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    The Ghosts 

An elite spec-ops team of four operatives sent to Bolivia after the Santa Blanca's bombing of the U.S. Embassy and murder of the DEA undercover agent to dismantle and destroy the cartel.


Tropes fitting the entire squad

  • Action Girl: Up to and including the entire squad including Nomad, if all players have female avatars. All of the game dialogue, including out-of-combat chatter, has both male and female versions to support this.
  • Anti-Hero: The team is here to destabilize the Santa Blanca cartel and get revenge for its attack on a US embassy as well as the murder of a DEA agent. They are not here to fight the War on Drugs or liberate the populace and are fully aware that their intervention will make the overall situation worse for the civilian population. They also perform actions breaking the Geneva Convention, and some of the squad's plans go straight into Magnificent Bastard territory.
  • Armor Is Useless: If you want you can equip your Ghost with a ballistic helmet and vest, but you're no more protected than a Ghost wearing a baseball cap and T-shirt. Armor is strictly cosmetic.
  • Combat Pragmatist: The Ghosts have absolutely no intention of playing fair with Santa Blanca, and so they pull out every dirty trick you can think of, including those that would've gotten them court-martialed on the spot once the mission is over. Using the night so they can kill enemies in their sleep is one of the milder examples and something even the Loading Screen advises you to do. Some of their tactics for getting to certain buchons are devious enough to surprise even Bowman. Nomad can be observed kicking enemies in the crotch in the melee takedown animation.
  • The Computer Is a Cheating Bastard: As in Future Soldier, it's actually in the player's favor. The AI Ghosts can't be spotted by enemies even if they're running full-tilt right in their line of sight, can magically teleport to keep up with the player if they get too far away (including straight into the player's vehicle if there's open seats) and will immediately respawn if they stay downed too long. In addition, they'll have pinpoint accuracy if they're riding in any vehicle, ground-based or airborne, allowing you to turn choppers into an aim-botting juggernaut. What really gives them an edge over Real Life team members is their ability to sync-shoot targets from anywhere regardless of line of sight, thus enabling attack vectors that no human team could pull off.
  • Deadpan Snarker: All four operatives are prone to cracking sarcastic jokes aimed at the situation during random roadtrip conversations.
  • Dialog During Gameplay: The Ghosts will talk with each other while traveling from place to place on topics ranging from discussing the mission at hand to sharing jokes.
  • The Dreaded: Dialogue with El Yayo reveals a good chunk of the Cartel are seriously scared by the Ghosts, calling them "La Fantomas" who destroy entire Cartel encampments and fortifications before disappearing without a trace.
  • Elites Are More Glamorous: You and your team are the best of the best, putting the scarcely armed rebels and even the nationwide cartel thugs to shame.
  • Everyone Has Standards: The Ghosts despise UNIDAD as much as they do the cartel, especially during random encounters where the Ghosts can stumble upon UNIDAD troops terrorizing civilians:
    Nomad: UNIDAD pulls shit like this and still dare call themselves soldiers?
    • The Ghosts are also very unhappy to have to kidnap General Baro's daughter in order to draw the man out, repeatedly expressing frustration that such missions violate their very purpose as a special operations team, and for the first time criticize Bowman's ruthlessness.
    • When learning for the first time that the US extradited Klaus Barbie to Bolivia in exchange for information on communist cells in Germany, the Ghosts are appalled.
  • Fire-Forged Friends: With Bowman. After Pac Katari betrays them, Holt says he'll burn down all of Bolivia if Bowman has been hurt, while admitting it's not something he'd normally say regarding a CIA officer.
  • The Friend Nobody Likes: Due to the turbulent relationship between the United States and South America going back more than 200 years, the opinion of the Ghosts ranges from wary to openly distrustful, including the Ghosts' own Rebel allies, due to them being American agents. For their parts, the Ghosts could care less, since they're here to avenge Sandoval anyways. As the game goes on, their operations against Santa Blanca steer them more into Hope Bringer territory for the citizens, but the Ghosts see this as a bad thing since it means putting undue attention on them. The Rebels' opinion slowly warms up to the Ghosts until they're regularly hailing the Ghosts as honored comrades, but their leadership is still rather wary; in the eyes of most rebel lieutenants, the Ghosts are just some hired gringos. Amaru in particular isn't pleased that American special forces are operating openly in Bolivia, but at least expresses begrudging gratitude for their assistance in stopping Santa Blanca. Pac Katari, on the other hand, remains an Ungrateful Bastard to the end even if he becomes more friendly with the Ghosts the more they do operations for him. Come Fallen Ghosts, however, and the Ghosts and the rebels are working together again with no issues raised on either side.
  • Good is Not Nice: The Ghosts are an extrajudicial wetworks team inserted illegally into Bolivia with the purpose of killing hundreds of cartel members in order to punish Santa Blanca. They engage in everything from blackmail to kidnapping to even attacks on civilian targetsnote . Pleas for compassion from the various sicarios go unheeded. They are, however, fighting against some very bad people, and Bowman specifically tells them their operations in Bolivia is a revenge mission, nothing more.
  • Hope Bringer: Addressed during missions such as stopping child slavery; the people of Bolivia cannot go to the cops, they cannot get action, nothing would be done and they only open themselves up to be targeted by the cartel. The Ghosts and their brutal methods to stop such atrocities is exactly what they had been hoping for, according to Nomad and the team.
    • Hero with Bad Publicity: They want to be heroes with no publicity and it's implied that they've aligned with Pac Katari in part so that all of the killings they've done can be attributed to the rebels instead. Ironically, it ends up backfiring in a big way as the above seriously irks the rebel leadership while neither UNIDAD or the cartel are fooled for very long. Unfortunately, these are the three groups they need to believe they are non-existent.
  • Interservice Rivalry: The Ghosts, being members of the United States Army, crack plenty of jokes at the expense of the other service branches of the U.S. military and the various intelligence agencies, such as commenting that a medal handed out by the cartel looks like something you'd get from a box of cereal or the Air Force, Holt making jokes about Marines being idiots, and Nomad poking fun at the Navy SEALs.
  • Not So Above It All: Despite being a deadly elite unit they're not above fucking around with each other making jokes at their own expense in casual conversation or doing things like mocking enemies if they elude them successfully.
  • Offscreen Teleportation: If you're unable to fit all four into a vehicle, the remaining squad will instantly show up wherever you drop off, with the hand-waved excuse that they found alternative transportation.
  • Seinfeldian Conversation: When you're on the road, the Ghosts will often talk about mundane things in a humorously serious manner, including food, sports, trying to download something, and so on; along with the current state of their mission and the activities of those around them.
  • Supporting Protagonist: Since you play as a team of custom-generated characters, the main narrative of the game instead focuses on Agent Karen Bowman of the CIA, your primary field contact in Bolivia.
  • Teeth-Clenched Teamwork: At least initially, Pac Katari's rebels are really not happy about working with the Yanquis. This attitude will quickly fade if Kingslayer makes a point of bolstering the rebels through material and logistical means, where the rebels will thank you regularly and cheerfully hail you whenever you arrive. At least until the final mission, when the rebels believe they no longer need the Ghosts and betray them. However, they're back to working together in Fallen Ghosts without questions.
  • Unflinching Walk: AI Ghosts are Friendly Fire Proof and don't care one bit about any explosives the player has set. It makes for some pretty cool scenes when Nomad blows up a warehouse full of coke while their squad is casually strolling out of the exploding building without looking back.
  • Universal Driver's License: From bikes to light aircraft, if the Ghosts can find it, they can use it to travel across Bolivia. A Female Nomad will even joke around saying her cousin has a helicopter she used to drive when commanding one.

