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GUER Insurgents Faction Overview

rayswaynl edited this page Jul 7, 2026 · 4 revisions

GUER Insurgents Faction Overview

Source-verified 2026-07-07 against claude/build84-cmdcon36 (c3cc5b1, Build 91 / release 1.2.2 candidate). Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted (other roots: Server/, Common/, Client/, Rsc/). Arma 2 OA 1.64.

The GUER "Insurgents" are an optional third playable side (the resistance faction, side id 2) bolted onto the two-side WEST-vs-EAST Warfare match. They are a harass-only force: four player slots, no commander, no base, no factory, no supply economy, and — by design — no way to win the round. GUER players earn a per-minute cash stipend, unlock heavier vehicles by racking up kills, deny towns to the main factions, and field car-bombs, an armed recon helicopter, and a kill-scaled insurgent depot. As of B66 the faction is enabled by default (WFBE_C_GUER_PLAYERSIDE = 1, a trial-round flip from 0), so a stock dedicated server now ships with GUER live.

This page is the canonical landing page for the faction. Each subsystem has its own deep page, linked from the relevant section and from Continue Reading.

Current build84/cmdcon36 balance refresh: Balance asymmetries records the current 30/80/160 kill-tier defaults, 0.5 kill-bounty coefficient, checkpoint toll versus stipend math, upgrade dependency splits, and W1 War Chest sizing.

At a Glance

Property Value Source
SQF side resistance (str resistance == "GUER" in A2 OA) Client/Init/Init_Client.sqf:31
Side id WFBE_C_GUER_ID = 2 (== RESISTANCEID) Common/Init/Init_CommonConstants.sqf:32
Player slots 4 (Medic, Engineer x2, Sniper) mission.sqm (sync to WFBE_L_GUE)
Gate constant WFBE_C_GUER_PLAYERSIDE Common/Init/Init_CommonConstants.sqf:76
Default 1 (ON) since B66 — playable by default Rsc/Parameters.hpp:560
Activation lockout WFBE_C_GUER_LOCKOUT_MIN, 0/15/20/30 min, default 20 — delays buy/gear/Towns and confines spawned players until it elapses (slot join/select is unaffected) Rsc/Parameters.hpp:726-731
Economy per-minute stipend + kill bounty (no supply/commander economy) Server/Server_GuerStipend.sqf
Win condition none — GUER is excluded from the victory loop Server/FSM/server_victory_threeway.sqf:67
Base / commander none — base-less, no AI commander, no HQ Server/Init/Init_Server.sqf:1060-1061
Maps Chernarus (source) + Takistan (generated, TK_GUE_*_EP1) Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf

The Gate (WFBE_C_GUER_PLAYERSIDE)

Almost every GUER code path keys off one constant. B66 flipped its default from 0 to 1, so the faction is now live out of the box.

Item Value / Behaviour Source
Lobby param default default = 1 ("$STR_WF_Enabled") — comment: B66: 0->1 GUER playable ON (trial round) Rsc/Parameters.hpp:560
Constant isNil fallback also 1 (ON) Common/Init/Init_CommonConstants.sqf:76
Dedicated-server override initJIPCompatible.sqf force-re-reads the param from missionConfigFile >> "Params" >> ... >> "default", so a dedicated server always resolves to the build-time default (1) — the lobby slider is effectively bypassed for this param initJIPCompatible.sqf:134
When OFF GUER player-slot units synced to WFBE_L_GUE are deleted at boot (no joinable dead slots); three-way mode off; WEST/EAST AI do not return fire on resistance Server/Init/Init_Server.sqf:793-800

Note the air-defense loop is independent of this gate — it keys off town ownership and runs even when the playable faction is off (see GUER Air-Defense Loop).

Activation Lockout (WFBE_C_GUER_LOCKOUT_MIN)

A second, independent gate delays what a spawned GUER player can do for the first N minutes of the match — it does not touch slot selection; all four GUER slots remain joinable from the first second, and it does not touch the per-minute stipend or kill bounty (see Economy below). WFBE_C_GUER_LOCKOUT_MIN is a lobby param (values[] = {0,15,20,30}, texts[] = {"Off","15 minutes","20 minutes","30 minutes"}, default 20) read as minutes and converted to seconds everywhere it is checked. 0 turns the whole feature off through two independent guards.

