recursal/Fanatic-Fandom huggingface dataset:
M3 (Recon)

**M3 Grease Gun**

Achieve 1st. Lt. Rank

Strengths:
Very low bulk, low jam chance, fairly large clip
Weaknesses:
Low damage, low range, low rate of fire
Description:
Low rate of fire light SMG

*For further reading on the Mud and Blood 2 version of this weapon, see M3 Grease Gun.*
The M3 Grease Gun is a very light submachine gun.

It has average range and damage, but it has a decent clip size (especially when taking into consideration that you get 180 bullets for free) and very low bulk.

It is advisable to use this weapon on troops who need to shed weight, and troops using this weapon should have a high stealth and spot skill to be able to sneak up on enemies due to its short effective range.
German Sniper (MnB2)

**German Sniper**

Equipment:
Scoped K98k
Camouflage, Detached, Eliminator, Spotter
Description:
Hidden until they fire, German Snipers are annoying and formidable. They assassinate your men, lowering the manpower and morale of your troops as a whole.

> *"This is a German sniper. He is armed with a scoped Karbiner 98K and will go for your ranked soldiers. He is visible only when he fires."* — Official game quote
>
>

"All fear the sniper and the sniper fears no one." The Axis sniper is the German equivalent of your sniper. They have the same abilities and are dangerous.

Only Scouts and Snipers can see a concealed Axis Sniper.

If not found and killed, they can create serious trouble in your defense lines. Close air support could be able to kill most hidden snipers, but in cases of the sniper, blitz waves may not eliminate all snipers. Enemy snipers will prioritize enemies by rank rather than class, but more often than not this will be the Officer.

Snipers do not move straight down, rather they wander around looking for a view to kill from.

Concentrate fire on a cloaked sniper **will** work. Infantry will fire at the sniper, regardless of the fact that they can't see the sniper.

Heroism
 is commonly used to protect useful soldiers from being assassinated by
one of these guys. The employment of Allied snipers is often recommended
 to counter enemy snipers and other infiltrator units.
If you see it, it means he has fired, and most likely hit. So if that
happens, be ready to see an injured troop

## Real Life

The plush landscape of Normandy provided a heaven of hiding places for
German snipers and a pain in the neck for allied troops. This remained a
 problem for the allies well into the initial landings. There were even
cases of die-hard German snipers barricading themselves into buildings
and fighting on, such as in Paris where they fought on despite the
German surrender.
German Pilot (MnB2)

**German Pilot**

Equipment:
Parachute
Non-combatant, Aerial
Description:
A German pilot that parachuted from a shot down airplane. Capture him before the enemy does!

The German Pilot is a harmless German unit that sometimes parachutes away from downed Axis airplanes. You must now try to capture him before he is recovered by the enemy. Just walk over him like he is a crate and you will earn 1 TP (Tactical point). If the Germans get him first though, you will lose 5 TP! He **CAN** be gibbed, make sure you get him before you call in any support!

If you capture enough pilots, you will get the search and rescue ribbon.

## Real Life

Escaping from a plane in world war two was a hazardous business,
first, your plane had to not blow up, the pilot would then have to pull
open the canopy, jump onto the wing and then dive off or you could turn
the plane upside down and fall out through the canopy. Many callous
pilots would shoot at pilots parachuting out so getting to the ground
was nothing short of a miracle.

If downed pilots were recovered by the Allies, they could gain
potentially vital military intelligence, as well as depriving the
Germans of a valuable pilot. If the Germans retrieved them, they'd gain a
 more experienced pilot who could be rapidly re-fitted with another
aircraft and sent into the skies again. Hence, downed pilots were a
valuable asset to both sides, and German designers attempted to make
pilots able to survive crashes as much as possible.
Airborne Badge (MnB2)

**Airborne Badge**

Requirements:
Achieve Wave 100 in Paratrooper challenge mode.
Effects:
Paratroopers drop in groups of 6 men, not 4.
Real Life Medal?
Yes

This badge can be earned by achieving wave 100 in the Paratrooper challenge. The respect associated with this feat is such that this badge receives prominent display in your profile, right beside your portrait. This medal is very challenging and fun as it forces you to think outside the box.