Nomad

Voiced By: Andrea Deck (female), Joseph May (male)
"It's not enough to take out the Cartel, we have to send a message. The Santa Blanca is going down in flames."

Canonical Name: Anthony "Tony" Perryman

Age: 36

Rank: Major

Role: Team Leader/Support Gunner

Leader of the Ghost team sent to Bolivia and the main Player Character of both Wildlands and Breakpoint. A major in the US Army, he was trained to leverage the expertise of each member of his squad for success. Nomad was deployed to Bolivia at the age of 36. He speaks fluent Spanish and is an expert in communications, as well as psychological and unconventional warfare. All of his perks come in particularly handy in his missions.

Born in Boston, Nomad was a military brat who spent his childhood moving from base to base. At the age of 18, he decided to enlist and became a member of Delta Force before the age of 24. After spending three tours with the counter-terrorist unit Task Force 88, he was then selected to become a Ghost thanks to his impressive feats. Nomad took part in many top secret operations all over the world, but it was only two years ago that he was promoted Ghost team leader.

Nomad remains completely calm, even under great pressure. He is the epitome of the strong, silent type, able to repress his emotions and to remain completely objective under every circumstance. Past teammates would joke about checking his pulse during parachute jumps to make sure he was alive.

During his initial briefing, Nomad saw surveillance footage of El Sueño executing the family of a Bolivian police officer. Stating that this footage has haunted him ever since, he made a vow to do everything he could to stop El Sueño.

Though Nomad's gender and appearance is fully customizable, this goes according to the official profile given by Ubisoft except when referencing tropes exclusive to the female option.


  • Being Personal Isn't Professional: Not with the team, but with the environment. Nomad sees Operation Kingslayer as a revenge mission, and hopes to stay out of Bolivia's local squabbles as much as possible.
  • Birds of a Feather: Nomad and Weaver are rather similar in personalities: practical, intelligent, and efficient. As such, the two easily bond.
  • Colonel Bad Ass: Nomad's promotion to this rank during the events of Breakpoint.
  • Cluster F-Bomb: Nomad swears like Dick Marcinko or maybe Arya Stark, lending credence to s/he being...
  • Dull Surprise: The female Nomad is remarkably flat in their voice acting. It actually fits with the character, however; rather than just seeming wooden and emotionless, she comes across as military-serious with occasional moments of Deadpan Snarking. And when her emotions really start to show is when you know that things are going balls-up.
  • Glass Cannon: The game tries to treat combat as realistically as possible, so while Nomad can mow down armies and lay waste to an entire country with the right tactics, they can't take more than a handful of hits in return. Maxing out the Bullet Resistance skill decreases the damage taken by 30%, which still won't save you if you screw up and end up caught in a crossfire. It's made worse by the game's total lack of body armor for the protagonists.
  • Good Is Not Soft: Nomad has the full trust of the squad. But look at the above quote, and tell us that sounds like someone merciful.
  • Hyperspace Arsenal: If there's another explanation for where Nomad keeps about a hundred guns, thousands of bullets, a teenager's weight in explosive ordnance and a seemingly inexhaustible supply of remote-controlled drones, it's never brought up in-game.
  • Informed Equipment: In the cutscenes, Nomad uses a stock M9 pistol and an ACR rifle with EXP3 holographic sight, extended buttstock, and extended magazine. Promotional material and the cover art meanwhile sees him use a Knight's Armament Company LMG A1 with a sling, foregrip and EXP3 holographic sight with a 3x magnifier, which in-game is the Stoner LMG. It's implied that his preferred loadout would consist of those three weapons.
  • The Leader: Even before the events of Wildlands, Nomad previously led many operations. In fact, it was only two years ago he finally became a Ghost leader.
  • Majorly Awesome: Nomad holds the rank of Major in the U.S. Army.
  • Military Brat: Described as one, having spent childhood moving from base to base before enlisting at the age of 18 and become a Delta Force member at 24.
  • Nerves of Steel: Always remains completely calm, to the point where past teammates are reported to have joked about checking Nomad's pulse after helo-jumps to make sure he's actually alive.
  • Nominal Hero: Clarifies at the beginning of the game that they are here on a revenge mission, not to be heroes.
  • "Not So Different" Remark: Nomad makes remarks reflecting on this while shutting down Santa Blanca training camps staffed by former special forces soldiers; a discussion between the Ghosts ensues, the rest of the team expresses shock and dismay that men trained to such a high standard would be capable of joining a bunch of criminal scumbags like Santa Blanca and find the notion that any of them could work for guys like that incomprehensible. Nomad, however, points out that when they retire, all they have to look forward to is instructing the guys that will replace them, talking about how it used to be and maybe taking security work for the private sector. Working for Santa Blanca gives these former soldiers a chance to do the one thing they're good at again, and Nomad makes it clear that while it is abhorrent that the former soldiers would work Santa Blanca, there is something to be respected in that they put their skills to actual use rather than retiring and wasting their talents by rotating into the civilian workforce or simply living off their pensions for the rest of their lives, capping it off with this Armor-Piercing Question:
    Nomad: Fighters fight, gelders graze. Which are you?
  • Omniglot: Nomad's fluent in Spanish, which will help a lot in Bolivia, though some have commented that his accent is atrocious.
  • One-Man Army: If you're a completionist, play the game solo and prefer to get shit done yourself instead of relying on your AI buddies, you can easily rack up 10,000+ kills in a single playthrough.
  • Parents as People: Nomad laments that his/her kid doesn't seem to have much respect for him/her, though keeping an elite military occupation a secret probably plays a role in that.
  • The Smurfette Principle: If you're playing single-player as a female, you'll be the only woman on the team.
  • Statuesque Stunner: A female Nomad is the same height as a male Nomad or the rest of the Ghosts, standing about 6 feet tall. This is especially noticeable when she's standing next to the native Bolivian women, who are a much more average 5 and a half feet tall. Given Nomad's military background, it would make sense that she's must more well-built than a civilian.
  • Sole Survivor: Of the Kingslayer team.
  • The Stoic: Nomad's defining personality trait is his/her ability to stay calm and cool under pressure.
    • Not So Stoic: Though if things go south and a stealth infiltration turns into an open gunfight, or if he jumps a cliff with a car, or perform a barrel roll while piloting a plane, Nomad will let out a very exasperated "Fucking hell!" or at least a very annoyed "shitballs".
  • Ungrateful Bastard: One of the lines Nomad can spit out after being revived by a teammate is a very reproachful "what took you so long?", even if their buddies had to shoot their way through a hostile army just to reach them before they bleed out. Other lines sound more grateful, thankfully, so most of it can probably be chalked up to the intensity of bleeding out in the middle of a firefight.
  • Virtual Paper Doll: Being the Player Character, Their appearance fully customizable including sex, race, hair and clothing. This leads to some Gameplay and Story Segregation as a character wearing a full ghillie suit gets spotted as easily as one wearing bright white clothes and a character wearing full body armor takes as much damage as one wearing a T-shirt.
  • Walking Armory: Nomad has three active weapon slots (one handgun and two long arms, many of which are pretty damn huge), and you are able to switch active weapons on the fly, meaning either the Ghosts have mastered Star Trek transporter beams or Nomad is carrying literally hundreds of guns in their backpack. It's topped off with a wide array of grenades and other explosives of which they can carry quite a few per type.