Item Value / Behaviour Source
Lobby param values[] = {0,15,20,30}, default 20 (20 minutes) Rsc/Parameters.hpp:726-731
Constant fallback if (isNil "WFBE_C_GUER_LOCKOUT_MIN") then {WFBE_C_GUER_LOCKOUT_MIN = 20} — kept in sync with the lobby default per the code comment Common/Init/Init_CommonConstants.sqf:1979
Launch gate the confinement script is only execVM'd when the param is > 0; a second internal check (_lockSec <= 0 exitWith) guards the same case Client/Init/Init_Client.sqf:620, Client/Functions/Client_GuerLockout.sqf:9
Confinement a resistance player still alive when the script starts is held within 150 m of that position (snap-back setPosASL, polled every 2 s) until the timer expires Client/Functions/Client_GuerLockout.sqf:14,17-22
Confinement countdown hintSilent refreshed every 60 real seconds: "RESISTANCE LOCKDOWN\nThe insurgency activates in %1:%2" Client/Functions/Client_GuerLockout.sqf:23-28
Activation hint one-time hint "RESISTANCE ACTIVATED\nThe insurgency is live - deploy, buying, and the Towns menu are unlocked." when the timer reaches 0 Client/Functions/Client_GuerLockout.sqf:33
Deploy clamp (dead/respawning players) the respawn menu clamps its own WFBE_RespawnTime up to the lockout's remaining seconds and shows a one-time hintSilent; this runs after the WF_Debug respawn-time override, so debug sessions are not exempt Client/GUI/GUI_RespawnMenu.sqf:54,57-64
Deploy countdown display reuses the pre-existing respawn-timer control (IDC 511002), redrawn only when the value changes, via STR_WF_RESPAWN_Status ("Respawning in %1") Client/GUI/GUI_RespawnMenu.sqf:221-223, stringtable.xml:1900-1902
WF-menu holds Buy Units (11001), Buy Gear (11002) and Towns (11008) are greyed via ctrlEnable while locked, re-checked every menu-loop tick; only applies inside the resistance branch, so WEST/EAST are never touched Client/GUI/GUI_Menu.sqf:38-41
Towns menu entry IDC 11008 dispatches MenuAction 8, which opens the GUER Commissar/Towns dialog; with the button disabled the dialog is simply unreachable by click during the lockout (the dialog script itself has no lockout check) Client/GUI/GUI_Menu.sqf:230-238
Stipend / kill bounty unaffected — the stipend loop's recipient filter has no reference to this param, so funds keep accruing during the lockout window even though Buy Units / Buy Gear stay greyed Server/Server_GuerStipend.sqf:88

There is no dedicated countdown widget for this feature — it is surfaced by piggybacking on two pre-existing UI paths (the confinement hintSilent, refreshed only once per 60 s, and the respawn menu's own per-second status control). No diag_log/RPT line marks the state transition; the only record of it is the player-facing hints above.

Slots, Identity and Hostility

The Chernarus mission.sqm adds four side="GUER" player slots, all synchronized to a LocationLogicOwnerResistance logic (text="WFBE_L_GUE", id 311).

Slot Class id Abilities
Insurgent Medic GUE_Soldier_Medic 315 Fast heal, Camps restore
Insurgent Engineer x2 GUE_Soldier_Sab 312, 313 Repair, Salvage, Camps restore
Insurgent Sniper GUE_Soldier_Sniper 314 Spot marks, Lockpick, Camps restore

mission.sqm also sets briefingName = "Warfare V48 Chernarus [GUER]" and resistanceWest = 0 (GUER is independent, hostile to both main sides).

Hostility is asymmetric and gate-aware (Server/Init/Init_Server.sqf:7-14): resistance setFriend [west,0] / [east,0] fire unconditionally, so GUER AI always treat WEST/EAST as enemies. The reciprocal west setFriend [resistance,0] / east setFriend [resistance,0] only fire when the gate is ON — that is what makes WEST/EAST AI return fire on GUER players. WFBE_ISTHREEWAY is set true whenever the gate is ON (Common/Init/Init_Common.sqf:295).

No Base, No Commander, No Supply

GUER is structurally different from WEST/EAST: it has no HQ, no factories, no commander, and no side-supply economy. The client init skips the blocking waits that a base-less faction can never satisfy.