* This ribbon is **not affected** by Detailed Orders crates.
* In real life, this is the US Army Basic Parachutist Badge.
* You can only try this game mode 11 times
* Earning the Airborne Badge unlocks Paratrooper Challenge for future play.
Dac Cong (Recon)

Vietcong special units, also known as sappers, master at infiltration and stealth.

They are currently not implemented in the game.

## Real Life

The Dac Cong was a detachment of specialist sappers employed by the VC and the NVA. The units were trained to fight as infiltrators and saboteurs and armed accordingly with a wide variety of explosives. The units were poorly equipped to fight as assault troops, or to withstand general combat at all, but the VC guerrilla tactics allowed the units to cause devastating casualties to US and ARVN troops during successful raids. Dac Cong proved to be highly effective during the final spring offensive of 1975 by destroying several key assets of the defenders such as bridges, command posts and watercraft.
AK47 (Recon)

**AK-47**

Killcard
Strengths:
High damage.
Weaknesses:
Lowest range, highest recoil and reload time out of all assault rifles.
Description:
Eastern Bloc assault rifle.

## Overview

The AK-47 is an Eastern Bloc assault rifle. It has fairly high damage but is weak in every other category. Therefore, it is recommended not to use this weapon unless you have to. The Stoner 63 beats it in every category except for damage which is 10 lower than the AK-47 and tied at 5 for the rate of fire. Soldiers using this gun should have a high stealth and spot value to be able to sneak up on hostiles undetected, due to its rather low effective range. It can be a better choice than the M16 based on the jam chance alone, but generally, the AK47 is an underperforming rifle.

## Real Life

The AK-47 was a cheap, mass-produced, fully-automatic weapon of the Soviet Union and the People's Republic of China (whom later modified and produced the rifle under license as the Type 56). Said nations provided the weapon to the North Vietnamese Army (NVA) and the Vietcong (VC) in order to support the communist movement against capitalist South Vietnam. The firearm was designed by Mikhail Kalashnikov and modelled after the German StG 44. The AK-47 proved itself to be a highly reliable weapon, its main advantage over the American (M16). Approximately 75 million AK-47's have been produced since 1949.
BDA (Recon)

BDA or Battle Damage Assessment is a mission type were the recon team must enter the AO and locate a single bomb impact point and then exfiltrate. The impact point will have NVA salvage crews ether arriving by truck or already there. Recommend rangers with high combat, stealth, and spot skill to allow your men to spot the point of impact and sneak away or be able to handle engagement with NVA.

**Killcard Unlock:** Remain undetected

## Tips n Tricks

* Spam Bird dog

* The impact point will not always contain NVA bodies.
* You can search the bodies & it can be a great source of intel.
* The NVA truck arrives at 900 to 1400 (3-8 minutes). The truck will always spawn on the edge of the AO and will always pass through the centre of the map (your LZ). It will take the longest route to the impact site, so if the impact site is A1, the Truck will enter from E5. The Truck can actually spot you and you will lose that killcard, so be careful at the LZ. You will be able to hear it as soon as it enters the AO.
* The NVA truck will contain 3-12 (possibly more or less) NVA solders, so you can observe from a distance if you want to further rack up the Intel. The truck is also searchable if it's not destroyed.

## Bugs

* If kit Carson manages to spot the impact, it would not register as your rangers spotting it, and you will fail the mission. It is advisable to leave him at the LZ if his activated.
* If you talk to a villager and he reveals all assets nearby, it would not count as a spot and you will fail the mission.
* If you interrogate an enemy and he reveals the location of the impact site, it will not count as your Ranger spotting it and you will fail the mission.
* The kill card 'flyover' will not count as your Rangers spotting it, and will fail the mission.
* On rare occasions, the NVA truck will stop short of the impact site if the truck spots your Rangers & will disembark and engage your team. It is unknown if it's a bug or a feature as the salvage team is supposed to secure the impact site
Green Beret (Recon)

**Green Beret**

Completing a patrol with 100% AO coverage.
Strengths:
0 Bulk, decrease chance to make noise
Weaknesses:
Not very practical
Description:
A 0 bulk equipment that increase the stealth of your Ranger.