Holt

Voiced By: Todd Kramer (male), Amy Lennox (female)
"If I die, burn my hard drive. Just burn it, drop it in the ocean, and bury it under a rock at the bottom of the sea. Just get rid of that shit. And don't even think about looking at what's on it."

Canonical Name: Dom Moretta

Age: 33

Rank: Sergeant 1st Class

Role: Engineer

The Ghost team’s technology specialist. An expert in intel and data decryption, he is also an excellent drone pilot.

Born in Louisiana, Holt grew up in a family with a long history of service. He wanted to continue that legacy and make his career in the military since the age of 4. At the age of 18, he joined the army and became a sapper in the Rangers before the age of 21. Holt has always been obsessed with technology and developed a passion for engineering. This was one of the reasons he was selected to become a Ghost at the early age of 27.

Holt is not only a professional, top-tier operator in combat, he’s also a joker at heart. He uses his humor to keep the situation under control during tense moments. When not on mission, Holt tends to get rowdy. He is known for drunkenly pushing a joke too far and getting into regular barfights. He would do anything to get his adrenaline fix. After working on several missions together, Holt quickly became Midas’ best friend. He often drags him into disturbing situations, ones that never fail to create memorable stories.

Holt has seen the effect of drugs firsthand. He came from a community that was overrun with oxycodone and other illicit substances. Many of his friends and family either died or went to prison due to drugs. For him, his mission is all about stopping that from happening to even more neighborhoods.


  • Allergic to Routine: Dislikes it when things are too much like clockwork, so to him, the occasional barfight simply livens things up.
  • Bunny-Ears Lawyer: Often brings up humorous conversation topics when you're on the road, such as trying to download a recent sports match, or cracks jokes and tells funny stories as idle dialogue. In the intro cutscene, he talks about arriving in Bolivia on a bus while piss-drunk. This was far from an impulse; he was using his drunkenness to also help keep people along the way from trying to pry into his understandably top-secret business.
  • Demoted to Extra: In Breakpoint he's seriously injured within the first few minutes and ends up out of action.
  • Drives Like Crazy: Implied to be this, given that he complains about Nomad not letting him drive anymore because of that one time.
  • The Engineer: It's right there in his file. Holt's the more tech-savvy member of the team, even trying to download a sports match in the meantime.
  • Freudian Excuse: Holt's childhood of people dying or being imprisoned due to drug use fuels his motivation to bring down the Santa Blanca.
  • Noodle Incident: Driving vehicles has him say how he's never allowed to drive because of that one time.
  • Odd Friendship: He and Midas are as different as it gets, yet maintained a strong bond for at least ten years.
  • Perma-Stubble: Always has a 5 o'clock shadow.

