recursal/Fanatic-Fandom huggingface dataset:
Fafnir

The **Fafnir** is an Ultra-sized tank piloted by the Spacers. Along with its up-gunned artillery variant - the Brünhilde - the two represent the largest combat vehicles to ever make landfall on Novo Solo. It was made into a pilotable vehicle in the Blood Anniversary Update of June 7th, 2021.

## Acquisitions Entry

> The Fafnir is the single largest combat vehicle to make landfall on Novo Solo, so far as I know. It’s an uncharacteristic extravagance for Spacers, in terms of sheer tonnage. Everything that comes down from space has to go back up. Or does it? There’s good evidence these things are never intended to go back into space once deployed. Talk about Spacer arrogance—never go back on an invasion. At least, never packing up their incredibly destructive rolling command centers/fortresses. When Spacers pulled out of the Siege of Andros, they left a pack of Fafnirs with all the guns auto-targeting anything that moved. Once they finally shelled the beasts into submission, they cracked open the hulls and found hypertrophied internals of a regular tank, reserve shield generator units, oversized grav couches, and a human head wired into the center of the thing. Cephaloids creep me out.
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## Notes & Strategy

* **Ultra class**: +25% damage resist and improved Trample
* The pilotable version of the Fafnir has a pair of Banshees as auto-firing guns.
* Despite being a classified as a tank, the Fafnir handles like a grav-tank, and shares control settings with agravs as well.

## Trivia

* In the Brigador universe, a Cephaloid is a disembodied cybernetic Spacer "pilot" dedicated to the operation of massive vehicles normally requiring a large crew. Unrestricted by bodily functions, a Cephaloid can work indefinitely, requiring less maintenance and nutrition than a full-bodied man while operating complex systems more effectively than a pilot with a cranial jack alone.
* Cephaloids are not the only example of dramatic physical "resculpting"; Cyclolucidites have "subtracted" functions from themselves, removing sensory organs ( as Oscar Allard did) and the biological requirement for sleep, invoking a dream-like state and achieving "savant-like feats of calculation, of hyper concentration" for the purpose of faster-than-light travel.
* The turret of the Actias can be seen on the top of the Spacer Fafnir. The Brigador version instead utilizes the hull of a Oxybeles mech as a turret.
Brigador (audiobook)

## Brigador

Click here to show all spoilers on this page.

The Brigador audiobook was written by Brad Buckmaster and narrated by Ryan Cooper. It follows the story of several NEP soldiers in Novo Solo.

It is bundled together with the soundtrack in the Deluxe Edition of Brigador.

## Plot

Shortly after the SNC take over the gate controls of Novo Solo, NEP soldiers of Outpost 78 are sent on a mission to return to Central.

## Main Characters

* Private Ranulph Kinny - An inexperienced Mongoose pilot. A private in the NEP who longs to find his brother who joined the Corvids. Part of 1st Squad.

* Captain Edwina Blake - Captain of the group of NEP soldiers of Outpost 78 at the edge of Solo Nobre. Pilots a Touro initially armed with a quad-barrelled Artillery weapon, and a Bully laser.

* Specialist Hugh Armbruster - Pilots a Buckmaster he affectionately renamed **Hunter.**

## Secondary Characters

* Sergeant Jack Kroenig - Senior NCO, chief administrator of Outpost 78, and commander of 1st Squad.

* Corporal Ana Mirante - Commander of 2nd Squad.

* Private Stephen Bader - Kinny's best friend in Outpost 78.

* Colonel Charles Rome - Visiting Blake in Sector 78. Pilots a Praetor class mech.

## Minor Characters

* Corporal Neto - Commander of 3rd Squad.

* Specialist Chris Almeida - Armbruster's wingman. Also pilots a Buckmaster

* Lieutenant Greer - Operations.

* Carlos Kinny - Ranulph's older brother.
Castor Pinho

**Castor Pinho** is a Loyalist pilot first usable in the Fly Blackbird mission.

Initially piloting a Prowler, it's implied that he somehow loses his tank and commandeers a Troubadour with a Jericho, Bonesaw, and Smoke Projector, which he pilots (with apparent greater success) through the end of the campaign.

## Acquisitions Entry

> Old Solo Nobre family, three generations of NEP lifers. **Castor** is planning the same but doesn't think he'll ever be officer material. Tested decently enough with neural jacks, but likes life in a tank crew better. No coercion is needed here, simply appealing to his vanity should be sufficient.
>
> -Beynder, SNC Informatics Division
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Killdozer

The **Killdozer** is a large Corvid Ultra-heavy tank with two Small hardpoints. Seemingly undergunned for its size, as an extremely well armored bulldozer the Killdozer has phenomenal melee damage and forward armor thanks to its reinforced blade.

It is remarkably slow, but also carries the usual Ultra-class vehicle bonus of 25% damage resistance bonus and increased trample damage.

The Killdozer makes its only playable Campaign appearance in the mission Metal Health.

