recursal/Fanatic-Fandom huggingface dataset:
Merlo Reis

**Merlo Reis** is a Corvid pilot.

In the campaign, Reis' vehicle is a Shortbus, with a Kraken, a Pinch, and EMP grenades for defense.

## Acquisitions Entry

> Grew up in the West End Slums, racing reclaimed junkers for sport and prize money. Later fell in love with a dashing Corvid pilot, joined the cause. Intended to raise their daughter as a would-be freedom-fighter when a Loyalist kamikaze drone disintegrated her husband. **Reis** turned to mercenary work to keep food on the table; lacks strong community ties and is increasingly uncomfortable with what caretakers she can afford. The racing background and desperation has made her a competent pilot, and if her daughter's future is invoked she's liable to accept the contract for a modest sum.
>
> - Beynder, SNC Informatics Division
>
>
Temblor

The **Temblor** is a Laser weapon, in the Small Weapons category.

## Acquisitions Entry

> Technically this thing is a tool for mining and excavation, vibrates rock and most construction materials so hard they turn to powder. Hardshields laugh it off though and most metals will just make funny sounds, so the Temblor wasn't adapted for military use until the NEP needed something special for "dynamic urban restructuring", aka mouseholing. When the food riots hit their peak you'd see mog teams bursting out the sides of buildings, clad with Temblors and hydraulic claws for dealing with rebar. The powdered concrete would cling to the mogs and give them a sickly white look, hence the "Guriçá" nickname. Had people living in those dense habitation blocks real spooked, especially since more than one Guriçá team caused a building to collapse.
>
> Around that time Central also discovered the Temblor does the same thing to bones and teeth as it does to concrete. Officially they don't do that anymore, though I've seen enough people with the hallmark disfigurements that I'm guessing it can't all be blamed on the Nobrean mafia.
>
> -MB
>
>

## Notes & Strategy

* Less a weapon than a tool for demolition and maneuverability. A Brigador intent on hunting Orbital Guns may use it to mouse-hole their way (in an urban AO, mind you) through structures and walls towards the objectives and back again to the exit.
* Poor damage against shields and hull. Don't trust it in a firefight.
* A Brigador in a fast and agile Arlo, Hoker or Ropekid, equipped with an Active Camo, can blast through districts in record times. Speed is key: aim for the Guns, predict and avoid the flow of reinforcements, and reach the exit in one piece.
* While you're at it, destroy ammo depots as well for good profit.

## Trivia

* Guriçá is one of the names for the ghost crabs of the Ocypode genus on northeastern beaches of Brazil. Also known as Maria-Farinha (Mary-Flour).
Tomahawk

The **Tomahawk** is a pilotable Loyalist Light Agrav bearing one Main and one Auxiliary hardpoint. It is the fastest Loyalist agrav available to Brigadors.

## Acquisitions Entry

> The Tomahawk traces its fuselage heritage directly back to pre-colonial helicopter designs. Which you think would put it at a disadvantage, but aside from the indirect-vision equipped armored canopy (evolved further in the Buckler) this bird remains a favorite of pilots. The drive/plant are fairly primitive and demand more fuel than a lot of agravs, but its simplicity means it spends more time in the air than in maintenance. The main hardpoint underslung along the center of balance keeps recoil manageable. Its got one of the best lateral speeds of any agrav. They’ve recently forced a garrison-wide repaint to cover up, but Tomahawk pilots are known for their increasingly elaborate (and explicit) canopy and nose art.
>
>
>
>
>
>
>
>
> -MB
>
>
End in tragedy

*The war was raging under Lumina Palace, but the Light army was in a position of advantage*

*they were winning, their victory was almost crushing on the Shade's forces*

*It felt so easy*

*almost too easy...*

*wait, were was Necrozma???*

*Tapu Lele searched around the battlefield with her eyes and saw the black commander pierce trough the shield she inavvertedly lowered*

*Lele screamed, gaining tapu Koko's attention. he glanced at her, but Necrozma was too fast almost desperate, aiming towards Solgaleo*

*He was too near, the Tapu's were too behind*

*the fight started*

*"Move over!"*

*Necrozma's distorted voice resonated as the two titans clashed toghered*

*Solgaleo roared, determined to protect his egg*

*"I won't let you touch them!"*

*He bit the Shade legendary's arm and pulled until it tore away from the body.*

*Necrozma screamed in pain and moved his remaining arm forward*

*Necrozma's eyes widened as he felt the hot, sticky liquid on his claws, the limp body that was weighing him down, his opponent's blank stare directed at him

He sneered, shaking as the ligth type's body plummeted to the ground

This... wasn't a part of the plan

Tapu Lele ran towards Solgaleo's body on the palace roof, madly crying and shaking

"NO!"

She shouted between her tears and gritted her teeth, enraged.*

*Her trainer's z-Crystal started to gleam as Lele transformed in a horrid, six-limbed creature, reminiscent of a butterfly*

 *"Y O U"

her voice was a rumble as she turned her new giant form towards Necrozma, who tried to run away, and grabbed him Whole with one hand.

Startled and weakened by his wound, he didn't put too much resistance and got repediately slammed on the ground

finally, as Lele's fury was quenched, he got launched away towards the sea.

The tapu got back to her usual form as the Tapus got her in a tight Group hug

that was her first z-move, but nobody was in the mood to celebrate

The last six-pointed-star had died.*
Nobre Dunes Gated Community

**Nobre Dunes Gated Community** is a light residential District.

## Topography

Nobre Dunes has a small residential zone, wide areas of mown grass, with light industrial areas along the District Walls hidden by hedges. The District Control Gates are in the South-West edge and Northern corner. There are a few Sparrow Turrets placed around the area.
Stillwell

The **Stillwell** is a non-pilotable Spacer powersuit.