Midas

Voiced By: Lydia Leonard (female), Derek Hagen (male)

Canonical Name: Rubio Delgado

Age: 31

Rank: Sergeant 1st Class

Role: Assault

If things go wrong and you are caught in crossfire, Sergeant 1st Class Midas is the partner you want by your side. He’s not only a skilled mechanic and a vehicles specialist, he’s equipped with some seriously heavy weaponry, making him the perfect choice for intense assaults.

Born in San Diego, California, Rubio Delgado grew up in a religious family. He has strong Latin-American roots, as his father was originally from Honduras and his mother was born in Ciudad Juarez, Mexico. Rubio almost became a priest, but he decided to leave the seminary and join the army, where he became a Ranger specializing in Military Intelligence. His deep knowledge of Latin America helped him during operations in Colombia, Peru, and El Salvador. His career achievements led to his position with the Ghosts at age 29.

Loud, boisterous, and aggressive, Midas is in a constant state of unrest. His deep religious roots make him the most emotional member of the team; he tends to care a little bit too much about everything. He feels like he’s being driven by a higher power, and regularly attends church and gives spiritual counseling to fellow soldiers. He’s happily married with four kids and he’s been Holt’s best friend for ten years.

Midas is an expert in Latin American politics and culture, which gives him a unique insight into the drug trafficking of the region.


  • Action Dad: More so than Nomad, having four kids.
  • Badass Preacher: He almost became a priest before joining the army and becoming a Ranger, and regularly gives spiritual counsel to soldiers in church.
  • Boisterous Bruiser: Doubling as the team's Assault specialist, Midas is more than content should things go loud.
  • Chekhov M.I.A.: Goes missing in action in Breakpoint. You can find an optional side mission to retrieve his distinctive striped scarf.
  • Cool Mask: He wears a scarf over his lower face, adding to his aggressive look.
  • Demoted to Extra: He is only briefly seen in the main game before going missing following the helicopter crash in the introduction. Even after you rescue him in the first DLC, his injuries and trauma from being hooked up to the C.L.A.W. project sidelines him with Holt.
  • Happily Married: In contrast to everyone else, Midas maintains a peaceful marriage.
  • Odd Friendship: He and Holt are as different as it gets, yet maintained a strong bond for at least ten years.
  • Put on a Bus: In Breakpoint, he's MIA in the beginning of the game, and only returns in the first DLC.
  • Religious Bruiser: He's not only an effective soldier, but also a deeply religious man. Midas can't shake the feeling that something is driving his along the path he walks.
  • South of the Border: His mother is from Mexico and his father, Honduras. Midas' roots in Latin-America gives him a greater and more personal connection with Bolivia, adding to his motivations.

Weaver

Voiced By: Michael Walters (male), Eleanor Matsura (female)
"You know the old saying: When life gives you supply planes, you take those and give them to your rebel friends."

Canonical Name: Corey Ward

Age: 34

Rank: Master Sergeant

Role: Sniper

Master Sergeant Coray Ward, also known as Weaver, is a scholar armed with a sniper rifle. He takes down enemies silently and efficiently, never giving away his position. They say a single bullet can turn a battle around, and Weaver knows it far too well.

Coray Ward was born 34 years ago in Trenton, New Jersey. He excelled in his studies from an early age and graduated magna cum laude from Princeton before joining the Navy. He was accepted into DEVGRU and during this time he mastered his impressive aiming skills, serving multiple tours as a combat sniper. Weaver received numerous medals and accolades for various missions, including one for a confirmed 2,210-meter sniper kill. He became a Ghost at 30.

Due to his higher education, Weaver acts and talks like a professor, though he tries to downplay his sophistication and doesn’t like to stand out. Conservative in his beliefs but libertarian at heart, he avoids talking politics with his teammates. He’s currently undergoing a difficult divorce, and counsels veterans suffering from PTSD when he’s not deployed. He has a strong friendship with Nomad, making him the first person selected for the team.

Weaver considers the Cartel to be a terrorist group and believes stopping them is a matter of national security.