## Acquisitions Entry

> The NEP had enough successful counter-maneuvers against the Corvid uprising in the early days that random bombings and infantry ambushes weren't going to cut it anymore. That's when you started to see a lot more of what we now consider a defining characteristic of the Corvid mechanized army, such at is: aggressive re-purposing.
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> First time they saw a Killdozer in combat it was blundering up the middle of a crowd in another protest/riot. At first they couldn't tell what it was through the haze of burning tires, it just looked an ambulatory concrete wall, which wasn't that far from the truth. Just as the molotovs started coming, the rookie Mongoose squad doing crowd control got real excited about the chance to really open up with their Bonesaws on the thing. They didn't get anywhere putting 8mm rounds into the reinforced plow, and by the time they squared off to the treadbike irregulars encircling from behind, it didn't matter. Tearing their manipulators through the crowd hemming them in couldn't stop the whole squad from getting crushed against a wall by the Killdozer.
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> So far as I know the Corvids only have a dozen at most running in the field, but with the help of an offensive slogan or two spray-painted on the plow, they always get the job done: drawing fire away from lighter, faster, deadlier units that Loyalists should be paying attention to.
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## Pilot Variant Edit

Phil Bromlin's Killdozer is armed with a Carlos 84mm recoilless rifle and Bonesaw 8mm machine gun, with a Smoke Projector for defense.

This loadout is a bull. The weapons are secondary to the Killdozer's ram which will destroy most enemies in a single hit. Keep targets to your front and focus on chokepoints and ambushing.

## Notes & Strategy

* **Ultra class**: +25% damage resist, increased Trample
* The reinforced blade makes the Killdozer extremely well armored up front. As the Killdozer's top speed is abysmal, Brigadors will want to keep their front facing enemy fire as much as possible in order to "tank" the incoming damage.
* The Killdozer's 'downshift' forward charge ability is extremely strong, and also very useful to clear open ground quickly.
* The name and shape of the vehicle is a reference to the real life Killdozer rampage.
Active Camouflage

**Active Camouflage** is a special weapon that renders the vehicle operating it invisible and silent.

## Acquisition Entry

> A combination of phased array optics and vibration damping renders a vehicle effectively invisible. However given the massive energy requirements and sensitivity of the system, the field can only be maintained for a few seconds at a time and is disrupted by weapons fire or heavy impacts. As the effect is not perfect, close proximity will also reveal the stealthed vehicle.
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> -Efi
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## Notes & Strategy

* The invisibility lasts for 6 seconds, but is disrupted by taking damage, firing weapons, stomping in Mechs or hitting the ground in Agravs. Tanks using Bull Rush are unaffected.
* Reloading from an Ammunition Depot will not disrupt invisibility.
* Hostiles in close proximity will still be able to detect the vehicle.

## Achievements

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

Complete an operation with a Sleepwalker equipped with Disco, Black Hand, and Active Camo.

Complete an operation with a Troubadour equipped with Belter, Carlos, and Active Camo.

Complete an operation with a Vex, 2x Banshee, and Active Camo.
Full Linear Solo Nobre

## Full Linear Solo Nobre

### Early Exit

No

**Full Linear Solo Nobre** is a Freelance Operation consisting of 18 Districts.

## Districts

* Sintra Necropolis
* Nobre Dunes Gated Community
* Ranchos Velhos
* The Loop
* Ourique Estates
* The Nazaré Necropolis
* Calvo Farm Outpost
* Lubrigos Tenements
* Rail Yards
* Long Yard
* Gasworks Turnpike
* West End Slums
* Pembroke Outpost Site
* Exeter Station
* Enos Reconstruction Zone
* Waste Outflow Watershed
* Pinhal Novo Security Corridor
* Any Spaceport

## Achievements

Complete the **Full Linear Solo Nobre** run in Freelance.
Daudi Aein

**Daudi Aein** is a Spacer pilot.

## Acquisitions Entry

> What you have heard about **Aein** is true. She killed Reman Jun in a ten-hour duel, and it was her that brought down the *Endurance* when all her team lay dead behind her. She holds several species-wide records in endurance and marksmanship, albeit not all within the same species. She is fast, brutal, and without remorse. I would not willingly oppose her.
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> m.p.C.C.
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Evora Estates

**Evora Estate** **Country Club** is a District within Solo Nobre, first visited in the Campaign mission Metal Health.

## Acquisitions Entry

> We don't have much on the old Solo Nobre, frontier outpost of the Founders. Nobody seems keen on writing down who said what or posing for pictures with flags and handshakes when one of the main colony ships barely makes it down in one piece.
>
> We know before the walls went up, they spent their days hacking strangler root off tents and their nights on watch for revoltingly large Amphicyonids. Pure wide-eyed existential terror. Long nights, under sky filled with constellations yet to be named. We know that life was so hard for a while, so remote and brutal, that the most important thing to the colonists were the names of the Saints and what they sacrificed in order to get them there safe.
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> I walked all the major Necropolis tours. You can ask the Founders for more detail, but all those statues do is stare, eyes upraised to that unknown heaven.
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> What was the question?
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## Trivia

* "Amphicyonids" were an extinct family of massive terrestrial carnivores on Earth, colloquially named "bear-dogs."
Cyclolucidites

