Better-trained militants, selected for their teamwork and stealth. Most of them originate from South America's Zone.
4 Men/Squad
Capacity[]
Guerrilla carry ammunition, one first aid kit per squad, and a shovel for entrenchment purposes.
Sensors[]
Eyes and ears.
Weaponry[]
ASCAR-I (4)[]
The ASCAR rifle was born out of need when WW3 erupted. To stay with the superpowers in terms of small arms, South Africa decided to develop a next-generation assault rifle. The first generation of the rifle family is a gas-operated 5.56mm x 40mm assault rifle that has a free-floating 16' barrel and a Milkor Rail above the handle/ ironsights of the weapon. It also has a folding stock, which makes it convenient for in close combat. A variety of add-on accessories like Eotech optics, magnifiers, red dot sights, laser pointers, flashlights, and grips are available for each weapon; here, they get a suppressor for stealth.
Upgrades[]
Weapons[]
Conquistador RPG[]
For the ability to ambush vehicles, Guerrilla get a 125mm tandem-HEAT rocket propelled grenade launcher. A reusable launcher with its own 1.5x magnification optics, the Conquistador was a previous-generation infantry anti-tank weapon of the WW3 era for the SAA. It has also seen export to other nations before the UEC came to be, however.
Equipment[]
NBC protection[]
To survive in the “salted” parts of the world, Guerrilla can be allotted NBC protection in the form of a full-body skin-tight suit and a gas mask.
Protection[]
To retain mobility, agility and endurance, Guerrilla squads don't get body armor. However, they get in-environment fully-body camouflage, and they have skill when it comes to grabbing bits of their surroundings and using it as fieldcraft.
Locomotion[]
Guerrilla squads march on their feet. Which limits them to relatively slow speed and limited endurance. And for stealth, they normally don't get transport.