  • Birds of a Feather: He and Nomad are rather similar in personalities: practical, intelligent, and efficient. As such, the two easily bond.
  • Black and Nerdy: The only black member on the team (unless you make yourself black), and the most well-studied member.
  • Black Guy Dies First: He dies in the first few minutes of Ghost Recon: Breakpoint, while Holt is seriously injured and Midas is MIA.
  • Bond One-Liner: Seems to have a habit of dropping these after you take out a High Value Target.
  • Cold Sniper: He's the team's primary sniper, and he doesn't waste time making good work. His longest recorded kill was 2,210 meters away.
  • Creepy Good: During the prologue goes into a monologue about how El Polito and La Yuri are complete amateurs when it comes to torture and interrogation and how they have to rely on their medical skills to make up for their inability to break someone without hurting them. After an awkward pause Holt says the equivalent of "You scare me."
  • Do Wrong, Right: His monologue about how ineffective El Polito and La Yuri are at their jobs has elements of this, especially when he talks about how he would interrogate someone.
  • Dropped a Bridge on Him: Explicitly shown to have been killed in Breakpoint's announcement trailer.
  • Foot-Dragging Divorcee: He's currently going through a nasty divorce.
  • Genius Bruiser: Weaver's got a large formal education under his belt, and a high-powered rifle in his hands.
  • Goggles Do Nothing: Wears a pair over his eyes, which was interestingly never shown in official depictions.
  • Good Scars, Evil Scars: Has a rather long scar going from his hairline, over his right eye (so his eye's still intact), down to his right cheek.
  • Martial Medic: Thanks to his education, he helps counsel military vets suffering from PTSD when he's not on duty.
  • Omniglot: Fluent in two other languages as well.

     Karen Bowman 

Karen Bowman

Voiced By: Jane Perry

A CIA case officer posing as an aid worker. Provides intel support for the Ghosts.


