
| Intelligence Requirement: Stage Stamina: Maximum Stages: Bonuses: |
Semi (0) 3D+3 (6-21) 5 |
|
| Hand to Hand to Duck Options |
+2: 1-5 (roll 1D6) +3: 6 +1 +1 |
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Guerrillas are those that are adept at hand to hand combat. They are extremely useful when in close-quarters or weaponless fights, however, they are vulnerable to those capable of long-range attacks. Hand to hand combat includes weaponless combat using claws, fists, etc., the hand held use of edged or blunt weapons, or the thrown use of pretty much anything.
The bonuses awarded with a stage of Guerrilla obviously focus on excellence in hand to hand combat. After completing a stage of Guerrilla, a being will go up 2, maybe 3, points of hand to hand ability. With this increase, hand to hand attack, defense, and damage rolls will all improve. The stage stamina awarded with a stage of guerrilla is the second highest of all the occupations, next to infantry. Also, their duck increases marginally.
A skilled Guerrilla learns various complex attacks which can cause devastating damage to their opponent. (Eg: Flying round-house kick, eye-gouge technique, etc.) However, these attacks are difficult to accomplish and thus involve a negative to hit. Each stage of Guerrilla allows you to add a negative to hit up to your stage of Guerrilla. Each negative that is added to your attack increases your damage according to the following table:
| Stage of Guerrilla | Maximum Negative To Hit | Damage |
| 1 2 3 4 5 |
-1 -2 -3 -4 -5 |
+2 +4 +8 +16 +32 |
Finally, each stage of guerrilla awards a single specialized ability called an 'option'. There are five to choose from:
Manipulation Attack/Defense +2 - Each
time this option is taken, the Guerrilla gets a +2 bonus on manipulation attacks (hold, joint lock, disarm,
make prone). Normally with these attacks, you would have to beat a target
by ten for success. This bonus effectively reduces the amount you need to
beat the target by. Additionally, the guerrilla gains a +2 bonus on
defending against these attacks, increasing the amount the attacker has to beat
him by.
Pain +1D - each time this option is taken, the guerrilla will inflict an extra die of pain on each attack. (Quite useful if you often try for joint locks.)
Virtual Damage - the ability to make an attack only inflict virtual damage. Blunt weapons only (ie: no blades).
Quick Rise - when knocked down, this option will allow the guerrilla to get up without expending any dice.
Movement +1 - increases the guerrilla's movement rating by 1.
On the battlefield, a skilled guerilla can easily be the most feared. Often, those skilled in the use of long-range weapons will be powerless to defend against one skilled in hand to hand combat. The reverse, however, may not be true. A skilled guerilla within striking distance of his enemies can literally hack his way through them. High stamina and perhaps a stage or two of a more duck oriented occupation such as infantry or scout will ensure the guerilla’s survival, while these occupations will often not help his targets.
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Note: The occupation Guerrilla is one of the few occupations a being (animal) with semi-intelligence can be. |