This stylish green beret reduces your soldier's noise by 10%. Don't ask why it just does! Unlockable by the daunting task of a 100% recce. This is helpful, though not necessary, on stealth-oriented Missions and can also be paired to great use with the Ho Chi Minh Sandals. When equipped on a Ranger and he would make a sound, you get a debug saying "[Ranger name] was about to make a sound, but realise he was a Green Beret and he got his shit together"

## Real Life

The Green Beret is an elite portion of the US Army Special Forces that operated in Vietnam; they were very effective as a special operations unit, though Green Berets and LRRP Rangers were separate divisions. This is somewhat of an homage to their stealthy (And sometimes not so stealthy) actions.
Hold Fire (MnB2)

2-1
**Hold Fire**

Requirements:
An NCO or Officer
Effects:
Orders an allied soldier to hold fire for 5 seconds.
Description:
Forces a unit to stop firing momentarily. Good for when you're trying to move units around.

Hold Fire is a basic command that stops a target unit of yours from firing for 5 seconds, but it requires an NCO or Officer in your squad.

This command can be issued multiple times on the same unit to renew the cease-fire timer (it does not stack, though), and there's no limit to how often or how much you use it. Because of how frequently you may need it, learning its hotkey (2-1) is advisable. You cannot issue this order to pinned soldiers or to vehicles.

Hold fire is commonly used if a German is infiltrating your lines, whereupon one could say that it just might be a good idea to tell those bazookas and grenadiers to hold onto their charges—for the love of God!

## Fun facts

* In the first patches, when a soldier was pinned, you could unpin them by giving them this command.
* This command also stops an officer gesticulating or using his binoculars.
* When you attempt to use this command on a pinned soldier, you will receive the message: "This soldier is pinned, and obviously not firing his weapon... But thanks for making sure."
* This command stops a signaler from successfully making a call. Useful for canceling.
I Like Pie Ribbon (MnB2)

**I Like Pie Ribbon**

Requirements:
Eat 200 freshly baked McDonald's Apple Pies while playing MnB.
Effects:
Further games of MnB will make you no longer crave apple pie; a **lot** of people calling your bluff.
Real Life Medal?
**No**

Yes, the ribbon is legit and in the .sol file coding. Honestly, you need not eat the Apple pies, people say you get the ribbon in a random crate. The wiki staff has enough proof (including a staff member with the ribbon) to show that it is legitimate.

Here's the proof for the ribbon:

EmbedVideo is missing a required parameter.
When opened, the crate will have no message, and the ribbon will pop up on the screen.

Unfortunately, this rare ribbon has no currently known tactical award.

The in-game description of the ribbon reads as: ""I love pie ribbon!! Print your profile and go to the closest participating McDonald's and try to get a free pie. We know it worked once or twice!!""
Combat Leadership (MnB2)

2-q
**Combat
 Leadership**

Requirements:
An Officer.
Effects:
Gives one exp to an infantry unit.
Description:
Not everything has to be learned the hard way. That is the power of a good leadership.

This is a function good for pushing people to that last exp point needed for ranking up. Does **not** work on vehicles.

It's good to use this officer command on "support units" like a Signaller, Officer, or Medic, who would otherwise take ages to rank up. It is also useful for a Frenchie, when trying to accomplish the Legion d' Honneur‎ medal. This is also good when units are hogging exp. eg 100exp spec ops.

## Fun Fact

* Besides crates, this is the only way to level up your medic.
M14 (Recon)

**M14**

First Patrol Ribbon
Strengths:
Superb range, great damage, high total ammo
Weaknesses:
Slow, Little suppressive fire capability
Description:
Semi-auto heavy combat rifle.

## Overview

The M14 is a semi-automatic heavy battle rifle that packs great stopping power and spectacular range, but somewhat lacks the suppressive fire capabilities of its automatic counterparts. It is tied with the SVD for the 3rd longest range of any weapon, beaten only by the M60 (210) and M40 (250). When wielded by an experienced Ranger, it can even be effective in close ranges due to its high damage and fast semi-auto fire rate of experienced Rangers. The M14 is a superb weapon, arguably one of the best in its bulk category, and is especially deadly in the hands of an experienced marksman who can take advantage of its huge range.