  • Anti-Hero: To a much, much greater extent than Nomad. Karen is willing to do anything and everything necessary to stop the cartel, and sometimes comes across as the Token Evil Teammate.
  • Break Them by Talking: Karen uses a mixture of threats of torture (which she has no problem following through with) and appeals to get her prisoners to speak, sparing no details about what horrible fates await them or those they love if they refuse to co-operate. It usually works.
  • Bunny-Ears Lawyer: She's snarky, loves music extolling the virtues of drug smugglers in spite of spending her career fighting them and apparently once snorted Italian roast. She's also a very good intel officer and a frighteningly efficient interrogator.
  • Cluster F-Bomb: Bowman drops F-bombs in every other sentence, but when she's told that El Sueño has been granted full immunity at the climax of the final story mission, her next lines consist of nothing but her screaming "fuck", "fuck you" and some other choice words at the top of her voice.
  • Deadpan Snarker: She is mercilessly snarky, especially in her mission briefings.
  • Expy:
    • A snarky blonde woman in a covert business dressed in blue with surprising taste in music that is the player’s handler. She’s Ubisoft’s answer to Kirsten Geary from The Secret World. They even make some of the same jokes.
    • She also bears many similarities to John Clark from the Ryanverse, particularly Clark's role in Operation Reciprocity, being the CIA handler of the U.S. Army team destroying the Medellin cartel. She also has a personal reason for wanting to destroy Santa Blanca, just as Clark hated anything and anyone involved in the drug trade.
  • Fangirl: Rather surprisingly, Karen is a big fan of narcocorrido music, telling the Ghosts that if they don't like it, "you're pussies and you're off my Christmas list."
  • Female Misogynist: Karen has most of her her Kick the Dog moments primarily aimed at women who don't deserve it. She also threatens Prison Rape and You Have Outlived Your Usefulness. She's a merciless CIA officer whose literally career revolves around bending and breaking hardened criminals, so it's no surprise that she knows exactly what misogynistic shit to say during interrogations.
  • He Who Fights Monsters: Karen is very obsessive compulsive in taking out El Sueño, to the point where the bad ending has her sacrifice her life to execute him and the golden ending suggests she is so outraged at the immunity deal that she has become an active unofficial member of the Ghosts, at the very least working with Nomad in the field using the same covert dirty tactics and more than carrying her weight in gunning down the cartel.
  • Hidden Depths: The Bad Ending reveals that she's a former Air Force staff sergeant.
  • It's Personal: Ricky Sandoval was her friend, and so she wants revenge on the Santa Blanca cartel, especially the ones who actually killed him.
  • Jack Bauer Interrogation Technique: She threatens to do this to some of the prisoners captured by the Ghosts, such as cutting off their fingers with pliers, using a blowtorch to burn their face off, or ordering Nomad to shoot them in the head since they refuse to talk.
  • Jerkass: Of all the Ghosts, she's the meanest. This especially prominent in her dealing with La Gringa, when Bowman is outright gloating about how much Prison Rape she has to look forward to. This is especially egregious if you consider that, as revealed in the Ricky Sandoval's Kingslayer tapes (labelled coke relief), it was Bowman who set up the fake NGO that screwed over La Gringa in the first place.
  • Kick the Dog: Karen has a number of these which go beyond Pay Evil unto Evil.
    • Her treatment of La Gringa, threatening Prison Rape and worse seems particularly egregious and unnecessary compared to the way she treats other prisoners.
    • She threatens to leave Gabriela Contreras, wife of cartel buchon Antonio Taylor, to be killed by the cartel unless she shares intel about the cartel, which she may not actually have.
  • Laser-Guided Karma: She spends a good deal of the game interrogating prisoners in extreme matter and reveling in it, while in the bad ending she gets sent to prison for executing El Sueño. Somewhat downplayed, since she knew what would happen if she executed him, but does not regret what she did.
  • Mission Control: Analyses intel and gives the Ghosts their objectives.
