WATCHMAN : GHOST ROUTE
MOVEMENT PLANNING & ROUTE INTELLIGENCE  ·  MODULE 13
COMMAND SUITE
MODULE 01  ·  GHOST ROUTE
Route Registry
Master list of all defined routes — designation, type, primary/alternate status, and current condition.

Define every route your group may use — bug-out, patrol, resupply, egress. Each route gets a designation, type, and waypoint list. Use bearings and named reference points only — no raw GPS coordinates in this document. Routes are categorized by type and flagged active, standby, or archived.

+ ADD ROUTE TO REGISTRY
MODULE 02  ·  GHOST ROUTE
Bug-Out Routes
Primary and alternate evacuation routes from your primary location to designated safe areas.

Plan a minimum of three bug-out routes — Primary, Alternate, and Contingency. Each should be independent of the others and use different road/terrain corridors. For each route, document waypoints as bearings from named reference features, not raw coordinates.

+ ADD BUG-OUT ROUTE
MODULE 03  ·  GHOST ROUTE
Patrol Routes
Security patrol paths covering your AO — checkpoints, timing, and handoff procedures.

Patrol routes should vary in timing and path to avoid pattern establishment. Document checkpoints along each route, expected time at each checkpoint, and the challenge/response procedure for friendly recognition. Patrol routes should integrate with the watch rotation from the Roster module.

+ ADD PATROL ROUTE
MODULE 04  ·  GHOST ROUTE
Choke Points
Bridges, intersections, terrain bottlenecks, and threat corridors that affect route viability.

Choke points are locations where movement is constrained and vulnerability is elevated. Identify each one, classify its threat level, and document the bypass or mitigation. Every route should be analyzed against this list before being designated as primary.

+ ADD CHOKE POINT
MODULE 05  ·  GHOST ROUTE
Rally Points
Group link-up sites used during movement — home-group and inter-group rally points.

Rally points serve two purposes: intra-group link-up during dispersed operations, and inter-group link-up with MAG partners. Intra-group RPs are defined here. Inter-group RPs are imported from Allied Force. Every member should be able to reach the primary RP from any position in the AO without using a route that passes a known choke point.

+ ADD RALLY POINT
MODULE 06  ·  GHOST ROUTE
Terrain Notes
Elevation, cover, seasonal conditions, and terrain features that affect route selection and movement.

Terrain knowledge is the foundation of good route planning. Document the key features of your AO — ridgelines, waterways, wood lines, fields of view, seasonal road conditions, and night navigation anchors. This section produces a terrain reference that feeds route planning decisions.

MODULE 07  ·  GHOST ROUTE
Vehicle vs Foot Analysis
Assess each route for viability by movement type and conditions.

Not every route works for every movement type. A primary vehicle route may become a foot-only route after a choke point is blocked. Document which routes are viable by movement type and under what conditions each degrades. Every route needs a foot-viable alternate.

Routes defined in Module 01 will appear here for viability assessment once this module is built out.

Doctrinal Speed References (FM 3-25.26 / RHB 7-8): Foot movement in woodland terrain averages 1 km/hr day and 0.5 km/hr night. Add time for mountains, swamps, or dense brush. Normal 8-hour foot march rate: 4 km/hr. Vehicle: convert slope using contour count — 1 contour line per 100m map distance = 10% slope; avoid routes with 4+ contour lines per 100m for wheeled vehicles.

Pace count must be established individually on similar terrain. Adjust for conditions: uphill increases pace count, downhill decreases it. Mud/snow/gravel, headwind, poor visibility, and excess clothing all shorten the pace. Night pace count must be established separately — smaller steps at night require a dedicated night pace course.

OUTPUTS  ·  GHOST ROUTE
Generate Documents
Print-ready laminate cards, plus a single full-binder package for a three-ring binder.

Generate laminated route reference cards for each defined route. Cards include waypoints, bearings, recognition signals, choke point warnings, and fallback instructions. Each member carries only the cards for routes they are authorized to know.

OUTPUT 1
Route Reference Cards

One card per route. Waypoints, bearings, choke point warnings, rally points, and fallback instructions. Designed for lamination and field carry.

OUTPUT 2
Choke Point Summary

Single-page summary of all identified choke points with threat level and bypass instructions. Suitable for briefing or wall posting.

OUTPUT 3
Rally Point Reference

One page per rally point. Location description, recognition signals, trigger conditions, and time window. Matches Allied Force RP reference format.