## Acquisitions Entry

> **Cyclolucidites**, more commonly known as “Lucies”, are a nomadic class of space pilots and engineers.
>
> Though Spacer culture is defined by their belief in the superiority of living in space, Spacers themselves cannot navigate faster than light travel, and more often than not won't even crew their own spaceships. These tasks are all given over to Cyclolucidites.
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> The related technology has its origin in the devastating losses suffered by ships navigating the first faster than light drives. The computational demands of FTL drive tech outstrips computer processing even today—those first crews never stood a chance. Collisions with stars and space debris killed most, but there's all manner of lethal stellar phenomena that we couldn't even detect at the time, and some drives just went nova the moment they turned on. So we learned to see more of what was out there and have since solved that spontaneous meltdown issue (mostly), but the continuous volume of calculations required for extrasolar jumps remained a problem.
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> A conscious man, with some enhancement and computer assistance proved capable of guiding a vessel through FTL, but here again a seemingly insurmountable obstacle: with the rest of the crew in cryosleep the pilot was left to battle an exhausting mental task, entirely alone and without rest. Various drugs were developed to keep a pilot awake for weeks at a time, necessary to complete a successful jump. However this solution was prone to its own host of problems, usually manifesting as small lapses in judgment or increasingly delayed response times, but always devolving into bouts of cataplexy that precipitate complete mental breakdown given a sufficiently long jump.
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> Some pilots survived these more acute cases, but many (and their crews) did not. The conscious mind was not meant to endure weeks of time awake, and stringing together shorter jumps with recuperation for the pilot was both too fuel and time intensive to be cost effective for most carriers. The only workable solution, also employed by the ultra rich, was to keep a stable of crack pilots life-supported in a chain harness, allowing them to spell each other in succession instantly. This proved neither a popular prospect for pilots, nor economically sustainable.
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> But what if the pilot didn’t need to stay awake?
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> Sourcing from an unlikely program (under investigation for "...copious, negligent barbiturate and methaqualone dosing.") probing the mind’s capabilities under REM sleep and other altered states came the first Cyclolucidite: a man living in a permanent dream state with sensory link to the outside world. As the dream state grows deeper over days, months, years, a Cyclolucidite becomes withdrawn from every day concerns but increasingly capable of savant-like feats of calculation, of hyper concentration.
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> Over time not only did the “Lucies” become the only way to pilot FTL-capable starships more than a cursory distance, they evolved into their own culture.
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> -Efi
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## Trivia

* Potential Brigador Oscar Allard is a Spacer pilot who resculpted himself to become a Cyclolucidite.
Katar Joutsen

**Katar Joutsen** is a Spacer pilot.

## Acquisitions Entry

> A genetic eunuch with a rare hormone imbalance, **Joutsen** was produced as part of the infamous "Texas 7" phenotypal entertainment clone series. Like the rest of her stunted cohort, **Katar** has a continuous awareness age of six but possesses the physical and mental development of a young adult with certain enhancements particular to her intended profession. Like most Spacer adolescents, they claim to be the prototype for humanity's future. Unlike them, she has no right to succession of the human race, being entirely artificial in origin, surviving the purges only through cunning and a deft mind for legal technicalities. Having known only strife and persecution, **Katar** would be at home in the battlefield of Solo Nobre, and I believe it may be the only place that may offer her peace.
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> m.p.C.C.
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Dieudonné Rem

**Dieudonné Rem** is a Corvid Pilot added in the Nĭ Hăo a Tutti update.

## Acquisitions Entry

> Rem joined the NEP and made a name for himself through actively requesting the most dangerous missions available. Had more than his fair share of close calls, but always came back in one piece. Plenty of promotions came as a result, but he consistently refused anything that would trade his beloved cockpit for a desk or civilian life. That disdain made him legendary among enlisted men and despised by the Brass.
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> On the anniversary of his 50th year in the NEP, they forced the issue: pilot a desk or enjoy a cozy retirement, didn't matter, but if he refused this time it was very clearly implied that a dishonorable discharge would be forthcoming. Dieudonné promptly "resigned" via open comms so profane his name became its own slang. He then disappeared. A month later his Praetor, "Hackbull", also disappeared from its hanger. A year later the "Hackbull" returned, only this time sporting Corvid blue. Turns out the fight is all that mattered to Rem.
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Broiler

The **Broiler** is a 12-megawatt Laser weapon, mounting on the Auxiliary hardpoint.

It is a laser shotgun.

## Acquisitions Entry

> It's a laser shotgun.
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> -MB
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## Notes & Strategy

* Will toast shields with its blast of beams at close range (as it's meant to be used) and outright obliterate smaller targets. Add to this a 2 second daze and further damage over time. This makes it a good pair with the Black Hand. Discharge both at the target and be on your way (provided you have a fast vehicle).
* Its rate of fire pairs well with more conventional shotgun weapons (like the Parliament), allowing for a rhythmic one-two punch of laser-cannon-cooldown-repeat. With this, an Audio-Kinetic Pulse may synergize well with the close engagements you'll be facing.
* That said, keep behind cover if targets are at a distance; engage on your own terms.
Archie

The **Archie** is a medium-ranged airburst Cannon, fitted to Main hardpoints.

## Acquisitions Entry

> The Corvid knack for chaotic firepower is exemplified by their beloved **Archie**. Air-burst ordnance set to a dangerously short fuse creates a field of shrapnel in front of the firing vehicle; shield emitters are rapidly overwhelmed by the sheer volume of metal, while most light and improvisational armor will cave in or simply shred to pieces. Since the Archie was designed for engagements within 100 meters, accuracy is a non-issue. Weight normally dedicated to elongating the barrel is instead spent creating a much thicker one, allowing for greater pressures to be exerted without compromising the weapon’s structural integrity—it’s why an Archie is able to sustain such a withering rate of fire at that large a caliber, albeit inaccurately.
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> The end result is loud, messy, and effective, an apt metaphor for the Corvids themselves. Ironically the Archie also happens to be one of the most efficient counters to Corvid equipment, provided you can find a Loyalist commander adventurous enough to mount salvaged weaponry.
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> -Efi
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## Notes & Strategy

* A wide splash, decent rate of fire, and instantaneous impact make it a commendable choice for crowd control, as the blast also hurts shields and slows enemy movement, leaving them ripe for other weapons.
* The range is short for a Main hardpoint, and its loud report easily alerts enemy reinforcements; if you find yourself in an open field when they arrive with long-ranged weaponry, you may be unable to return fire immediately. Activate Smoke projectors or disengage in such cases.
* A daring pilot may do the opposite: flip on Active Camo, sprint closer and around the enemy to unleash the Archie at them.
* For a higher damage-per-second approach, ambush the enemy around corners: open with an Audio-kinectic Pulse and unload with the Archie.
* Self preservation: let go of the trigger if hostiles come at arms length or the Archie will damage you also.