## Real Life

The M14 was the US's answer to the FN-FAL that many of their allies fielded (actual direct competitors for adoption). The M14 had initially been intended to serve as the infantry's new staple platform. The intention had been to not only phase out the M1 Garand and M1 Carbine rifles, but also to reduce reliance on the M3 Grease Gun and  M1918A2 BAR. Within its arrival it had failed, failing to be as revolutionary as the M1 Garand had been in supplanting bolt-action rifles during WW2. Nonetheless, the M14 was lighter than the M1 Garand and managed to garner a lot of support before it's replacement by the M16. It's reliable and simple action lead to many soldiers vehemently rejecting the stoppage prone M16. Regardless, troops still complained about its unwieldiness in jungle combat, although the higher caliber was appreciated. The weapon's stats reflect all these factors when compared to the M16.
Fast Air (Recon)

Fast Air is powerful support option involving a fighter jet dropping a bomb at the target area within 5-30 seconds of the request. The strike is extremely powerful and very accurate, rarely hitting outside the drop indicator. It is available for use at night, but its accuracy is greatly reduced.
Its use is mainly to hit large, preferably stationary, targets which have been identified by the Rangers. It is not advisable to remain at close proximity of the designated drop zone if it is possible.
This support option proves highly useful against heavy VC positions where its power

can be utilized to the maximum.
Close Combat Ribbon (MnB2)

**Close Combat Ribbon**

Requirements:
Issued when your soldiers beat 100 enemies to death.
Effects:
CQC damage is increased by 10%
Real Life Medal?
Close Combat Clasp, Nazi Germany

War has evolved many times throughout the centuries as people find more, \*cough\*, innovative ways to kill each other on a large scale. Think back to medieval times, when the machine gun was a longbow and crossbows were the anti-tank missiles. Then came the invention of gunpowder, which revolutionized battle by allowing the war to be fought at the range, without putting oneself in-direct harm. As more innovative uses of gunpowder were invented, combat by limbs became obsolete.

However, the U.S. Army is willing to reward commanders who will still kill people in an old-fashioned way. You must beat 100 Germans to death *(not in real life...)*, and the army will provide better training for CQC (+10% damage). This is awesome when stacked with bayonets and good ol' Sarge or high morale Officer.

A good way to get this ribbon is to deploy sarge, give him a bayonet, move him next to nearby Germans, and watch some Nazi slaughter.
Basic Recon Operations Ribbon (Recon)

The first stage of a four-stage ribbon unlocked after completing five, ten, twenty and fifty patrols. The only challenge to these badges is keeping your profile long enough to earn them; the reward is marginal, with a total 5% higher chance to recruit a Sergeant with no experience, but 4 skill points, when replacing units after earning all four.

**Basic Recon Operations**

Requirements:
Successfully accomplish 4 missions.
Effects:
+1% to have a Shake n' Bake soldier (Sgt. with no experience).
Real Life Medal?
**No**
Jeep (MnB2)

1-e
**Jeep**

Starting equipment:
2 crewmen, .50 cal HMG.
Crewed, Fire and Movement, Soft Skinned, Motorized
Description:
A versatile, maneuverable unit suitable for a fast advancing strategy, fetching crates, adding firepower and serving as cover early in battle. One of the fastest unit on the field; .50 cal mount capable of dealing up to 200 damage.

The **Jeep** has mobility and moderate firepower all rolled
into one. Its only armament is a Browning .50

cal heavy machine gun. It
is great for pinning down infantry. As the jeep is one of the fastest
units on the field, besides the medic, it is a great crate fetcher.

The two man-crew can be harmed and if one is killed you can call in a crew member to replace either the driver or gunner (gunner taking priority). The Jeep costs 6 TP and comes with a driver and gunner.

### Allied Unit

The jeep is a hulking car equipped with a .50 machine gun that is the same type as the static HMG that you can deploy for 6 TP.
The main difference between both guns is that the jeep sacrifices accuracy for mobility.

While the humans can be harmed, the jeep itself can actually take damage also, only from grenades and the like though, because it is a vehicle.

