Ghost
Terran Psionic Covert Operatives
Ghosts were the feared psionic covert operatives of the terran sector, drawn from psychically gifted individuals, trained from infancy as assassins, and used to guide nuclear strikes for the Confederacy and the Dominion.
Ghosts were the feared psionic covert operatives of the terran nations, trained and deployed through the Ghost Program created by the Terran Confederacy and later inherited by the Terran Dominion. Drawn from psychically gifted individuals, equipped with cloaking technology and a hostile environment suit, ghosts served as commandos and assassins and were the operators who guided the terran sector's nuclear strikes. Their ranks produced two of the most consequential figures of the era, Sarah Kerrigan and Nova Terra. (StarCraft; StarCraft II: Wings of Liberty; StarCraft: Ghost: Nova)
Selection and training#
Ghosts were chosen from psychically gifted individuals who had been quarantined by the Terran Confederacy and trained from infancy to channel their psionic energies to augment their natural physical strength and endurance. Conscripts who completed the program's rigorous training and augmentations served as commandos and assassins, appearing without warning and killing in silence. They were lightly armored and could hide their presence with a cloaking device, and their stealth made them especially valuable for directing nuclear missile strikes against enemy targets. (StarCraft)
Conscription was, in theory, universal, with Confederate children profiled for psionic aptitude. The ideal of universal testing was impossible in practice, and Fringe World children or those with socially powerful parents could sometimes escape detection. Cover stories were invented to obfuscate the fate of conscripted children, some parents being told their child had been taken to a special school or had died in an accident. Telepaths who slipped through the profiling were tracked down by "wranglers," mildly psionic agents whose powers were useful mainly for finding other telepaths at close range. At the Ghost Academy they trained in target shooting, close-quarters combat and vehicular operation, and drilling against artificial simulations of hostage rescues, darkened mazes and zerg attacks. (StarCraft: Liberty's Crusade; StarCraft: Speed of Darkness; StarCraft: Ghost: Nova; StarCraft: Frontline, Volume 1)
Control and conditioning#
Standard Confederate practice was to implant psychic dampeners into all ghosts as a precautionary measure, working on the same principle as neural resocialization. While active, the implants reshaped a ghost's memories, weakened their powers and enforced loyalty, with the result that few ghosts under the program retained any memory of their former lives. The Confederacy maintained a layered set of limiters: aggression inhibitors to prevent ghosts from attacking their superiors, ghost conditioning to weaken psionic ability, and psi-screens to shield a mind from being read. (StarCraft; StarCraft: Uprising; StarCraft: Ghost: Nova; StarCraft: Ghost: Spectres)
For the most part ghosts were known only by numbers or alpha-numeric agent codes, and their training emphasized that they should address one another by these designations rather than by name. They lived their entire lives within the program, which provided all of their housing, food and arrangements, leaving many unable to adjust to civilian life. After the defection of Sarah Kerrigan, the Confederacy concluded that the disableable psychic dampener was insufficient and made the theoretically unbreakable memory wipe standard operating procedure, applied after training and after major missions. (StarCraft: Uprising; StarCraft: Ghost: Nova; StarCraft: Evolution)
The Confederate program#
About twenty years before the war sparked by the destruction of Chau Sara, the Confederacy had already created a fledgling Ghost Program. One of its early subjects was eight-year-old Sarah Kerrigan, whose powers erupted with such force that the measurement scale had to be completely readjusted. Ghosts were used to assassinate Angus Mengsk to suppress the rebellion of Korhal, and they guided the tactical nuclear weapons to which the Confederacy limited itself after the devastation it inflicted on that world. (StarCraft; StarCraft: Uprising; StarCraft: Hybrid)
The Confederacy also experimented with strange xenomorphs at the secret Fujita Facility on Vyctor 5, discovering that the creatures were sensitive to psionic abilities and could be controlled, with Kerrigan exercising the best control of any subject. When Arcturus Mengsk and his Sons of Korhal raided the facility and rescued Kerrigan, they removed her neuro-adjuster and restored her memories. Kerrigan then led an attack on the primary ghost training center on Tarsonis, destroying it, an event that drove the Confederacy to make memory wiping universal. (StarCraft: Uprising)
Under the Dominion#
The Sons of Korhal, renamed the Terran Dominion after the fall of the Confederacy at Tarsonis, took control of the Ghost Program. Under Arcturus Mengsk, Dominion ghosts remained ghosts until they died, with no one permitted to leave voluntarily, and Mengsk ordered roughly half of his government's ghosts killed in a controlled environment to eliminate untrustworthy former Confederate operatives. The young Nova Terra, a scion of the Old Families of Tarsonis retrieved just as the Confederacy fell, became one of the Dominion's most powerful agents and the first to undergo a graduation exercise immediately before her memory wipe. (StarCraft; StarCraft: Ghost: Nova; StarCraft II: Heaven's Devils; StarCraft: The Dark Templar Saga: Shadow Hunters; StarCraft: Evolution)