## Acquisitions Entry

> Spacers leave me with more questions than answers. I know that sounds stupid, but I’m not talking just talking about lack of intel to go by. Take the Stillwell for example. It’s roughly Mog sized, a little top-heavy, but you only have to look at the weapon bay relative to the entry hatch up top to know that there’s no way it’s a manned unit. There’s nowhere for the driver to sit. They don’t do this for their more obviously unmanned drone type units, so why do it here? Is the Stillwell’s design more common than not, and they’re faking greater numbers of manned to unmanned vehicles in the field? Are Spacer vehicles covered in potemkin hatches? Are the rumors about Spacer birthrates true? Or true that even with their cruel nature, they still have trouble recruiting new soldiers from their listless population?
>
> -MB
>
>
Zona Abragão

## Minimap

**Zona Abragão** is a small district of Solo Nobre. It is featured in the Campaign Mission, Knife Chase.

## Topography

Zona Abragão is a short rectangular area filled with high-rise residential blocks and plenty of asphalt. The District Control Gate is in the South-West of the district.

* There is an Orbital Gun in the Western corner of the map.
* There is a Comms Tower in the North-East, surrounded by disengaged Panic Walls

Click to view a full-size map of Zona Abragão
The Dutch Fist

## District Minimap

**The Dutch Fist** is the third Tutorial Mission from the Up-Armored Edition tutorial campaign.

This tutorial covers:

* Centered camera vs. Cursor-following camera
* Crouching

## Acquisitions Entry

> Clotilde, your aptitude for violence in a mech rivals your skill with a blade up close. The SNC will surely archive these contracts for posterity. Please continue your removal of Loyalist forces into the next sector of Letterard.
>
>

## Loadouts

The only available loadout for this mission is Aalto's Zöllig.

## Enemy Units

* 8x Addaxes
* 1x Sparrow
* 4x Loyalist Infantry
All was well

*All was well. birds were singing, snow covered everything in a light White coat. It was Tapu Lele's favourite season.*

*She was sitting on the very top of her tower, a light smile on her face, looking down at her subjects of the pink legion, her children.*

*The older ones were playing with hatchlings, while the youngest were preparing for their daily healing training.*

*She loved them all, and she was calm, for once. it seemed just like a perfect day... until she saw a Yellow Oricorio fly at max speed towards her. It had a message:*

*"We saw him*

*the priests are waiting*

*come to Lumina Palace as fast as you can"*

*She didn't need a signature to know from who the note was, but she read it anyway. The word "koko" was written in chicken-scratch on the paper used.*

*She flew down the tower, and greeted her subjects*

*"my children, we must go. Lumina city needs us. gather the hatchlings. keep them safe"*

*She made a reassuring smile as her heart pounded in her chest, faster at every second.*

*Thanks to her magic, the Whole legion was there in one hour.

There was a common feeling of fear. He was coming, someone said, he had a Whole army.

The Tapus and their priests were gathered around their king, the six-point-star Solgaleo.

He was weakened by age and old wounds, but his spirit did not falter. He was fiercely rejecting the idea of hiding somewhere to be out of risk, an idea that Tapu Lele and her trainer were fiercely pushing.

"Don't you understand? If you die, we won't have light anymore! we'll be all dead." Exclaimed the pink leaders in a desperate attempt to make him change idea

"I won't leave my place!" He roared back, standing on his feet and exposing the egg he was sitting on. The egg had a single pattern, a eight pointed star, and seemed to emanate pure light

" Won't leave my child and my people alone"

Tapu Lele tried to say something, but instead she folded her hands in front of her and bowed her head

"...as you wish"

The air was cold, and darkness started approaching the city as thousands of twisted creatures ran towards the palace, while their commander, Shade Necrozma, was floating above them.

Tapu koko and his trainer readied as all the other Yellows did

Tapu Lele opened her arms to conjure a shield, while her subjects prepared their healing tools

Tapu fini and the Purples were gone, already hidden in the shadows and prepared to strike

Tapu Bulu was near Tapu koko, but his subjects were rushing to stash all the supplies that could help

Solgaleo roared

Necrozma surged forward*
Propter

The **Propter** is a Light Corvid Agrav vehicle with one Auxiliary and one Turret hardpoint, trading enhanced mobility over The Pompadour for reduced firepower and even less defense.

## Acquisitions Entry

> The amount of effort spent styling these agravs is almost tragic given how easily they’re chewed up, but that’s assuming you can hit them. Whatever genius is styling these machines must also know their engines because not even a Tomahawk can keep up in a straight race. No two are the same, but they all look like something out of an old silent movie. No clue where the builders saw one though. Hate to admit it, but for once the Corvids are building with style, and it’s pretty effective in a dogfight as well.
>
>
>
>
>
>
>
>
> -MB
>
>
Marlowe

The **Marlowe** is a non-pilotable Loyalist Light mech.

## Acquisitions Entry

> Where the Buckmaster was built around the Zeus, the Marlowe was built around the Galinha. Once NEP Brass got over the whole uproar about the Galinha and realized it’s the best thing the Design Bureau has produced since the blockade, they ordered two mechs to be built entirely around it. The heavy variant became the Mantis, the light variant is the Marlowe. Doesn’t have the flexibility of the Fork, but keeps most of its speed, at least on a straightaway. Packs a punch without killing your mechanics with maintenance either, unlike with the Buckmasters.
>
> -MB
>
>
Rat King

The **Rat King** is a Corvid Ultra Mech. It has two Heavy hardpoints and high melee damage, and as an Ultra class benefits from +25% damage resist to compensate for its low speed.