## Fun Facts

* The jeep has a low fire rate considering it has a machine gun emplacement, but its bullet damage can result in 1-hit-KOs.
* If your jeep driver is killed, your gunner can still fire, but he is now static (unmoving).
* If your gunner is killed, your jeep can still move but loses all firepower.
* If both are killed, the jeep will not disappear and can still be used as cover.
* In real life the jeep was used up until the Vietnam war, after that it was replaced by the Hummer.
* In the first stable version of Mud and Blood 2 (2.0.0) the jeep was actually pretty slow.
* The jeep used to cost 10 Tp.
* The model of Jeep in question is the Willis MB, it was although made by other companies as well.
* When both crewmen are killed and some enemy vehicle, Panzer IV, Tiger Tank, Kubelwagen, or a single MG42 operator enters the battlefield, the crewless jeep can act as a meatshield. Worth noting is that this strategy works only if the jeep is in the mid-part of the battlefield.
* The jeep rarely appears in most tactics.

## Real Life

Although the true origin of the jeep, like the AAA, is unknown, the research identifies it as the Willys MB/Ford GPW,
 the iconic WWII jeep. The small four-wheel-drive utility vehicle
inspired many similar light utility vehicles. Over the years, the World
War II Jeep later evolved into the "CJ" civilian Jeep. Its counterpart
in the German army was the Volkswagen Kübelwagen (Wikipedia),
 also based on a small automobile, but which used an air-cooled engine
and lacked 4 wheel drive. 640,000 of them were made by the government,
and some 8,690 others were made.
Envelopment

Envelopment is a classic military strategy of surrounding your enemy within a pocket. This can be accomplished in many ways, from dropping paratroopers behind your enemy, or having your flankers circle around them are the two most common ways this can happen.For the enveloped force the only way to survive is to surrender, fight its way out or fight to the death.

Some envolpment tactics will include a false way out to channel the enemy into a kill zone covered with heavy weaponry or a support weapon.

Take note that the envelope will work even with a small team (as in Recon) around a larger force when used with appropriate support (Artillery strike of fast air).

Brandenburg blitzes and bottomburgs (aka brandenburg marauders) are prime examples of what can happen to you in game. Para drops and being overwhelmed can have this affect to.
EOD Kit (Recon)

**EOD Kit**

EOD Ribbon
Strengths:
Increases chance to defuse pressure plate mines
Weaknesses:
Hard to unlock, only useful against pressure plates
Description:
A great life saver when you need it, increase your chance of successfully defusing a pressure plate mine

A harrowing piece of equipment to unlock. Increases the chance of the equipped Ranger of desfuing pressure plate mines by 10%.
Axis Aerial Close Support (MnB2)

**Axis Aerial Close Support (MnB2)**

Description:
A Luftwaffe plane peppers the ground with grenade-sized explosives

A Luftwaffe plane decides to hate you especially hard today. Requires >6 men on the battlefield. Many explosions, the size of grenades will pepper the lower half of the battlefield.
In every other way, it is similar to Aerial Close Support.
If you have 5 or more men in the top half of the map, the plane will strafe said top half instead.

## Real Life

Axis planes were often used to strafe ground targets or infantry. One example was during the invasion of France, Stukas bombed an airfield and when the pilots and ground crew came out of the rubble, a Messcherschmitt squadron strafed them, killing many. Often the pilots strafed as a way of expending ammo on their way back to base. Some dive-bombers like the German Ju87s were equipped with a special strafing cannon that was highly effective in blowing tanks to pieces. There are two kinds of strafing, strafing with AT rounds or rockets to take care of tanks or strafing with machine guns to turn infantry to Swiss cheese
Gewehr 43 (MnB2)

**Gewehr 43**

Semi-auto firing
Weaknesses:
Makes the user a pretty important target
Description:
German semi auto rifle, used by the 12th SS troops, very accurate

Only used by the 12 SS.

This weapon was designed to replace the KAR 98. It is very accurate, semi-automatic, and deadly. It can one-hit kill your troops or get them below 10 health. This is the German equivalent of the M1 Carbine. All around it is very balanced.

## Real Life

The Gewehr 43 had a very low production rate, only one Gewehr was made for every 50 U.S. M1 Garands, only
 400,000 were made, and the limitations were only 1 rifle per platoon
(given to marksmen). Although it had good semi-auto, good accuracy, and
good combat-effectiveness, it was not as reliable as American or Russian
 semi-automatic rifles. It was usually used by low-ranking German
officers.