## Achievements

Complete an operation with the The Pompadour equipped with **Archie**, Gutterball, and EMP.

## Trivia

* "Archie" is a WWI British term for Anti-aircraft fire
Brother Livewell Cotton

**Brother Livewell Cotton** is a cameo pilot from *Starsector*. He was added in the 1.6 Blood Anniversary Update.

He is available as a pilot in the asterisk-marked 'Meanwhile...' powersuit missions in the campaign, piloting a Dorothy armed with a Archie airburst cannon, Temblor demolition laser and Smoke Projector special module.

## Acquisitions Entry

> There's a wartape from Kinmundy I have that I'm pretty sure is Cotton. Sets up a perfect ambush with an ancient self-propelled gun, pastes a huge spacer mech-it's beautiful. Just textbook, really.
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> He'd been running a company-sized guerrilla operation up in the mountains for months. But after that ambush, it didn't matter what kind of good luck or true believer mojo he had.
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> By the end of the tape most of his men are dead. Occupying spacers just yawned and committed half a year's allocation of Seeker drones to bomb them back to whatever preferred level of pre-history their cult thought was ideal...yet Cotton survived.
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> These days, he's still a true believer for the Luddic Path, but he left his idealism buried with his men. Whatever it takes to bring victory to the Path, his own salvation be damned.
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> I hear the brother wept when he found out he was 100% cranial jack compatible.
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Canmore

The **Canmore** is a Heavy-class Loyalist tank with one Heavy and one Auxiliary weapons mount. It is essentially an up-gunned Tinker.

## Acquisitions Entry

> Proof that some things can’t be improved on easily. It’s too heavy, sits taller than it ought to, turns slower than it ought to, and yet tankers adore it. The handling is charitably “spongey” at best, but the mountain of hull armor and good shielding mean that rookies and veterans alike get that many more precious seconds to bring their gun to bear against their foes. During The Troubles these things were both scourge of dissidents and reassuring symbols of real permanence, the kind of thing we’ve all been trying for in this city. Probably because the design of the tank predates the founding of Solo Nobre by several years at least. The Canmore will continue serving this regime and the next, and whatever’s after that, too.
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## Pilot Variant

Man from Volta's Canmore is armed with a 30mm König gatling gun and Broiler 12MW laser, with an Audio-Kinetic Pulse for defense.

This loadout is loud, tough, and aggressive. Get up close and out-damage opponents to keep shielding up.

## Notes & Strategy

* Enemy controlled Canmores are fairly uncommon, they only appear on very high difficulty levels, therefore most of the time you'll be facing lesser Baltimores instead, which isn't necessarily a bad thing. The Canmore comes armed with a Bishop heavy cannon and a Belter auxiliary machine gun, as well as packing more hull armor and shields than most captain controlled vehicles.
* However, being a heavy tank, the Canmore is very cumbersome, with slow movement and traversal speed. Much like with other heavy enemy vehicles, using EMP or ambush tactics is a good method to dispatch it without risking your vehicle too much. If your vehicle is outfitted with a long range weapon, keeping your distance and sniping it is also an option,

## Trivia

* The Canmore bears a loose resemblance to the British FV4005 Stage II heavy tank, as well as the Soviet KV-2 heavy tank.
* The Canmore shares its name with a town located in Alberta, Canada.
Hannibal

The **Hannibal** is a non-pilotable Treadbike fielded by the Corvids.

## Acquisitions Entry

> It’s hard to believe there is a junkyard left in Corvid space that still has cars in it, honestly. The Hannibal is two land train tires plus treadbike tread, a big engine, and an old muscle car gutted with the trunk chopped. Too much firepower is likely to cave in the roof of one of these old rust-buckets, so they travel light. The Hannibal is good for rough-terrain scouting and feeling invincible at high speed, seconds before the driver gets perforated by 8mm rounds.
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Aetόs

The **Aetόs** is a Spacer Heavy Mech. It is equipped with two Heavy hardpoints, with very high melee damage. It is slower and less armored than the Corvid's twin-König ultra mech Rat King, but has a more powerful melee attack and full 360° turret movement.

## Acquisitions Entry

> Begs the question just what kind of alloys and tech animate a mech so preposterously bristling with firepower and shielding. Looks like a Cantor on steroids. You know pushing that kind of mass around on the field means thankfully they don’t have too many in service. I think the thing I hate the most about the Aetós is the good sense not to make it fifty feet high like most Spacer designs, especially the Ultras. The Aetós doesn’t have to try to look any meaner than it is. Dual energy weapon mounts take care of the rest.
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## Notes & Strategy

The Blood Anniversary update added a pair of Lockdowns as auto-firing turrets.
Brigador

A **Brigador** is a hired mercenary of the Solo Nobre Concern, fighting against the Novo Exército do Povo on the colonial planet Novo Solo in a bid to recapture the city-state of Solo Nobre.

