recursal/Fanatic-Fandom huggingface dataset:
VOID Watch Officer

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRe2fXeDz7258DDidS\_Fr8m19W54BNVZ9M84b8RBUl9ngJDXJq\_S786ST1YKXA\_IjebvmY&usqp=CAU

Watch Officer pic. Attempt to retreat, I dare you.

Watch Officer: M7" WS2+ BS2+ S6 T6 W4 A4 Sv2+ Ld12

A Watch Officer is a single model armed with a Pulse Rifle, Pulse Revolver, and a Cutter Sword. One of these units cost 18 points and 8 power.

Pulse Rifle: Before selecting targets, select one of the profiles below to make attacks with.

- Rifle Fire: 30" Rapid Fire 3 S4 AP-2 D2

- Dark Energy Ball: 18" Assault 1 S6 AP0 D3

- Energy Bayonet: Melee S5 AP-1 D1

Pulse Revolver: 15" Pistol 1 S6 AP-3 D2

Two Pulse Pistols: 15" Pistol 2 S4 AP-1 D2

Cutter Sword: Melee S User+1 AP-2 D2

Abilities: Command Spike: This unit, or the leader of this unit if it includes more than 2 models, has the Network ability.

Network (Unit): This unit may give orders. However they may only order other UNION units within 12" that can receive it or have a Command Spike themselves.

Neuro-Suppressant Emitter: All enemy units within 12" cannot receive the benefits of Auras. Affected units also lose Objective Secured, must fight last, and suffer a -1 to leadership. When the Watch Officer is either slain or moves more than 12" away from enemy units, affected enemy units lose this ability's debuff.

Reflection Field: This unit has a 4+ invulnerability save.

Inspiring: When a UNION unit is within 18 inches of this unit, they may use this units leadership for morale purposes, or when any sort of leadership test is needed.

Wargear: The VOID Watch Officer swap out their Pulse Revolver for two Pulse Pistols. They may take Energy Grenades. They may also take one equipment choice from the *Equipment List.*

Faction Keywords: UNION, SOLIAN, LEADER

Keywords: INFANTRY, CHARACTER, WATCH OFFICER
VOID Penalizers

https://images-ext-2.discordapp.net/external/lFt89hMqUApzDSRFYIX0tA5RG78hzIBXFE04RmUdl0s/https/media.moddb.com/images/mods/1/13/12130/combineskins0001.jpg?width=760&height=427

Penalizers, imagine a squad of them, pic.

Penal Soldier: M7" WS3+ BS3+ S5 T5 W2 A1 SV3+ LD10

Equipment Mule: M7" WS3+ BS3+ S5 T5 A1 SV3+ LD10

Ensign: M7" WS3+ BS3+ S5 T5 A1 SV3+ LD11

Each soldier is equipped with one Pulse SMG and one Pulse Pistol, as well as one Cutter Knife. An Equipment Mule is equipped with a Cutter Knife and Pulse SMG. An Ensign is equipped with one Pulse Sniper, a Command Spike, a Pulse Revolver, and their Cutter Sword. One of these units costs 10 points and 10 power. This unit starts with 3 Soldiers, 1 Equipment Mule, and one Ensign. For every five members added, add one to the power and point cost of this unit up to a maximum of 10 models.

Pulse SMG: 25" Rapid Fire 1 S4 AP-1 D1

Pulse Sniper: 48" Heavy 5 S6 AP-3 1d3.

Pulse Rifle: Before selecting targets, select one of the profiles below to make attacks with.

- Rifle Fire: 30" Rapid Fire 3 S4 AP-2 D2

- Dark Energy Ball: 18" Assault 1 S6 AP0 D3

- Energy Bayonet: Melee S5 AP-1 D1

Pulse Pistol: 15" Pistol 1 S4 AP-1 D1

Pulse Revolver: 15" Pistol 1 S6 AP-3 D2

Cutter Knife: Melee S User AP-1 D1

Cutter Sword: Melee S User+1 AP-2 D2

Energy Grenade: 12" Grenade D6 S6 AP-1 D1 Blast optional.

Wargear: Two models in the squad may take Energy Grenades for one point. The Ensign may replace his Pulse Sniper with a Pulse Rifle. Two soldiers may take Pulse Snipers instead of Pulse SMGs.

Abilities: Command Spike: This unit, or the leader of this unit if it includes more than 2 models, has the Network ability.

Battlesphere Connection: This unit can accept orders from a model with the Network ability, or a member of their unit with the Command Spike ability.

Network (Squad): The leader of this unit may give orders. However they may only order other Universal Union units within 12" that can receive it or have a Command Spike themselves.

Cover Breaker: When targeting an enemy unit behind cover, that enemy unit can not use its cover to its own advantage (ex, +1s).

Sacrifice Protocols: Auto-pass morale tests.

Lawbringers (1): At the beginning of a turn, have this unit mark a unit, model, vehicle, character, etc that belongs to the enemy. This unit now deals +1 damage to them when rolling for wounds and can reroll once when rolling hit rolls against the marked enemy unit.

Lawbringers (2): When dealing the damage statistic of a weapon, ignore all rules that would remove or half the damage value.

Faction Keywords: UNION, SOLIAN, SPECIALIST, [SEK]

Keywords: INFANTRY, PENALIZERS
Synth Leader

https://images-ext-2.discordapp.net/external/Y38oxSDj\_jJzjKvlS1WSY1MKP3HjI41TFche3YhlNME/https/files.gamebanana.com/img/ss/srends/5ae9675c0f6e0.jpg?width=759&height=427

A group of Synth Leaders. Note they only come in one per unit.

Synth Leader: M10" WS2+ BS2+ S8 T8 W4 A2 Sv2+ Ld12

A Synth Leader is a single model armed with a Fletchette Gun, Energy Grenades, Command Spike, and Synthetic Claws. One of these units costs 30 points and 20 power.

Fletchette Gun: 30" Rapid Fire 4 S7 AP-3 1d3.

-Charged Fletchette 24" Heavy 1 S7 AP-2 D6 Blast.

Burner: 18" Heavy D3 S5 AP-3 1d3. - FIreball 25" Grenade D6 S6 AP-2 D6, Blast.

Pulse Rifle: Before selecting targets, select one of the profiles below to make attacks with.