The Gewehr 41, its older brother, was designed by both Mauser and Walther, who had to follow certain regulations:

* No holes for tapping gas for the loading mechanism were to be bored into the barrel.

* The rifles were not to have any moving parts on the surface.
* And in case the auto-loading mechanism failed, a bolt action was to be included (that is why there is a bolt-on the gun).
Kübelwagen (MnB2)

**Kübelwagen**

Equipment:
Driver, MG-42 gunner.
Soft Skinned, Suppressive Fire, Crewed, Fire and Movement, Motorized
Description:
The German jeep, a car with an MG-42 Gunner on it.

> *"This is a Kübelwagen mounted with a MG42.It's role is to provide firepower and mobility to the current assault."* — Official game quote
>
>
>

> This bad boy will race through to a position, unload suppressive fire, then keep going and laying suppressive fire. It's soft skinned, so a zook, an AT gun, or even a gunner will kill it, though if everything goes wrong, mines do the job. It also appears in the nasty Panzerkampfwagen Blitz with its best friend, the Panzer IV and can be seen amongst the Total Blitzkrieg Wave. It's the German equivalent of your Jeep. Kübelwagens will not count as flankers if they pass your lines.
>
>
>

## How do I kill it?

Easy to kill, the crew can be shot out, or you could just blow it up. Grenades can kill it if lands on its center. Mines or TNT
 will work also.
After patch 2.2.7b if the Kübelwagen's crew dies it no longer counts as a
 vehicle on the battlefield and can not catch crates. But 'zooks still
count them as vehicles and will aim for them.

## Real Life

The Volkswagen Kübelwagen
 (short for Kübelsitzwagen, meaning "bucket seat car") was a military
vehicle designed by Ferdinand Porsche and built by Volkswagen during
World War II for use by the German military (both Wehrmacht and
Waffen-SS). Based heavily on the Volkswagen Beetle, it was prototyped as
 the Type 62, but eventually became known internally as the Type 82.

With its rolling chassis and mechanics built at Stadt des
KdF-Wagens and its body built by US-owned firm Ambi Budd in Berlin, the
Kübelwagen was for the Germans what the jeep
 was for the Allies. It was also used as an unarmed recon vehicle, but
this version features a MG-42 7.92mm machine gun attached. More than
50.000 of this was built for the war effort.

>
>
>
>
>
M1 Carbine (Recon)

**M1 Carbine**

Starter Weapon
Strengths:
Light, Low Recoil
Weaknesses:
Low Damage/Range, Small Clip, Slow (semi-auto)
Description:
Light Caliber Carbine

*For more information about this weapon in Mud and Blood 2, see M1 Carbine.*

The M1 Carbine is a light semi-automatic rifle which sports a low bulk and recoil value, at the cost of low damage, range, and free ammunition. It is one of the basic starter weapons, along with the M16 and Model 77E.

As a light semi-auto rifle, it is superseded in nearly every way by the Xm177, provided the player has unlocked it. Another popular lightweight option would be the lightweight M3 submachine gun.
Advancing (MnB2)

Fun facts* An advanced unit does not count towards your total unit count.
* If all your men die and there is still an advanced unit, the screen will switch to him **gaining no flankers.**
* If you leave more than 10 soldiers behind when advancing you will be overwhelmed.
* Leaving a disabled soldier behind when advancing reduces the morale of your men.
Crater (MnB2)

**Crater**

Effects:
Gives cover bonuses equal to those of a trench.
Description:
Formed by any explosion on the field. Fades with time.

Craters are formed from all kinds of explosion blasts (arty, bomb drop, Naval Artillery, etc) coming in different sizes depending on the explosion which created it. Aside from being symbols of war, they actually serve as makeshift trenches for your troops, granting the very same protection level, but they are not permanent and eventually just fade away, so do not rely on them to last you through a lot.
Covert (Recon)

Covert is a term used in Mud and Blood: Recon to describe the current mission state and how the enemy and your Rangers are currently conducting actions. The opposite of Covert is Overt.