Although Great Leader is dead, Solo Nobre's still-operational network of Orbital Guns prevents the SNC from landing in force to retake their former colony. With no armed presence of their own, the SNC resorts to hiring proxy agents from a pool of potential pilots already present on Novo Solo to pave the way for a full invasion.

As a result, nearly all of the playable Brigador Pilots are either Loyalist or Corvid traitors turned by the SNC through bribery, blackmail, or other temptation, or Spacers who - for whatever reason - found the terms of the SNC contract more appealing than alternative employment.

## Trivia

**Briga** is Portuguese for fight. **Brigador** is fighter in Portugal. In Brasil, **lutador** (who engages in **luta**, which in turn is also Portuguese for fight) is the norm. There is **briguento** and **brigão**, but in these there's an added conotation to frequent and often troublesome behavior of engaging in fights.
Broomcorn

The **Broomcorn** is a non-pilotable Treadbike fielded by the Corvids.

## Acquisitions Entry

> Did you know that, with the right modifications, even a tractor can be a fearsome warbike? That’s right, you didn’t—because it can’t. The Broomcorn got its start with the hick junker gangs at the edge of Novo Solo’s farm sectors. Kids strap these up with old rabbit rifles and homemade cannons and then go to “war” over their “turf.” The Corvids have taken to drafting them as better-than-nothing support bikes. No two are exactly alike.
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> -MB
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Doric

The **Doric** is a Spacer Heavy Mech outfitted with one Auxiliary and Turret hardpoint, with very high melee damage.

## Acquisitions Entry

> Just not one of their best, if you ask me. Might be an older design, but honestly I can’t tell with this one. There are enough of them in service. Undergunned for a heavy mech, but plenty of shielding and the same earth-shaking stomp attack you expect from Spacers. Seems like they’re used in a support role, but I can’t be sure on that one. Offering a light touch to round out the pain dished out by Spacer heavies. They’re also a little faster in the straightaway, just enough to surprise you.
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## Notes & Strategy

* Dorics often appear as captains in an occupying Spacer regiment. They are armed with what appears to be a Jericho cannon and a Disco laser. These mechs have fragile hull armor but strong shielding typical of Spacer vehicles.
Haskin's Port

**Haskin's Port** is a District of Solo Nobre. It is featured in the Campaign Mission Suicide Machines.

## Acquisitions Entry

> I came in to Haskin’s Port. I’d just left a bad job and a marriage and I was drifting, hoping that time and distance would make the separation less painful. But there it was, waiting for me, right next to the neon-lit gift shop where I got off the freight ship, in the stiffness in my back and the grit in my teeth. Corvids didn’t exist as a formal affiliation back then. They were little more than gang colors, but even my dulled and lazy senses noticed the bright blue clothes against the dun dusty walls. I bought one a drink and started asking questions.
>
> According to the drunk with blue paint under his nails, something big had happened nearby. I couldn’t get him to tell me and I never found out the details, but there were more legless pilots walking around than I had ever seen before or since. I kept an eye out over the next few days while I went about my business, but I don’t think they ever found what they were looking for. Must have been important, because I hear they started looking again. Their interest outlasted the spaceport. All the spaceports.
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Closed Casket Special

**Closed Casket Special** is a Freelance Operation which takes the player through 21 Freelance Districts, as well as 18 Mission districts, all in sequence. It is the longest freelance campaign available

## Districts

* Long Yard
* The Nazaré Necropolis
* Exeter Station
* Enos Reconstruction Zone
* Ranchos Velhos
* Alhandrea Spaceport Zone
* The Loop
* Waste Outflow Watershed
* Pembroke Outpost Site
* Rail Yards
* Estrela Verde Spaceport
* Gasworks Turnpike
* West End Slums
* Calvo Farm Outpost
* Nobre Dunes Gated Community
* St. Martim's Cargo Spaceport
* Lubrigos Tenements
* Ourique Estates (not listed but is part of the operation)
* Pinhal Novo Security Corridor
* Sintra Necropolis
* Souto Spaceport

### Mission Districts

* Fly Blackbird
* New Feeling
* Metal Health
* Suicide Machines
* Neon Lights
* Organ Donor
* Glory Box
* Inch of Dust
* Joy Bus/Hell Ride
* Found Ghost
* Weigh Me Down
* La Femme D'Argent
* Knife Chase
* Vaskiset Kielet
* Intense Gravity
* Idiot Tempers
* The Void Repeats
* I'm Always In Love

## Achievements

Complete the **Closed Casket Special** run in Freelance
Banshee

The **Banshee** is a Main hardpoint Machine Gun. It has an extremely high rate of fire, high ammo capacity and balanced damage output.

## Acquisitions Entry

> It’s rare to find large caliber MGs configured for caseless ammunition, though unsurprising here given the Spacers’ extreme sensitivity to mass transport and expenditure. Banshee rounds are smaller than you’d expect for the weight class, but travel inordinately fast— Spacer chemistry borders on the preternatural given what I’ve seen of their propellant.
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> Possessing both tremendous rate of fire and projectile velocity, the Banshee makes for an ideal counter to scouts and other vehicles relying on combat maneuverability. The comparatively small calibre explosive rounds prevent over-penetration against lighter armor to ensure target destruction.
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> -Efi
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## Notes & Strategy

A dependable weapon; will shred anything smaller than a house with a short burst, and with a second more will neutralize most tanks.

* Its distinct 'buzz' and impressive rate of fire makes it easy to lose track of your ammo count.
* The Banshee's small area-of-effect can damage the player if they fire at objects too close to them.
* The poor penetration of the weapon means anything between it and the enemy will absorb a substantial amount of bullets. Especially a problem when mounted on low-profile vehicles.

