
- BGG rank
- BGG #4,786
- BGG rating
- 8.5
Five Parsecs From Home: Solo Adventure Wargaming
- 1–2 players
- 90 min
- Complexity 2.9/5
- 2021

Expansion for Dirtside II
2012
Rules assistance for Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command is an expansion for Dirtside II released in 2012 for 2–6 players, 120 minutes per game, and ages 12 and up. It was designed by Matthew Parmer and its main mechanics are Scenario / Mission / Campaign Game.
Joint Special Operations Command operating in the Ghost War Campaign Terran military forces have extensive experience in conducting special warfare operations against each other but when the early battles with the Synod took place they lacked experience in orbital and deep space operations. During the lull in the general fighting for the last three years the Terran Joint Special Operations Command was formed and the world's special forces began the process of integrating into a single command. Unity of command and training as well as integration of personnel and equipment has allowed the JSOC to start mounting missions into Synod controlled space. With the last five years worth of experience in hand the JSOC have developed new weapons and armor with which to combat the enemies of Earth. Deep within the JSOC itself is an ultra-black program code named "Myrmidon" which takes quailifying candidates and performs highly experimental cybernetic and neural enhancement surgery. Speed, Strength and Dexterity are significantly enhanced and neural implants are embedded in the subjects brain giving them perfect recall and the ability to directly link with some computer systems. Program Myrmidon has also developed a suit of advance powered armor giving their already deadly soldiers even more speed, protection and firepower. Six more scenarios and full stats for Terran Helldivers and Myrmidons as well as the backgroud information and equipment for them. —description from the publisher
Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command is 120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command belongs to these categories: Wargame, Miniatures, and Science Fiction. Its main mechanics are Scenario / Mission / Campaign Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command are: Matthew Parmer. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command as an expansion for Dirtside II. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Dirtside II to use it. Check that your edition of Dirtside II is compatible, as some expansions were revised between editions.