## Acquisitions Entry

> Note:
> -Ultra class, +25% damage resist
>
> I have a hard time believing these things have an up time of more than an hour or two on a side, depending on how many rounds get fired. Two Heavy mounts in a nest of guide wires bolted to a cannibalized bomber fuselage, and who knows how many Corvids inside keeping the thing running. The old school bomber approach to crewing is a cute touch, though. Waist gunners, main gunner seat where the bombardier would sit. Knowing that bolting any more armor to the vulnerable backside would topple the thing right over, they just stick a dedicated spotter back there and call it good. Too much of everything and a philosophy of radical inclusiveness, especially bad ideas. The Corvid way.
>
> -MB
>
>

## Notes & Strategy

* The Rat King's torso does not turn backwards. Mind your 6 o'clock.
* The Rat King comes with two Gutterballs and two Bonesaws as auto-firing guns.

## Trivia

* A rat king is a rare phenomenon where a number of rats become entangled by their tails.
* The achievement **So It Goes** (earned when an operation is completed with a Rat King equipped with 2x Königs and Audio-Kinetic Pulse) may get its name from hip hop group Rat King's song So It Goes.
	+ Its name may also come from the book Slaughterhouse Five, where "So it goes" is a phrase that is repeated whenever something is described as dead.

## Achievements

Complete an operation with a **Rat King** equipped with 2x Königs and Audio-Kinetic Pulse.
Suicide Machines

## District Minimap

**Suicide Machines** is the seventh Campaign mission.

## Acquisitions Entry

> Haskin's Port is a former logistics hub for interplanetary commerce. When Great Leader closed spaceports citywide (routing interplanetary trade through Eixo) Haskin's Port all but shut down completely. All freight was declared property of the NEP, and has remained there since, the massive backlog hastily stacked.
>
> With the present opportunity, a heavily armed Corvid detachment moved immediately to occupy Haskin's Port, and they have men going through the bosex. The SNC is very interested in what the Corvids are looking for buried for years in shipping containers in Haskin's Port. Remove the command vehicles overseeing this search operation, so that we can deploy our own teams to search the Port.
>
>

## Loadouts

* Reis' Shortbus
* Pinho's Troubadour
* Giancarlo's Rope Kid
* Bromlin's Party Van

## Enemy Units

* 5x Dragons
* 8x Varlets
* 2x St. Benjamins
* 4x Hannibals
* 1x Killdozer
* 1x Party Van
* 1x Scab

## Notes & Strategy

* Five Dragons are spread over the map in a U-shape, take them out without triggering one of the 8 spotter Varlets.
* There are small Panic Walls protecting the central Orbital Guns, Western Power Station and Eastern Comms Tower
Praetor

The **Praetor** is a heavy Loyalist Mech, with one heavy and one turret hardpoint.

## Acquisitions Entry

> It's the nature of military engineering to take things too far. The Praetor represents that limit, as least as far as Loyalists are concerned. Touro's stouter younger brother, the Praetor is a command variant with major firepower and the ability to take a little more on the chin. Pays for it in tight corners though. Praetors are slower and can't turn for shit, but you can ride the thing straight through an enemy line and out the other side. Design Bureau laughed at Chief Engineer Halleck after that "maneuverability is for cowards" rant, but Praetors have plowed though walls and even minefields without a dent before, so who's to say? Besides, Halleck is second only to the Founders in the Praetor driver set.
>
> -MB
>
>

## Trivia

* Colonel Rome pilots a Praetor class mech (callsign "Wolfmother") in the Brigador Audiobook. According to it, it is outfitted for direct fire role with a 105mm Cannon (Presumably an Abbot) and a heavy machine gun for defense (Most likely a Mãe Dois 12.7mm). It would seem that Rome's Heavy mount has been downgraded to a Main, or rather, Praetors piloted by Brigadors have been upgunned to a heavier mount.
* Vehicle of choice of Corvid pilot - and ex-NEP veteran - Dieudonné Rem.
Operations Manual - Weapons

## Note:

-There are five weapon mount sizes: heavy, main, auxiliary, turret, and small. Weapons are unique to their mount size.

-There are four weapon types: cannon, machine gun, artillery, and energy.

-Cannons are mostly slow firing, loud, long range, and large area of effect.

-Machine guns are mostly fast firing, moderately loud, long range, and single target.

-Artillery are mostly slow firing, low or high arc, quiet firing but loud on impact, and very large area of effect.

-Energy weapons have a broad variety, but are all flat arc and largely effective against shielding but poor against environment.

-Specials are infinite use but on a cooldown.

-Ammo drops from enemy units are weapon agnostic but ammo depots are specific to weapon type.

-All weapons have a penetration value, while all environment and vehicles have a penetration resistance value. A high penetration round can damage multiple targets with a single shot.

-Some weapons can stun enemies for a short duration.

<< Back to Lore
Spotter

Unarmed Varlets are commonly used as spotters

A **Spotter** is an enemy vehicle with the ability to issue District-wide alarms should they observe a Brigador operating in the area. They are clearly indicated by a light blue 'eyeball' icon above them.

When a Spotter first sees the player (indicated by a long blue line running between the Brigador and Spotter) it will try to quickly approach to confirm the player as hostile. Once this is done the Spotter will begin raising the alarm, and the blue 'eyeball' icon will become a pulsing orange 'radio beacon.' They will also attempt to raise the alarm if they get damaged, regardless of line of sight.

Destroying the Spotter before the alarm has sounded will stop the call.

It will take roughly 6 seconds to radio in an alarm if a Comms Tower still stands in the district. This rises to 14-15 seconds once all towers have been destroyed.