One should also be prepared to change tactics against juggernauts or elite groups:

* An EMP blast will let you take care of each threat individually for a brief moment
* An AK pulse ambush will leave weakened enemies for you;
* Generally, a second weapon with area-of-effect capability (or heavy gun, if your vehicle of choice allows it) will ease the burden on the Banshee.

## Achievements

Complete an operation with a Vex, 2x **Banshee**, and Active Camo.
Ammo Depot

* Cannon
* Laser
* MG
* Artillery
* Flamer
* All

Ammunition Depots are structures found throughout Solo Nobre. They store a limited amount of a single ammunition type, which can be taken by the Brigador.

When the supply of ammunition is exhausted, the lights on the depot will go out to indicate this and the depot will no longer explode when destroyed.

These depots are usually secondary targets, offering a good reward for their destruction.
Eightball

The **Eightball** is a Corvid Light Mech, armed with one auxiliary mount and a Small mount and is the fastest Corvid mech the player can pilot.

## Acquisitions Entry

> One of the strangest Corvid vehicles out there, both in its characteristic design and the fact that it was actually designed. The legs are salvaged, but the rest is original-made. Built to maintain mobility while still providing proper cover to a driver, the Eightball is also one of the best Corvid vehicles to be immobilized in. When (not if) the legs break down, the Eightball turns into a small turret bunker in which to make a desperate last stand.
>
> -MB
>
>

## Notes & Strategy

A surprisingly resilient hull with the signature corvid overcharge on an extremely maneuverable frame is a good combination. The Eightball is a surprisingly dependable mech for those wanting something a bit more responsiveness than the Mongoose without sacrificing hardiness.

The Eightball's small bulk and excellent mobility makes for a very strong vehicle for the astute dodger.

Compared to the Fork, the Eightball has 50 less hull, a different weapon setup and has more speed. The Sleepwalker has yet again a different weapon setup but is notably more focused on shielding.
Alarm

Once a spotter communicates the presence of a Brigador, the alarm will sound

If an enemy Spotter spots the player, they will eventually trigger a District-wide **Alarm**.

Enemy vehicles under a district alarm will activate their Shielding and Panic Walls will raise, slowing progress for the player.

There is a period of a few seconds between a spotter initially spotting the player, and the issue of the district alarm. The player should either dispose of the spotter, or destroy the Comms Towers responsible for hastening the process.
Cult of the Founder

## Acquisitions Entry

> One of the most difficult aspects of Solo Nobre's culture to describe accurately to outsiders is the significance of the Founder Colonists. While Great Leader's isolationist policies have relegated Novo Solo to a mere footnote on the political stage of the Outer Colonies, it was among the first to be colonized at such an extreme distance from Earth, and as such had to make do in relative isolation for much longer than other colonies. This challenge would have been enough on a planet with flora and fauna as inhospitable as Novo Solo, but the Founders also dealt with a catastrophic meteor shower and the resulting decimation of cryostock while en route, compounded by an emergency landing.
>
> The colony would have been a complete write-off, the planet left dormant for generations if it weren't for a number of colonist-engineers onboard, and their heroic self-sacrifice to land the colony ships as intact as possible. The death tolls were still horrific, but the fledgling colony survived. 'May your feet find earth/soil" is a rough translation of a popular blessing in Solo Nobre. To a Nobrean, death is not to be feared, except a death with one's body surrendered to the void of space.
>
> -Efi
>
>

## Trivia

* Cult of the Founder is one of the Steam Accomplishments added in the Brigador Up-Armoured Edition, rewarded after a Freelance operation is completed with Precursor James.
* From the Brigador Audiobook, Chapter 12:

> Even in the brightness of the day, Kinney could feel the grim power of the place, and he whispered a quick prayer to Martin as he eyed the coursed, granite monuments of the old Saints.
>
> Perched on a large memorial plot atop the hill, their stern visages glowed down upon their domain, crudely carved out of the hard stone, holding the tools symbolic to their individual plights. Martin stood, as always, with hammer and wrench in hand, wearing the patched overalls he had worn until his death as first leader of Novo Solo. Nara stood to his side, tool hafted over her shoulder, a kind smile permanently fixed on her delicate features. The sculpturer had payed particular attention to her face as the great Nara was said to calm the most tumultous of situations, with barely more than a glance. Completing the triumvirate, was blessed Etim, wrapped in her angelic wings, head raised to the sky; without her sacrifice not a single soul would have made it to the surface of Novo Solo alive, and the leaders of the planet always held an empty seat next to their own, in her honor.
>
> As the tracks swept around the edge of the hill, Martin's bearded face caught Kinney's eye, stone becoming smooth with years of erosion. "I wonder what they would make of all this", he thought idly.
>
>
Blungo

**Blungo** — pretendent do tronu Quagawumpów i samozwańczy król, zostaje zabity przez Angora Gada w odcinku *Roztrzaskany król*, po tym jak wkroczył do wioski.

## Wygląd

Blungo wygląda jak reszta przedstawicieli jego rasy, z tą różnicą, że jest znacznie większy. Ma zielona skórę, zielone włosy oraz brązowe oczy. Na głowie ma ciemne rogi i złotą koronę, w której kiedyś znajdował się Kamień Śmierci.

## Charakter

Blungo zależy wyłącznie na władzy nad Quagawumpami. Lubi gdy traktuje się go jak króla, którym sam siebie mianował. Gdy jego sekret wyszedł na jaw, za wszelką cenę chciał zostać na stanowisku.