OUTPUT 4  ·  PRINT EVERYTHING
Full Binder Package

Everything in one document: cover page, table of contents, and every section — registry, bug-out, patrol, choke points, rally points, full OCOKA terrain, and movement standards. Page-broken per section for a three-ring binder.

Data stored locally in browser. Key: ao_ghost_route_v1  ·  Export JSON before clearing or reinstalling.
HELP  ·  GHOST ROUTE
User Manual
Plain-language guide to every screen. Hover any acronym for its meaning.
WATCHMAN:GHOST ROUTE
MOVEMENT PLANNING & ROUTE INTELLIGENCE  ·  MODULE 13

User Manual

Plain-language guide. No military experience needed.
If you can fill out a form, you can run GHOST ROUTE. Read this once, then keep a printed copy in the binder.

This manual assumes you have never opened GHOST ROUTE before and explains everything from zero. Every screen is described and labeled. Work through it in order the first time. After that, use the table of contents to jump to what you need.

CONTENTS

What's in here

SECTION 1

What GHOST ROUTE is for

GHOST ROUTE is where you plan and write down how your group moves — getting out, getting around, and linking back up. Roads get blocked, bridges get watched, and stress erases memory. This module turns "we will figure it out when the time comes" into a written, rehearsable plan that everyone shares.

The program does six jobs for you:

  • Registers every route your group might use, with a name, a type, and a list of turn-by-turn waypoints.
  • Plans evacuation with layered bug-out routes so a single roadblock never traps you.
  • Lays out patrol paths with checkpoints, timing, and recognition signals so friendly elements do not shoot at each other.
  • Flags choke points — the bridges and bottlenecks where you are most exposed — and records the bypass.
  • Defines rally points where the group re-forms after a split, with the signals to confirm "it's us."
  • Prints everything as laminate-ready cards and a single binder package so the plan survives a dead battery.
PLAIN VERSIONIt is a fill-in-the-blank planner that turns roads and trails in your AO into written routes, with the dangerous spots marked and the meet-up points agreed in advance. You build it during calm times and carry it during a crisis.
SECTION 2

The golden rule — no raw coordinates

This is the one habit that makes GHOST ROUTE safe to print and carry. Do not write raw GPS latitude/longitude or full grid coordinates into these forms. A captured document full of exact coordinates hands an adversary your entire plan. Instead, describe every point the way you would tell a trusted neighbor:

  • Bearing and distance from a named feature. "280° from the red barn, about 350 m."
  • Terrain handrails. "Follow the creek northeast until the power-line cut."
  • Recognizable landmarks. "The stone wall corner," "the second gravel pull-off past the church."
WHY IT MATTERSA route card that says "RP BRAVO: 280° from the barn, 350 m, boulder on the north edge" is useless to a stranger who does not know which barn. The same card written as exact coordinates is a gift to anyone who finds it. Describe, do not pinpoint.
BEARINGSA bearing is just a compass direction in degrees: 0°/360° is north, 90° east, 180° south, 270° west. Every adult in the group should be able to shoot a back-bearing with a baseplate compass before relying on these cards.
SECTION 3

What's on your screen

The window has three parts. The top bar shows the WATCHMAN : GHOST ROUTE name, a COMMAND SUITE link back to the launcher, and a settings gear. The left sidebar is your menu — seven numbered modules, an OUTPUTS item for printing, this HELP manual, and the Demo sandbox (RETURN TO LIVE when you are inside the demo). The main area on the right is whatever module you have selected.

WATCHMAN : GHOST ROUTE COMMAND SUITE MODULES 01 Route Registry 02 Bug-Out Routes 03 Patrol Routes 04 Choke Points 05 Rally Points 06 Terrain Notes 07 Vehicle vs Foot OUTPUTS ■ Generate Docs HELP ? User Manual ROUTE REGISTRY The selected module fills this area. Forms here. SAVE
The three regions: top bar, left menu, and the working area on the right.
SAVINGMost module screens have a green SAVE button at the bottom right. Terrain Notes and Vehicle vs Foot also save automatically a moment after you stop typing, but pressing SAVE is never wrong.
SECTION 4

Your first 20 minutes

You do not have to fill in everything at once. Do this much first and you already have a usable plan:

