | Soviet Steel Brigade |
| 9 | Imperial Japanese Sentinels | AXIS | Canadian Frontier Rangers |
| 10 | Canadian Frontier Rangers | ALLIED | Imperial Japanese Sentinels |
Entity Abilities (4D6)
Roll 4D6 once per Size point to assign abilities. A Size 1 entity gets 1 ability; a Size 2 entity gets 2; a Size 3 entity gets 3. If the same result is rolled twice, reroll until a unique ability is assigned.
| 4D6 | Ability | Effect |
|---|---|---|
| 4 | Agony Mirror | When this entity suffers a HIT, the attacker rolls 1D6: on 1–3, loses 1 Mental Health. |
| 5 | Armament Flux | At start of each activation, roll new random LR, SR, and CC weapons. Replaces loadout until next turn. |
| 6 | Blood Fog | After being HIT, place a 3'' template. That area counts as full cover until end of round. |
| 7 | Cryptic Mimicry | After being HIT, may copy a random weapon class from an attacker and use it during next AI turn. |
| 8 | Delayed Rupture | When successfully TRAPPED, does not vanish until start of next Entity Phase. |
| 9 | Dissonant Feedback | Each time a TRAP roll fails against this entity, all LOCKs on it are immediately broken. |
| 10 | Distortion Aura | All SCAN rolls targeting other entities on the field suffer −1. |
| 11 | Echo Loop | If not LOCKed at end of a round, return one previously removed CONTACT token within 6'' of its base. |
| 12 | Ethereal Scars | Each time this entity is HIT, mark the attacker. If that model attempts a TRAP roll this round, −1 to result. |
| 13 | Explode on Kill | When HIT, emanates globular lightning hitting every model within 4'': each suffers −2 Mental Health. |
| 14 | Eye of the Veil | When SCANNED, the scanner rolls 1D6: on 1–2, immediately suffers −2 Mental Health. |
| 15 | Feed on Fear | If a model within 4'' suffers HALLUCINATIONS, this entity gains +1 COMBAT until end of next round. |
| 16 | Field Corruption | While on the battlefield, all RELOAD actions cost the entire model's activation (cannot combine with MOVE). |
| 17 | Flicker Step | At end of its activation, may teleport up to 4'' in any direction, ignoring terrain and models. |
| 18 | Gravity Warp | All MOVE actions made within 3'' of this entity are halved. |
| 19 | Lingering Terror | When this entity is TRAPPED, all models within 3'' immediately lose 3 Mental Health. |
| 20 | Phase Shift | Once per round, may ignore the first HIT it receives. |
| 21 | Scream Field | When revealed, all models within 6'' roll 1D6: on 1–3, lose 1 Mental Health. |
| 22 | Shadow Bind | When this entity ends activation within 1'' of a model, that model cannot move next activation unless rolling 5+. |
| 23 | Telekinetic Shove | Whenever HIT, pushes all nearby models within 5'' exactly 2'' away. |
| 24 | Vessel Hop | When TRAPPED, roll 1D6: on a 6, place a CONTACT token in base contact with the trapping model. |
Entity Equipment (4D6)
Assign 3 random pieces of equipment per entity by rolling 4D6 for each. Entity equipment is locked for the full mission.