Many Vehicles can be spotters, from small Tuk Tuk vehicles such as the Varlet and the dedicated spotter variant Lineman, to large Ultra-class vehicles such as the Citadel.
Viper

The **Viper** is a Loyalist Treadbike, unpilotable by the player.

## Acquisitions Entry

> An up-armored treadbike that offers the speed and flexibility of a treadbike without the common downsides. The Viper is new and quickly becoming a Loyalist darling. Allegedly designed by Chief Engineer Halleck in a dream. Also allegedly stolen from Corvid blueprints. Suggesting the latter is considered a punishable offense.
>
> -MB
>
>
Nickel

The **Nickel** is a heavy Corvid Tank equipped with dual Turret hardpoints. Though slightly undergunned for a Heavy class, it is very fast for its size.

## Acquisitions Entry

> Your classic Corvid unit. Lots of minor variations on this one, but tank treads and a big truck and a gun platform in the bed has "civil war classic" written all over it. Versatile, timeless irritant for the NEP. Honestly sometimes they can put enough low caliber rounds through the driver and gunner that the Loyalists re-scavenge some of the treads for their tanks, but you didn't hear that from me.
>
>
>
>
>
>
>
> -MB
>
>
>
>

## Achievements

Complete an operation with a **Nickel** equipped with 2x Crambo and Smoke Projector.
Swordfish

The '***Swordfish'*** is a pilotable heavy Corvid Agrav, armed with one Main and one Small hardpoint.

## Acquisitions Entry

> Corvid engineering and pragmatism at its finest. With decommissioned aircraft being a dime a dozen these days, they've taken the old fuselage and stripped it down to fit an anti-grav drive and all the trappings of modern mechanized units with it. Most of the propulsion is dedicated to front and rear mobility with only a cursory effort to allow for strafing.
>
>
>
>
>
> Though it lacks the full agility of a true scout agrav, it makes up for it by being damn near impossible to hit when pointed at the enemy. Swordfish pilots are fond of leading the action by charging in and out of combat, turning around only when safely out of range. If jousting is your preferred fighting method, this is your ride.
>
>
>
>
>
>
> -MB
>
>

## Notes & Strategy

* Its high top speed, narrow profile, and low strafing rate makes it an effective jouster: equip a Donkey in the small slot and hit them at point-blank range.
Olu Salazar

**Olu Salazar** is a Corvid pilot.

## Acquisitions Entry

> Reported to be kind, charming, and loyal to his planet - in other words, weak. He affects an air of confusion to keep enemies off guard, but we have recordings from orbit of his antisocial behaviour when he believes he's cornered. One of the only known living pilots to have used the 'Rope Kid' and survived, his skill is honed from years of trickery and deceit. He's formidable - but easily lulled to inattention when he believes he has an escape route.
>
> m.p.C.C.
>
>
Schultz

The **Schultz** is a Loyalist Heavy Agrav, a modified Fritz chassis added in the Up-Armored Edition. It was initially non-pilotable, but was made pilotable in the Blood Anniversary Update Part II.

## Acquisitions Entry

> Take the Fritz, toss out most of its more sophisticated components and weld a Sparrow on top. There you go, Schultz at your service. I don't know if this was a case of making the Fritz more maintenance friendly, an odd solve for excess Sparrow uppers, or just a symptom of the NEP's perpetual desire to upgun its arsenal.
>
> Regardless, the Schultz makes for an odd but workable large caliber tank destroyer. Design Bureau keeps messing with its gyros, doesn't always mean something's wrong - plenty of revisionists in that crowd, tinkering for its own sake.
>
> -MB
>
>
Orbital Gun

**Orbital Guns** are massive defensive artillery found in Solo Nobre, built by Great Leader to be used as a deterrent against both orbital spacecraft and any long-range terrestrial threats approaching the city. With the death of Great Leader and the NEP in disarray, they are the primary defense against outright invasion by the Solo Nobre Concern.

Their destruction is one of the primary conditions of the Brigador contract. During a mission they are often either primary or secondary objectives, and therefore their destruction usually offers a good bonus.

They will not fire upon Brigadors on the ground.

## Notes & Strategy

Every district has 4 Guns. Destruction of every Gun in all districts in a contract will render a bonus payment - which will be properly increased by vehicle and pilot multipliers.

The most uncomplicated minimal objective in a district. Guns have fixed locations in each district meaning that, with time, navigating to them will come easily, shortcuts and obstrusions included. Some are placed right next to exploding scenery, so a few shots towards its general direction will finish it.

Guns just stand there. Technically, any sort of ammunition will take one down, dedicating enough time on it (minus the Black Hand, which does nothing to cover). But only The Auditor is allowed unchecked through districts, all other Brigadors will find opposition in the task so it is wise to consider the efficiency of your setup when Gun-hunting.

* Any sort of mortar (Faker, Scimitar, Metronome or Balão), howitzer (Gutterball or Harvester) or Chemical Projector (Chuffer or Ploughman) is a great, if not optimal, choice to take down Guns. They'll prove their worth even more if Panic Walls have been lifted, nullifying their protection.
* Dedicated demolition weapons like the Temblor and Bully make quick work of the Gun itself and any obstacle on the way.
* Machine Gun munitions in general have a hard time eroding structures, Guns included.
* Weapons aside, an Audiokinetic Pulse will sweep aside the Gun and obstrusions, if in its radius of effect. Mind the detonation blast.

Ramming a Gun with your vehicle is a poorman's option of damaging a Gun, but do not kill it this way, or else the blast will either severely damage or simply total your vehicle.