A mission is Covert when the skull icon to the top right of the screen is white. This is when your Rangers really shine. They move with care slowly and methodically using the environment to remain undetected. They are practically invisible. As long as the team is not compromised the mission will remain covert.

**Ranger's particularities when the mission is covert**

* Your Rangers can detect enemies that are in the line of sight up to 600 px
* When they are in the line of sight of an enemy, they have a saving throw equal to their Stealth skill + team effect to remain undetected.
* If a Ranger manages to be detected because he failed his saving throw **if he is not moving** he only has 30% chances to be detected.
* Rangers walk 50% slower on covert mode.

**Viet Cong's particularities when the mission is Covert**

Generally speaking, the VCs are more careless when the mission is covert. They do their things and have no thoughts for the Ranger team stalking them. However, this can change if the team gets careless.

* VCs can potentially detect (see above) Rangers up to 200 px **plus** 50px per time your team was overt during the current mission. This means that although the VC are initially careless, they are not stupid and forget that a team of Ranger is in the area looking to slit their throats. The more your team creates commotions and goes overt, the more the VCs will be alert. A team that goes overt 5 times during their mission is now dealing with very edgy enemies (detection range of 450). There is no maximum to this value so think twice before compromising the mission.
* VC move 60% slower when the mission is Covert, reflecting a general carelessness in their movement and activities.
* VCs will chat with each others about life if they are within visual range, paying little regard to noise discipline. A lone VC will yawn, cough, sniffle, burp and all the other noise a bored sentry can generate.
* VCs can leave the AO in covert mode. Which is sort of important if you just landed in a hot bed. finding a nice hiding spot and let the AO cool off can be an option.
Distinguished Service Ribbon (MnB2)

**Distinguished Service Ribbon**

Requirements:
Issued when 100 games of Mud and Blood have been played
Effects:
Give 1 TP at the start of each mission
Real Life Medal?
Distinguished Service Order/Medal, UK, USA and Vietnam

A medium difficulty ribbon to earn, but with a good reward. The reward for playing 100 games of Mud and Blood is 1 TP at the start of each mission. This ribbon is not difficult at all, merely time-consuming, as games can last for quite a long time, depending on your experience with the game, and of course the brutal randomness of Mud and Blood. It's good when combined with the D-Day Ribbon and/or Remembrance Day Ribbon as you get more TP.

In older versions, it was a good marker to players for when they received this, it would be too late to try and get the Victoria Cross.

It is the highest non-valorous military and civilian decoration in the United States. It can be given to civilian employees of agencies under the Federal Government of the Unites States, for example, NASA.
Combat Ribbon (MnB2)

**Combat Ribbon**

Requirements:
Kill 100 enemies in one game
Effects:
Gives all your troops +3 rifle skill
Real Life Medal?
Combat Action Ribbon, USA

Your orders from the HQ were to kill as many Germans as possible to allow them to relocate away from the battlefield, so you have killed 100 Germans so far to help them move away. United States high-command will reward you with this ribbon as thanks for helping to stop the Nazi attack and start training soldiers a little bit better to help you kill even more Germans.

Getting this medal is very easy and it provides a nice bonus of 3 points added to the rifle skill of any allied unit deployed. You usually receive this at about wave 30, depending on if you receive blitz waves or Detailed Orders and it gets a lot better with Medal of Honor. This ribbon should not be confused with the Close Combat Ribbon.
Battlefield (MnB2)

**Battlefield**

Effects:
Excessive Death.
Description:
Green rectangle of death.

**Snowy Battlefield**

Effects:
Same as the Green Battlefield Description:
Snowier.

The battlefield is the green or white rectangle you're fighting on.
On it are little things like trees, and ponds.
None of your men are leaving this place alive unless they run away, you retreat, or 10 Germans cross your line without all of your units dying.
Burning Soldier (MnB2)

**Burning Soldier**

Effects:
Can set other troops and trees on fire; lowers morale.
Description:
Looks like a flamethrower got a hit or he was to close to a V1 main explosion.

Yes, that guy there is on fire, and he runs around the screen randomly, loudly screaming. Not a pretty sight if it happened to be your buddy. Be careful, he can easily spread the fire to other flammable things like trees... or people.

