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My player whant to be Guerilla fighters

Squire James

First Post
Manipulating appearances is key for the weaker side to winning a war. For instance, anti-American forces in Iraq basically don't have a chance unless they can manipulate the Americans into thinking things are worse for them than they really are and shame/horrify them into leaving.

This manipulation can be greatly aided if the opposition news media doggedly reports every bit of bad news regarding the conflict while failing to mention anything good (from their standpoint) that may also be occurring.

Destroying a week's worth of mail or payroll can do more damage than destroying its intended targets.
 

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kenjib

First Post
I thought of an idea to add some interesting vectors into the idea. Let's just say as an example that the magocracy has an emperor, and a field marshal commands his armies.

Now, the field marshal is a rather ambitious sort and will not be happy until he is #1. So, the field marshal decides that he wants to secretly give aid to the resistance (who he is also fighting in the field) in order to weaken his emperor. When sufficient damage is done he can launch a military coup against a weak emperor and claim the #1 spot for himself, thereafter winning the war he had been holding back on and coming out a big hero strongly in command of a new empire.

Some thoughts on how to play it out:

* The players get tips from an anonymous, disguised, stranger that give them really great targets to hit, weaknesses of the invading forces, etc. They use these tips to go after their arch-nemeses - the Emperor and his trusted Field Marshal, both cruel and uncompromising enemies.

* The attacks make the Emperor look bad, and the upper circles of leadership within the invading forces are starting to seriously doubt his competence.

* After a time, the party discovers that their informant is actually the Field Marshal - why is he doing this? Is it all an elaborately cunning trap for the resistance? Does the field marshal have some strange hidden motivation?

* After further adventures, the party finds out that the field marshal is using them as pawns to destroy the Emperor, after which he will crush the resistance (including the party) and create his new empire. What to do? Pretend they don't know anything in order to continue getting more intelligence for attacks, all the while preparing to deal with the Field Marshal's gambit after the Emperor is gone? Sow seeds of doubt in the Emperor's mind by planting evidence and play him off against the Field Marshal such that the invasion is thrown into internal chaos so as to be more easily fought off?

* Does the Field Marshal know that the party knows who he is, creating a cloak and dagger game within a game within a game, or does the party have the advantage of him not knowing?

The field marshal/emperor titles can be any positions depending on how the invaders are structured. I'm just using those titles as examples.
 

frankthedm

First Post
Surgical strikes against Icons of the mageocrocy are a must.

If the Wizard ruler has a grand tower, toppling it would be a good start.

Lure the tarrasque to the tower. Behemoth baiting may be a risky, but the payout will be very nice. Truely, an army of one.

Capture the flagship of the mageocracy airship fleet. Turn its weapons [if any] on the tower. if that fails, crash the airship into the tower

Helm of Brilliance: This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: ten diamonds, twenty rubies, thirty fire opals, and forty opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crownlike, gem-tipped spikes. The jewels’ functions are as follows:
• Diamond: Prismatic spray (save DC 20)
• Ruby: Wall of fire
• Fire opal: Fireball (10d6, Reflex DC 20 half )
• Opal: Daylight
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated.
• It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.
• The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.
• The helm provides resistance to fire 30. This protection does not stack with similar protection from other sources.
Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.
If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.
Strong varied; CL 13th; Craft Wondrous Item, detect undead, fireball, flame blade, light, prismatic spray, protection from energy, wall of fire; Price 125,000 gp;Weight 3 lb.

Perfect for a suicide bomber
 
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Sejs

First Post
What's the difference?
Military vs Civilian targets.

Popping out of the brush to disable a supply line, then dispersing before the other side can retaliate? Guerilla.

Bombing a market place just because the people who buy their groceries there belong to the 'other side'? Terrorist.
 

Dark Jezter

First Post
Geoff Watson said:
What's the difference?

Geoff.
Guerrilla fighters are defined as being irregular combat units (usually indigenous to the region) who operate in occupied territory to harass and generally make life difficult on the enemy, by disrupting supply lines, using ambushes and surprise raids, etc.

Terrorists are individuals or groups who use violence (or threaten violence) against property or individuals with the intention of intimidating or coercing societies or governments, usually for political reasons.
 
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Inconsequenti-AL

Breaks Games
Supply lines. Morale. Command structure. Are all good targets for your players.

They could try striking at the leadership of the magocracy. Although I'd expect a magical defense or two. :)

If they use any magic gates/teleportation circles, etc then those could also be good targets.


"This'll all end in tears" OR "You'll have someones eye out with that". Enough with the political stuff already. That's what www.fark.com is for, there's usually a good 'flamewar' brewing over there at this time of the day (or any other!).
 


Bihor

First Post
I will call them Guerilla I don't want to start any debate.

Originally Posted by kenjib
Sounds like fun. Are there any factions that they can get help from against the Magocracy? Any political instabilities within the Magocracy itself that they can exploit?

The mageocracy is only 35 years, so I have a group like the Knight of the old kingdom trying to restore the old royal family.

The marshal/emperor idea is good. The mageocracy is being help by the churchs of Hextor and Boccob.
I know Boccob is suppose to be neutral but this is the main plot and th ePC are not curious.
But the clergy of Hextor could be the marshal, realy interresting.

He could suggest the attack of supply ligns of the other important group involve in the war without touching is forces.

And I like the airship thing.
 


Darklone

Registered User
Guerilla vs Magocracy.... better get Nondetection equipment fast and be always prepared to counter Buff-Scry-Teleport attacks.
 

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