Entity Weapon Traits
| 4D6 | Trait | Effect |
|---|---|---|
| 4 | Black Core | This entity ignores the first ENTITY PANIC it would receive. |
| 5 | Bone Static | When a LOCK is established against this entity, roll 1D6: on a 1, the weapon immediately enters Cooldown. |
| 6 | Carrion Chain | Once per mission, after being TRAPPED, roll 1D6: on a 6, a copy entity of the same class appears within 6''. |
| 7 | Chaos Resonator | Each time this entity is HIT, roll 1D6: on a 6, it immediately performs a MOVE action. |
| 8 | Deathward Echo | The first TRAP attempt against this entity each mission automatically fails. |
| 9 | Flesh Shell | Counts as being in cover even in open ground. |
| 10 | Howl Engine | Once per game, emit a spectral wail: all models within 5'' must reroll their next HIT roll. |
| 11 | Mask of Doubt | Models within 6'' suffer −1 to their SCAN rolls. |
| 12 | Multi-Mirrored | Any model attacking this entity rolls 1D6: on a 1, they HIT themselves instead. |
| 13 | Phantasm Blade | +1 to COMBAT when in base-to-base contact. |
| 14 | Polterstrike Node | If entity ends move within 1'' of any model, may immediately make a HIT against that model. |
| 15 | Retro-Cognitive Armor | +1 TOUGHNESS against any weapon used by a model who previously attacked this entity. |
| 16 | Rupture Fangs | When ENRAGED during a failed TRAP, all LOCKs are broken immediately. |
| 17 | Spectral Sway | Any model within 3'' must roll 1D6 at start of activation: on 1–2, must move directly away. |
| 18 | Time-Distorted Limbs | When resolving AI, roll 1D6: on a 6, this entity may reroll the result. |
| 19 | Unfolding Limbs | This entity may perform a HIT even from 2'' away. |
| 20 | Vibral Lash | Whenever it causes a HIT, the target is PUSHED 2''. |
| 21 | Voice-Feeder | When a model suffers HALLUCINATIONS within 4'', this entity heals 1 ENTITY PANIC. |
| 22 | Void Hisser | When another entity is revealed, all models within 3'' roll 1D6: on 1–3, lose 1 Mental Health. |
| 23 | Weeping Frame | At start of each round, this entity heals one ENTITY PANIC. |
| 24 | Wrath Mantle | When this entity activates at THRESHOLD, it gains +1 COMBAT and +1 MOVEMENT until the end of the round. |
Entity Panic Table (1D10)
| D10 | Panic Trait | Effect |
|---|---|---|
| 1 | Anchored Fear | Entity may not move voluntarily during its next activation. |
| 2 | Broken Lock Reflex | Entity may no longer resist HARPOONING (−1 to all Harpoon rolls against it). |
| 3 | Corrupted Loop | Roll 1D6 at start of next activation: on 1–2, entity skips its activation entirely. |
| 4 | Dimming Presence | Entity may not trigger any Abilities or Traits. |
| 5 | Drained Aura | Entity's TOUGHNESS reduced by −1 until end of battle. |
| 6 | Flickering Form | Entity may no longer perform HIT actions until start of its next activation. |
| 7 | Psychic Feedback | The first time a LOCK is lost on this entity, it still counts toward the THRESHOLD. |
| 8 | Scatter Pattern | When activated, roll 1D6: on 5–6, must move 2D6'' in a random direction and take no other actions. |
| 9 | Shattered Will | Entity may not perform AOE or special effects on its next activation. |
| 10 | Static Bleed | Any model performing a TRAP against this entity gains +1 to the roll. |
Entity AI
Entities activate one at a time during the Entity Phase, in random order. For each entity, check its Base Condition first. If it applies, execute the listed behavior immediately. Otherwise, roll 1D6 and consult the entity's AI Behavior Table for its current lock state.
Entity AI states are determined by the number of weapons currently in LOCK on that entity: NO LOCK → 1 LOCK → 2 LOCK → THRESHOLD.
