Ghost Walkers
We're out there, waiting.
No Quarter. None Asked for, Nor Given.

Organizational Structure
The Ghostwalkers do not have a formal rigid organizational structure. Instead we form into loose and flexible squads that change as the situation changes. Essentially we break into two sides, offensive and defensive. One member informally nominated at the start of each scenario leads each side. There may be an overall field commander nominated if the situation calls for it.

The defensive squad is referred to as the “Barrow Wights”, guardians of the tombs of kings. The defensive squad leader is known as the “Crypt Keeper”. Typically we start with about 1/3 of our team on defense, holding the fort, guarding the flag, and maintaining key stationary positions. If developing scenario play indicates we need a smaller or larger defensive group, we adjust accordingly.

The Offensive squad is broken into smaller groups, each with a specific task. As more emphasis is placed on changing goals and objectives during the course of the scenarios, the size and membership of the smaller groups change accordingly. The offensive squad leader is the “Death Knight”, a champion raised to complete a task. Some of the smaller groups include:

Phantoms & Specters - Apparitions associated with remote and desolate areas. Typically assigned to specific goals or objectives requiring a high degree of stealth and a fare degree of brute force.
Revenants & Gayal - Single minded spirits committed to completing a task. Typically assigned to specific goals or objectives requiring a moderate degree of stealth and a fare degree of brute force.
Slaugh - Marauding groups of malicious spirits that prey upon humans. The blunt hammers of the Ghostwalkers. Typically assigned to full frontal assaults and “first-in” missions requiring a low degree of stealth and a high degree of brute force.
Banshees - Wailing spirits often associated with foretelling doom. Used in psychological warfare, creating noise, diversions, and otherwise setting up our opponents for failure.
Wil-O’-Wisps - Wilderness apparitions believed to lure victims to their doom. A training ground for newbies as well as a proving ground for the experienced players. Used by all other squads as bait or lures to entrap our opponents.
The field commander is part of the Barrow Wights, and is referred to as the “Necromancer”. He may or may not have a personal guard of “Zombies” if the situation calls for it.

One other team, reporting directly to the Necromancer, is called the “Wraiths”, Elusive apparitions found in remote and desolate areas. These are our sneaky bastards, with the highest degree of stealth and sharpened sniping skills. Neither offensive nor defensive, they perform assassinations (one shot, one kill), infiltrations, reconnaissance behind enemy lines, and other “SOG” type functions.

In all cases, if a “leader” is shot out, any one of us is capable and ready to step in till the leader returns. Informal chains of command are in play before we start any scenario.
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