The World

In the aftermath of the Second World War, the Veil — the boundary separating the living from the dead — has grown dangerously thin. Centuries of accumulated violence reached a breaking point. The dead do not rest.

Across the scorched landscapes of a war that never truly ended, spectral entities have begun to manifest. Not ghosts in the traditional sense — they are psychic residue. The imprint of violent death pressed into reality so hard it refuses to fade.

Governments know. They have known since 1943, when physicist Dr. Veda Kern produced a classified paper that would become the foundation of everything. They built weapons. They trained soldiers. They told no one.

The hunters of the Ghost Front operate in a world that denies their existence. Their casualties are logged as training accidents. Their victories are filed under classification codes no archivist will ever decode. They carry their knowledge quietly, and with both hands.

Tabletop Wargame  ·  Cooperative / Solo  ·  Paranormal Containment
Ghost Front · Free Edition · Rulebook v1.0
The Hunt

Ghost Front is a miniatures skirmish game for one to four players. You command a squad of elite hunters — operatives equipped with retro-futuristic weapons designed to do one thing conventional weapons cannot: affect the dead.

Your objective is never simply to destroy. You must locate spectral signals, subdue entities through coordinated weapon fire to establish a Lock, then contain them using your Harpoon and containment protocols.

Every mission is a standalone encounter. Hunters can carry forward across a full campaign — suffering breakdowns, earning commendations, and unlocking specialized equipment as the Ghost Front takes its toll.

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The full core rules, both hunter factions, all tables, and the army builder are free with no account required. Premium content expands the experience — but the game you find here is complete on its own.

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The War That Never Ended

Discover the world of Ghost Front.

Background

World War II Never Ended

No treaty was ever signed. No victory was ever declared. The war that began in September 1939 did not stop — it mutated. What the world expected to be a conflict of years became a condition of existence. By 1942, the fighting had claimed more lives than any war in recorded history, and there was no end in sight. The machinery of destruction had become self-sustaining. Economies depended on it. Ideologies required it. Entire generations had never known anything else.

The conventional explanation was geopolitical: too many nations involved, too many competing interests, too many unresolved grievances feeding into new ones. Historians would eventually propose a different theory. The war, they argued, had crossed a threshold. The sheer volume of violent death — concentrated in a handful of years across a handful of square miles of European and Pacific soil — had done something to the world that no one had accounted for. Something had given way beneath the surface of things.

They called it the Veil. The membrane between the living world and whatever lies beyond it. It had always been thin in certain places — battlefields, ossuaries, the sites of old massacres. By 1943 it was tearing. By 1944 it was gone in places. And through the gaps came something that the generals, the politicians, and the scientists had no language for.

The dead were coming back. Not as metaphor. Not as memory. As something else entirely.

A World in Perpetual Conflict

It is the summer of 1944. The war is everywhere and it has been going on long enough that men have stopped asking when it will end. The front lines stretch across North Africa, through the rubble of Italy, across the shattered plains of the Eastern Front, into the Pacific islands where jungle and beach are indistinguishable from ash. Every major city in Europe has been bombed at least once. Several have been bombed dozens of times. The supply chains that feed the armies have become the arteries of the entire world economy, and the world has quietly accepted that this is simply how things are now.

Command structures have adapted to the new reality in ways that would have seemed absurd three years ago. Generals now factor spectral activity into operational planning. Quartermaster records include lines for ectoplasmic dampeners and resonance anchors alongside shells and rations. The language of warfare has evolved: soldiers no longer only fear the enemy across the wire. They fear what rises from the ground beneath their feet after nightfall.

And everywhere — behind the trenches, beneath the rubble, inside the fog of war — something moves. The dead do not leave the battlefield anymore. They remain. They watch. And eventually, they return with intent.

The Emergence of Entities

At first, soldiers spoke of shadows. Moving at the edge of firelight. Disappearing when looked at directly. The officers dismissed these reports as fatigue, shellshock, the ordinary hallucinations of men living under impossible stress. Then the shadows started moving toward people. Then units began to go silent mid-transmission. Then the bodies started turning up in positions that no living combatant could have caused.

Entities — the term eventually standardised by Allied Veil Research — are not ghosts in any traditional sense. They are the residue of death. They are what remains when a person dies in circumstances of extreme violence or unresolved will: not the soul, not the consciousness, but the psychic imprint left on a reality that has been forced to absorb too much suffering at once. Grief with teeth. Memory with claws. The shape of a person without any of the person inside it.

They manifest differently depending on how they formed. Some are anchored to a specific location — the place where they died, or the last position they were ordered to hold. Some are mobile, drawn by resonance toward living minds, feeding on the same fear and rage that created them. Some have evolved past anything recognisable, becoming something new entirely: a force of nature wearing the outline of a soldier.

They cannot be killed. They were never alive. The only question — the question that every Hunter is trained to answer — is where to put them. How to make them stop.

The Hunters and the Ghost Front

By early 1943, every major military power had assembled some version of a containment unit, whether they admitted it or not. The British had the Veil Suppression Corps, quietly folded into the Special Operations Executive. The Americans formed the 99th Experimental Division, classified at the highest level, referred to in non-classified paperwork as an engineering battalion. The Germans had the Sonderkommando Geist, staffed initially with volunteers from the SS who were told they were being selected for their psychological resilience. The Italians, in their characteristically improvisational fashion, formed the Divisione Spettrale from a mix of former exorcists, engineers, and individuals who had simply survived an Entity encounter and hadn't lost their minds.

Their mission was deceptively simple and practically impossible: find the anomaly, lock the target, trap the Entity. Keep the spectral contamination contained so that the conventional war could continue. Operate in the margins — the abandoned sectors, the bombed-out urban blocks, the forests where entire battalions had vanished. Places where even soldiers refused to go.

This hidden, parallel conflict acquired a name through informal usage before any command structure officially adopted it. Soldiers on both sides, aware in outline if not in detail of what their containment units were doing, began calling it the Ghost Front. It was everywhere and nowhere. It appeared on no official maps. It followed no established doctrine. And by the summer of 1944, it was the most important front in the war.

The Nature of Entities

The early doctrine — treat them like enemy combatants, apply lethal force — produced catastrophic results. Conventional weapons did not work. Bullets passed through most Entities with no effect beyond a brief distortion of their form. Explosives produced even worse outcomes: the shockwave seemed to agitate them rather than destroy them, scattering their substance over a wider area and making them more difficult to track. Several squads were lost attempting flamethrower protocols before that approach was formally abandoned.