NO LOCK
| Base Condition: If no hunters are within LoS, entity drifts toward nearest CONTACT token | |
|---|---|
| D6 | Action |
| 1 | Drift Aimlessly — Move 1D6'' in a random direction. |
| 2 | Pulse of Noise — All hunters within 6'' roll 1D6: on a 1, lose 1 Mental Health. |
| 3 | Stalk the Living — Move toward nearest hunter within 12'', using terrain to stay hidden. |
| 4 | Brute Reaction — Mirror the last move of the nearest hunter, if visible. |
| 5 | Echo Reaction — Mirror the last move of the nearest entity, if visible. |
| 6 | Charge — Move 6'' toward the highest concentration of hunters. |
1 LOCK
| Base Condition: If in cover, remain still and target the hunter who established the LOCK | |
|---|---|
| D6 | Action |
| 1 | Vanish and Reappear — Teleport 1D6'' to nearest cover. |
| 2 | Shift — Shift into deeper cover. No HIT action this round. |
| 3 | Emit Fear Burst — Attack nearest hunter. If successful, that hunter loses 1 extra Mental Health. |
| 4 | Screech — All hunters within 3'' must hold breath or lose 1 Mental Health. |
| 5 | Deploy Veil — Place a 3'' template counting as soft cover until end of round. |
| 6 | Focus Retaliation — Perform HIT with +1 COMBAT vs hunter who last LOCKed it. |
2 LOCK
| Base Condition: If possible, break one LOCK via movement or blocking LoS | |
|---|---|
| D6 | Action |
| 1 | Tactical Pulse — Move toward nearest hunter and perform HIT. |
| 2 | Strategic Pulse — Shift into deeper cover. No HIT action this round. |
| 3 | Desperate Pulse — Move toward nearest hunter and perform HIT at +1. |
| 4 | Erratic Veil — Move toward nearest hunter and perform HIT at +2. |
| 5 | Retaliation — All hunters within 5'' must hold breath or lose 2 Mental Health. |
| 6 | Focus Retaliation — Perform HIT with +2 COMBAT vs hunter who last LOCKed it. |
THRESHOLD
| Base Condition: If within 6'' of any hunter, engage in direct Close Combat or HIT, disregarding cover | |
|---|---|
| D6 | Action |
| 1 | Spectral Lunge — Dash up to 8'' toward nearest hunter ignoring terrain. If base contact, immediate melee HIT. |
| 2 | Psychic Burst — 3'' AOE centered on self. All hunters in area suffer −2 Mental Health. |
| 3 | Savage Manifestation — Target furthest visible hunter. Perform HIT at +1 COMBAT. |
| 4 | Screeching Slam — Move 6'' straight. Each hunter within 1'' of path rolls 1D6: on 1–3, PUSHED 2'' and −1 Mental Health. |
| 5 | Lock Disruption Surge — Perform one HIT against each model currently in LOCK. Roll separately. |
| 6 | Reckless Charge — Advance up to 10'' ignoring obstacles. If base contact with any model, perform two HIT rolls. |
Mental Health
The greatest threat to a hunter is rarely physical. Facing incorporeal entities, witnessing impossible phenomena, and enduring psychic recoil all leave marks no flak jacket can deflect. Mental Health represents stability, clarity, and emotional endurance under extreme stress.
Mental Health Loss
A model loses 1 Mental Health (minimum 0) in any of the following situations:
- Enters or ends movement in base-to-base contact with a revealed entity
- Is hit by an entity through direct attack or area effect
- Fails a TRAP attempt and triggers the ENRAGED backlash (−2 in this case)
Mental Effects
When Mental Health drops to or below the Instability Threshold, at the start of each activation roll 1D6:
| D6 | Effect | Resolution |
|---|---|---|
| 1 | Paranoia | Immediately attack the nearest friendly model regardless of LoS. On next activation, automatically gain Hallucinations. |
| 2–6 | Hallucinations | Roll 1D6: on 5–6, act normally. On 1–4, may only perform a single MOVE action toward the nearest friendly model. |
Panic
If Mental Health reaches 0, roll 1D6:
- On a 1 — the model is killed. Remove it as a casualty immediately.
- On a 2+ — the model panics. Roll 1D10 on the Archetype Panic Table below and apply the result. The model immediately flees the battlefield and is removed from play for the duration of the mission. It is not a casualty, but may suffer long-term consequences in campaign mode.