  • Moral Myopia: Is utterly unsympathetic towards La Gringa despite the fact it was her NGO that forced her to work for El Sueño in the first place.
  • Not So Stoic: Completely loses it during the bad ending where she is ordered to let El Sueño get off scot-free and in a fit of rage/indignation shoots him on the back of his head which gets her arrested.
  • Only Known by Their Nickname: "Karen" isn't her real name. Sam Fisher calls her Linda when they meet up but it's unclear if that's her real name or another alias.
  • Pet the Dog: She apparently prefers using the "stick" method, but, being a skilled CIA interrogator, she knows when to use the "carrot" instead; for example, she joins El Cardinal in his prayer and agrees to help El Yayo's family escape Bolivia in exchange for his cooperation.
  • Revenge Before Reason: She does this in the bad ending, killing El Sueño despite orders to take him into custody with full immunity, knowing full well it would earn her a murder charge because she's obsessed with vengeance.
  • Squee: She's a huge El Chido Fangirl, so when the Ghosts finally drag him through her door, her usually businesslike demeanor drops in an instant and she starts fawning all over him. Once the meeting is over and the Ghosts have left the building, her post-mission radio chat actually begins with an overjoyed cheer and the confession that the Ghosts "made her a very happy woman".
  • Take That!: She describes La Plaga as the meanest motherfucker on the internet...
    Bowman: And yes, I've been on 4Chan.

     Ricky Sandoval 

Ricardo "Ricky" Sandoval

Voiced By: Alejandro Edda

An undercover DEA agent in the Santa Blanca cartel. His death and the means the Santa Blanca cartel used to accomplish it are the reasons why the Ghosts are being sent to Bolivia.


  • Becoming the Mask: Quite a few of the Kingslayer files that contain his mission updates to Bowman have him voice his concerns that he's sliding too deep into Santa Blanca's affairs, and he admits that he needs to remind himself increasingly often that he's one of the good guys.
  • Expy: Ricky seems to be based on Kiki Camarena, an American of Mexican decent whose an undercover agent for the DEA, that gets kidnapped, tortured, and killed by a powerful drug cartel.
  • The Extremist Was Right: The only way to end Santa Blanca's control over Bolivia was the Ghosts. Whether it was worth the cost is up for debate.
  • Evil Pays Better: He mentions in his reports to Bowman that the cartel recently paid him over two million dollars for a single coke shipment he oversaw as part of his cover identity - a fact that gets him thinking when he compares that to the meagre DEA pension benefits he can look forward to.
  • False Flag Operation: Is responsible for one that blames Santa Blanca for the crime of attacking a US embassy.
  • I Did What I Had to Do:
    • As part of his undercover job, he's heavily involved in the cartel's smuggling operations and therefore personably responsible for several tons of cocaine hitting the US markets. The realization causes him to wonder if he's still doing the right thing or went too far already.
    • Later, in his confession to Sueño, Ricky admits that he perpetrated the embassy bombing because he felt that his superiors were ignoring the situation in Bolivia, and that the only way to get them to commit the resources necessary to stopping the cartel would be to have them upgraded to narco-terrorists instead of just drug traffickers.
    • A tie-in live-action movie reveals that Sandoval broke his cover by evacuating a woman pregnant with his child prior to his capture.
  • Plot-Triggering Death: His being tortured and killed is what gets the Ghosts called into action.
  • The Reveal: After every cartel head but El Sueño has been taken down, you're tasked with locating the tape of Ricky's torture session, where he confesses to Sueño that he was the one who bombed the US embassy in La Paz, and that he acted alone, without the knowledge of the CIA or DEA, all to make the US serious about stopping the Santa Blanca Cartel.
  • Semper Fi: He's a former Marine Staff Sergeant.
  • Well-Intentioned Extremist: Faked a terrorist attack on a US embassy to bring about US intervention.
  • Worthy Opponent: He's fully aware that El Sueño is a murderous megalomaniacal nutjob, but he also respects him and even seems to be somewhat fond of him on a personal level.

