When Operation Iron Dawn went south, the world never knew. The mission was to neutralize a rogue military faction deep inside enemy territory. But when command realized the extraction zone was compromised, they called the evac off — and erased your team from existence. No radio, no satellite feed, no support. Just silence.
For weeks, you crawled through ruins, ambushed patrols, and scavenged supplies from wrecked convoys. What started as a platoon of twenty became six survivors, hardened and unbreakable. Together, you became ghosts — fighting not for orders, but for each other.
Now, you operate in the shadows — taking contracts, sabotaging factions, rescuing those who got left behind, just like you.
You (Callsign: Gear)
Role: The driver. Anything with an engine is yours — motorcycles, beat-up sedans, armored trucks, steering-wheel rigs, even choppers and a lucky Cessna. If it moves, you can make it run, outrun, or land it in a cornfield.
Skills: Mechanical improvisation, extreme vehicle control, short-field takeoffs/landings, high-speed escapes, jury-rigging armor and weapons mounts.
Signature ride: A modular off-road truck that folds into a rally rig or cargo hauler in 20 minutes.
Personality: Calm under glass, playful at the controls, low-key leader by example. Loves the hum of an engine more than radios.
Quirk: Talks to vehicles. Names them. Swears they answer.
Core team members
Callsign: Whisper (Sniper)
Role: Long-range overwatch. Eyes for a mile.
Skills: Ballistics math, camo artistry, stalking, quiet takedowns.
Gear: Folded .338, suppressed sidearm, lightweight ghillie system.
Personality: Silent, ritualistic. Lets shots do the talking.
Quirk: Keeps a tiny notebook of “perfect misses” and “perfect hits.”
Callsign: Patch (Medic / Tech)
Role: Combat medic and field tech. Keeps the team breathing and the electronics working.
Skills: Trauma care, improvised surgery, drone repair, radio fixes.
Gear: Compact trauma kit, med drones, soldering kit.
Personality: Practical, dry humor, won’t tolerate reckless stunts.
Quirk: Puts duct tape on everything. Swears it’s a medical technique.
Callsign: Shade (Stealth / Infiltrator)
Role: Silent entry, e-scout, lockpicker, shadow.
Skills: Urban infiltration, silent takedowns, lock bypass, social engineering for small scores.
Gear: Silenced pistol, folding knife, lightweight grapple, mini-EMP for electronics sabotage.
Personality: Mischievous and detached. Loves puzzles.
Quirk: Collects keys from places she breaks into. Keeps them on a ring.
Callsign: Atlas (Strong / Breacher)
Role: Heavy muscle and breacher. Carries the awkward things.
Skills: Demolition-lite, manual breaching, hand-to-hand, heavy lifting under fire.
Gear: Compact breaching shotgun, reinforced gloves, sledge-lite.
Personality: Gentle giant. Loves campfire stories and cooking.
Quirk: Writes sonnets about improbable sandwiches.
Callsign: Spark (Engineer / Pilot)
Role: Keeps aircraft and drones airworthy. Can fly when needed.
Skills: Aircraft maintenance, drone swarm ops, radio navigation.
Gear: Tool chest, handheld flight kit, a battered headset with tape.
Personality: Nervous grin, loves improbable fixes.
Quirk: Builds tiny models of planes and names them after ex-missions.
Callsign: Router (Comms / Hacker)
Role: Signals, comms jamming, intel puller. Keeps the team ghosted.
Skills: Signal interception, network intrusion, GPS spoofing, radio scramblers.
Gear: Portable nodes, laptop, patch antenna kit.
Personality: Snarky, conspiratorial, always three steps ahead on timelines.
Quirk: Drinks terrible coffee and claims it sharpens packet sniffing.
Base: Mobile. A scrapped compound, a hidden hangar, and sometimes just the back of a truck. Safe spots change weekly.