- Rifle Fire: 30" Rapid Fire 3 S4 AP-2 D2

- Dark Energy Ball: 18" Assault 1 S6 AP0 D3

- Energy Bayonet: Melee S5 AP-1 D1

Two Pulse SMGs: 25" Rapid Fire 3 S4 AP0 D3

Pulse Sniper: 48" Heavy 5 S6 AP-3 1d3.

Energy Grenade: 12" Grenade D6 S6 AP-1 D1 Blast.

Synthetic Claws: Melee S6 AP-2 D2

Abilities: Command Spike: This unit, or the leader of this unit if it includes more than 2 models, has the Network ability.

Network (Unit): This unit may give orders. However they may only order other UNION units within 12" that can receive it or have a Command Spike themselves.

Synth Command: All SYNTH CORE units within 12" of this unit may re-roll all rolls of 1 twice.

Unnatural Machine: Auto-pass morale tests.

Regenerative Materials: Restore 1 wound at the beginning of each turn.

Wargear: This unit may trade its Synthetic Claws for Synthetic Gauntlets. It may also take one equipment from the *Equipment List* and may trade its Fletchette Gun for a Burner, Pulse Rifle, Pulse Sniper, or two Pulse SMGs.

GIFTED BY THE VOID: This unit can attempt to manifest two psychic powers in each friendly Psychic phase. They may attempt to deny two enemy psychic powers in the enemy Psychic phase. They know Smite and one other psychic power from the Void Discipline. As this is not a true psyker, they are not subject to psychic rules and only suffer one wound when resolving Perils of the Warp. Their powers may only be denied by another enemy unit with the GIFTED keyword. Their psychic level is 2.

Faction Keywords: UNION, SYNTH, GIFTED, LEADER, [SEK]

Keywords: INFANTRY, CHARACTER, SYNTH LEADER
Enslaved Vortigaunts

Just one, pic. Imagine a squad of them lead by a VOID Watch Officer.

Vortigaunt: M6" WS4+ BS4+ S3 T3 W1 A2 SV4+ LD8

Overseer: M6" WS3+ BS3+ S5 T6 W2 A2 LD12

Each Vortigaunt is equipped with one Vortessence ball, and hand claws. The Overseer is equipped with one Pulse Revolver and one Cutter Sword. This unit starts with 6 Vortigaunts and one Overseer. For every five members added, add one to the power and point cost of this unit up to a maximum of 15 models.

Vortessence Ball: 36" Grenade D6 S5 AP-2 1d6

Hand Claws: Melee S User AP-0 D1

Pulse Revolver: 15" Pistol 1 S6 AP-3 D2

Cutter Sword: Melee S User+1 AP-2 D2

Wargear: This unit cannot take any wargear or take a Command Spike.

Abilities: Vortal Communion: If there are at least six or more Vortigaunts in this unit, add +1 to all hit and wound rolls.

Overseer's Wrath: If this unit must flee during the morale phase, slay one Vortigaunt. The unit no longer flees and gains +1 to leadership until the next command phase.

Faction Keywords: UNION

Keywords: INFANTRY, CORE, VORTIGAUNTS
Divisional Officer

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTvLPetIOUkHQXcaxA2Q4GgnLyucgPl\_JQj2g&usqp=CAU

Divisional Officer pic. Comes in many flavors.

Divisional Officer: M7" WS3+ BS3+ S6 T6 W3 A2 Sv3+ Ld12

A Divisional Officer is a single model armed with a Pulse Shotgun, a Pariah-Pattern Pulse Revolver, Energy Grenades, and a Cutter Knife. This unit costs 15 points and 5 power.

Pulse Shotgun: Before selecting targets, select one of the profiles below to make attacks with.

- Standard Fire: 16" Assault D3 S5 AP-1 D1. If targeting an enemy unit within half range, this weapon has a characteristic of Assault D3+3 instead of Assault D3, and adds one to its Damage characteristic.

- Slug Mode: 24" Assault 1 S6 AP-2 D2

Pariah-Pattern Pulse Revolver: 18" Pistol 3 S7 AP-3 D3

Cutter Knife: Melee S User AP-1 D1

Cutter Sword: Melee S User+1 AP-2 D2

Energy Grenades: 12" Grenade D6 S6 AP-1 D1 Blast.

Abilities: Command Spike: This unit, or the leader of this unit if it includes more than 2 models, has the Network ability.

Network (Unit): This unit may give orders. However they may only order other UNION units within 12" that can receive it or have a Command Spike themselves.

Chain of Command: For every unit of SOLIAN SPECIALISTS, you may have one unit of a Divisional Officer at half cost to points and power, rounded down.

Divisional Protocols (Aura): All SOLIAN SPECIALISTS add one additional dice to their shooting rolls for every weapon selected for firing within 18" of this unit.

Divisional Protocols (Ability): In the command phase, select two SOLIAN SPECIALIST units that have taken casualties and are the same unit, as well as within 6" of each other. They are now counted as one unit for all purposes.

Reflection Field: This unit has a 4+ invulnerability save.

Wargear: The Divisional Officer may swap out their shotgun for a Pulse Rifle, or any weapon from the Special Weapons List or Heavy Weapons List. They may swap out their Cutter Knife for a Cutter Sword.

GIFTED BY THE VOID: This unit can attempt to manifest two psychic powers in each friendly Psychic phase. They may attempt to deny two enemy psychic powers in the enemy Psychic phase. They know Smite and one other psychic power from the Void Discipline. As this is not a true psyker, they are not subject to psychic rules and only suffer one wound when resolving Perils of the Warp. Their powers may only be denied by another enemy unit with the GIFTED keyword. Their psychic level is 2.

Faction Keywords: UNION, SOLIAN, GIFTED, LEADER, [SEK]

Keywords: INFANTRY, CHARACTER, DIVISIONAL OFFICER
Super-GRAM

unexist

Super-GRAM: M10" WS4+ BS2+ S10 T10 W20 A3 Sv2+ Ld12

The Super-GRAM is a single tank armed with a Voidborne Annihilator Railgun, a Pulse Cannon, Two Twin-linked Pulse Miniguns, and a Fletchette Launcher.

Voidborne Annihilator Railgun: 36" Heavy 4d3 S9 AP-4 D4

- Broad Power: 36" Heavy 2d6 S9 AP-4 D3 Blast.