The detonation of a Gun can be used if hapless foes are passing by, much like Ammo depots.

Destroying an Orbital gun is extremely loud and will draw in enemy vehicles from a large radius. Sometimes it's a good idea to destroy an orbital gun just to see who comes to investigate as it allows you to set up an ambush from inside already secured area.
Noise

Almost all actions generate some level of **Noise**, which can be heard and subsequently investigated by nearby enemy units.

A Brigador should be conscious of the noise they are making, as building destruction, explosions, weapons fire *and* impact can put enemies in the surrounding area on alert to investigate the source. Some noises are louder than others, alerting enemies in a wider range.

Each weapon has a noise value for its initial firing as well as the impact of its shot. Some weapons, such as the Black Hand or the Crambo, are near-silent and allow for stealth runs in powersuits or other small vehicles. Others, such as the Heavy-class 'Bishop' Cannon, have deafening reports and will alert enemies far off-screen to your presence the moment they're fired. Horns all have the same noise value, attracting enemies near the top and bottom of the screen, but not far left and right (on centered view, in 16:9 screen format).

With some forethought, enemy units can be manipulated with noise; firing loud weaponry, or sounding off a horn, and then quickly changing positions and ducking behind cover before they converge can pull opposition away from Ammo Depots or mission-critical structures, or bring several scattered enemies together to one place for easy mortaring.
Thunderclap

The **Thunderclap** is a Laser weapon for Main hardpoints with a long range, high rate of fire, and strong effect against both hull and shielding.

## Acquisitions Entry

> The Thunderclap’s colorful name derives from a more than passing resemblance to lightning. What appears as a bright blue beam is actually the ionization of oxygen from thousands of femtosecond laser pulses. A paper in the Journal of Weaponized Photonics titled “Improved Efficacy of Ultrafast Pulsed Impacts Against Shielding and Carbon Based Lifeforms” made the rounds about a decade ago, but this is the first successful deployment I’ve seen of those outlined principles. The Thunderclap has shown to be particularly effective at both armor ablation and hardshield disruption, with poor performance against fortifications and high density structures being the only apparent drawback. As Thunderclaps are a mainstay of Spacer forces, I suspect this explains why Jericho cannons are fielded so numerously as well.
>
>
>
>
>
>
>
> Psyops have taken a particular interest in the weapon due to unusually high incidence of combat fatigue in theaters where it’s fielded. I suspect this has to do with the particularly disturbing fashion in which the beam sublimates living tissue, most impacts leaving behind only a fine red mist and bones heavy with gristle. It is a powerful and distinctive weapon, rightly feared.
>
>
>
>
>
> -Efi
>
>
>
>

## Achievements

Complete an operation with a Kettle equipped with Harvester, **Thunderclap**, and Smoke Projector.
Trains of Solo Nobre

## Acquisitions Entry

> The joke is that a clerical error or a misplaced decimal point is how we got Solo Nobre standard gauge rail, but the truth is simpler. Even before there was a Great Leader, the founding interests in Solo Nobre (the same that have come back to reclaim it) knew that the colony held great potential for military and economic interests. You need to move a lot of raw material, and also a lot of materiel.
>
> All the old railways on Earth had a lot of nasty retrofits to deal with in the age of putting a squad of heavy mechs on the same freight train, but Solo Nobre’s railways were built that way from the ground up, with enormous trains to match. Rails set as wide as a lane of car traffic, locomotives as tall as an apartment block. I doubt Great Leader’s quest for complete orbital gun coverage of the city would have been remotely possible without our oversized railroads and engines. Helps that the vast majority of Solo Nobre was already flatter than hell to begin with, it’s a railroad dream. Trainspotters’ paradise. Nobody has photos of the giant war trains that rolled in from Eixo decades ago, but that’s a different subject.
>
> -MB
>
>
Mother's Love

**Mother's Love** is an unaligned heavy tank available for purchase from Aquisitions as part of the Blood Anniversary Update Part II of June 24, 2021. It has a large array of heavy weapons already installed as part of its auto-firing weaponry and will automatically bring all of them to bear on any enemy within view in front of it. It is the largest moving vehicle in the game and also the slowest.

## Acquisitions Entry

> Note:
>
>
> -This vehicle has additional auto-firing weaponry
>
>
>
> [No Data available]
>
>

## Notes & Strategy

* Mother's Love comes equipped with six auto-firing weapons, the most of any vehicle currently in the game.
* Its slow speed and large size makes it vulnerable to attacks from the rear and sides as repositioning is a slow process. Try to make sure all enemies behind you are already dead.
* Its Autofiring weaponry consist only of cannons and machine guns, making artillery and laser weapons good candidates for primary and secondary weapons.
* Its unique horn speaks the quote from the prologue mission "Solo Nobre must fall". Its horn also has the largest area of effect of any horn in the game, reaching beyond the edge of the screen and being roughly equivalent to the effect of destroying an orbital gun. This can be used to lure large numbers of enemies towards you, compensating for its extremely low speed to more quickly clear maps.
* It is the only vehicle in the game to have no intel of any kind.
Ripley Snell

**Ripley Snell** is a Corvid Pilot added in the Up-Armored Edition.

## Acquisitions Entry

> Bassist for Twelve Seven, not that the rest of the band is still alive. Hot chicks are always the bassists. Yes, I'm a pig, you've seen my file photo. Anyway, Snell is a common enough story for Solo Nobre. Grew up in the Deads, conscripted and then cut loose after a light sentence for an altercation with an officer in a Texas 7. Tough to get a job in Solo Nobre with a dishonorable discharge. Spent a few years loading freighters in one of the only remaining authorized ports, outside the city. Working a job like that beyond the wall makes mining in the Deads look glamorous by comparison. Soon after joined the band and joined the Corvids, not sure in which order, but there's a reason Twelve Seven's "Panic Wall" is a Corvid anthem.
>
> -MB
>
>
Warlord Kanta

**Warlord Kanta** is a cameo pilot from *Starsector*. She was added in the 1.6 Blood Anniversary Update.

She is available as a pilot in the asterisk-marked 'Meanwhile...' powersuit missions in the campaign, piloting a Longboard armed with a 88 and Parliament cannons and EMP Grenade special module.