  1. Open Module 06 — Terrain Notes and write two or three sentences describing your AO: rough elevation, the main roads, and the obvious landmarks. This grounds everything else.
  2. Open Module 02 — Bug-Out Routes and add your Primary evacuation route from home to your safe location. List the turns as bearings/landmarks.
  3. Add an Alternate bug-out route that uses completely different roads. Then a Contingency route, ideally foot-passable.
  4. Open Module 04 — Choke Points and add the one or two bridges or bottlenecks every route depends on. Note a bypass for each.
  5. Open Module 05 — Rally Points and define one primary rally point where the group re-forms if you get split, with a near and far recognition signal.
  6. Open Outputs and press Generate Full Binder Package. Print it. You now have a shareable plan.
GOOD ENOUGH BEATS PERFECTA simple plan everyone has read beats a perfect plan that lives only in your head. Come back and add patrol routes, the full OCOKA terrain analysis, and the viability matrix later.
MODULE 01

Route Registry

The Route Registry is the master list of every route, of any kind. Bug-out, resupply, patrol, egress — if your group might move along it, give it an entry here. Each route gets a designator (a short name like "RTE-NORTH"), a type, a status (Active, Standby, or Archived), an origin and destination, a rough distance and time, and a list of waypoints.

How to add a route

  1. Press + ADD ROUTE at the top right. A blank route card appears.
  2. Type a designator over the placeholder, pick a type and status, and fill the origin/destination.
  3. Use + ADD WAYPOINT to add each leg. For each waypoint write a short label, a bearing/distance, and any notes.
  4. Press SAVE at the bottom.
WAYPOINT TYPESThe waypoint label can borrow land-nav terms: a handrail is a long feature you walk alongside (a creek, a ridge, a power line); a catching feature is something past your turn that tells you that you have gone too far; an attack point is an obvious landmark near your goal where you begin the final precise leg.
MAP IMPORTSIf routes were pushed in from the Area Intel Map, a small banner appears at the top of this screen. Imported routes are normal routes you can edit and save like any other.
MODULE 02

Bug-Out Routes

Bug-out routes are your evacuation routes from home to safety. The doctrine here is simple and worth memorizing: plan a PACE set — at least a Primary, an Alternate, and a Contingency. Each should use different roads and corridors so a single roadblock never takes out two of them at once.

HOME SAFE SITE PRIMARY — fastest, most direct ALTERNATE — different roads CONTINGENCY — foot-passable, slow but sure
Layered routes: if the green road is blocked, you fall to amber, then to the foot route.

Each bug-out card holds a destination, the trigger conditions that tell you it is time to use it, a link-up or rally reference, an estimated time, and a waypoint list. Press SAVE BUG-OUT ROUTES when done.

EVERY ROUTE NEEDS A FOOT OPTIONVehicles fail, fuel runs out, and roads close. At least one route in your set must be walkable by your slowest member. Record that in Module 07.
MODULE 03

Patrol Routes

Patrol routes are the paths your security element walks to check the AO. The two things that keep patrols safe are varied timing (never patrol the same path at the same time twice — that is a pattern an observer can exploit) and recognition signals so a returning patrol is not mistaken for a threat.

Each patrol card records the frequency, duration, team size, and order of march, then a Signals & Passwords block:

  • Challenge / Password — used behind friendly lines. One side says the challenge word, the other gives the password.
  • Number Combination — used forward of friendly lines. A secret sum: the challenger says a number, the responder gives the number that completes the sum.
  • Running Password — a single word yelled under pressure, followed by the count of people coming in, so a patrol can return under fire without stopping.
  • Near and far recognition signals, day and night — a hand sign or panel up close, a smoke or light signal at distance.

Below the signals you list checkpoints along the route with the expected time at each. Press SAVE PATROL ROUTES.

DOCTRINEThe challenge/password and number-combination methods follow TC 3-21.76 §7-10. Change the words on a schedule the whole group knows.
MODULE 04

Choke Points

A choke point is anywhere your movement is squeezed and your exposure rises — a bridge, a tunnel, a narrow pass, a single-lane underpass, a gated intersection. These are the spots an adversary watches because they know you must pass through them. List every one that touches a route, classify its threat level, and write the bypass.

Each choke point has a name, a type, a threat level (Critical, High, Medium, Low), a location description, the routes it affects, the bypass, and observation notes. Press SAVE CHOKE POINTS.