## Historia

### Przed akcją trylogii

Po śmierci Roztrzaskanego Króla, Blungo sam siebie koronuje na jego zastępcę i oznajmia, że jest jego poprzednikiem, który powrócił z zaświatów. Quagawumpy nie są zadowolone z jego decyzji – podejrzewają, że troll kłamie, lecz boją się mu przeciwstawić.

### *Łowcy Trolli*

#### *Sezon 1*

Blungo wchodzi na przyjęcie, stworzone na cześć Toby'ego, którego Quagawumpy uznały za swojego zmarłego króla. Widząc to, wyzywa chłopca na walkę, a ten pokazuje mu sztuczkę ze "znikającym palcem". Zdenerwowany Blungo łapie go za nogi i zaczyna potrząsać. Nagle, siedzący na drzewie Angor Gad, wychodzi z ukrycia i skacze wprost na plecy trolla, wbijając mu sztylet z Trucizną Pnączego Słońca. Po chwili udawany król zmienia się w kamień, a Angor zabiera z jego korony Kamień Śmierci.
Julius

The **Julius** is a Corvid Ultra Mech. It has one Heavy hardpoint, one Auxiliary hardpoint, 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
>
> Occasionally Corvid engineering results do line up with their ambitions. The **Julius** is near enough to the heavy mech it is desperately pretending to be to give it a pass. Good armor and armament, not nearly as slow as you'd expect, doesn't look like an engine block that's been used for target practice.
>
> Funny, I have decent intel to suggest that though it outwardly appears built on the same worn out Touro chassis, a lot of the legs themselves have been stripped out and rebuilt from the frame on up to support all the extra weight Corvid techs habitually stack onto leg units, making this a lot more sensibly engineered than, say, a Rat King.
>
> But they can't field a unit that looks to have conspicuously purpose-built legs, so they end up disguising it as the same worn out Touro legs. Go figure. Great Leader always had a real careful eye on the Corvid insurrection. Maybe not close enough.
>
> -MB
>
>

## Notes & Strategy

Extremely well armored with strong shielding to boot, the Julius rivals even loyalist vehicles. the corvid signature of high overcharge is the cherry on top, the Julius may lack speed but proper piloting means that the vehicle is as survivable as a citadel. It's ability to crouch and ultra classification further allows it to weather damage. Furthermore the Julius carries a heavy and auxiliary as it's mounts with no impediment in chassis rotation unlike the rat king.

However similar to the rat king, the Julius has trouble aiming down at opponents too close to it, even whilst crouching, so equipping an AKP or handily using a mech stomp is an important skill to learn while piloting it. It is also quite slow, so close ranged weapons are out of the question alongside a patient pilot.

The Blood Anniversary update added a Stutter as an auto-firing gun.
Hull

**Hull** or **armor** is a measure of hitpoints of a vehicle.

Armor that take damage from weapons, explosions or impacts from other vehicles will reduce the hitpoints of the armor. Once a vehicle's armor reaches zero, the vehicle will explode. For player vehicles, this will end the current mission, and presumably kill the Pilot, incurring a hefty "funeral expenses".

Armor does not regenerate over time, and cannot be repaired during a Mission. Vehicles usually have shielding to protect the armor from damage, and can be replenished by picking up Shield Particles.

For simplicity, while there are several different armor types listed in the Acquisitions entry, each vehicle uses the same armor, but at varying quantities.

## Acquisitions Entry

> A broad variety of reactive and ablative armors are currently fielded. The former counters kinetic munitions while the latter counters energy weaponry (outside some exceptions). Reactive armors are favored by most terrestrial armies, while Spacers utilize ablative armors almost exclusively. Predominating type still varies between faction and locale, but we have found most conform to this model.
>
> Spacers universally rely both on hardshields and energy weapons due to mass constraints. The potency of energy weapons against hardshields also explains Spacer preference for ablative instead of reactive armors: a Spacer is most likely to die at the hands of other Spacers, so they equip themselves accordingly.
>
> The NEP exhibits an understanding of both armor principles. Reactive armor is more common, though explosive reactive and active armor systems are largely avoided. This is likely due to the risks these pose for friendly infantry and civilians. Overall the NEP favors a balanced distribution, and exhibits a military competence that exceeds their counterparts in the Outer Colonies.
>
> Corvid vehicles use a crude non-explosive reactive armor. Massed layers of metal, car, and concrete, with a rubbery insulate injected between. We suspect the design is propagated through cultural reinforcement; Corvid education precludes a scientific understanding of this communal breadth. Most Covids localize armor only to the cockpit—"armored bathtubs" is largely accurate. The dearth of outer plating allows kinetic munitions to overpenetrate, minimizing mechanical damage at the crew's expense. This explains both high Corvid mortality and their rapid redeployment of downed vehicles. Given the frequency that it appears in NEP psych reports, "Corvid Claret" is both effective and intentional.
>
> -Beynder, SNC Informatics Division"
>
>
Campaign Run

The **Campaign Run** is an Operation in Freelance mode, which takes the Brigador sequentially through the 18 Districts found in the Campaign Missions. The Brigador needs to take out the primary targets found in the missions, as well as any Orbital Guns and Ammo Depots.