## Acquisitions Entry

> I have to insist that taxonomically it is incorrect to call Ms Kanta a Spacer. Yes she has acquired an impressive array of their equipment and has similarly outsized appetite for self-indulgence, but Spacers themselves dismiss her as little more than a "dirt eater's gauche imitation".
>
>
> I suspect she is driven in part by this disdain, as Warlord Kanta has pierced what few taboos remain intact within Spacer culture-most notably cloning. This may explain her bicentennial longevity better than her Lucidic dabblings, especially given how many credible accounts exist of her death.
>
>
> Regardless, she has built a small empire through decades of clever piracy and now leverages existing feuds between major logistics companies to sustain her fortune. This she spends on research unfettered by social or scientific preconceptions.
>
>
> Would that I could assist her.
>
>
>
> -Efi
>
>
Otomo

The **Otomo** is a Heavy Laser weapon. It fires a concentrated beam continuously after a short warm up time, and has devastating cover and hull damage.

## Acquisitions Entry

> Heat has always been the lurking devil of laser development—no matter how efficient your systems are, some amount of the killing power invariably stays in the weapon.
>
> With the **Otomo**, Spacer engineers have achieved an incredibly elegant solution to that problem (though it still barely accommodates the stresses Heavy mount weapon systems sustain). As current is drawn through the active material, heat within the optical cavity is accumulated at the emission window, a metamaterial with a phenomenal phonon-assisted stimulated emission process. The result is a beam of incredible power, but also one of staggering energy consumption.
>
> Another downside operators must account for is that while the cavity is warming to operating temperature, the beam is extremely unfocused. Errant beams can fire as wide as 30 meters off target during this window, and as a result it's not uncommon to see massive scorch cones enveloping primary impact points.
>
> Spacers don't seem to mind this drawback or the short range—if anything they revel in it.
>
> -Efi
>
>

## Notes & Strategy

The Otomo is a frightening close range weapon.

* The unfocused beams alone disintegrate smaller opponents in a second or less. Depending on the opposition you're facing, quick bursts may be enough.
* Keep the trigger pressed beyond the scattered phase and the beams will tighten into a narrow stream, which goes through buildings and can sweep enemies from the field.
* The Otomo consumes ammo rapidly, so try not to destroy salvage.
* Past short range is past your effective radius. Close in camouflaged, create a Smoke curtain or disengage instead of taking fire.
* Bigger Spacer assets (like the Usul and the Zed Prime) bear the Otomo; stay clear of them.

## Trivia

* The Otomo's name is most likely in reference to Japanese manga artist and film director Katsuhiro Otomo, known primarily as the writer/director of the cyberpunk classic Akira.

## Achievements

Complete an operation with a Lowmil equipped with **Otomo**, Chieftain, and Smoke Projector.
Marie Locke

**Marie Locke** is a Loyalist pilot.

## Acquisitions Entry

> As incomparable as my intelligence network and skills are, even I am limited to what data exists. After the so-called Troubles, many repositories of civic data, ancestral records, and genetic information were purged in a misguided attempt to give equality to an innately unequal population. As a result, there is very little information on **Locke's** ancestors; there are no direct antecedents in any file, and she seems to have assumed this name upon reaching the age of majority. Curiously, she has a national identification number and supporting paperwork; either her original records were scrubbed by someone very talented, or she accurately forged the requisite details.
>
> These are all traits which typify the Corvids, and she paints her face like one, yet she maintains an active NEP duty assignment with a respectable record. Surveillance and reports indicate a high degree of skill, yet her service transcript describes only average performance: a thoroughly unremarkable soldier on paper, yet with killer instincts. There are no other "Lockes" in Solo Nobre due to the particular demographic distribution of the Nobrean population. Where did she get these skills? Why do we know so little about her? Why pick such an unusual name? For one of the vermin, she has piqued my interest and I hereby commit to unearthing these answers.
>
> Until then, I am left with this much: she does exist, and she does value compensation. I will assign performance bonuses accordingly.
>
> m.p.C.C.
>
>
Pilar Nabot

**Pilar Nabot** is a Loyalist pilot.

In the campaign, Nabot's vehicle is a Fork with a Gutterball, a Parliament, and EMP grenades for defense.

## Acquisitions Entry

> **Pilar** is well-known on Novo Solo. After joining the NEP at the earliest age possible, she worked to distinguish herself through dedication and loyalty. A useful, if misguided, strategy. Her work brought the attentions of NEP brass, and her then-recent puberty appealed to the General-in-charge of propaganda. She starred in a number of popular works documenting her rise through the infantry and unexpected success as a pilot. Driven by demons of self-doubt, her vanity and desire to prove that her success is earned make her malleable, yet skilled - a promising formula for Solo Nobre's ruination.
>
> m.p.C.C.
>
>
Oasis 5

## Stage Information

* **Party:** Open

* **Loot**: Infinite Shell, Ancient Book of Leazas, Glowing Amethyst
* **Hazards**: Skeleton Pits

## Stage Layout

* **Battle 1:** Succubus, Skeleton, Magic Golem
	+ Barrel - Infinite Shell X 1
* **Battle 2:** Skeleton, Skeleton Archer, Mad Gossiper
	+ Barrel - Gold
	+ Question Puzzle
* **Battle 3:** Cataclysm Mage, Cataclysm Hunter, Cataclysm Priest

## Stage Bonus

* 200 Exp.
* 2,500 Gold
* 5 Gems
Touro

The **Touro** is a heavy Loyalist Mech, bearing one Main and one Turret hardpoint. It is playable on the first mission, Awake on Foreign Shores, and is featured in most promotional artwork for Brigador.