Area GUER behaviour Source
Init waits wfbe_structures, wfbe_supply_*, HQ radio and HQ/COIN waitUntil blocks are each wrapped if (sideJoined != resistance) — GUER skips them; sideHQ = objNull Client/Init/Init_Client.sqf:650,679,811
WF menu Base (11004), Team Orders (11005), Special (11006), Commander (11008) greyed out; Buy Units (11001) + Buy Gear (11002) always enabled (funds-only); Upgrade Center (11007) re-enabled as a read-only kill-tech viewer Client/GUI/GUI_Menu.sqf:2,21,27
Buy path forced onto the Depot tab (WFBE_GUERDEPOTUNITS, IDC 12020); sentinel 999 bypasses the upgrade gate; camp-ownership infantry gate skipped Client/GUI/GUI_Menu_BuyUnits.sqf:68,150,323
Vehicle service no service points — EASA rearming is at friendly town centers instead Client/Functions/Client_CanUseTownCenterEASA.sqf
Performance resistance excluded from VoteForCommander, AI_Commander, updateresources and basearea loops (WFBE_PRESENTSIDES - [resistance]) Server/Init/Init_Server.sqf:1060-1061

See Respawn and Death Lifecycle Atlas for the full no-base spawn flow.

Spawning and Safe Havens

GUER spawns at friendly towns — any town not held by WEST or EAST (GUER-held or neutral) — with no range gate. It can never be fully locked out: if zero friendly towns exist, the handler falls back to all towns.

Stage Behaviour Source
First join random friendly (non-WEST/non-EAST) town, else marker GuerTempRespawnMarker Client/Init/Init_Client.sqf:774
Respawn list non-WEST/non-EAST towns + live FOB trucks (wfbe_is_guer_fob) + resistance structures; no range gate Client/Functions/Client_GetRespawnAvailable.sqf:107,116
Placement [getPos town, 5, 15] Call GetRandomPosition (5-15 m off the town centre) Client/Functions/Client_OnRespawnHandler.sqf:52
Default gear only Engineer / Spotter / Medic defined (WFBE_GUER_DefaultGear*, AKS-74 / SVD family); Soldier/Officer/SpecOps undefined Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:22-44
IED anti-farm a Fired EH is added on respawn to stamp wfbe_ied_recent when a BAF_ied magazine is fired (drops kill bounty to 30%) Client/Functions/Client_OnRespawnHandler.sqf:68

Economy: Stipend, Kill Bounty, Kill-Tiers

GUER's economy is a single server loop (Server/Server_GuerStipend.sqf) plus kill-driven progression. Full detail: GUER Insurgent Player Economy. Cross-faction pacing context: Balance asymmetries.

Mechanic Value Source
Starting funds wfbe_funds = 50000 per team Server/Init/Init_Server.sqf:760
Stipend 150/min base, +10/min per GUER-held town below the start count, capped at 3x (450/min); paid per unique living GUER group every 60 s Server/Server_GuerStipend.sqf:18-21
Kill bounty round(unitPrice * 0.5) to the killer's team for WEST/EAST kills; 0.30 for IED kills (6 s window) Server/PVFunctions/RequestOnUnitKilled.sqf:131-152
Vehicle tier kill-driven (WFBE_GUER_PLAYER_KILLS): current defaults tier 1 @ 30 kills, tier 2 @ 80, tier 3 @ 160 (the old elapsed-time ladder was removed in B75.5) Common/Init/Init_CommonConstants.sqf:108-110
M113 VBIED second, kill-gated VBIED unlocks at 25 kills (WFBE_C_GUER_VBIED_M113_KILLS) Common/Init/Init_CommonConstants.sqf:99
Barracks AI cap base 4, +1 per 10 kills, max 12 (scales with kills, not an upgrade) Client/GUI/GUI_Menu_BuyUnits.sqf:150
FOB tokens WFBE_GUER_FOB_AVAIL = [Barracks, Light, Heavy] gate FOB delivery trucks in the depot Server/Server_GuerStipend.sqf
FOB active marker resistance-only green mil_objective map marker (guer_fob_<x>_<y>, text "FOB - forward base active - spawn and resupply here") shown while a built FOB stands; cleared on player, non-teamkill destruction of the FOB (an AI or teamkill destruction removes the structure but leaves the marker). See Map Marker Families Content Catalog for the full spec Server/PVFunctions/RequestFOBStructure.sqf:79, Server/Functions/Server_BuildingKilled.sqf:72-80

Combat Tools

Tool Behaviour Source / page
VBIED driver-detonated car bomb — instant single scroll-wheel click (one-shot wfbe_vbied_fired, no confirm/countdown, Ray 2026-06-18); server blast = 3x Bo_FAB_250 + cash-for-kills + structure-kill payout; accepts the truck or the kill-gated M113_UN_EP1 GUER VBIED Detonate Action
Ka-137 armed recon helicopter (Ka137_MG_PMC), pilot-fired; EASA loadouts MG (free) / AT-5 (2200) / Igla AA (1800), re-armed at town centers GUER Air-Defense Loop
AI air-defense a server loop keeps one airframe over each active GUER-held town (Ka-137 default, AT variant, Mi-24 on large contested towns) — runs regardless of the playable gate GUER Air-Defense Loop