The framework that eventually replaced it came from Dr. Veda Kern, a physicist and psycho-resonance theorist working for the Allied Veil Research Division. Kern proposed that Entities were not beings but events — persistent psychic echoes generated by violent death and sustained by the ongoing instability of the Veil. They had no biology to destroy, no nervous system to disrupt. What they had was coherence: a vibrational signature that allowed them to maintain their form and interact with physical reality.

Disrupting that coherence was possible. Sustaining the disruption long enough to force a containment was harder. The science of doing so was the science that every Hunter team carried into the field: resonance emitters to destabilise the Entity's form, frequency locks to pin it in place, and the Harpoon — the containment instrument that became the symbol of the trade — to anchor it definitively.

Kern's key insight, the one that changed everything, was this: Entities could not be reasoned with, because there was no reasoning mind present. But they could be predicted. They responded to pattern and resonance, not language or intention. A Hunter who understood the Entity's vibrational profile could control the battlefield. A Hunter who didn't was simply prey.

The Hunter Divisions

Each power built its Hunter divisions in its own image, and the differences were immediately apparent to anyone who worked across factional lines — which, in the complex web of 1944 alliances and intelligence operations, sometimes happened whether anyone planned it or not.

The American Liberty Sentinels were everything American military doctrine suggested they would be: standardised, well-supplied, and designed for rapid scaling. Their protocols were thorough, their equipment was the best-funded in the field, and their operatives were trained to work as a unit above all else. They were not always the most individually skilled Hunters on the Ghost Front, but they were the most consistent, and in a war of attrition against forces that fed on chaos, consistency mattered.

The Germanic Iron Guard took the opposite approach. Where the Americans valued coordination, the Iron Guard valued individual excellence. Their operatives were selected from among the Wehrmacht's elite, subjected to psychological conditioning that bordered on the extreme, and trained to hold position and maintain discipline under conditions that would break ordinary soldiers. Their equipment was heavier, their tactics more rigid — but in a sustained engagement, they were formidable.

What all divisions shared was secrecy and the particular loneliness that secrecy produces. No government officially acknowledged the Ghost Front. Casualties were recorded as training accidents or enemy action. Commendations were filed under classification codes that no archivist would be permitted to decode. Hunters knew what they were doing. They knew what they had seen. And they were required to carry that knowledge without acknowledgement, without recognition, and without the comfort of being believed.

They carried it the way they carried their harpoons — quietly, and with both hands.

Retro-Futurist Technology

The war had already pushed technology far beyond what peacetime research would have produced in decades. Jet engines, ballistic missiles, early computing machines, nuclear theory at the bleeding edge of viability — all of it driven by the logic of killing faster and more efficiently than the enemy. The spectral crisis added a new urgency and a new direction to that push. The weapons of the Ghost Front looked like the weapons of a war set twenty years in the future, because they had to. Nothing else worked.

The core problem was coherence disruption at a distance. An Entity had to be affected before it could be locked, and affected consistently enough to keep it locked while containment was established. Early devices — crude resonance emitters cobbled together from radio equipment and experimental oscillators — could produce disruption at close range, but required the operator to stand within arm's reach of something that could strip a mind bare in seconds. Survival rates were not encouraging.

The second generation of Ghost Front weaponry addressed this. Long-range resonance rifles. Frequency-locked carbines. Close-combat instruments designed to operate on spectral physics rather than kinetic impact — blades charged with ether-frequency oscillators, disruption wands, contact tools that could anchor an Entity's form long enough for the Harpoon to do its work. Each faction developed its own variants, with its own naming conventions and its own classified specifications, but the underlying principles were shared — because Dr. Kern had shared them, in a decision that her superiors never entirely forgave her for.

The Harpoon itself was the crowning achievement of three years of frantic research. Not a weapon in the conventional sense — it did not damage, did not destroy. It anchored. A Harpoon round, properly deployed into a sufficiently disrupted Entity, would lock that Entity's resonance signature to a fixed point in space, holding it immobile and increasingly incoherent until it could be physically contained. The device that fired it looked like a modified flare gun. The physics behind it were still not fully understood by most of the people who used it. It worked, and in the field, that was enough.

The Crossing

The recruitment process for Ghost Front units was straightforward on paper. Military bearing, psychological resilience, adaptability under extreme conditions. Every faction ran the initial assessments differently — different criteria, different priorities, different names for what they were looking for. But the trait that mattered most had no entry on any official form. It was a proximity to the boundary between the living world and what lay beyond it that predated any formal contact with the Ghost Front. Some candidates had always been able to feel it. Most of them had spent years learning to pretend they couldn't.

What came after selection was classified under different names in different programs. Some factions called it resonance acclimatisation. Others had their own terminology, their own documentation, their own bureaucratic language for a process that, at its core, was the same everywhere: controlled, monitored, incremental exposure to the Veil. The methods differed significantly — some programs used mediated contact with contained entities; others employed resonance devices tuned to Veil frequencies; others drew on traditions that the relevant scientific establishments would officially never acknowledge. The protocols were jealously guarded. No faction shared the specifics. But the underlying intention was universal: take someone who could feel the Veil, and teach them to stand at its edge without falling in.

The results were unmistakable. Operatives who had undergone sensitization carried it visibly from the moment the process was complete. The eyes changed first — a low luminescence that no medical examination could explain or replicate, most visible in near-darkness, impossible to suppress or conceal. Veil-static discharge followed: intermittent arcs of ectoplasmic energy flickering across exposed skin, along equipment surfaces, down the barrel of a weapon mid-lock. The discharge intensified in proximity to active entities, near Veil-thin environments, in the seconds before and after containment. It carried no known danger to those around it. It simply was — a visible record, written into the body, of what had been done.

The researchers, to the extent they agreed on anything, described sensitized Hunters as existing in a state of functional bilingualism — fluent in the physics of the living world, and literate in the frequencies of whatever lay beyond it. The entities responded to them differently than to unsensitized personnel. Not as targets. Not, exactly, as threats. As something recognised across the boundary — the way one tuning fork recognises another. This was, the programs concluded, the intended outcome. A Hunter who had crossed was not compromised. They were positioned. Exactly at the point where the two worlds met, and something had to be decided about which direction things were going to go.

The Cost of Survival

The medical literature of 1944 had a variety of terms for what happened to Hunters who operated in Veil-distorted environments for extended periods. Combat fatigue. Psycho-resonance exposure syndrome. Veil contamination. None of the terms fully captured what was happening to these men and women, because none of the medical frameworks available at the time had been designed to account for what they were experiencing.