The Dominion's use of children drew it into conflict with the Umojan Protectorate, which sheltered the family of conscripted trainees and publicized the program's practices. In response the Dominion turned to public relations, recasting ghosts as superheroes, opening the Ghost Academy and training students in groups. Later Dominion projects sought to push the program further: Project Shadow Blade studied the effects of the psionic reagent terrazine on terrans, and Project Gestalt spliced ghosts with protoss organs. The terrazine research ultimately spawned the renegade spectres of Gabriel Tosh's rebellion, which abducted ghosts from the program until Nova Terra helped bring it down. After the death of Arcturus Mengsk, Emperor Valerian Mengsk reformed the program, making memory wipes optional and allowing ghosts to leave of their own free will, though years later only one had taken the offer. (StarCraft: Frontline, Volume 1; StarCraft: Frontline, Volume 3; StarCraft: Ghost Academy, Volume 1; StarCraft II: Wings of Liberty; StarCraft: Ghost: Spectres; StarCraft: Evolution)
Powers and equipment#
Ghosts could read minds but generally could not block thoughts, and found one another very easy to read. Through their hostile environment suit they could channel psionic energy through artificial muscle fiber to enhance their physical capabilities, and a cloaking device, powered in part by psionic energy, was frequently issued as well. Material for the cancelled StarCraft: Ghost gave a next generation of operatives further techniques, such as heightened speed and reflexes, heat vision and the protoss-derived psyblade, though that game was never released. Exceptional ghosts could tear through walls, run at inhuman speeds and leap large obstacles, and the most powerful, including Sarah Kerrigan and Nova Terra, could damage an opponent's brain to the point of death. Their standard armament was the C-10 rifle. Blizzard once planned a whole action game around these agents, the cancelled StarCraft: Ghost. (StarCraft; StarCraft: Liberty's Crusade; StarCraft: Uprising; StarCraft: Hybrid; StarCraft: Queen of Blades; StarCraft: Ghost: Nova; Ghost (StarCraft II official site))
Other terran powers ran their own programs on different principles. The Umojan Protectorate's operatives, called shadowguards, used neither memory wipes nor other forms of control, and the Kel-Morian Combine ran a program of its own. The United Earth Directorate maintained its own Ghost Program despite its predecessor state's earlier campaign to exterminate mutants, and its psychics played a key role in the assault on the Dylarian Shipyards. (Collateral Damage; StarCraft: Brood War)
Frequently asked questions
- What is a ghost in StarCraft?
- Ghosts were the psionic covert operatives of the terran nations, trained and deployed through the Ghost Program. They served as commandos and assassins, were lightly armored but able to cloak, and were the operators who guided the terran sector's nuclear strikes.
- How were ghosts selected and trained?
- Ghosts were chosen from psychically gifted individuals quarantined by the Terran Confederacy and trained from infancy to channel their psionic energies to augment their physical strength and endurance. At the Ghost Academy they trained in target shooting, close-quarters combat and vehicular operation.
- How did the Confederacy control its ghosts?
- Standard Confederate practice was to implant psychic dampeners that reshaped a ghost's memories, weakened their powers and enforced loyalty, leaving few ghosts with any memory of their former lives. After Sarah Kerrigan's defection, the Confederacy made the theoretically unbreakable memory wipe standard procedure, applied after training and after major missions.
- What changed about the Ghost Program under the Dominion?
- The Terran Dominion took control of the program, and under Arcturus Mengsk ghosts remained ghosts until they died with no one permitted to leave voluntarily. After Arcturus Mengsk's death, Emperor Valerian Mengsk reformed the program, making memory wipes optional and allowing ghosts to leave of their own free will, though years later only one had taken the offer.
- What powers and equipment did ghosts have?
- Ghosts could read minds, and through their hostile environment suit they channeled psionic energy through artificial muscle fiber to enhance their physical capabilities, often issued a cloaking device as well. The most powerful, including Sarah Kerrigan and Nova Terra, could damage an opponent's brain to the point of death, and their standard armament included the C-10 rifle.
Gallery

Images via StarCraft Wiki
Sources
- GameStarCraft, Blizzard Entertainment, 1998
- GameStarCraft: Brood War, Blizzard Entertainment, 1998
- GameStarCraft II: Wings of Liberty, Blizzard Entertainment, 2010
- BookStarCraft: Liberty's Crusade, Jeff Grubb, 2001
- BookStarCraft: Speed of Darkness, Tracy Hickman, 2002
- BookStarCraft: Uprising, Micky Neilson, 2000
- BookStarCraft: Hybrid, Micky Neilson, short story, 2000
- BookStarCraft: Queen of Blades, Aaron Rosenberg, 2006
- BookStarCraft: Ghost: Nova, Keith R. A. DeCandido, 2006
- BookStarCraft: Ghost: Spectres, Nate Kenyon, 2011
- BookStarCraft: The Dark Templar Saga: Shadow Hunters, Christie Golden, 2007
- BookStarCraft II: Heaven's Devils, William C. Dietz, 2010
- BookStarCraft: Evolution, Timothy Zahn, 2016
- ComicStarCraft: Frontline, Volume 1, Tokyopop, 2008
- ComicStarCraft: Frontline, Volume 3, Tokyopop, 2009
- ComicStarCraft: Ghost Academy, Volume 1, Keith R. A. DeCandido, Tokyopop, 2009
- WebCollateral Damage, Matt Burns, Blizzard Entertainment short story, 2010
- WebGhost (StarCraft II official site), Blizzard Entertainment, 2007 and 2014
Spotted a factual error or a primary source we missed? Email a correction. Every flagged claim gets reviewed.
Followed from this entry

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