Archetype Panic Table (1D10)
| D10 | Panic Trait | Effect |
|---|---|---|
| 1 | Dread-Lag | After a failed TRAP roll, this model suffers an additional −1 Mental Health. |
| 2 | Field Muttering | Roll 1D6 at start of each round: on 1–2, model may only take a MOVE action. |
| 3 | Ghostmarked | When within 6'' of any entity, this model always counts as the priority target. |
| 4 | Lock Blink | When establishing a LOCK, roll 1D6: on a 1, the LOCK is not gained. |
| 5 | Nervous Burnout | Model may no longer use the RELOAD action. Must be rearmed by another operative within 1''. |
| 6 | Phantom Phobia | This model suffers −1 TOUGHNESS against all entity attacks. |
| 7 | Shadow Doubt | If ever alone (more than 6'' from all allies), suffers −1 to all HIT rolls. |
| 8 | Shiver Reflex | This model suffers −1 to all HOLD BREATH rolls. |
| 9 | Tunnel Vision | This model may no longer perform SCAN actions. |
| 10 | Unstable Focus | This model may no longer perform the TRAP action. Must rely on others to finish the job. |
Recovery
Only MEDIC class models may perform the RECOVER action. Restoring Mental Health does not remove existing mental effects retroactively — a model must be raised above its Instability Threshold to shake off Hallucinations or Paranoia.
Mission Generation
Players may generate missions using this modular system. Roll on each table in sequence, or choose results for a crafted scenario.
Battlefield Size
Standard missions use a 30'' × 30'' battlefield. Expand to 36'' × 36'' for larger or multi-squad operations. Ensure sufficient terrain for natural cover, choke points, and dynamic movement paths.
Initial Contacts
Roll 1D3+2 to determine the number of CONTACT tokens placed at mission start (result: 3–5 tokens). Each token must be placed at least 10'' apart and never within 6'' of a board edge.
Theater of Operations (1D10)
Roll once at mission start to establish the operational context. No mechanical effect — this result sets the scene and informs terrain choices, table dressing, and the mood of the session.
| D10 | Theater | Description |
|---|---|---|
| 1 | Forward Salient | The front line bent here weeks ago. Artillery rumbles in the distance like a second heartbeat. The entity activity spiked three days before the infantry pulled back. |
| 2 | Rear Echelon | Supply depots, field kitchens, military police checkpoints. Nobody expects anything paranormal here. That's the problem. |
| 3 | Contested Village | The houses changed hands four times this month. Most of the locals are gone. Whatever they left behind has begun to stir. |
| 4 | Evacuated Hospital | The patients were moved. The staff were moved. The equipment was left running. Something filled the silence. |
| 5 | No Man's Land | Between the wire. Between the maps. No army claims this ground, which means no army is coming to help. |
| 6 | Industrial Ruin | A factory. A rail yard. A collapsed refinery. The machinery stopped but the frequency didn't. The Veil clings to places where people worked themselves to death. |
| 7 | Occupied Outskirts | Curfew enforced. Collaborators watching. The squad moves carefully through streets that remember better days. The entities here have learned to hide among the living. |
| 8 | Coastal Battery | Bunkers cut into the cliff face, gun emplacements rusting from salt air. The sea is visible but unreachable. Whatever is manifesting came from the water, and it isn't finished yet. |
| 9 | Mountain Pass | Altitude, exposure, unreliable radio. Supply lines end here. The cold amplifies the frequency. The entities seem to thrive at the edge of the survivable. |
| 10 | Liberation Zone | The army passed through yesterday. Civilians are emerging from cellars. The squad has hours before the area floods with press corps and officials — and no good explanation for what they're doing here. |
Weather Conditions (1D6)
| D6 | Condition | Effect | Flavour |
|---|---|---|---|
| 1 | Bleeding Light | At start of each Round, roll 1D6: on a 1, all models suffer −1 Mental Health. | Something's wrong with the sunlight. It weeps red, like a wound in the sky. |
| 2 | Dense Veil Fog | Line of Sight is limited to 12'' for all models. | The air hangs thick with ectoplasmic condensation. You can't see further than your doubt. |
| 3 | Electrostatic Storm | Any natural 1 rolled on a HIT causes the firing weapon to enter Cooldown. | Charged ions crackle over barrels and ghosts alike. Everything is primed to discharge. |
| 4 | Gravity Warp | All MOVE distances are halved (rounded up). Harpoon duration increased by +1 turn. | Space resists. Footsteps echo slower. The air bends around you like a dream you can't outrun. |
| 5 | Omen Rain | At start of each Round, roll 1D6: on a 1, one random entity is ENRAGED. | It's not water. It smells like copper and regret. And when it touches the ground, something awakens. |
| 6 | Strobe Phantom Field | All SCAN rolls at −1. CONTACT tokens must be placed within 6'' of each other. | Residual projections flutter, shift, and duplicate. You can't trust the signals anymore. |
Primary Objectives (1D6)
| D6 | Objective | Victory Condition |
|---|---|---|
| 1–6 | Capture | Clear the battlefield. All entities must be successfully TRAPPED. |
Additional objectives — including multi-stage missions, timed extractions, and dimensional rift sealing — are available in the Campaign Pack.