Exposure to a thinned Veil did something to perception. Not immediately, and not uniformly — some operatives lasted years before the first symptoms appeared, while others showed signs within their first extended mission. But the direction was always the same. The boundary between the self and the outside world became less certain. Sounds that no one else could hear. Movement at the edge of vision that was gone when looked at directly. The persistent sensation of being observed by something that was not there, or was not only there, or had perhaps always been there and was only now becoming visible.

The more serious cases reported something worse: recognition. Not just hearing voices, but understanding them. Not just seeing shapes, but knowing them. Hunters who had been on the Ghost Front long enough sometimes described encounters with Entities that felt, briefly and terribly, like reunions.

The official position was that this was a psychological response to stress, a mechanism by which the overwhelmed mind imposed narrative on the formless. Unofficial opinion among experienced Hunters was different. The Veil, they believed, worked in both directions. The longer you stood near it, the more of you leaked through. Mental stability was the only thing separating a Hunter from the Entities they contained. And even that line — the official assessments made very clear — was not permanent.

What the Dead Are Worth

Every contained entity left something behind. The resonance equipment captured it automatically — spectral residue, coherent energy traces, vibrational signatures that persisted in the containment vessel long after the entity itself had been subdued. The Kern Institute had a name for this material. Field operators, less charitably, called it ghost residue. Whatever the terminology, every research division in every faction with knowledge of the Ghost Front wanted as much of it as they could get.

The reason was straightforward: the weapons worked because someone had studied what they were fighting. The frequency lock, the resonance emitter, the Harpoon itself — each of these technologies had been refined through analysis of captured material. A faction that accumulated more containment data accumulated more development cycles. A faction with more development cycles had better equipment next season, and better equipment the season after that. The race was not for territory. It was not for political influence. It was for the thing that had become the primary strategic resource of the Ghost Front: understanding.

Not all of it reached official research programs. The spectral residue market operated quietly alongside the conventional war economy — unacknowledged, technically illegal under the command structures of every major power, and extraordinarily active. Private buyers paid well: independent researchers, industrial interests that had recognised the long-term applications, intelligence services from nations that officially denied the existence of entities entirely. Experienced containment teams were aware of this market. Most of them had contacts. The practice was never discussed in formal debrief, and everyone's after-action reports were scrupulously silent on the subject.

What this produced, in the field, was an intensity of competitive focus that went beyond tactical necessity. Hunter squads were trained to contain threats. What they developed, over months of operation, was something closer to an obsession. The entities were not merely threats to be neutralised — they were resources to be claimed before someone else claimed them first. This calculation was identical across every faction, every national origin, every stated chain of command. Two squads arriving at the same paranormal signature were not allies facing a shared problem. They were competitors. The Ghost Front had its own logic, and its logic was accumulation.

Timeline

Timeline of the Fracture

What follows is a reconstruction drawn from declassified field reports, intercepted communications, and the testimony of survivors — those few who were willing to speak and could be believed. The official record contains none of this. The official record says the war is going well. It always says the war is going well.

1939–1941 — The World at War

September 1939. Germany invades Poland. Within weeks, Britain and France declare war. The machinery of the Second World War begins its long, grinding acceleration. At this stage, nothing is unusual. The violence is catastrophic but comprehensible — tanks, artillery, aircraft, the familiar instruments of industrial killing that the Great War had introduced and this one refined to a murderous efficiency.

By 1940, France has fallen. Britain holds. The Blitz reshapes London. The Eastern Front opens in June 1941, swallowing hundreds of thousands on both sides within months. Stalingrad becomes a word that means something beyond geography. The Pacific erupts in December. The world's major powers are now fully committed, and the scale of death begins to approach something that no previous generation had experienced or imagined possible.

There are no paranormal reports of significance in this period. Or rather — there are no reports that survive. Whether they were suppressed, disbelieved, or simply overwhelmed by the noise of conventional catastrophe, no one in any command structure is paying attention to the wrong kind of shadow.

1942 — The First Anomalies

The first documented anomaly that reaches command level is logged in February 1942, in the ruins of a factory district outside Kharkov on the Eastern Front. A German reconnaissance unit reports that an area approximately 400 metres wide has become impassable. Not due to enemy fire. Not due to debris. The scouts who enter do not return. The scouts sent to find them do not return. The area is marked on tactical maps as "contaminated" and avoided by both sides without further investigation.

Similar reports begin accumulating through the spring and summer of 1942. A village in northern France where no French or German soldiers will spend the night, by informal mutual agreement that no one has formally negotiated. A stretch of Pacific island jungle that Japanese and American troops have independently ceased to patrol after dark. A bunker complex in North Africa where the previous garrison was found dead in circumstances that the medical officer's report describes, with visible effort at clinical detachment, as "inconsistent with any known cause."

In each case, the response from command is the same: reclassify, restrict, move on. The war is too large and too urgent for anomalies. There are always anomalies. The anomalies are always explicable if you have time to look closely enough. No one has time.

Early 1943 — The Veil Thins

By the beginning of 1943, the anomalies can no longer be individually reclassified and avoided. There are too many of them, and they are growing. The pattern that emerges from Allied intelligence cross-referencing — the first time anyone has tried to look at the complete picture — is unmistakable: the affected zones correlate almost perfectly with sites of mass casualty events. The more dead in a given area, the thinner the boundary between normal reality and something else.

Dr. Veda Kern, at this point a theoretical physicist attached to the British Special Operations Executive, produces a classified paper that will later be recognised as the foundational document of Veil science. Her core argument: the cumulative psychic weight of violent death in proximity creates localised fractures in what she terms the Veil — the membrane separating physical reality from a adjacent state where consciousness and matter interact differently. These fractures do not heal. They grow. And through them, under the right conditions, the residue of the dead begins to manifest.

The paper is classified above top secret. Kern is assigned a team and a budget and ordered to solve the problem before it becomes public knowledge. She is given six months. She will need considerably less.

Mid-1943 — First Contact Confirmed

June 1943. Sicily. The Allied landings encounter resistance beyond what intelligence had predicted — not from German or Italian forces, but from something that the advance units, in their field reports, struggle to describe accurately. The initial reports use the word "figures." Then "formations." Then, from a sergeant whose name is redacted in all surviving copies of the document, a single sentence that becomes the first official confirmation of Entity activity: "They are not soldiers but they are wearing the faces of soldiers and they do not stop when you shoot them."