- Concentrated Power: 48" Heavy 1d6 S10 AP-6 D5 Blast optional.

- "See that? I don't want to.": Heavy 2 S12 AP-6 D10. You may re-roll all failed hits. This weapon profile can only be used once per game.

Pulse Cannon: 30" Assault D6+2 S7 AP-2 D2

Twin-linked Pulse Miniguns: 35" Rapid Fire 14 S7 AP-3 D4

Fletchette Launcher: 30" Rapid Fire 5 S7 AP-3 1d3+1

-Multiple Charged Fletchettes 24" Heavy 4 S7 AP-2 D2 Blast.

Wargear: There are no wargear options for this unit.

Abilities: Internal Mega-Spike: This unit, or the leader of this unit if it includes more than 2 models, has the Network ability.

Network (SUPER-GRAM): This unit may give orders. However they may only order other UNION units within 36" that can receive it or have a Command Spike themselves.

Just Too Damn Big: This unit cannot receive the benefits or ill effects of terrain or cover.

Literally Just Too Fricking Big: This unit is eligible to shoot after falling back.

Support Node: When this unit is on the field, all friendly VEHICLES can not lose more than 2 wounds each turn if that vehicle is within 12 inches.

Optimized Pattern: When this unit takes a mortal wound, roll a D6. On a 4+, that wound is not lost.

Incinerator Shield: This unit has a 3+ invulnerability save.

Grinding Advance (GRAM): If this model remains stationary or moves under half speed in its movement phase (i.e. it moves a distance in inches less than half of its movement stats), then this model may fire all of its weapons twice at the same enemy unit.

Explodes: When this unit's wounds reach zero, roll a d6. On a 4 it explodes, and all units within 12" suffers 4 mortal wounds.

Faction Keywords: UNION, SOLIAN, [SEK]

Keywords: VEHICLE, TITANIC, GRAM
Army-wide Rules

**GLOBAL RULES**

- All CORE units and INFANTRY units have Objective Secured unless stated otherwise.

- For every LEADER unit alive, +1 Battlesphere Ordinance Point gained every friendly command phase.

-SYNTH TROOPERS, SYNTH LEADERS, SYNTH HEAVIES, HUNTERS, and SUPER-SOLDIERS take one extra hit against any weapon with an armor penetration value greater than AP-3.

- Army lists that consist of only UNIVERSAL UNION detachments are allowed to add +1 to every Force Organization Chart slot, enabling them to take one extra unit for each slot.

- SOLIAN INFANTRY units cannot use Battlesphere Ordinance if their Ensign is dead. If their Ensign is dead, subtract 1 from their leadership value for the rest of the game unless the Ensign's casualty is restored.

- When resolving wounds on enemy units, UNIVERSAL UNION units may choose which models must be chosen as slain.

- A SOLIAN squad may have up to 25 members in its unit. A standard SYNTH squad may have up to 15 members in its unit. Enslaved Vortigaunts, Dread Knights, Synth Heavies, Super-Soldiers, Hunters, and any other unit that cannot have more than 2 models ignore this rule.
Metropolice Raid Squad

https://combineoverwiki.net/images/thumb/0/0f/CP\_Apartment\_Inspection.jpg/200px-CP\_Apartment\_Inspection.jpg

The raid squad, melee boys of the metros, pic.

Metrocop: M6" WS4+ BS4+ S4 T3 W1 A1 SV4+ LD9

Each 'cop is equipped with one Pulse Pistol and a Stun Baton. One of these units costs 3 points and 3 power. This unit starts with 5 Metrocops. For every five members added, add one to the power and point cost of this unit up to a maximum of 20 models.

Pulse Pistol: 15" Pistol 1 S4 AP-1 D1

Stun Baton: Melee S4 AP-1 D1

Wargear: This unit does not have any wargear options and cannot take a Command Spike.

Abilities: Unworthy: This unit cannot take orders from anyone with the Command Spike or Network ability.

Pacification Protocols: When an enemy unit that has been attacked by this unit survives, that unit suffers a -1 to their shooting rolls for the remaining turn.

Faction Keywords: UNION, SOLIAN

Keywords: INFANTRY, METROPOLICE
Metropolice Squad

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQ9rqluzpTNKpe4s9iySu3mWSiBmFn7SMQXCA&usqp=CAU

A squad doing some "policing", pic.

Metrocop: M6" WS4+ BS4+ S4 T3 W1 A1 SV4+ LD9

Each 'cop is equipped with one Pulse SMG and one Stun Baton. One of these units costs 3 points and 3 power. This unit starts with 5 Metrocops. For every five members added, add one to the power and point cost of this unit up to a maximum of 20 models.

Pulse SMG: 25" Rapid Fire 1 S4 AP-1 D1

Stun Baton: Melee S4 AP-1 D1

Wargear: This unit does not have any wargear options and cannot take a Command Spike.

Abilities: Unworthy: This unit cannot take orders from anyone with the Command Spike or Network ability.

Ripcord! Ripcord!: When falling back, this unit can move three extra inches.

Faction Keywords: UNION, SOLIAN

Keywords: INFANTRY, METROPOLICE
Heavy Weapons List

**A weapon may be traded for:**

Burner: 18" Assault 2D3 S5 AP-3 1d3. This weapon profile automatically hits its target.

- Fireball 24" Grenade D6 S6 AP-2 d6. Blast optional. On a roll of 1, the bearer cannot use this weapon profile again for the rest of the game.

Fletchette Gun: 30" Rapid Fire 4 S7 AP-3. If one attack hits a target, then all other shots fired from this weapon or its profiles gain a +1 to hitting as long as the same target is targeted during the shooting phase.

- Charged Fletchette (Single): 24" Heavy 1 S7 AP-2. Blast optional.

Pulse Revolver: 15" Pistol 1 S6 AP-3 D2

Pulse Minigun: 35" Rapid Fire 7 S7 AP-3 D2. When within 24 inches of INFANTRY or BIKERS, add 1 to weapon strength when attacking an INFANTRY or BIKER target.