Secondary Objectives (D10)
Each player rolls D10 twice privately, discards one result, and keeps the other as their secret order. Revealed simultaneously at game end. Completing it awards +2 AP and breaks primary objective ties.
| D10 | Objective | Category | Condition |
|---|---|---|---|
| 1 | Frequency Lock | VEIL | Position a hunter on a CONTACT token without triggering a SCAN. Hold that position for 2 consecutive rounds. The token may not be scanned or interacted with. If the hunter moves away or the token is disturbed for any reason, the attempt fails. |
| 2 | Veil Breach Point | VEIL | Before the game, both players agree on a terrain piece. Move a hunter to that location and hold it for 1 complete round while at least 1 entity is revealed and active on the table. The hunter must survive the round. |
| 3 | Suppress & Hold | VEIL | Attach a HARPOON to an entity and maintain the LOCK for 2 consecutive rounds without trapping or eliminating it. If the entity breaks free, or the harpoon is deliberately released, the attempt fails. |
| 4 | Controlled Sample | VEIL | Successfully TRAP an entity of Size 2 or larger using a hunter who has not suffered any Mental Health damage during that same round — including entity abilities, panic effects, and environmental sources. |
| 5 | Document Recovery | INTEL | Before the game, both players agree on a terrain piece. Move a hunter to that location and end their activation there, having already spent at least 1 action earlier that same activation. |
| 6 | Signal Intercept | INTEL | End a complete round with one of your hunters within 4'' of an enemy hunter, without that hunter having entered close combat during that round. The hunter does not need to be unactivated — proximity at round end is what counts. |
| 7 | Mark & Withdraw | INTEL | At any point during the game, move one of your hunters into the enemy deployment zone. That hunter must survive and return to your own deployment zone before the final round ends. Dying in the enemy zone counts as failure. |
| 8 | Blackout | SABOTAGE | At the start of any round's activation phase, openly declare Blackout for that round. If the opposing player fails to achieve a single successful SCAN result (4 or higher) during that entire round, the objective is achieved. |
| 9 | Recover the Asset | NARRATIVE | Place a neutral marker at the center of the table before round 1. Move a hunter into base contact to claim it. That hunter must survive to game end while in base contact — or must have relocated the marker fully inside your deployment zone. |
| 10 | Witness | NARRATIVE | One of your hunters must be within 6'' of an entity at the exact moment the opposing player reveals a CONTACT token. The hunter must be alive, unactivated, and have line of sight to the revealed location. |
Bonus Rewards (1D6)
Roll once before deployment to determine this mission's bonus challenge. Achieving it grants the listed reward in addition to standard Analysis Points.