On the Eastern Front, the same confirmation comes from a German field surgeon who survives an incident near Kursk by locking himself in a medical supply room for eleven hours. His subsequent report is the most clinically detailed early account of Entity behaviour on record. He notes, with the precision of a man determined to remain sane through thoroughness, that the Entity he observed showed no response to either small arms fire or grenade detonation, appeared to be drawn toward areas of concentrated fear or panic rather than moving randomly, and seemed to dissolve when exposed to a specific frequency produced accidentally by a damaged radio transmitter left running nearby.

That last observation — the frequency response — reaches Kern's team within two weeks. It changes everything. The first experimental resonance weapon is built within a month. The first Hunter team is assembled within three.

Early 1944 — The Ghost Front Established

January 1944. Both Allied and Axis commands have now established formal containment units, though neither knows the full extent of the other's program. The intelligence war has a new dimension: each side is attempting to learn what the other knows about the Veil, about Entity behaviour, about the resonance technology that is the only effective tool anyone has found. Several Hunter operatives are running double-agent operations. The situation is, in the language of the intelligence services, extremely fluid.

The term "Ghost Front" enters informal use among Allied infantry sometime in February. It spreads quickly, the way dark jokes spread in wartime — as a way of naming something terrifying just enough to make it bearable. Officially, it does not exist. Unofficially, every soldier on every front knows it does. The commanders tolerate the term because the alternative — explaining what is actually happening — is not an option they are prepared to take.

By March, Hunter units are operating across every major theatre of the war. Their casualty rates are classified. Their missions are classified. Their existence is classified. When they die, they die of training accidents or enemy action. When they succeed, they leave no record of what they were doing or where. They are the most important soldiers in the war and the least acknowledged. They have learned to live with this. Most of them, anyway.

Now — Summer 1944

It is the summer of 1944. The Allied landings in Normandy have begun. The Eastern Front grinds forward and back across ground that has been fought over three times already. The Pacific islands fall one by one, each one a contained catastrophe. The conventional war reaches its crescendo — and as it does, the Ghost Front intensifies with it.

Every major engagement now produces a spectral aftermath. The Veil tears where the dead concentrate, and the dead are concentrating faster than any previous period in the war. Hunter units are stretched beyond their operational limits. New recruits are trained in weeks rather than months and sent into the field still learning the difference between a frequency lock and a resonance spike. Command is beginning to accept, quietly and without putting it in writing, that the containment strategy — keep the Entities from interfering with conventional operations — is no longer fully achievable. There are too many of them. There is too much front to cover.

No one says this out loud. The official position is that the situation is manageable. The Hunters know better. They know that the Veil is not stable, that it is continuing to thin, that the rate of Entity emergence is increasing in a curve that points somewhere no one wants to think about. They know that the war between the living and the dead is escalating alongside the war between nations, and that at some point — no one knows when — the two wars will become the same war.

For now, there are still missions. There are still briefings, deployments, targets, extraction plans. There is still the weight of a Harpoon in your hands and the sound of a frequency lock engaging and the moment — the only moment that counts — when the Entity stops moving and you know the containment held.

For now, that is enough. It has to be.

You are here. The Ghost Front is everywhere. Move out.

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.

I
Scan & Identify

Approach CONTACT tokens and uncover the true nature of each signal.

II
Lock Down

Coordinate multi-weapon fire to restrain the entity and establish Lock.

III
Capture

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

NotationMeaning
1D6Roll one six-sided die, use result as-is
XD6Roll X dice; sum, compare, or choose highest/lowest as specified
1D10Roll a ten-sided die; used for faction tables and campaign events
1D3Simulated 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)

D10ObjectiveCategoryCondition
1Frequency LockVEILPosition 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.
2Veil Breach PointVEILBefore 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.
3Suppress & HoldVEILAttach 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.
4Controlled SampleVEILSuccessfully 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.
5Document RecoveryINTELBefore 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.
6Signal InterceptINTELEnd 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.
7Mark & WithdrawINTELAt 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.
8BlackoutSABOTAGEAt 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.
9Recover the AssetNARRATIVEPlace 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.
10WitnessNARRATIVEOne 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

StatDescription
MOVEMENTInches the model may move during a MOVE action
COMBATBase attack value used when making HIT actions
TOUGHNESSThreshold an enemy must meet or exceed to score a HIT on this model
AGILITYUsed for vertical movement rolls and certain anomaly interactions
MENTAL HEALTHExpressed 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).

Classvs FOESvs FRIENDSRationale
TROOPER+1 HIT−1 HITRivalry sharpens targeting instinct
VETERAN+1 HIT−1 HITCombat experience fueled by old grudges
SNIPER+1 SCAN−1 SCANObservational acuity tuned by adversarial threat assessment
MEDIC+1 SCAN−1 SCANReads spectral signatures familiar from enemy doctrine
OPERATOR+1 TRAP−1 TRAPContainment protocols sharpened against known adversary patterns
SCOUT+1 SCAN−1 SCANRapid threat assessment honed by hostile environment exposure
ASSAULT+1 HIT−1 HITClose-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

AbilityEffect
COMBAT DISSOCIATIONAt the start of each turn under HALLUCINATIONS, roll 1D6. On a 4+, ignore the effect this turn.
COMBAT INSTINCTMay perform one free Close Combat HIT action per turn when moving into base contact with an entity.
EXPERTGains +1 on the HARPOONING roll.
FIRM GRIP+1 to HARPOON an entity that was previously LOCKed and set free.
FRACTURED PSYCHEOnly 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 FEINTOnce per mission, may reroll a failed HOLD BREATH test.
GHOST SENSEAfter a SCAN revealing an UNSTABLE contact, may move the token 2D6 + 2'' in a chosen direction.
HARPOON RECALLMay remove own Harpoon token at any time, regaining it without waiting for duration expiry.
HAUNT TRACKERWhen performing a SCAN, may reroll the die once.
LOCK SPECIALISTA successful HIT enters LOCK even if the roll equals (not exceeds) the entity's TOUGHNESS.
MENTAL SPIKEDuring TRAP ROLL, if entity has at least one ENTITY PANIC, may add +1 to the final result instead of using the highest die.
NOISE DAMPENEREntities do not react to this model's movement unless in base-to-base contact.
PSYCHIC RECOVERYEnables the RECOVER action: restore +3 Mental Health to a friendly model in base contact (or self).
RECON MASTERGains +1 on SCAN rolls.
SECOND TARGETOnce per round, if this model's weapon enters LOCK, may assign a second LOCK to another eligible entity within 2'' of the first.
SOUL CAPTUREPassive. 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 VEILEnemy models never voluntarily target this operative unless it is the only valid target in range. Immune to MH loss from entity proximity.
SHADOW MOVERMay move through entity models without triggering Close Combat.
STABILITY COREThe first time this model would fall into PANIC, it remains on the field with 1 Mental Health instead.
TACTICAL RESONANCEOnce 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 STABILITYIgnores 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

ToolEffect
ScannerRequired to perform SCAN actions on CONTACT tokens. See §Actions.
HarpoonEnables HARPOONING actions to limit entity movement. See §Harpoon.
TrapAllows the operative to attempt a TRAP ROLL once LOCK conditions are met. See §Capture.