Void-Axe: Melee S User+2 AP-3 D4. Failed rolls may be re-rolled once when attacking with this weapon. When attacking, make an additional attack with each weapon. Unless a unit has the DEATHWATCH keyword, only one of this weapon can be included in a unit.
Clara Mendoza

Clara Mendoza (December 14, 1992 - ) is an Spanish-Yatorobic actress and singer,

## Biography

Clara Mendoza was born in Madrid, Spain on December 14, 1992, she moved to Yatoroba when she was a child, she started her career as an actress and singer since 2009. On October 21, 2023, she already announced that she will act with David Sashervik' in the Netflix series "Ask for money and passion" that will begin filming in December 2023 and will premiere on the platform on February 4, 2024.

In January 2023, Clara married model Martin Asherlav.

## Works

### Tv Series

* Sweet (2010) - Miriam
* A Silence of the afterlife (2011) - Silvia
* Hispano (2011) - Diana Gomez
* Blanca (2012) - Blanca Xhervar
* Red Dress (2014) - Lourdes Rivera
* A Great Day (2015) - Teresa
* Princesa (2016) - Yvonne
* Awkward Life (2018) - Luisa
* Grease (2020) - Sandy Olsson
* Thea (2022) - Thea
* Armageddon, the series (2023-present) - Grace Stamper
* Armenia (2023) - Silvana
* Ask for money and passion (2024) - Kira

### Movies

* Hispano, the Movie (2013) - Diana Gomez
* Hispano 2: Rafael to the Rescue (2015) - Diana Gomez
* Vida (2017) - Vida Djanskevik
* Hispano 3: Diana's Pride (2018) - Diana Gomez
* Memories of your life (2019) - Nancy
* Glory and Pasion (2019) - Sarah
* I am Amber (2020) - Amber Dxezhar
* The wonderful life of Alma Shtalyenot (2023) - Alma Shtalyenot

### Dubbing

* Spirit Untamed (2021) - Milagro Navarro (Yatorobic dub)
* Encanto (2021) - Mirabel (Yatorobic dub)
Hunter-Chopper

Hunter-Chopper firing its split-pulse cannon.

Hunter-Chopper: M20-50" WS5+ BS3+ S6 T9 W7-12 A3 Sv2+ Ld12

Hunter Chopper (6 wounds remaining): M20-35" WS6+ BS3+ S6 T9 W1-6 A1 Sv2+ Ld12

A Hunter-Chopper is equipped with a Split-Pulse Cannon, Two Fletchette Launchers, and Singularity Missiles. One of these units costs 10 power and 145 points.

Split-Pulse Cannon: Before selecting targets, select one of the profiles below to make attacks with.

- Wide Arc: 24" Heavy 12 S5 AP-2 D2. When firing, you may select up to two other units within 3" of the targeted unit. Those units are counted as being attacked as well.

- Focused Fire: 36" Heavy 6 S6 AP-3 D2

Fletchette Launcher: 48" Rapid Fire 5 S8 AP-4 1d3+1

- Multiple Charged Fletchettes: 36" Heavy D6 S6 AP-2 D2. Blast.

Singularity Missiles: 72" Heavy 6 S7 AP-4 1d3+1. This weapon automatically hits its target if the target is an AIRCRAFT or has the FLY keyword.

Wargear: There are no wargear options for this unit.

Abilities: Battlesphere Connection: This unit can accept orders from a model with the Network ability, or a member of their unit with the Command Spike ability.

Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.

Maneuverable Craft: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It can pivot up to 90° one more time, at any point, during the move.

Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.

Striker Racks: As this unit moves, you must trace a line from where it started to where it ended its movement. After the model has moved, you can enable the model's three Striker-Bomb Racks. Select up to three enemy units that is within 3" of the line you traced. Roll two D3s for every model in the units you have selected and then add them together. Every result counts as mortal wounds. (For example, if you roll your D3s and get 2, 1, the enemy model takes that many mortal wounds.)

Hover Jet: In your Command phase, this model can hover. If it does so, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Maneuverable Craft abilities.

Deflector Shield: This unit has a 4+ Invulnerability Save.

Pulse-Flare Ejectors: When a ranged attack is made against this unit, roll a D6 before the attack is made. On a 4+, that attack immediately fails.

Stable Firing Platform: This unit is eligible to fire after falling back or advancing. In addition, this unit can never suffer a -1 to hit in the shooting phase.

Faction Keywords: UNION, SOLIAN, [SEK]

Keywords: VEHICLE, AIRCRAFT, FLY, HUNTER CHOPPER.
Sentinel Strikers

https://media.discordapp.net/attachments/661676650307649547/661681697854586900/sentinel.png?width=160&height=427

Striker pic. Imagine a squad of em with voidpacks.

Jump Soldier: M13" WS3+ BS3+ S5 T5 W1 A2 SV3+ LD10

Jump Mule: M13" WS3+ BS3+ S5 T5 A2 SV3+ LD10

Ensign: M13" WS3+ BS3+ S5 T5 A2 SV3+ LD11

Each soldier is equipped with one Pulse Rifle, one Pulse Pistol, and a Cutter Knife. A Jump Mule is equipped with two Pulse Pistols. An Ensign is equipped with one Pulse Rifle, one Pulse Pistol, and one Cutter Sword. All units in this squad have voidpacks and the Ensign has a Command Spike. One of these units cost 12 points and 8 power.

Pulse Rifle: Before selecting targets, select one of the profiles below to make attacks with.

- Rifle Fire: 30" Rapid Fire 3 S4 AP-2 D2

- Dark Energy Ball: 18" Assault 1 S6 AP0 D3

- Energy Bayonet: Melee S5 AP-1 D1

Pulse Pistol: 15" Pistol 1 S4 AP-1 D1

Cutter Knife: Melee S User AP-1 D1

Two Pulse Pistols: 15" Pistol 2 S4 AP-1 D2

Cutter Sword: Melee S User+1 AP-2 D2

Energy Grenade: 12" Grenade D6 S6 AP-1 D1 Blast.

Wargear: Up to four models in this unit may equip a weapon from the Special or Heavy Weapons List. Two models in the squad may take Energy Grenades for one point. The Ensign may replace his Pulse Pistol with a Pulse Revolver.

Abilities: Command Spike: This unit, or the leader of this unit if it includes more than 2 models, has the Network ability.

Battlesphere Connection: This unit can accept orders from a model with the Network ability, or a member of their unit with the Command Spike ability.