SORTINGWhen you print the Choke Point Summary, records are automatically sorted worst-first (Critical at the top) so the most dangerous spots are impossible to miss in a briefing.
PENDING PUSHESIf the Area Intel Map sends a law-enforcement or federal facility as a potential choke point, an orange banner appears here so you can review and accept or dismiss it.
MODULE 05

Rally Points

A rally point (RP) is a pre-agreed spot where the group re-forms after a split — planned or not. Good rally points are easy to find, give cover and concealment, sit away from the obvious lines an enemy would travel, and can be held for a short time. A rally point nobody can find, or that sits in the open, is worse than none.

Each RP card records a type (intra-group, inter-group MAG link-up, emergency, ORP, and so on), a location description, a trigger, the wait limit, and four recognition signals: far/near, day/night. It closes with a site characteristics check drawn from the Ranger Handbook (RHB 7-14).

RECOGNITION SIGNALS ARE THE POINTMost blue-on-blue tragedies happen at link-ups. Fill in all four recognition signals (far-day, far-night, near-day, near-night). The far signal says "the right group is here." The near signal, given face to face, confirms "it is actually us and we are not under duress."
MODULE 06

Terrain Notes (OCOKA)

Terrain knowledge is the foundation of every route decision. This screen organizes your notes around OCOKA, the Army's five-part way of reading ground (FM 3-25.26).

O OBSERVATION & fields of fire What can you see? What's dead ground? C COVER & CONCEALMENT Cover stops bullets; concealment hides you. O OBSTACLES Creeks, cliffs, fences, steep slopes — plus seasonal ones. K KEY TERRAIN High ground, the only bridge, junctions that control movement. A AVENUES OF APPROACH The corridors you — and a threat — would use.
OCOKA — five questions to ask about any piece of ground.

Fill in as much as you can in plain sentences. There is also a four-box seasonal obstacles grid (spring/summer/fall/winter), because a creek that is a stepping-stone in August is impassable in spring melt. This screen auto-saves, and there is a SAVE button too.

MODULE 07

Vehicle vs Foot

Not every route works for every kind of movement. A fast vehicle route becomes a foot-only route the moment a choke point is blocked. This screen has three parts:

  • Viability matrix — every route from Module 01 listed with a Foot rating and a Vehicle rating (Full, Limited, 4WD/Foot-only, or Not Viable), plus a conditions note.
  • Movement standards — your group's realistic foot speed, vehicle speed, and maximum daily foot distance, plus any mobility-limited considerations.
  • Pace count — your personal paces-per-100 m for day and night, and the default order of march.
RULE OF THUMBLoaded foot movement in woodland averages about 1 km/hr by day and half that at night (FM 3-25.26). Establish your night pace count separately — your stride shortens in the dark.

This screen auto-saves as you type, and the SAVE button stores the matrix as well.

OUTPUTS

Generating & printing your binder

The Generate Docs screen turns your data into printable paper. Each button opens a clean, black-and-white print view in a new tab and brings up your browser's print dialog. From there choose your printer, or choose "Save as PDF" to keep a digital copy.

The four outputs

  • Route Reference Cards — one card per route (registry + bug-out). Waypoints, timing, and notes, sized for lamination and field carry.
  • Choke Point Summary — a one-look table sorted worst-first, plus a detailed record for each choke point. Good for a wall or a briefing.
  • Rally Point Reference — one card per RP with all four recognition signals, the wait limit, actions on arrival, and the site check.
  • Full Binder Packageeverything in one document: a cover page, a table of contents, and every section (registry, bug-out, patrol, choke points, rally points, full OCOKA terrain, and movement standards). This is the one to print for the three-ring binder.
PRINT THE WHOLE BINDER AT ONCEUse Generate Full Binder Package to print or save the entire plan as a single document. Page breaks are placed so each major section starts on a fresh page — hole-punch it and it drops straight into a binder.
IF NOTHING OPENSIf a print tab does not appear, your browser blocked the pop-up. Allow pop-ups for this page and press the button again.

The same screen has Data Management: export all your GHOST ROUTE data to a JSON backup file, import it back, or clear everything. Always export before clearing or moving to a new machine.

SECTION 13

Saving, backups & settings

GHOST ROUTE saves your work inside this browser on this device. Nothing is sent anywhere. That means two things: your plan stays private, and your plan is only as safe as this device.

