Guerrilla Warfare Specialist

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The life of a Guerrilla Warfare Specialist is short and messy. Guerrillas are sent where Colonial Marines are not. After insinuating himself in the ranks, Guerilla Warfare Specialists undermine their opponents through sabotage, intelligence, and an appropriately placed bomb.

**Requirements**

To qualify to become a Guerrilla Warfare Specialist, a character must fulfill the following criteria.

**Base Attack Bonus:** +2.

**Profession:** Colonial Marine garrison infantry, colonial marine line infantry, colonial marine officer, military, or staff officer.

**Skills:** Demolitions 6 ranks, Move Silently 6 ranks.

**Class Information**

The following information pertains to the Guerrilla Warfare Specialist advanced class.

**Hit Die:** The Guerrilla Warfare Specialist gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** 6 + one-half character level, rounded down, every time the Guerrilla Warfare Specialist attains a new level in this class.

**Skill Points at Each Level:** 7 + Int modifier.

**Class Features**

The following features pertain to the Guerrilla Warfare Specialist advanced class.

**Sweep**

A Guerrilla Warfare Specialist knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 10 meters away from the Guerrilla Warfare Specialist (but not behind him or her). The Guerilla Warfare Specialist can use this bonus at the start of an encounter.

Anything not concealed can be spotted in a sweep with a successful check (TN 10). The TN for concealed or less obvious threats is equal to their Hide check result.

**Profile**

By making a Gather Information check (TN 15) when talking to witnesses of a crime, the Guerrilla Warfare Specialist compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. (For this Gather Information check, no money changes hands.)

The Guerrilla Warfare Specialist can expand the profile by making an Investigate check (TN 15) involving the crime scene or other evidence linked to the suspect. If successful, the Guerrilla Warfare Specialist combines eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect.

**Contact**

A Guerrilla Warfare Specialist cultivates associates and informants. Each time the Guerrilla Warfare Specialist gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain. A contact will not accompany a Guerrilla Warfare Specialist on missions or risk his or her life. A contact can, however, provide information or render a service (make a specific skill check on the Guerrilla Warfare Specialist’s behalf). The Guerrilla Warfare Specialist gains a low-level contact, mid-level contact, or high-level contact.

The Guerrilla Warfare Specialist can’t call on the same contact more than once in a week, and when he or she does call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate won’t be compensated monetarily, but instead will consider that the Guerrilla Warfare Specialist owes him or her a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide. For underworld or street contacts, this expense is represented by a Wealth check against a purchase TN of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase TN is 10 + the ranks the expert has in the appropriate skill.

**Bonus Feats**

The Guerrilla Warfare Specialist gets a bonus feat. The bonus feat must be a General Combat feat, Melee Combat feat, Ranged Combat feat, or an Unarmed Combat feat.

**Non-Lethal Force**

A Guerrilla Warfare Specialist becomes adept at using non-lethal force to subdue an opponent. From this point on, he or she can deal non-lethal damage with a weapon that normally deals lethal damage (if he or she so chooses) without taking the normal –4 penalty on the attack roll.

**Discern Lie**

A Guerrilla Warfare Specialist develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Guerrilla Warfare Specialist must be able to see and hear (but not necessarily understand) the individual under scrutiny.

With a successful Sense Motive check opposed by the subject’s Bluff check result or against TN 10 (whichever is greater), the Guerrilla Warfare Specialist can tell whether the subject is deliberately and knowingly speaking a lie. This ability doesn’t reveal the truth, uncover unintentional inaccuracies, or necessarily reveal omissions in information.

**Without a Trace**

When a Guerrilla Warfare Specialist uses any of the following skills: Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand, those using Investigate, Listen, Search, or Spot to detect the Guerrilla Warfare Specialist’s activity take a –4 penalty.