Roster (Depot Pool)

The buy pool WFBE_GUERDEPOTUNITS is rebuilt dynamically by Root_GUE_PlayerOverlay.sqf whenever the kill-tier, M113 unlock, or FOB availability changes (it is not a static Core_<ID> faction array). Prices come from a Core_GUE.sqf registration-race win (Ka137_MG_PMC = 6000, Mi24_P = 18000). Full classnames + prices: Faction Unit and Vehicle Roster Catalog.

Tier Chernarus adds Takistan adds
0 (base) 6x GUE infantry + Offroad_DSHKM_Gue, V3S_Gue, VBIED (hilux1_civil_2_covered), Ka137_MG_PMC TK_GUE_*_EP1 infantry + Offroad_DSHKM_TK_GUE_EP1, Pickup_PK_TK_GUE_EP1, V3S_TK_GUE_EP1, VBIED (datsun1_civil_2_covered), Ka137_MG_PMC
1 (current default 30 kills) BRDM2_Gue, T34_TK_GUE_EP1 BRDM2_TK_GUE_EP1, T34_TK_GUE_EP1
2 (current default 80 kills) T55_TK_GUE_EP1, BTR40_TK_GUE_EP1 T55_TK_GUE_EP1, BTR40_MG_TK_GUE_EP1
3 (current default 160 kills) T72_Gue, BMP2_Gue Ural_ZU23_TK_GUE_EP1 (no T-72/BMP-2 on Takistan)
Airfield air WFBE_GUERAIRPORTUNITS: An2_1/2_TK_CIV_EP1, Mi17_Civilian, UH1H_TK_GUE_EP1, Mi24_P (at GUER-held airfields) same

Win Condition: Deny-Cap, Not Victory

GUER cannot win the match. The victory loop iterates WFBE_PRESENTSIDES - [WFBE_DEFENDER], and WFBE_DEFENDER is unconditionally resistance — so GUER is never evaluated as a candidate winner. Its role is to deny.

Mechanic Behaviour Source
Town flip eroding a WEST/EAST town's supply to 0 flips its sideID to WFBE_C_GUER_ID (2) Server/FSM/server_town.sqf:203,234
No supply transfer on any capture, supplyValue resets to startingSupplyValue; the surplus is lost Server/FSM/server_town.sqf:213
GUER towns don't regen the time-based supply tick excludes resistance-owned towns Server/FSM/server_town.sqf:93
Capture cash any capturing player (incl. GUER) in range gets 150 * supplyValue personal cash Client/PVFunctions/TownCaptured.sqf:53,60
Airfield capture GUER capture spawns no Counter-Battery Radar (no GUER registry) Server/FSM/server_town.sqf:641-643
End-of-game label a resistance winner-banner is labelled correctly (B67, STR_WF_PARAMETER_Side_Guer) — though GUER can't actually win Client/GUI/GUI_EndOfGameStats.sqf:8-9

See Victory and Endgame Atlas for the full model.

Telemetry

GUER players report as side 3 in the PLAYERSTAT|v1 wire format, with an extra |td=<townsDenied> field appended only when the gate is on. wfbe_guer_td ("towns-denied") increments when a GUER player kills an enemy inside a GUER-held town's range.

Item Detail Source
towns-denied wfbe_guer_td per-player accumulator (broadcast) Server/PVFunctions/RequestOnUnitKilled.sqf:92-101
Wire field ` td=appended for side=3 whenWFBE_C_GUER_PLAYERSIDE > 0`

Takistan Parity

The Takistan mission (Missions_Vanilla/[61-2hc]warfarev2_073v48co.takistan/) is generated from the Chernarus source by LoadoutManager and carries the same GUER logic with TK_GUE_*_EP1 classnames and a datsun1_civil_2_covered VBIED. The player overlay is a single shared file (Root_GUE_PlayerOverlay.sqf) that branches at runtime on worldName == "Chernarus" — the IS_CHERNARUS_MAP_DEPENDENT macro was undefined when the file is loaded standalone, so it was replaced by a runtime check (GUER-MAPFIX 2026-06-18). A separate Root_TKGUE_PlayerOverlay.sqf must not be created — LoadoutManager's DeleteExtraFiles would wipe it on regen.

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