Network (Squad): The leader of this unit may give orders. However they may only order other Universal Union units within 12" that can receive it or have a Command Spike themselves.

Voidpack Insertion: When this unit needs to be deployed, you can set them up in the skies above or in the void instead of on the battlefield. They may deep strike at least 9 inches away from the enemy. They are still eligible to charge and shoot after they are deployed.

Faction Keywords: UNION, SOLIAN, [SEK]

Keywords: INFANTRY, CORE, FLY, SENTINELS
Dread Knights

https://cdn.discordapp.com/attachments/661677295840264196/706930939665711124/Capture\_2020-05-04-12-56-07.png

Dread Knights pic.

Dread Knight: M8" WS3+ BS3+ S7 T6 W3 A2 SV5+ LD12

A Dread Knight is a single model armed with Energy Cleavers. This unit starts with three models but may have up to ten models. It costs 14 points and 4 power.

Energy Cleavers: Melee S User+1 AP-3 D2

-Energy Wave: 10" Assault 2 S6 1d6

Wargear: There are no wargear options for this unit.

Abilities: Unworthy: This unit cannot take orders.

Bonded Entities: For every wound this unit absorbs, roll a D3. 1/4 = Add +1 to strength. 2/5 = Add +1 to toughness. 3/6 = Add +3 inches to movement.

Faction Keywords: UNION, SYNTH, [SEK]

Keywords: INFANTRY, CORE, DREAD KNIGHT
Equipment List

**The following choices of equipment can be taken per the amount of choices that may be taken:**

1. Movement Enhancers. An augment in the armor that frees up extra weight, allowing a unit to be more mobile. This unit adds 3 inches to its movement and can pile in an extra inch further.

2. Datapad. A device carried by the squad leader that contains vast sums of data and information, and can be used to find weak points in the enemy based on such. This unit gains +1 when shooting units in cover. They also may re-roll failed hits against MONSTROUS CREATURES, SWARMS, and VEHICLES twice.

3. Extra Pulse Flares. Self explanatory. When this unit uses an Equipment Mule Stratagem or Battlesphere Ordinance, they may get one Command Point or Battlesphere Ordinance Point on a D6 roll of 5+.

4. Pulse Batteries. All-use void powered batteries that can provide an infusion of extra energy needed for some actions. When rolling for an armor/invulnerability save, shooting, or melee attack roll, and that roll fails, you may re-roll a failed roll once. This can only happen twice each phase you use that unit.

5. Reactive Battleplate. An armor modification that rapidly speeds up the adaptation of Kevron Battleplate to attacks. When this unit is attacked, and they have been attacked by the same weapon profile in this turn, they are counted as having a 2+ armor save, and can only have their armor save reduced to a 4+.

6. Spike Psy-Router. When this unit is targeted by a psychic power, the casting psyker must re-roll their roll if they succeed. The psychic power also must suffer a -1 to hit and its damage is halved, rounded up.
FRIDAY NIGHT FUNKIN' part 1

FRIDAY NIGHT FUNKIN' part 1 is the first let's play video that DarkAssassinPlayer4 recorded in June 12th 2021.

## Plot

It's starts off with DarkAssassinPlayer4, starting off his introduction and then he starts playing FNF. He only played week 4, then he started playing Pico and then dadbattle. After that, Dark ended the video.

## Trivia

* This is the first Let's Play video.
* This is the first video recorded on Vimeo
Hunters

https://developer.valvesoftware.com/w/images/6/6c/Hunter\_IK.jpg

Humpers. Pic.

Hunter: M11" WS2+ BS3+ S6 T6 W4 A3 Sv2+ Ld12

Each hunter is equipped with Leg Spikes and Two Pulse Shotguns. Four hunters cost 9 points and 4 power.

Leg Spikes: Melee SUser+1 AP-1 D2

Two Assault Pulse Shotguns: 18" Assault 2d3+1 S5 AP-2 D4

Wargear: There are no wargear options for this unit.

Abilities: Unnatural Machine: Auto-pass morale tests.

Regenerative Materials: Restore 1 wound at the beginning of each turn.

Ram Attack: When charging a target, this unit may charge through other enemy units to reach their targeted unit. Any unit that is caught within the charge, and the targeted unit as well, must absorb a S5 AP-2 1d3 hit as if taking an attack.

Grid Suppressant: Enemy units cannot deep strike within 18 inches of this unit.

Battlesphere Connection: This unit can accept orders from a model with the Network ability, or a member of their unit with the Command Spike ability.

Faction Keywords: UNION, SYNTH, [SEK]

Keywords: BEAST, CORE, HUNTERS
Energy Barricade

Barricadeth.

Energy Barricade Section: Toughness 8, 6 Wounds, Armor Save of 2+.

This unit contains one energy barricade section. It may contain up to six additional energy barricade sections. For every two energy barricade sections, you may equip one Emplacement AR3. Each energy barricade section is equipped with a Particle Defense Network. One of these units cost 10 power and 120 points.

Particle Defense Network: 3" Pistol 2 S5 AP-2 D1. This weapon automatically hits its target.

Emplacement AR3: 30" Heavy 4 S6 AP-2 D2.

Emplacement Minigun: 36" Rapid Fire 7 S7 AP-3 D2. If this weapon fires at a target within half range, add one to the strength statistic of this weapon.

Emplacement Burner: 18" Assault 2D3 S5 AP-3 1d3. This weapon profile automatically hits its target.

- Fireball 24" Grenade D6 S6 AP-2 d6. Blast optional. On a roll of 1, the bearer cannot use this weapon profile again for the rest of the game.

Static Defence Network (Energy Barricade): Each energy barricade section in this unit must be set up so that it is in end-to-end contact with at least one other energy barricade section in this unit, and this unit's Emplacement weapons must be set up within directly between and on top of two energy barricade sections, and must face outwards. This unit is treated as having the following cover rules: Light Cover, Heavy Cover, Defense Line, Defensible, Unstable Position, Breachable, Difficult Ground.

Emplacement Weaponry: You may fire this unit's Emplacement weapon if you have a friendly model within 2 inches or less of the Emplacement weapon's model. When firing, this unit's BS statistic is counted as a 3 unless the unit within 2 inches has a BS skill that is better than 3.