Common Tools

ToolEffect
Extra BatteryCan be used to reroll a 1 on a HIT roll.
Panic GrenadeTarget entity and each other within 4'': roll 1D6, on 3+ each is PANICKED.
Trap GrenadeTarget entity and each within 2'': roll 1D6, on 4+ TRAP value reduced by 1.
Utility PackCan be used to reroll a 1 on a TRAP roll.
Blessed BatteryOnce per battle, add +1 to a FOES modifier.
Special OrdersOnce per battle, ignore the FRIENDS modifier.
Spectral EncoderOnce per battle, the model can perform 2 HIT rolls.
Blessed ArmorOnce per battle, if hit in Close Combat by an entity, suffer no Mental Health loss.
Psychic SuppressorOnce per battle, roll 1D6: on 4+ remove one ARCHETYPE PANIC.
Psychic DissonatorOnce per battle, the model regains full Mental Health.
Grapple HookOnce per battle, the model gains the EXPERT ability.
Dual ScannerOnce per battle, the model gains the RECON MASTER ability.
Bronze GogglesOnce per battle, the model gains the TANKER ability.
Ecto-AnchorOnce per battle, place a token within 6''. Entities within 3'' reduce MOVEMENT to 2'' until end of round.
Field BeaconOnce per battle, all FRIENDS modifiers are ignored for all models this round (declare at start of Hunter Phase).
Disruption BoltOn a successful HIT, target entity may not perform AOE effects until end of its next activation.
Sanity FilterThis model does not suffer Mental Health loss from ENRAGED backlash.
Phantom ThreadOnce per battle, after failing a TRAP ROLL, reroll one die used.
Inversion TokenOnce per battle, swap FRIENDS and FOES modifiers for this model for one round.
Frequency EchoOnce per battle, if a SCAN fails, reroll or generate a false positive instead.
Neural CageIf PANICKED, may stay on the field for 1 additional round before removal.
Shock CoreOnce per battle, add +2 to COMBAT when making a Close Combat HIT.
Shrouded CoilOnce per battle, use HOLD BREATH without rolling for success.
Ghostmarker ShellOn a successful HIT, an adjacent ally may immediately make a HIT against the same entity.
Ritual ToolsReroll 1D6 during any SUMMON or MESMERIZE attempt (once per battle).
Dream CenserOnce per battle, ignore hallucination/paranoia rolls for this model until end of turn.
Static BaitOnce 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

ActionDescription
MOVEMove up to full MOVEMENT value in inches. Cannot pass through obstacles or hostile models.
DASHMove up to half MOVEMENT value. Can be combined with vaulting or elevation changes without penalty.
VERTICAL MOVEAscend or descend at 1:1 inch cost. On completion, roll vs AGILITY — fail = fall, lose 1 Mental Health.
HOLD BREATHRoll vs Mental Health instability threshold. On success: model cannot be targeted by non-CC entities this round. Forfeit all Special Actions except Reload/Recover.
Close Combat Trigger: whenever a model touches or moves through an enemy model during movement, a Close Combat HIT is automatically triggered. Moving away from base contact costs −1 Mental Health.

Special Actions

ActionDescription
SCANMust 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).
HITTarget 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.
RELOADRestore a weapon to full ammo charges, or reset a weapon in Cooldown.
HARPOONINGSee §Harpoon.
TRAPOnly when the target entity is on THRESHOLD. Attempt a Trap Roll as detailed in §Capture.
RECOVERMedic class only. Restore +3 Mental Health to a friendly model in base contact (or self).
SUMMONOperator 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

ClassRangeCover PenetrationNotes
Long Range10''+ (no max)Up to 2 elementsEach cover element traversed: +1 TOUGHNESS to target
Short RangeWithin 10''Up to 1 elementMore sensitive to obstruction
Close CombatBase contact onlyN/AWildcard 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.

RatingHIT ModifierUpgrade Path
VERY SUITABLE+1 to HIT rollsMaximum effectiveness — no further upgrades possible
SUITABLENo modifierSpending 10 AP unlocks Very Suitable
UNSUITABLE−1 to HIT rollsCannot be upgraded

Capture Thresholds

ConditionLocks Required for THRESHOLD
LR + SR + CC all Suitable or Very Suitable1 LR Lock + 1 SR Lock + 1 CC Lock
LR weapon is Unsuitable, SR + CC Suitable or Very Suitable2 SR Locks + 2 CC Locks
Both LR and SR are Unsuitable4 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

NameTypeTraitDMGEcho ShadeVeil StrayWraithformBinderSynth. HostCataclyst

Weapon Traits

Each weapon carries up to two keywords that provide unique tactical interactions. Traits are fixed to the weapon and cannot be changed.

TraitEffect
ARCINGThis 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-TUNEDIf this weapon contributes to reaching THRESHOLD, the lowest die in the TRAP ROLL is increased by +1.
CRYSTAL-VEINEDOnce per battle, this weapon enters LOCK without testing the HIT roll.
DOUBLE TAPOnce per round, this weapon may perform a second HIT roll against another target if the first succeeds.
ENHANCED FIELDEach time this weapon fires, roll 1D6. On a 6, the model regains 1 Mental Health.
FLARE CORESuccessful HIT rolls blind nearby spirits. All entities within 2'' of the target suffer −1 COMBAT until end of round.
GLITCHSHOTBefore rolling HIT, you may voluntarily roll at −2 to HIT. If successful, the entity becomes PANICKED immediately.
HARMONIC PAIRINGWhen a second model targets the same entity with a different weapon class this round, this weapon gains +1 to HIT.
OVERLOAD COREWhen you roll a natural 6 on a HIT, the entity immediately gains ENTITY PANIC.
OVERWATCH-CODEDIf this weapon did not fire last turn, it gains +1 to HIT this round.
PRECISION-CALIBRATEDOn a natural 5–6, this weapon may ignore 1 TOUGHNESS modifier from cover.
RESISTANTIf this weapon scores a HIT on a natural 6, it immediately recharges (ammo restored to full).
RESONANT LOOPIf this weapon is in LOCK, add 1 extra die to the TRAP ROLL.
SANCTIFIED CHAMBERWhen 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 CHARGEIf this weapon hits, roll 1D6. On a 4+, the entity is pushed 2'' away.
VARIABLE PULSEThe user may choose to reroll a single HIT die per round — but must accept the second result.
WARD-ETCHEDThis 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:

