Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command

Expansion for Dirtside II

Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command

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.

  • 2–6 players
  • 120 min
  • 12+

Rules assistant for Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command

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.

Similar games

About the 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

Questions and answers

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.