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
- AntiHero: 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 situation worse for civilian population. They also perform actions breaking Geneva Conventions and some of Squad 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 can get 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.
- 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.
- 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 mixed history between the United States and South America going back more than 200 years, all the locals including the Ghosts' own Rebel allies are heavily distrustful of them due to them being American agents.
- 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 massacres of civilian targets. Pleas for compassion from the various sicarios go unheeded. They are, however, fighting against some very bad people.
- 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.
- Moral Dissonance: When the Ghosts steal El Chido's Cool Car, one of them complains about this mission being "next-level shit." He's much more comfortable with kidnapping people instead.
- While they're generally disgusted by the cartel and their operatives, Nomad has a Sympathy for the Devil perspective on the Special Forces of other nations which choose to work for the cartels.
- Offscreen Teleportation: If you're unable to fit all four into a vehicle, the remaining squad will instantly show up wherever you drop off.
- 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. At least until the final mission, when the rebels believe they no longer need the Ghosts and betray them.
- 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.
Canonical Name: Anthony "Tony" Perryman
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.
- Action Dad/Action Mom: Nomad will briefly mention having a kid during the introductory chopper ride.
- Badass Beard: Official depictions of the character by Ubisoft show him having a rather impressive beard.
- 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.
- 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.
- 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.
- 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: While shutting down Santa Blanca training camps staffed by former special forces soldiers, a discussion between the Ghosts ensues, with your teammates shocked 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 then 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.Nomad: Fighters fight, gelders graze. Which are you?
- Omniglot: Nomad's fluent in Spanish, which will help a lot in Bolivia.
- 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 kid doesn't seem to have lot respect, 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.
- Sole Survivor: Of the Kingslayer team.
- The Stoic: Nomad's defining personality trait is his/her ability to stay calm and cool under pressure.
- 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.
- 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: Although Nomad has only three active weapon slots (two long arms and a handgun), they carry their entire arsenal with them at all times, which means that by the end of the game your player character is lugging around about a hundred guns in their backpack, many of which are pretty damn huge. It's topped off with a wide array of grenades and other explosives of which they can carry quite a few per type.
- Weapon of Choice: 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.
Canonical Name: Dom Moretta
Rank: Sergeant 1st Class
The Ghost teams 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, hes 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. 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.
- Drives Like Crazy: Implied to be this, given that he complains about Nomad not letting him drive anymore because of that one time.
- Dropped a Bridge on Him: Implied to have been killed in Breakpoint's announcement trailer.
- 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.
Canonical Name: Rubio Delgado
Rank: Sergeant 1st Class
If things go wrong and you are caught in crossfire, Sergeant 1st Class Midas is the partner you want by your side. Hes not only a skilled mechanic and a vehicles specialist, hes 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 hes being driven by a higher power, and regularly attends church and gives spiritual counseling to fellow soldiers. Hes happily married with four kids and hes been Holts 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.
- Cool Mask: He wears a scarf over his lower face, adding to his aggressive look.
- Dropped a Bridge on Him: Implied to have been killed in Breakpoint's announcement trailer.
- Odd Friendship: He and Holt are as different as it gets, yet maintained a strong bond for at least ten years.
- Happily Married: In contrast to everyone else, Midas maintains a peaceful marriage.
- 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.
Canonical Name: Corey Ward
Rank: Master Sergeant
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 doesnt like to stand out. Conservative in his beliefs but libertarian at heart, he avoids talking politics with his teammates. Hes currently undergoing a difficult divorce, and counsels veterans suffering from PTSD when hes 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: Is the first Wildlands Ghost team member shown to die in Breakpoint's announcement trailer.
- 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.
- 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.
A CIA 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.
- Break Them by Talking: Karen uses a mixture of threats of torture(which she has no problem to follow throught 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 Sueno 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: Her mission briefings have their fair share of snark.
- Expy: A snarky blonde woman in a covert business dressed in blue with surprising taste in music that is the players jerkass handler. Shes Ubisofts answer to Kirsten Geary from The Secret World. They even make some of the same jokes.
- 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.
- He Who Fights Monsters: Karen is very obsessive compulsive in taking out El Sueno, 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 a 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.
- 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: She's not exactly the nicest of people. 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 Gabrielle Garcia-Taylor to be killed by the cartel unless she shares intel about the cartels 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 Sueno.
- 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 Sueno in the first place.
- Revenge Before Reason: She does this in the bad ending, killing El Sueno 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.
Ricardo "Ricky" Sandoval
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.
- 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.
- Well-Intentioned Extremist: Faked a terrorist attack on a US embassy to bring about US intervention.
- Worthy Opponent: He's fully aware that El Sueno is a murderous megalomaniacal nutjob, but he also respects him and even seems to be somewhat fond of him on a personal level.
Cole Denholm Walker
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.
- 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.
- HeelFace Turn: Is the main antagonist 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.
- 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.