  1. Roll one D6 for each weapon of your faction currently in LOCK on the entity
  2. Identify the lowest single result among the dice
  3. Compare to the entity's TRAP value
Result vs TRAP valueOutcome
HigherCapture. Remove the entity. Award Analysis Points equal to entity Size.
EqualPanicked. Entity gains an ENTITY PANIC. On the next TRAP attempt, use the highest result rolled instead.
LowerEnraged. 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:

  1. Declare target hunter and weapon used (LR or SR).
  2. 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.
  3. 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:

  1. Both fighters roll 1D6 + CB simultaneously.
  2. The lower result takes 1 MH damage + STUNNED. On a draw, both are STUNNED.
  3. 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

StatDescription
SIZERolled with 1D3 at setup. Determines number of abilities (1–3), AP awarded on capture, and number of equipment traits assigned
MOVEMENTHow fast the entity drifts, surges, or phases across the battlefield
COMBATDetermines HIT threshold during entity attacks against hunters
TOUGHNESSDifficulty to score a HIT on the entity; also used as harpoon resistance threshold
AGILITYUsed in terrain interactions, teleportation, and some AI behaviors
TRAPResistance 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:

  1. Class — Roll 2D6 on the Entity Classes table. This determines base stats (MOV, CB, TGH, AGL, TRAP).
  2. Size — Roll 1D3. Determines number of abilities, equipment traits assigned, and AP awarded on capture.
  3. Faction — Roll 1D10 on the Entity Factions table. Assigns FOES modifier against hunters.
  4. Abilities — Roll 4D6 once per Size point. Each result assigns one ability. Reroll duplicates.
  5. 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)

2D6ClassCodenameMOVCBTGHAGLTRAPDescription
2Echo ShadeWhisper8''+022+3Fragmentary apparitions — barely aware, easily scattered. Dangerous in numbers. Often present as false positives.
3Veil StrayStraggler7''+133+3Semi-coherent drifters with erratic but purposeful behavior. Can lash out when disturbed and mimic the living.
4MurkThe Blur7''+133+2Featureless, formless presences that blend with shadows and mist. Difficult to pin down — barely register on scanners.
5WraithformScreamer8''+143+3Aggressive manifestations born of pain. Exhibit clear hostility, disorienting screams, and psychic AOE bursts.
6Binder ClassChain Ghost6''+143+4Anchor to objects, locations, or people. Deliberate and strategic. Resist dislodging. May exhibit limited intelligence.
7Hollow WalkerThe Drift7''+243+3Mindless wanderers drawn to noise and light. Their sheer frequency makes them the most commonly encountered class.
8Synthetic HostSkinwalker6''+244+4Ghost integrated with a host — corpse, machine, or soldier. Can use terrain and mimic gear. Extremely volatile.
9Pale RevenantOld Sorrow5''+254+4Ancient entities tied to pre-war trauma. Slow but relentless. Resist conventional trapping methods and remember their killers.
10Cataclyst EntityBlack Echo5''+355+5Not ghosts — events. Destabilize the veil around them. Their presence warps light, sound, weather, even reality.
11Fracture BornThe Split6''+355+5Entities fractured by violent death that split into multiple partial forms mid-combat. Erratic, aggressive, and nearly impossible to contain.
12ConvergenceThe Merge4''+365+6Multiple 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).

D10FactionSideFoes
1Germanic Iron GuardAXISAmerican Liberty Sentinels
2American Liberty SentinelsALLIEDGermanic Iron Guard
3French Phantom SquadALLIEDAustrian Phantoms
4Italian Vortex DivisionAXISBritish Enigma Corps
5Hungarian Storm TroopersAXISBritish Enigma Corps
6Soviet Steel BrigadeALLIEDHungarian Storm Troopers
7British Enigma CorpsALLIEDHungarian Storm Troopers
8Austrian PhantomsAXISSoviet Steel Brigade
9Imperial Japanese SentinelsAXISCanadian Frontier Rangers
10Canadian Frontier RangersALLIEDImperial 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.

4D6AbilityEffect
4Agony MirrorWhen this entity suffers a HIT, the attacker rolls 1D6: on 1–3, loses 1 Mental Health.
5Armament FluxAt start of each activation, roll new random LR, SR, and CC weapons. Replaces loadout until next turn.
6Blood FogAfter being HIT, place a 3'' template. That area counts as full cover until end of round.
7Cryptic MimicryAfter being HIT, may copy a random weapon class from an attacker and use it during next AI turn.
8Delayed RuptureWhen successfully TRAPPED, does not vanish until start of next Entity Phase.
9Dissonant FeedbackEach time a TRAP roll fails against this entity, all LOCKs on it are immediately broken.
10Distortion AuraAll SCAN rolls targeting other entities on the field suffer −1.
11Echo LoopIf not LOCKed at end of a round, return one previously removed CONTACT token within 6'' of its base.
12Ethereal ScarsEach time this entity is HIT, mark the attacker. If that model attempts a TRAP roll this round, −1 to result.
13Explode on KillWhen HIT, emanates globular lightning hitting every model within 4'': each suffers −2 Mental Health.
14Eye of the VeilWhen SCANNED, the scanner rolls 1D6: on 1–2, immediately suffers −2 Mental Health.
15Feed on FearIf a model within 4'' suffers HALLUCINATIONS, this entity gains +1 COMBAT until end of next round.
16Field CorruptionWhile on the battlefield, all RELOAD actions cost the entire model's activation (cannot combine with MOVE).
17Flicker StepAt end of its activation, may teleport up to 4'' in any direction, ignoring terrain and models.
18Gravity WarpAll MOVE actions made within 3'' of this entity are halved.
19Lingering TerrorWhen this entity is TRAPPED, all models within 3'' immediately lose 3 Mental Health.
20Phase ShiftOnce per round, may ignore the first HIT it receives.
21Scream FieldWhen revealed, all models within 6'' roll 1D6: on 1–3, lose 1 Mental Health.
22Shadow BindWhen this entity ends activation within 1'' of a model, that model cannot move next activation unless rolling 5+.
23Telekinetic ShoveWhenever HIT, pushes all nearby models within 5'' exactly 2'' away.
24Vessel HopWhen 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