Immobile: This unit cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. This model can shoot in your Shooting phase even if there are enemy units within 1" of it, and friendly units can target enemy units that are within 1" of this model.

Particle Defenses: This unit has a 3+ invulnerability save.

Wargear: When picking Emplacement Weapons for this unit, you may pick between an Emplacement AR3, Emplacement Minigun, or Emplacement Burner.

Faction Keywords: UNION, [SEK],

Keywords: BUILDING, ENERGY BARRICADE
Fire Reapers

Fire Reapers, pic. Fear the flame.

Fire Soldier: M7" WS3+ BS3+ S5 T5 W1 A1 SV3+ LD10

Equipment Mule: M7" WS3+ BS3+ S5 T5 A1 SV3+ LD10

Ensign: M7" WS3+ BS3+ S5 T5 A1 SV3+ LD11

Each soldier is equipped with one Union Burner and one Pulse Pistol, as well as one Cutter Knife. An Equipment Mule is equipped with two Pulse Pistols. An Ensign is equipped with one Pulse Rifle, a Command Spike, and their Cutter Sword. One of these units costs 5 points and 4 power. This unit starts with 3 Soldiers, 1 Equipment Mule, and one Ensign. For every five members added, add one to the power and point cost of this unit up to a maximum of 25 models.

Burner: 18" Heavy D3 S5 AP-3 1d3.

Pulse Rifle: Before selecting targets, select one of the profiles below to make attacks with.

- Rifle Fire: 30" Rapid Fire 3 S4 AP-2 D2

- Dark Energy Ball: 18" Assault 1 S6 AP0 D3

- Energy Bayonet: Melee S5 AP-1 D1

Pulse Pistol: 15" Pistol 1 S4 AP-1 D1

Pulse Revolver: 15" Pistol 1 S6 AP-3 D2

Cutter Knife: Melee S User AP-1 D1

Cutter Sword: Melee S User+1 AP-2 D2

Energy Grenade: 12" Grenade D6 S6 AP-1 D1 Blast.

Two Pulse Pistols: 15" Pistol 2 S4 AP-1 D2

Wargear: Two models in the squad may take Energy Grenades for one point. The Ensign may replace his Pulse Pistol with a Pulse Revolver. One Fire Soldier may take a Pulse Revolver instead of a Pulse Pistol.

Abilities: Command Spike: This unit, or the leader of this unit if it includes more than 2 models, has the Network ability.

Battlesphere Connection: This unit can accept orders from a model with the Network ability, or a member of their unit with the Command Spike ability.

Network (Squad): The leader of this unit may give orders. However they may only order other Universal Union units within 12" that can receive it or have a Command Spike themselves.

Expose Protocols: This unit ignores the benefits of cover on an enemy unit when targeting them.

Fire Discipline: When using a Burner, add +1 to Burner strength when attacking with the weapon.

Faction Keywords: UNION, SOLIAN, SPECIALIST, [SEK]

Keywords: INFANTRY, CORE, FIRE REAPERS
Sectional Command Officer

https://files.gamebanana.com/img/ss/skins/104788b.jpg

Sectional Command Officer pic.

Sectional Command Officer: M7" WS2+ BS2+ S6 T6 W3 A2 Sv3+ Ld12

A Sectional Command Officer is a single model armed with a Pulse Minigun, Two Pulse Revolvers, Energy Grenades, and a Cutter Sword. One of these units cost 30 points and 8 power. Only up to five of these models may be included in your army.

Pulse Minigun: 35" Rapid Fire 7 S7 AP-3 D2

Two Pulse Revolvers: 15" Pistol 2 S6 AP-3 D4

Pariah-Pattern Pulse Revolver: 18" Pistol 3 S7 AP-3 D3

Cutter Sword: Melee S User+1 AP-2 D2

Energy Grenades: 12" Grenade D6 S6 AP-1 D1 Blast.

Abilities: Command Spike: This unit, or the leader of this unit if it includes more than 2 models, has the Network ability.

Network (Unit): This unit may give orders. However they may only order other UNION units within 12" that can receive it or have a Command Spike themselves.

Chain of Command: For every unit of Sectional Sub-Officers, you may have one unit of a Sectional Command Officer at half cost to points and power, rounded down.

Voidwyrm Field: This unit has a 3+ invulnerability save.

Ultima Protocols: SOLIAN CORE units within 12" may re-roll failed hit, charge, and wound rolls twice.

Ultimate Authority: All friendly UNION units within 48" or with a clear/obscured line of sight gain Objective Secured, and cannot lose it under any circumstances until their line of sight with this unit breaks or they leave 48".

Line Breaker: Enemy units within 18" suffer a D6 penalty to Leadership, to a minimum of 4 Leadership, and lose Objective Secured.

Wargear: The Sectional Command Officer may swap out their Pulse Minigun for any weapon from the Special Weapons or Heavy Weapons List. They may swap out their Two Pulse Revolvers for a single Pariah-Pattern Pulse Revolver. They may choose four pieces of equipment from the Equipment List.

GIFTED BY THE VOID: This unit can attempt to manifest three psychic powers in each friendly Psychic phase. They may attempt to deny three enemy psychic powers in the enemy Psychic phase. They know Smite and two other psychic powers from the Void Discipline. As this is not a true psyker, they are not subject to psychic rules and only suffer one wound when resolving Perils of the Warp. Their powers may only be denied by another enemy unit with the GIFTED keyword. Their psychic level is 3.

Faction Keywords: UNION, SOLIAN, GIFTED, LEADER, [SEK]

Keywords: INFANTRY, CHARACTER, COMMAND OFFICER
Union Ascendant Wiki

**Welcome to the Union Ascendant Wiki!**
For the Universal Union. Lore repository and self made tabletop stuff.

The only important thing here really is just:

Universal Union Tabletop Units

Not much else.

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
The Universal Union

*"Every day, a million battles are conducted. Twice we lose, once we win. There is no advantage. Every Solian man, woman, child, synth, and machine must be dedicated to the savagery of war. We can only hope to stem the tide. The Hiss, Hell, and more threats seek to drive us into the ground. All across the universe, we have fought. And we'll fight again. Until we all die. Bury them in our own blood, men! No mercy! No respite! Force them into a bloody grave!*

- Unattributed soldier of the 89221st Meridian Reapers, last recorded dialogue on the Battlesphere.