With a respectable armament and enough armor to cushion any unfortunate piloting errors, the Touro is considered an excellent introductory vehicle for new Brigadors in Solo Nobre.

## Acquisitions Entry

> Every year, General Bursov tries to get the Touro mothballed and every year he gets laughed out of the War Council. The Touro's combat legacy is completely justified. Maintenance gets a bit messy with the successive upgrades to the combat jack and fire control systems on these things but the chassis lasts forever, which is usually what the NEP is worried about. Only thing that wears out on this classic legs unit are the shoe pads.
>
> In other words, believe the stories about noite das pedras chorosas.
>
> -MB
>
>

## Pilot Variant

Modesto Pires' Touro is armed with an Abbot 105mm cannon, a Mãe Dois 12.7mm machine gun, and a Smoke projector for defense. This loadout is tough, versatile, and effective at any range. Good all-around damage.

## Trivia

* Touro is Portuguese for "bull".
* The phrase "noite das pedras chorosas" in the Touro's Acquisitions Entry translates as "night of the crying stones" in Portuguese.
* In the Brigador Audiobook, Captain Edwina Blake, nicknamed Steady Ed, drives a Touro, armed with a quad-barrelled artillery piece (unnamed, but presumably a Balão), and a Bully laser for a turret. The achievement **Steady Ed** (earned when an operation is completed with a Touro equipped with Balão, Bully, and Smoke Projector) is a reference to it.
* Towers about 21 feet tall, not counting the turret.

## Achievements

Complete an operation with a **Touro** equipped with Balão, Bully, and Smoke Projector.

## Media

A Touro stands in the darkness.A Touro features in the Up-Armored Edition artwork
Illuminati Freemason Symbolism

Illuminati Freemason Symbolism is a series of YouTube videos created by Adam Butt. Some elements of the videos are serious, whereas other elements of the videos are humorous, and sometimes it is difficult to tell the difference, with the massive exaggerations that occur. It is Adam's attempt to make fun of a YouTuber called TheGroxt1 because Adam thinks he is a legend. Sometimes it is difficult for even Adam himself to differentiate from the serious elements and the humorous elements.
Think It Over

## District Minimap

**Think It Over** is the second Tutorial Mission from the Up-Armored Edition tutorial campaign.

This tutorial covers:

* Aiming with Firing Arcs
* Primary vs. Secondary weapons
* Stomping
* Reloading from fallen Ammunition pickups
* Reorienting toward the cursor
* Mouseholing

## Acquisitions Entry

> Well done, Ms. Aalto. Would you mind providing another such display of prowess for your next contract? There is a request from upper management to see a video feed of Clotilde Aalto in action.
>
> Your task is to sweep the neighboring industrial zone of Loyalist tanks.
> Good Hunting.
>
>

## Loadouts

The only available loadout for this mission is Aalto's Zöllig.

## Enemy Units

* 1x Prowler
* 3x Addaxes
* 1x Betushka
* 8x Loyalist Infantry

## Trivia

* The Betushka in this mission is the only one in the game to mount the Disco.
Zed Prime

The **Zed Prime** is an Ultra Spacer Agrav. They feature prominently in the mission Knife Chase.

Previously not available to the player for selection, it was made pilotable in the Blood Anniversary Update of June 7th, 2021.

## Acquisitions Entry

> Proof that living in space too long makes you crazy. The **Zed Prime** is a floating deployment platform used mainly in far-flung Spacer outposts. They rig it up with sensor arrays and weapons platforms, plus some communications technology I wasn’t able to identify from the samples I’ve managed to scrape together. The Zed’s real purpose, though, is like an interplanetary scarecrow. Put the fear of the cold void that spacers grow up longing for, put that fear into the dirt eaters.
>
> -MB
>
>

## Trivia

* The "face" of the **Zed Prime** holds two focusing Otomo laser weapons in its eyes, which also house two red search lights.
* It has a unique horn, presumably expressing a voice out of the Zed Prime's face.
* Enemy variants used to be spotters, but in current versions of the game this is no longer the case.
Ploughman

The **Ploughman** is a Heavy Artillery launcher which fires multiple canisters of corrosive Tubarão gas in lieu of standard explosive projectiles.

## Acquisitions Entry

> An egghead once told me what was in these canisters, but what I learned is that scientists like to get creative when naming their implements of destruction. What I can say is the mixture for each pod includes something called 'Tubarão.' Real nasty stuff. Apparently it reacts violently with the byproducts of strong acids, which are packed into each pod by the dozen. The end result causes eruptions of highly corrosive gas that’ll dissolving anything solid in short order. Effective, but a terrible waste of potentially good salvage.
>
> The poor guy seemed so proud of what he made. War crimes are all good fun, until they make you inhale.
>
> -MB
>
>

## Notes & Strategy

The Chuffer's bigger brother. Area denial and indiscriminate damage over time, but on a larger scale since more canisters are fired with each burst.

More Tubarão in the air means quicker destruction of enemies and everything else it touches, including salvageable ammunition. Shield pick-ups remain unaffected though.