4D6TraitEffect
4Black CoreThis entity ignores the first ENTITY PANIC it would receive.
5Bone StaticWhen a LOCK is established against this entity, roll 1D6: on a 1, the weapon immediately enters Cooldown.
6Carrion ChainOnce per mission, after being TRAPPED, roll 1D6: on a 6, a copy entity of the same class appears within 6''.
7Chaos ResonatorEach time this entity is HIT, roll 1D6: on a 6, it immediately performs a MOVE action.
8Deathward EchoThe first TRAP attempt against this entity each mission automatically fails.
9Flesh ShellCounts as being in cover even in open ground.
10Howl EngineOnce per game, emit a spectral wail: all models within 5'' must reroll their next HIT roll.
11Mask of DoubtModels within 6'' suffer −1 to their SCAN rolls.
12Multi-MirroredAny model attacking this entity rolls 1D6: on a 1, they HIT themselves instead.
13Phantasm Blade+1 to COMBAT when in base-to-base contact.
14Polterstrike NodeIf entity ends move within 1'' of any model, may immediately make a HIT against that model.
15Retro-Cognitive Armor+1 TOUGHNESS against any weapon used by a model who previously attacked this entity.
16Rupture FangsWhen ENRAGED during a failed TRAP, all LOCKs are broken immediately.
17Spectral SwayAny model within 3'' must roll 1D6 at start of activation: on 1–2, must move directly away.
18Time-Distorted LimbsWhen resolving AI, roll 1D6: on a 6, this entity may reroll the result.
19Unfolding LimbsThis entity may perform a HIT even from 2'' away.
20Vibral LashWhenever it causes a HIT, the target is PUSHED 2''.
21Voice-FeederWhen a model suffers HALLUCINATIONS within 4'', this entity heals 1 ENTITY PANIC.
22Void HisserWhen another entity is revealed, all models within 3'' roll 1D6: on 1–3, lose 1 Mental Health.
23Weeping FrameAt start of each round, this entity heals one ENTITY PANIC.
24Wrath MantleWhen this entity activates at THRESHOLD, it gains +1 COMBAT and +1 MOVEMENT until the end of the round.

Entity Panic Table (1D10)

D10Panic TraitEffect
1Anchored FearEntity may not move voluntarily during its next activation.
2Broken Lock ReflexEntity may no longer resist HARPOONING (−1 to all Harpoon rolls against it).
3Corrupted LoopRoll 1D6 at start of next activation: on 1–2, entity skips its activation entirely.
4Dimming PresenceEntity may not trigger any Abilities or Traits.
5Drained AuraEntity's TOUGHNESS reduced by −1 until end of battle.
6Flickering FormEntity may no longer perform HIT actions until start of its next activation.
7Psychic FeedbackThe first time a LOCK is lost on this entity, it still counts toward the THRESHOLD.
8Scatter PatternWhen activated, roll 1D6: on 5–6, must move 2D6'' in a random direction and take no other actions.
9Shattered WillEntity may not perform AOE or special effects on its next activation.
10Static BleedAny 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
D6Action
1Drift Aimlessly — Move 1D6'' in a random direction.
2Pulse of Noise — All hunters within 6'' roll 1D6: on a 1, lose 1 Mental Health.
3Stalk the Living — Move toward nearest hunter within 12'', using terrain to stay hidden.
4Brute Reaction — Mirror the last move of the nearest hunter, if visible.
5Echo Reaction — Mirror the last move of the nearest entity, if visible.
6Charge — 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
D6Action
1Vanish and Reappear — Teleport 1D6'' to nearest cover.
2Shift — Shift into deeper cover. No HIT action this round.
3Emit Fear Burst — Attack nearest hunter. If successful, that hunter loses 1 extra Mental Health.
4Screech — All hunters within 3'' must hold breath or lose 1 Mental Health.
5Deploy Veil — Place a 3'' template counting as soft cover until end of round.
6Focus 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
D6Action
1Tactical Pulse — Move toward nearest hunter and perform HIT.
2Strategic Pulse — Shift into deeper cover. No HIT action this round.
3Desperate Pulse — Move toward nearest hunter and perform HIT at +1.
4Erratic Veil — Move toward nearest hunter and perform HIT at +2.
5Retaliation — All hunters within 5'' must hold breath or lose 2 Mental Health.
6Focus 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
D6Action
1Spectral Lunge — Dash up to 8'' toward nearest hunter ignoring terrain. If base contact, immediate melee HIT.
2Psychic Burst — 3'' AOE centered on self. All hunters in area suffer −2 Mental Health.
3Savage Manifestation — Target furthest visible hunter. Perform HIT at +1 COMBAT.
4Screeching Slam — Move 6'' straight. Each hunter within 1'' of path rolls 1D6: on 1–3, PUSHED 2'' and −1 Mental Health.
5Lock Disruption Surge — Perform one HIT against each model currently in LOCK. Roll separately.
6Reckless 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:

D6EffectResolution
1ParanoiaImmediately attack the nearest friendly model regardless of LoS. On next activation, automatically gain Hallucinations.
2–6HallucinationsRoll 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)

D10Panic TraitEffect
1Dread-LagAfter a failed TRAP roll, this model suffers an additional −1 Mental Health.
2Field MutteringRoll 1D6 at start of each round: on 1–2, model may only take a MOVE action.
3GhostmarkedWhen within 6'' of any entity, this model always counts as the priority target.
4Lock BlinkWhen establishing a LOCK, roll 1D6: on a 1, the LOCK is not gained.
5Nervous BurnoutModel may no longer use the RELOAD action. Must be rearmed by another operative within 1''.
6Phantom PhobiaThis model suffers −1 TOUGHNESS against all entity attacks.
7Shadow DoubtIf ever alone (more than 6'' from all allies), suffers −1 to all HIT rolls.
8Shiver ReflexThis model suffers −1 to all HOLD BREATH rolls.
9Tunnel VisionThis model may no longer perform SCAN actions.
10Unstable FocusThis 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.