The Universal Union is a multi-universe spanning empire comprised of the Solian Evolved and their many enslaved species. The ultimate authority for untold trillions of trillions who bow to it every day, it has existed as an interstellar civilization for far longer than one may think. It is older than its ancestors, humanity itself. It is ruled by the ironic god known as the Autarch, and his brother, the Viceroy, as well as the two's children.

Unfortunately though, it has problems. Instability runs rife and wartime has driven it low. Though it has made progress, it is not self sustaining. Its species are so numerous that the alpha Solians are almost too capable of keeping everyone in their place.

The founder and rulers of the Universal Union is the Autarch, the recently reborn God and one of the most powerful people ever born. Founded alongside the Viceroy and the Unlisted Sons of the Autarch, it is eternal, and it is grim. The Autarch has continued to rule his union for so many years, though once he was cut down. During the Era Instabilitus, he was cut down by one of his own children. Forced to stay confined to a throne for 30,000 years, he has came back to an empire in strife. Though some of his children have returned, he finds much territory having been lost, much of the gains made from outside their home universe gone, and most importantly, a divide which he doubted he could mend. Still he confines himself, ever vigilant over his Universal Union. Directing wars, uncovering lost technology, everything in between. His armies are infinite, His empire approaching ruins, and a new Instabilitus threatening to finish off the Universal Union for good. None shall falter in this eternal battle. Especially not the Autarch.

The Universal Union is a truly vast domain. In its glory days, it controlled several universes of people, ignoring the standard confines of spacetime and reality. These days however, it has shrunken. Largely atrophied of its original size, the Autarch now does not seek expansion. He seeks survival. Still its territory involves most of the known galaxies of the universe, even the outer realms of the milky way, and contains an uncountable number of lives.

Yet this has made it a target. Opportunistic uprisings plague it. Many of its enemies raid it. They exploit its disadvantages to full advantage, although they can not evade the wrath of the Autarch for long.

**History**

To be filled in.

**Tabletop Stuff**

See page.

**Culture**

To be filled in.

**Military**

To be filled in.

**Religion**

To be filled in.

**Language**
Battlesphere Phrases

**DEFENSE CODES**

Lock: Hold position.

Coagulate: Begin heavy fortification.

Contain: Keep something from exiting an outlined area.

Shield: Basic protection order on a given subject.

Impulse: Set up a base of operations.

Dissect: Analyze given problem or subject.

Probe: Anything to do with civilians.

Cauterize: Take preventative measures.

Booster: Replenish equipment and heal up damaged armor and body areas.

Ripcord: Move out of the way.

**ATTACK CODES**

Sword: Begin attack.

Expose: Eliminate cover.

Pressure: Apply suppressing fire.

Sterilize: Completely exterminate a given subject.

Reap: Flank the enemy.

Sacrifice: Carry the following orders out at the cost of your own life.

Clamp: Kill given subjects that move into a given zone.

Amputate: Cut off given subject from outside contact.

Pacify: Neutralize with less lethal force.

**MISC CODES**

Deploy: Mobilize for a given order.

Administer: Deliver something to a given subject.

Zero-Confirm: No questions asked.

Inoculate: Supply a friendly unit.

Adapt: Prepare to change tactics.

Respond: Change to a new task.

Reform: Tactical retreat.

Hunt: Call reinforcements.

Outbreak: Lost control of situation.

Extend: Spread out.

Narrow: Opposite of Extend.

**SPECIFIC CODES**

Necrotics: Any body that is under the control of a second force, whether it be a parasite or otherwise.

Bouncer: Grenades or any thrown equipment.

Spikes: Weapons, both melee, ranged, or otherwise.

Daggers: Bullets and projectiles, not including grenades.

Shadow: Natural cover or some sort of active camouflage.

Renegade: Rogue Universal Union units.

Exogen: Any alien species the Universal Union has encountered.

Anticitizen: A high profile target.

Deathless: Rarely used code that designates civilians. Often followed by a description.

Antibody: Protection. Examples include armor, energy deamplification, and medical equipment.

Combatant: Any person, as a member of a sentient species and/or armed with some sort of equipment, that displays aggression to the Universal Union, or happens to be engaged on the battlefield in the fighting. There is no discrimination made between actual combatants and civilians most of the time, unless ordered.
Ragdoll (TV Series)

## Ragdoll

**Ragdoll** is an upcoming psychological thriller on AMC+ created by Freddy Syborn. It is based on the novel of the same name by Daniel Cole. It will premiere on November 11, 2021.

## Synopsis

Adapted for television by Freddy Syborn, the six-part drama is described as a “modern-day Faustian thriller” centers on the murder of six people whose bodies have been dismembered and sewn into the shape of one grotesque body — nicknamed “The Ragdoll.”

Assigned to the shocking case are DS Nathan Rose, recently reinstated to the London Met; his best friend and boss, DI Emily Baxter; and the unit’s new recruit, DC Lake Edmunds, portrayed by Hale. The “Ragdoll Killer” taunts the police by sending them a list of his next victims, with Rose’s name among them. And with those victims to protect, our heroes soon come under intense public scrutiny.

## Credits

### Main Cast

* Lucy Hale as DC Lake Edmunds
* Henry Lloyd-Hughes as DS Nathan Rose
* Thalissa Teixeira as DI Emily Baxter

### Crew

* Freddy Syborn (creator/lead writer/executive producer)
* Sally Woodward Gentle (executive producer)
* Lee Morris (executive producer)
* Philippa Collie Cousins (executive producer)
* Kristin Jones (executive producer)
* Dan McDermott (executive producer)
* Lizzie Rusbridger (producer)

## References

1. ↑ Lucy Hale to Star in AMC, Alibi Crime Drama Series ‘Ragdoll’ From ‘Killing Eve’ Producers (EXCLUSIVE) - Variety
2. ↑ Ragdoll - First Look Promotional Photos + Premiere Date - AMC Thriller Starring Lucy Hale \*Updated 17th August 2021\* - SpoilerTV
3. ↑ Lucy Hale To Star In AMC Crime Drama Series ‘Ragdoll’ - Deadline
4. ↑ 4.0 4.1 ‘Ragdoll’: Henry Lloyd-Hughes & Thalissa Teixeira Join Lucy Hale In AMC Crime Drama Series - Deadline
Ragdoll Wiki

An AMC+ original series
Six people. One corpse. The Ragdoll.

