Guerrilla
Alert
Destroy
Diplomacy
Type
Power of Attrition
Destroys Winning Ships
As a leader, after losing in combat, use this power to weaken your enemies. Weakened actors suffer casualties, losing all but one committed ship.
Legacy: After combat, winning actors suffer one casualty.
The Guerrillas have been at war for so long that they forgot who they were originally fighting. But whoever it is, they will be destroyed by any means necessary.
Leader: Combat
Mandatory
Wild Flare
As the defender, after a payoff following your loss in combat, you may discharge this flare to vaporize the target planet, along with all stationed ships on that planet. Burnout.
Defender: Payoff
Super Flare
When using your power, you may discharge this flare. Weakened actors suffer regular casualties this encounter if they committed three or fewer ships.
Leader: Combat
Modifications
- Guerrilla’s legacy causes all actors to lose one ship after winning, effectively resulting in every combat producing casualties, similar to constant slapfights. This legacy incentivizes more negotiating for aliens that care about losing ships. Zombie and Observer relish this one. Original Cosmic has no legacies.
Tips
- Guerrilla’s base power incentivizes aliens to only send one ship, as Guerrilla’s power won’t destroy ships if its enemies only have one. When Super Guerrilla appears, aliens have no choice but to send 4 or negotiate.
- Guerrilla’s power deters its enemies from engaging in combat, allowing Guerrilla to more easily push negotiation. This is even more powerful when Guerrilla is the invader, as it can effectively choose how many ships its opponent will commit.
- Guerrilla’s power is lose-based, meaning it will never use its power if it never loses. Losing a few times can benefit Guerrilla, especially if the enemies send a lot of ships for some reason.
- Guerrilla uses its power after loss, even if it has no ships in the encounter. This can make it advantageous for Guerrilla to lose when defending a planet that’s already been invaded, though in such a case, the invader is unlikely to send multiple ships unless they must.
Development Notes
- Guerrilla’s power of attrition ties theme and mechanics together well. There isn’t much about it I take issue with, hence why I made no major changes.
- While Guerrilla’s power destroys ships, its passive benefits give it combat and diplomacy support, incentivizing both negotiation and committing fewer ships. This meshes well with the fact that Guerrilla is a lose-based power, which doesn’t necessarily want to activate as often as a regular power.
- Guerrilla and Assassin in the same match can put the other aliens in a tight spot. When destiny sends them Guerrilla’s way, aliens may have no choice but to negotiate, as they’ll otherwise have their base popped due to poorly guarding it.
- Guerrilla’s power is surprisingly effective against the normally all-powerful Virus. If Guerrilla attacks Virus, it can effectively guarantee one planet will be conquered on the second attempt.