     Cole D. Walker 

Cole Denholm Walker

Voiced By: Jon Bernthal

A Ghost team leader and friend of Nomad's. Appears as the central character of the Operation Oracle missions added as the first part of Wildlands's Year Three content.


  • Brutal Honesty: When you first meet him, he tells Nomad up front that his mission is to take out Karen Bowman.
  • Cowboy Cop: Downplayed. He's gone off-the-grid to avenge the death of his Ghost team, and the reveal trailer for Operation Oracle shows him leaving his dog tags behind before embarking on his personal vendetta, but he still carries himself as a professional and plays by the Ghost rules (such as not killing civilians) and despite being on a Roaring Rampage of Revenge he's willing to let Nomad have a say before he executes any of his targets. He does execute the turncoat Skell Tech engineer, but also ultimately lets Karen Bowman live because Nomad vouches for her, despite still holding her accountable for the death of his team.
  • Early-Bird Cameo: The Operation Oracle missions are essentially an extended one for him as he is a major character in Ghost Recon Breakpoint.
  • Face–Heel Turn: Is the main antagonist of Breakpoint.
  • Give Me a Reason: At the end of Operation Oracle, Walker walks away instead of killing Bowman due to Nomad vouching for her, but vows that he will return if he learns she's involved in any more dirty business.
  • Hand Cannon:
    • In Operation Oracle he fights with a Desert Eagle handgun. When fighting alongside Nomad against Unidad he mentions at one point wishing he had brought a bigger-caliber firearm (which makes sense, he should be fighting with a rifle-caliber weapon but neglected to bring one for whatever reason).
    • He wields a massive revolver in the reveal trailer of Breakpoint.
  • Ink-Suit Actor: Is played by and modeled after actor Jon Bernthal, best known as The Walking Dead's Shane Walsh and the Marvel Cinematic Universe's version of The Punisher.
  • Lawyer-Friendly Cameo: He wears a wristband that's about as close to the Punisher logo as you can get without straying into legally dubious territory. You can obtain it as a cosmetic award for finishing the mission set.
  • The Leader: Like Nomad, he's a Ghost Lead, and he leads the Wolves in Breakpoint.
  • One-Man Army: He single-handedly clears out an entire Unidad black site before Nomad's team even arrives, and he does it without even a full equipment loadout (using only a pistol). Though Nomad does help him fight off the Unidad reinforcements that show up afterwards to see what's going on.
  • Sole Survivor: His team were wiped out by Unidad using an advanced drone utilizing Skell Tech, causing him to embark on a mission of retaliation.
  • Start of Darkness: Not completely, since it was his and Nomad's botched operation in the Middle East a few years after Wildlands that would make him truly snap, but it was in Bolivia that his feud with Skell Tech originally started. At the very least, it left him with fewer regrets over taking Auroa from Jace Skell.
  • Would Not Shoot a Civilian: When he raids the Unidad black site where the Skell Tech engineer is being held, he kills all the Unidad soldiers but only knocks out the unarmed scientists. He's a Ghost, after all.
  • You Shall Not Pass!: When escaping from the Unidad black site, he tells Nomad to escape with the Skell Tech engineer while he stays behind to single-handedly hold off the Unidad reinforcements. However, you can stay with him and help him wipe out the reinforcements instead, giving you some unique dialogue. Also, while Nomad does express some concern, it's clear that Walker does expect he'll likely survive the encounter, being a One-Man Army and all.

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