| D6 | Name | Condition | Reward |
|---|---|---|---|
| 1 | Pristine Containment | Complete the mission without any hunter reaching 0 Mental Health. | +2 AP per entity captured. |
| 2 | Rapid Extraction | Capture the first entity within 3 rounds of its revelation. | All hunters restore Mental Health to maximum. |
| 3 | Full Spectrum Lock | At least once, establish LOCK simultaneously with all 3 weapon classes on a single entity. | +3 AP + 1 free Suitability upgrade (Unsuitable → Suitable). |
| 4 | Ghost Cartographer | Scan all CONTACT tokens on the map, including false positives. | +2 AP + next mission starts with one CONTACT pre-identified. |
| 5 | Coordinated Strike | Two hunters establish LOCK on the same entity in the same round, at least twice this mission. | +2 AP + one Common Tool granted for next mission. |
| 6 | Iron Mind | End the mission with all surviving hunters above their Instability Threshold. | +3 AP. |
Setup & Terrain Guidelines
Ghost Front does not impose rigid terrain rules — the game is designed to be played on whatever table and terrain you have available. What follows are guidelines to ensure consistent, balanced, and tactically interesting missions.
Preparing the Battlefield
Standard missions are played on a 30'' × 30'' surface. For larger operations or multi-squad scenarios, expand to 36'' × 36'' or beyond. Before the mission begins, agree with the other players on which terrain rules apply to each piece on the table — this prevents disputes mid-game.
Each terrain piece may belong to multiple types simultaneously. For example, a bombed-out building could be both Blocking and Cover terrain.
Terrain Types
| Type | Examples | Rule |
|---|---|---|
| Open | Streets, fields, rubble patches | No special rules. Default terrain type. |
| Blocking | Walls, intact buildings, large wreckage | Line of Sight cannot be drawn through it. |
| Cover | Ruins, sandbags, dense debris, bocage | Models fully inside or behind cover gain +1 TOUGHNESS against ranged attacks. |
| Difficult | Mud, rubble fields, shallow water, craters | If any part of a model's movement passes through difficult terrain, its total movement for that action is halved (round up). |
| Dangerous | Collapsed floors, electrified wire, toxic pools | When a model moves through or activates in dangerous terrain, roll 1D6. On a 1, it immediately loses 1 Mental Health. |
| Elevated | Rooftops, gun emplacements, hillsides | Terrain over 3'' tall is impassable unless it can be climbed. Terrain up to 3'' tall may be climbed as part of a normal move (see §Vertical Move). Models on elevation may ignore one terrain element or model unit for LoS purposes. |
Common Terrain Profiles
Use these as starting points when setting up:
- Ruined buildings — Blocking + Cover. Units may see into and out of ruins but not through them.
- Craters — Cover + Difficult. Models inside gain cover but move slowly.
- Dense fog or smoke — Counts as Blocking for LoS. No movement penalty.
- Collapsed structures — Difficult + Dangerous when using movement actions at speed.
- Low walls or sandbags — Cover only. Models can see and shoot over them.
- Open ground — No modifiers. Treat as default.
Terrain Placement
Use at least 10–15 pieces of terrain on a standard 30'' × 30'' board. Good terrain coverage should occupy roughly 25–30% of the table surface. When placing terrain, aim for the following balance:
- At least half of terrain pieces should block Line of Sight
- At least a third should provide Cover
- At least a third should introduce Difficult ground
- One or two pieces per player should be designated Dangerous
Avoid leaving open corridors longer than 12'' with no intervening terrain — these create shooting lanes that unbalance the mission and punish close-range factions. If both players agree, alternate placing one terrain piece each, starting with whoever wins a roll-off.
Placing CONTACT Tokens
After terrain is placed, roll 1D3+2 to determine the number of CONTACT tokens for the mission (result: 3–5 tokens). Each token must be placed at least 10'' from all other tokens, and never within 6'' of a board edge. Placement may be random, agreed by consensus, or follow mission-specific logic.
CONTACT tokens represent unresolved spectral signatures — some will manifest as hostile entities, others are false echoes. Their placement defines the tactical shape of the mission.