## Trivia

* Tubarão is shark in Portuguese.
* Marvin Beck tells of the "egghead" he spoke with, who "*seemed* so proud of what he made"; Efigénia Tseng's entry on the Chuffer tells of a scientist murdered with Tubarão by militants. It's probable that both refer to the same man.
Bosses & Enemies

\*Many missing enemies

## **Behemoths**

Behemoths are large bosses that take up 3 spaces on the enemy side are found at the end of each chapter and in Pet Rescue missions.

* Giant Dragon
* Hellhound
* Medusa
* Tomb Guardian
* Sad Head
* Crystal Airship

## **Cataclysm Bringers**

The story's main villains, a large group of devoted cultists with the goal of reviving the Tide of the Cataclysm and sowing destruction across the world. They are by far the largest hostile faction.

* Agent of Darkness
* Cataclysm Hunter
* Cataclysm Knight
* Cataclysm Mage
* Cataclysm Priest
* Cataclysm Zealot
* Beserk Rebel
* James
* Lesser Shadow Dancer
* Lunatic Bomber
* Mad Gossiper
* Shadow Dancer
* Skeleton Archer
* Skeleton
* Skeleton Mage
* Succubus
* Wild Wolf

## **Confused Heroes**

Heroes that attack you out of confusion over who you are, or what you were doing/intending to do.

* Charles
* Raina
* Sakura
* Chloe

## **Deriot Empire Guard**

Defenders of Deriot City and its Empire, they have been twisted by the Cataclysm Bringers from the inside and attack our heroes under false orders.

* Charles
* Deriot Captain
* Deriot Guard
* Deriot Mage

## **Deriot Golem Legion**

The Deriot Empire's army of mindless stone automatons, the follow the bidding of the Deriot Empire, and since the Empire is under the control of the Cataclysm Bringers, so is this army of golems. They require a manipulator to function.

* Golem Blades
* Tomb Guard General
* Tomb Guardians
* Golden Warriors

## **Leazas Royal Guard & Argent Light**

The Argent Light guard the Leazas territories by the Pachevia Volcano, their leader, Christina, has a bad history with The Warrior, and as a result her very protective soldiers attack him on sight in Chapter 2, but shortly after forgive him. The Royal Guard however, alike the Deriot Empire, has been twisted from within, and follow the Catacylsm Bringers' bidding, they attack our heroes relentlessly as they are following forged orders from the Cataclsym Bringers.

* Earl Cameron
* Leazas Officer
* Leazas Soldier

## **Leftovers**

Leftover enemies from nameless factions.

* Flaming Dragon
* Mystery Angel
* Mystery Guardian
* Mystery Priestess
* Sword of Damocles
Shortbus

The **Shortbus** is a pilotable heavy Corvid Agrav, bearing one Heavy and one Small hardpoint. It appears throughout the Campaign, first in the mission Suicide Machines.

## Acquisitions Entry

> This is one bus that will catch you. Light, tough, and surprisingly quick, the Shortbus comes out of nowhere and blasts through most defenses. Seconds after it enters range of sight, one of these monsters will be right on top of you and firing away with its one-two punch. All the while, those crazy Corvids will be perched on top, hooting and hollering.
>
>
>
>
>
>
>
>
> - MB
>
>

## Notes & Strategy

The Shortbus has an impressive shield stats on both non-overcharge and overcharge sides. It is worth mentioning that the stat cards are relative to other heavy vehicles, so handling the shortbus may still feel sluggish. One key consideration is the fact that the Shortbus is only given a small secondary hardpoint, this small hardpoint should be equipped with a more reliable stopgap to the largely hard hitting Heavy mount. Another note is that despite being a heavy agrav the shortbus has a weak ground pound.

Due to the focus on shield (like other corvid agravs) and heavy firepower, the shortbus is a reliable brawler, comparable to a beefier Pompadour.

## Pilot Variant

Reis' Shortbus is armed with a Kraken 90mm chain gun and Pinch rocket, with EMP Grenades for defense. This loadout is a disabler. The Kraken deals excellent armor damage but is poor against shields, while both the Pinch and EMP Grenades will stun units and destroy shielding.
Specialist Hugh Armbruster

Click here to show all spoilers on this page.

**Specialist Hugh Armbruster** is a character in the Brigador audiobook.

Early in the audiobook, Armbruster reads the Contract on a hacked District Control Gate terminal. It is later revealed that he accepted the contract, vowing to eliminate staff of Outpost 78, as well as the visiting Colonel.

Added to the pilot holster in the All Saints patch, in November 6th 2017.

## Acquisitions Entry

> A steadily coiling spring of murderous energy with no release. Great Leader has kept the peace, and **Armbruster** was born to spill a torrent of blood; in another life he would have gone far in our own ranks. Instead he and his kind wait for us in every city, every country, every planet in which the Concern seeks to regain control. Waiting like the black holes invisibly pitting the night sky over Solo Nobre—impatient for anything to get too close. Waiting for the freedom of the Contract, without ever knowing it.
>
> m.p.C.C
>
>

## Trivia

* Hugh Armbruster's pilot portrait bears an uncanny resemblance to Stellar Jockeys co-founder, Hugh Monahan.

## Achievements

Complete an operation with a Buckmaster equipped with Zeus, Bonesaw, and Active Camo.
Michael Butt

Michael Butt is the Granddad of Adam, Oliver, Holly and Max and the father of Jason Butt and Emma Seymour. He is one of the main protagonists in Adam's show 'Miners on Strike'. Michael brings humour to the show after Adam asks him a series of outlandish questions and he has to try and answer them. Michael's wife is Sylvia Butt. Michael and his wife once appeared on an episode of 'Mr & Mrs'.