  • Back up regularly. Outputs → EXPORT ALL DATA (JSON) writes a single file you can copy to a USB stick or another machine.
  • Restore with IMPORT DATA (JSON) on a fresh install.
  • Settings (the gear, top right) lets you switch between dark display and a lighter, field-manual look. The choice is shared across the WATCHMAN suite.
CLEARING YOUR BROWSERClearing browser data, or "site data," for this page erases your routes. Export a backup first. Treat the JSON export as the real copy of record.
SECTION 14

Hover any acronym

Military and preparedness writing is full of shorthand. Anywhere in this program, when you see a word with a faint dotted underline, hold your mouse over it and a plain-language definition appears. It works on this manual and on the program's help text. The full list is in the glossary below if you would rather read it on paper. (Try it now: hover AO or OCOKA.)

SECTION 15

Glossary

AOArea of Operations — the ground you are responsible for monitoring and defending.
PACEPrimary, Alternate, Contingency, Emergency — a planning method that layers four independent fallbacks.
OCOKAObservation & fields of fire, Cover & concealment, Obstacles, Key terrain, Avenues of approach — the five-part terrain analysis.
RPRally Point — a pre-designated spot where a group re-forms after a split.
ORPObjective Rally Point — a rally point set short of the objective, typically 200–400 m away.
ERPEn Route Rally Point — a rally point designated along a movement route.
MAGMutual Assistance Group — allied families or households who agree to support each other.
HandrailA long, linear feature (creek, ridge, power line) you deliberately walk alongside to stay oriented.
Catching featureA landmark past your turn that tells you that you have gone too far.
Attack pointAn obvious landmark near your goal where you begin the final, precise leg.
Dead groundTerrain you cannot see from a given observation point — a blind spot.
Choke pointA place where movement is constrained and exposure is high — a bridge, pass, or bottleneck.
BearingA compass direction in degrees: 0°/360° north, 90° east, 180° south, 270° west.
Order of marchThe set sequence of people in a moving file (point, navigator, leader, rear security).
Running passwordA word yelled under fire, with the count of people coming in, so a patrol returns without stopping.
FM 3-25.26The US Army field manual on map reading and land navigation.
TC 3-21.76The Ranger Handbook (a US Army Training Circular) — patrol and small-unit techniques.
GPSGlobal Positioning System — satellite coordinates. Deliberately kept out of these printed forms.
SECTION 16

Common questions

Do I have to fill in all seven modules?

No. Bug-out routes (02), choke points (04), and rally points (05) are the core. The rest make the plan richer and you can add them over time.

Why can't I just type in GPS coordinates? It would be faster.

Because the printed plan is meant to be carried, and a captured page of coordinates exposes your entire group. Bearings from named landmarks are nearly as fast to use and far safer if the document is lost. See Section 2.

Where is my data stored? Is it online?

It is stored only in this browser on this device. Nothing leaves your machine. Back it up with the JSON export.

How do I print the whole plan for a binder?

Outputs → Generate Full Binder Package. It produces one document with a cover, contents, and every section, with page breaks between sections.

Can I share this with an allied group?

Yes, but share deliberately. Print only the cards a person needs, and remember that recognition signals and rally points are sensitive — change them if a copy is ever lost.

REMINDERA plan is only real once it has been rehearsed. Walk your primary bug-out route and visit your primary rally point in daylight before you ever need them in the dark.
SECTION 17

Demo sandbox

GHOST ROUTE ships with a demo sandbox — a separate copy pre-loaded with a worked example: a primary vehicle route and a concealed foot alternate with waypoints, a full P.A.C.E. bug-out ladder, a perimeter patrol with challenge/password and near/far recognition signals, two analyzed choke points with bypasses, two rally points with the five selection characteristics marked, a complete terrain study, and a movement planning table with a route viability matrix.

Opening and leaving. In the live module, click DEMO in the sidebar under this manual. Inside the demo, that same slot reads RETURN TO LIVE and takes you back. An amber banner across the top of the demo tells you which copy you are in at all times.

Your real data is safe. The demo keeps its data in a completely separate storage slot. Nothing you do in the demo — adding, editing, clearing — can touch your real routes. Experiment freely.

Resetting. The ↻ RESET DEMO button (top bar and amber banner) wipes any changes and restores the sample scenario.

How to use it. Read RTE-NORTH's waypoints and notice they are landmarks and bearings, never coordinates — that is the OPSEC standard from Section 2. Compare the two rally points against the site characteristics check in Section 9. Study how the River Road Bridge entry names a bypass for every affected route. Then open Generate Docs and print the movement binder — that is what your own finished plan will produce.