## Districts

* Fly Blackbird
* New Feeling
* Metal Health
* Suicide Machines
* Neon Lights
* Organ Donor
* Glory Box
* Inch of Dust
* Joy Bus/Hell Ride
* Found Ghost
* Weigh Me Down
* La Femme D'Argent
* Knife Chase
* Vaskiset Kielet
* Intense Gravity
* Idiot Tempers
* The Void Repeats
* I'm Always In Love

## Achievements

Complete the **Campaign Run** in Freelance.
Great Leader

Statues of Great Leader can be found in most districts of Solo Nobre

**Great Leader** was the unnamed founder of the paramilitary group 'Novo Exército do Povo' and, following a violent and ultimately successful uprising against the Solo Nobre Concern, supreme dictator of the colonial city-state Solo Nobre.

## Ascent to Power

For many years, the inhabitants of Novo Solo were unhappy with the corporate rule imposed by the SNC. This unrest sparked the creation of the Novo Exército do Povo, or New People's Army, who aimed to take control of the colony from the SNC, using technology mostly unchanged from the colony's birth.

During the harsh violent uprising known as The Troubles, Great Leader and the NEP managed to drive the SNC from Solo Nobre, freeing the colony from corporate control.

## Rule

After securing his dictatorship, Great Leader began introducing dramatic, increasingly isolationist policies; nationalizing industry, instituting tight controls on travel, resettling citizens, closing spaceports, and spurring rapid development to make up for the decades of neglect under SNC rule.

Expecting the SNC to return, he expanded the Nobrean defense, instituting civilian conscription and building a vast network of orbital defenses to prevent any spaceborne interference with the newly liberated colony.

He also began a fierce crackdown on the rampant crime throughout the city, using the newly expanded military to enforce strict law and order throughout the colony at the expense of the rights of its citizens. While crime has plummeted, this ongoing repression has not been met with universal approval.

## Legacy

Despite this heavy-handedness and contrary to the claims of corporate rhetoric, by most accounts Great Leader was in fact a fairly successful ruler; life on Novo Solo is hard, but improved immeasurably for the average citizen under the NEP. He was liked by much of the population for the stability, food & water security, and infrastructure development brought about by his edicts.

The ensuing chaos brought on by Great Leader's sudden, unexplained death allowed the SNC's contract mercenaries (designated 'Brigadors') to begin their assault on the districts of Solo Nobre in a bid to pave the way for the SNC's return to Novo Solo.

## Personal Life

Great Leader lived in the highly-secured district of Central, where the War Council and other government bodies conducted business.

Great Leader was said to frequent the entertainment district of Lannois, but Marvin Beck questions the legitimacy of these rumors.
Lexov

The **Lexov** is a Spacer Grav-bike. It was made into a pilotable vehicle in the Blood Anniversary Update Part II of June 24, 2021.

## Acquisitions Entry

> A light atmospheric anti-grav better suited far away from the front, and much higher in altitude. There’s that Spacer perversity for you. They fly them low into war zones like an Arlo just to make things a little sporting for bored, sadistic pilots. Scout craft like this you’ve got to watch out for, as there are bound to be bigger friends nearby.
>
> -MB
>
>
Dragon

The **Dragon** is a large Corvid Ultra-heavy tank with Main and Auxiliary hardpoints. It is not quite as slow as the Treehouse, but still capable of firing over high cover and as an Ultra-class vehicle has an innate 25% damage resistance bonus and increased trample damage.

## Acquisitions Entry

> Can you believe what the Corvids come up with? A tank as designed by a child that's never seen a tank or a dragon. Hell of a glacis plate. Lots of armor and ate up with engine, the Corvid specialty. The big dead car gun mount is controlled from inside the cabin, I think.
>
> Rather than diverting power to increase speed the usual way, the Dragon can boost its already tremendous torque for short periods of time. When the driver downshifts, the Dragon's going to plow through anyone or anything in its path.
>
> -MB
>
>

## Notes & Strategy

* **Ultra class**: +25% damage resist, increased Trample
* Has a much taller profile than other tanks, allowing it to fire over low terrain obstacles. Pays for this by being much easier to hit, however.
* A Corvid answer to the Canmore when encountered as the enemy, usually seen as a Captain deployment. Not as offensively strong as the Canmore, but tougher and with a wider field of fire. Packs an Abbot cannon and Stutter chaingun; Can eat through your hull armor terrifying quickly if your shields come down. Will slowly try to close in while smaller Corvid units wear down your shielding, hoping to engage you at close range, where you can't dodge.
Aline Vocc

**Aline Vocc** is a Spacer Pilot. Added in the 'Nĭ Hăo a Tutti' update.

## Acquisitions Entry

> I sense your reaction even now and pre-empt it - yes, Tuno Vocc, the very same, is her father. She shares his deep sense of tradition; since leaving for the crèches, she had devoted herself to studying the arts of the Lorentz projectile, the automatic cartridge feed, and the focused beam laser. Following the Vocc path, she approaches the time of succession and must match her father's skills and best him, or else be sterilized. However, at last synch, odds and prevailing opinions were very much against the younger **Vocc** - I suspect she has been too conservative in her planning, too staid in her preparation. I will compose a formal message of intent, accompanied with a contract: she will appreciate the archaic form and, perhaps, recognize the educational and political advantages of bringing destruction to Solo Nobre.
>
> m.p.C.C.
>
>

## Trivia

Chetfield mentions three sorts of armaments: the Lorentz projectile, as used in the Zeus and Galinha; the automatic cartridge feed, probably as in the Banshee; and the focused beam laser, probably as in the Otomo. The last two are decidedly Spacer creations, as per Efigenia Tseng. Although the Lorentz design has been applied successfully by the Novo Exército do Povo, its origin remains unknown.