D10TheaterDescription
1Forward SalientThe 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.
2Rear EchelonSupply depots, field kitchens, military police checkpoints. Nobody expects anything paranormal here. That's the problem.
3Contested VillageThe houses changed hands four times this month. Most of the locals are gone. Whatever they left behind has begun to stir.
4Evacuated HospitalThe patients were moved. The staff were moved. The equipment was left running. Something filled the silence.
5No Man's LandBetween the wire. Between the maps. No army claims this ground, which means no army is coming to help.
6Industrial RuinA 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.
7Occupied OutskirtsCurfew enforced. Collaborators watching. The squad moves carefully through streets that remember better days. The entities here have learned to hide among the living.
8Coastal BatteryBunkers 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.
9Mountain PassAltitude, exposure, unreliable radio. Supply lines end here. The cold amplifies the frequency. The entities seem to thrive at the edge of the survivable.
10Liberation ZoneThe 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)

D6ConditionEffectFlavour
1Bleeding LightAt 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.
2Dense Veil FogLine of Sight is limited to 12'' for all models.The air hangs thick with ectoplasmic condensation. You can't see further than your doubt.
3Electrostatic StormAny 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.
4Gravity WarpAll 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.
5Omen RainAt 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.
6Strobe Phantom FieldAll 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)

D6ObjectiveVictory Condition
1–6CaptureClear 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.

D10ObjectiveCategoryCondition
1Frequency LockVEILPosition 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.
2Veil Breach PointVEILBefore 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.
3Suppress & HoldVEILAttach 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.
4Controlled SampleVEILSuccessfully 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.
5Document RecoveryINTELBefore 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.
6Signal InterceptINTELEnd 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.
7Mark & WithdrawINTELAt 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.
8BlackoutSABOTAGEAt 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.
9Recover the AssetNARRATIVEPlace 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.
10WitnessNARRATIVEOne 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.

D6NameConditionReward
1Pristine ContainmentComplete the mission without any hunter reaching 0 Mental Health.+2 AP per entity captured.
2Rapid ExtractionCapture the first entity within 3 rounds of its revelation.All hunters restore Mental Health to maximum.
3Full Spectrum LockAt least once, establish LOCK simultaneously with all 3 weapon classes on a single entity.+3 AP + 1 free Suitability upgrade (Unsuitable → Suitable).
4Ghost CartographerScan all CONTACT tokens on the map, including false positives.+2 AP + next mission starts with one CONTACT pre-identified.
5Coordinated StrikeTwo 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.
6Iron MindEnd 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

TypeExamplesRule
OpenStreets, fields, rubble patchesNo special rules. Default terrain type.
BlockingWalls, intact buildings, large wreckageLine of Sight cannot be drawn through it.
CoverRuins, sandbags, dense debris, bocageModels fully inside or behind cover gain +1 TOUGHNESS against ranged attacks.
DifficultMud, rubble fields, shallow water, cratersIf any part of a model's movement passes through difficult terrain, its total movement for that action is halved (round up).
DangerousCollapsed floors, electrified wire, toxic poolsWhen a model moves through or activates in dangerous terrain, roll 1D6. On a 1, it immediately loses 1 Mental Health.
ElevatedRooftops, gun emplacements, hillsidesTerrain 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:

  1. Assemble teams (up to 4 hunters each, with full loadout)
  2. Roll or choose mission parameters (weather, contacts, bonus reward)
  3. Deploy hunters from assigned Headquarters zones
  4. 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.

Campaign Mode — Premium Content
Persistent hunters across multiple missions — injuries, commendations, growth
Headquarters (HQ) system — research, upgrades, recovery chambers
Analysis Points (AP) economy — upgrade weapons, heal panic, expand HQ
Archetype Panic between missions — ARCHETYPE PANIC costs to remove
Escalating campaign scenarios with narrative arc

Glossary & Quick Reference

TermDefinition
CONTACTA token representing an unidentified paranormal signal. May contain a real entity, a false positive, or unstable feedback.
LOCKA 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.
THRESHOLDThe condition of having sufficient LOCKs (of the right weapon classes) to attempt a TRAP. Determined by weapon suitability against the target entity.
TRAP ROLLRoll 1D6 per LOCKed weapon. Lowest result compared to entity TRAP value. If entity is PANICKED, use the highest result instead.
COOLDOWNA weapon enters Cooldown when its LOCK is broken or all ammo charges are spent. Cannot fire until RELOAD action is used.
ENRAGEDState 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 PANICA condition rolled on the Entity Panic Table (1D10) that temporarily impairs the entity.
ARCHETYPE PANICA condition rolled on the Archetype Panic Table (1D10) acquired when a hunter's MH reaches 0. Hunter is removed from field.
AP / Analysis PointsThe campaign currency earned by capturing entities (equal to entity Size). Spent between missions to upgrade weapons, heal panic, and expand HQ.
AOEArea of Effect — a radius-based effect such as psychic bursts. Uses 3'' or 5'' circular templates, measured from the effect's origin.
LoSLine of Sight — traced from center of attacker's base to center of target's base. Interrupted or penalized by cover elements.
SUITABLE / VERY SUITABLE / UNSUITABLESuitability rating of a weapon against a specific entity class. Affects HIT rolls (−1/0/+1). Upgradeable via AP spending.
IMMImmune — model is unaffected by all Mental Health damage, effects, and triggers. Maximum one per squad.
FOES / FRIENDSInterpersonal 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

  1. Move into base contact with a CONTACT token
  2. SCAN action (1D6): 1 = false positive, 2–3 = unstable, 4–6 = entity revealed
  3. HIT actions to establish LOCKs and reach THRESHOLD
  4. TRAP action when THRESHOLD met: roll 1D6 per LOCK, lowest vs TRAP value
  5. Success → capture + AP; Tie → PANICKED; Fail → ENRAGED backlash

Premium Content

Ghost Front's premium edition expands the game with additional factions, full campaign rules, and advanced mission options.

What's included in Premium
Additional Hunter Factions — French Phantom Squad, Italian Vortex Division, Soviet Steel Brigade, British Enigma Corps, Hungarian Storm Troopers, Austrian Phantoms, Imperial Japanese Sentinels, Canadian Frontier Rangers
Full Campaign Mode — persistent squads, narrative arc, HQ upgrades
HQ Upgrade system — research rooms, equipment perks, support staff
Expanded Objectives Table — 6 additional mission types
Expanded Bonus Rewards — additional secondary challenges
Campaign Scenario Pack — interconnected missions with escalating threats

Field Manual

Operative profiles for all available factions.

Select a faction from the sidebar.

Army Builder

Build your hunter team or generate entities for your mission.

01Choose Faction
02Build Squad
03Team Summary
No Active Campaign

Create a new campaign or import an existing one. Use the Army Builder to build your team, then import it here.