From the award-winning producers of Killing Eve comes a new AMC+ Original series. Six people have been murdered, dismembered and sewn into the shape of one grotesque body — nicknamed the ‘Ragdoll.’ Assigned to this shocking case are newly-reinstated DS Nathan Rose (Henry Lloyd-Hughes); his best friend and boss, DI Emily Baxter (Thalissa Teixeira); and the unit’s new recruit, DC Lake Edmunds (Lucy Hale). The ‘Ragdoll Killer’ taunts the police by sending them a list of his next victims, with Rose’s name at the very end. And with those victims to protect, our heroes soon come under intense public scrutiny. A gruesomely imaginative serial killer thriller, Ragdoll captures the fascinating but flawed friends struggling with the consequences of institutionalization and trauma. Executive produced and commissioned by AMC and UKTV’s Alibi, and executive produced by Sid Gentle Films Ltd. (Killing Eve), with Freddy Syborn (Ms. Marvel, Bad Education) as lead writer and executive producer.

**Season 1 premiered on November 11, 2021, exclusively on AMC+.**

Characters
D.C. Lake EdmundsD.S. Nathan RoseD.I. Emily Baxter

See more

Videos

Welcome to the Ragdoll Wiki
We're a fan driven encyclopedia run and maintained by people just like you! Created by fans, for fans, the Ragdoll Wiki is dedicated to building a comprehensive and informative resource about the AMC+ original psychological thriller *Ragdoll*.

Sign up for a free account and start editing today!

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Lucy Hale

**Karen Lucille Hale** is an American actress and singer. She portrays DC Lake Edmunds on the AMC+ original psychological thriller *Ragdoll*.

## External Links

* Lucy Hale's official site

* Lucy Hale at the Internet Movie Database

* Follow Lucy Hale (@lucyhale) on Twitter

* Follow Lucy Hale (@lucyhale) on Instagram

* Follow Lucy Hale (@LucyHale) on Facebook

* Follow Lucy Hale (@LucyHale) on YouTube

## References

1. ↑ Lucy Hale to Star in AMC, Alibi Crime Drama Series ‘Ragdoll’ From ‘Killing Eve’ Producers (EXCLUSIVE) - Variety
Gianoco Lyanosholyad

Gianoco Lyanosholyad (April 18, 1981 - July 3, 2010) was an Yatorobic actor.

He also the voice of Chicken Joe from the Yatorobic dub of "Surf's Up". He died of respiratory complications from asthma on July 3, 2010 at the age of 29 at his home in his sleep. Since the end of 2009 he was being treated that he has been treated by specialists.

## Filmatography

### Series

* Alamo (2003) - Stefan
* Princess of your life (2006) - Cameron
* Chess of Money (2008) - Andrew
* Change Love (2009) - Damian

### Movies

* Earthquakes in Koribyo (2004) - Samson
* Price of Love (2006) - Jason
* Summer is Gold (2008) - Dennis
* Stories of Love (2009) - Dylan
* Mermaid Treasure (2011) - Damian (Posthumous premiere)

### Dubbing

* Surf's Up (2007) - Chicken Joe (Yatorobic dub)
Marina Stansyitshet

Marina Stansyitshet (June 24, 1942 - November 24, 2008) was an French-Yatorobic actress and singer.

## Biography

Marina Stansyitshet was born on Paris, France on June 24, 1942, she is moved to Yatoroba when she was 14 years old, in the 1960s, she first appeared on a TV show called "Compete and Win" along with host Rudolf Jahzenutshit, later she lent her voice to Disney and Hanna-Barbera classics at this time, including the voice of Aurora in "Sleeping Beauty" (1959), in 1987 she win the honor dubber and she died in Los Angeles, Califronia on November 24, 2008 at the age of 66, due to stage 4 breast cancer that was diagnosed in late 2007.

## Works

### Filmatography

* Pusshited (1962) - Nanna
* Dessert of Life (1965) - Ursula Yanovich
* Vivianne (1968) - Vivianne
* My First Date (1971) - Hanna
* Mine and Yours (1977) - Agnes
* Live in London (1979) - Mrs. Liliane
* Cecille (1981) - Anna Marie

### Dubbing

* One Hundred and one Dalmatians (1961) - Anita (1964 (1st Yatororbic dub))
* Bambi (1942) - Adult Faline (1964 Yatorobic dub)
* Lady and the Tramp (1955) - Darling (1966 Yatorobic dub)
* Sleeping Beauty (1959) - Aurora (1966 (1st Yatorobic dub))
* The Rescuers (1977) - Singer (Yatorobic dub)
Henry Lloyd-Hughes

**Henry Lloyd-Hughes** is an English actor. He portrays DS Nathan Rose on the AMC+ original psychological thriller *Ragdoll*.

## External Links

* Henry Lloyd-Hughes at the Internet Movie Database

* Follow Henry Lloyd-Hughes (@matineeidle) on Twitter

* Follow Henry Lloyd-Hughes (@matineeidle) on Instagram

## References

1. ↑ ‘Ragdoll’: Henry Lloyd-Hughes & Thalissa Teixeira Join Lucy Hale In AMC Crime Drama Series - Deadline
Minthical's Chat Codes

Minthical uses chat codes to remind him to do something.

currently there are two codes:

## Code Blue

Code blue is a signal for Minthical to drink water and usually spamed when

1. Minthical has not drank water in 15 minutes.
2. It is in the 15 minutes time on the clock Ex: 2:15, 2:30, 5:00, 2:45.

However, it is rarely consistetly said in the chat

## Code Red

Code red is a signal for Minthical to replace his pickaxe, and is usually spammed when

1. Minthicals pickaxe is at dangerously low durability

Minthical has been much more consistent with replacing his pickaxes (on stream), and code red has rarely been spammed

In the rare case that both Code blue and Code red happens, the chat is to spam "code purple" or both "code red" and "code blue" at the same time
Minthical Wiki

**Welcome to the Minthical Wiki!**
this is about the streamer known as minthical

We're a collaborative community website about Minthical that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.