Game Modes
Skirmish Mode
The most direct way to experience Ghost Front. A single mission using the standard ruleset — no persistent consequences, no long-term upgrades. Ideal for quick games, introductory sessions, or picking up the game between campaigns.
Each Skirmish follows these steps in order:
- Assemble teams (up to 4 hunters each, with full loadout)
- Roll or choose mission parameters (weather, contacts, bonus reward)
- Deploy hunters from assigned Headquarters zones
- Play until victory condition met or all hunters are removed
Standard Scenario — Victory Condition
Clear the battlefield. All entities must be successfully TRAPPED. Failure to contain even a single entity is considered a mission failure.
Cooperative & Solo Play
In Solo Mode, a single player controls the full hunter team and resolves entity AI as written. In Co-op Mode, models are distributed among players. Entity control rotates each round, maintaining tension and unpredictability.
Glossary & Quick Reference
| Term | Definition |
|---|---|
| CONTACT | A token representing an unidentified paranormal signal. May contain a real entity, a false positive, or unstable feedback. |
| LOCK | A tactical state triggered when a weapon successfully hits an entity and maintains LoS and proximity. LOCKed weapons contribute to TRAP attempts. Checked each End Phase. |
| THRESHOLD | The condition of having sufficient LOCKs (of the right weapon classes) to attempt a TRAP. Determined by weapon suitability against the target entity. |
| TRAP ROLL | Roll 1D6 per LOCKed weapon. Lowest result compared to entity TRAP value. If entity is PANICKED, use the highest result instead. |
| COOLDOWN | A weapon enters Cooldown when its LOCK is broken or all ammo charges are spent. Cannot fire until RELOAD action is used. |
| ENRAGED | State triggered by a failed TRAP roll (result lower than TRAP value). Entity releases a 6'' AOE burst: all hunters lose 2 MH and are pushed 2''. |
| PANICKED (Entity) | State triggered by TRAP tie. Entity gains ENTITY PANIC. Next TRAP attempt uses the highest die rolled. |
| ENTITY PANIC | A condition rolled on the Entity Panic Table (1D10) that temporarily impairs the entity. |
| ARCHETYPE PANIC | A condition rolled on the Archetype Panic Table (1D10) acquired when a hunter's MH reaches 0. Hunter is removed from field. |
| AP / Analysis Points | The campaign currency earned by capturing entities (equal to entity Size). Spent between missions to upgrade weapons, heal panic, and expand HQ. |
| AOE | Area of Effect — a radius-based effect such as psychic bursts. Uses 3'' or 5'' circular templates, measured from the effect's origin. |
| LoS | Line of Sight — traced from center of attacker's base to center of target's base. Interrupted or penalized by cover elements. |
| SUITABLE / VERY SUITABLE / UNSUITABLE | Suitability rating of a weapon against a specific entity class. Affects HIT rolls (−1/0/+1). Upgradeable via AP spending. |
| IMM | Immune — model is unaffected by all Mental Health damage, effects, and triggers. Maximum one per squad. |
| FOES / FRIENDS | Interpersonal modifiers based on faction relationships. FOES grant a bonus per class; FRIENDS impose a penalty. See §Team Creation. |
Quick Reference — Resolving a HIT
Roll 1D6 + COMBAT. Apply cover bonuses to target's TOUGHNESS. Apply suitability modifiers. Apply FOES/FRIENDS modifier. If result ≥ TOUGHNESS → HIT + LOCK established. If entity HIT → target hunter loses −1 Mental Health.
Quick Reference — Scan & Trap
- Move into base contact with a CONTACT token
- SCAN action (1D6): 1 = false positive, 2–3 = unstable, 4–6 = entity revealed
- HIT actions to establish LOCKs and reach THRESHOLD
- TRAP action when THRESHOLD met: roll 1D6 per LOCK, lowest vs TRAP value
- Success → capture + AP; Tie → PANICKED; Fail → ENRAGED backlash