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Guerilla


Rules intended to allow players to "...embark of a journey of diverse experiences and challenging situations." One side represents the state, while the other side takes the rebel role. Each player rolls on a random table to determine his force and mission. Further dierolls determine the terrain, presence of civilians, and arrival of reinforcements. Simple rules cover hand-to-hand combat, ranged combat, formations, and morale. All weapons belong to one of four broad categories (for instance, throwing knives and shotguns are considered the same weapon type). Victory conditions vary per side, reflecting their different aims and aspirations. Rulebook includes list of guerilla wars throughout history.


Designers
Iain Dickie, Jim Webster
Publisher
Pireme Publishing Ltd
Year Published
1996
Status
In Print
Contents
42-page digest-sized rulebook
Basing
Unstated, but presumably individual

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This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 14 May 1997. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 8 November 2016.

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©1994-2017 Bill Armintrout
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