Sometimes, they can be handy, setting other enemies on fire... Unfortunately, this is a rare occurrence. They can also set fire to your own troops... Fortunately, this is also a rare occurrence. Burning Soldiers will set off mines, even if they cannot be gibbed by it.
A burning soldier will be extinguished immediately upon contact with a pond and Mines that explode a second later.

After a few seconds of mindless running, or after being extinguished by a pond/ having run over a Mine he turns into a pile of burned ash.

If you set 50 enemies on fire, you will receive the BBQ ribbon.
Artillery (Recon)

Artillery is a fire support option available to LRRP units. Though capable of devastating enemy units, it's initial accuracy can be improved by reporting an increase in the last reported percentage of the AO covered to the respective firebase. Covering the AO and updating the coordinates through the radio is important to increase the first round's accuracy without the need to call in for adjustment multiple times. It is suggested to maintain a safe distance from the target to prevent friendly fire from a danger close fire mission.

When using the radio, the options are as follows:

* **Relay Coordinates**: This sends information about the AO to the firebase allowing increased accuracy when firing. The increase is directly related to the percentage of AO covered.
* **Call for Fire**: Artillery fires a single round towards the current target allowing precise adjustments to be made.
* **Adjust 10 meters to direction X**: This moves the fire towards the designated direction in case the original fire missed the intended target with the options of North, South, East, or West available. You can hit the adjust fire multiple (E.G East, East, East South, South) will adjust the round 30 meters East, 20 meters South. You don't need to past a radio skill check to adjust fire, and you can adjust fire as many times as you would like.
* **Fire for Effect**: Clears the artillery to commence a barrage at the designated target location.
* **Air Burst rounds**: Change the actual ammunition to airburst rounds, which have a high    fragmentation range but lower damage. Be careful as the fragmentation damage have a larger area of effect against your Rangers, and being caught up anywhere in its area of effect will put your Ranger in a critical condition.
* **Smoke rounds**: Change the actual ammunition to smoke rounds, smoke rounds don't cause damage directly and creates a smokescreen useful for evasive maneuvers such as retreating. Smoke rounds will **not** cause overt status nor do significant damage making it useful to adjust rounds onto an unsuspecting enemy or when fire must be guided in close proximity to the Ranger team. This rounds **will** mark a secondary LZ, but due to artillery's poor accuracy, smoke grenades are preferred.
* **HE rounds**: Change the actual ammunition to HE rounds, with a powerful blast effect. This is the standard ammunition type used.

The primary use for artillery is destroying VC assets and dealing with large concentrations of infantry.

## Tip n Tricks

* HE shells are the best options if you want to wipe out VC
* Airburst has a small area of effect (a bit larger than HE) but can take 2-3 rounds to kill an enemy. Airburst is super deadly against your Rangers and being anywhere close to the impact and taking any points of damage will result in your Ranger being in critical condition.
* AirBurst is only good on wiping a firebase out due to it's inability to destroy structures. Destroying structures on firebase generates unwanted heat.
IV (Recon)

**IV**

Starter
Strengths:
High stabilizing chance
Weaknesses:
Highest bulk out of the other stabilizing equipment
Description:
The highest stabilization chance equipment your team possess

Highly effective item to treat wounded soldiers but slightly more bulk than bandages. Has 35% of stabilizing a dying solider.
Claymore (Recon)

**Claymore**

Starter
Strengths:
Excellent damage, long range
Weaknesses:
Small cone of effect, 2 use
Description:
A piece of equipment that can be activated anywhere that will kill/severely hurt any units in it's path

Claymores are mines which must be remotely detonated. This is done by clicking on them. To place one, "use" it and click where you want to put it. If the Ranger with Claymores is close enough, the mine will be planted *in the direction the soldier is facing*. Take this into consideration for proper placement.

## Real Life

The M18A1 Claymore antipersonnel mine was a 3.5lb (1.6kg) directional
mine in a rectangular, slightly curved fibreglass box with 1.5lb (0.7kg) of C4
backing 704 7
/32in. (6mm) ball bearings, making them devastating to assaulting
troops and those caught in ambush kill zones. It was electrically detonated by
command, or it could be rigged with a tripwire to be activated by an intruder.
When detonated the ball bearings were blasted out in a 60-degree fan with an
optimum range of 164ft (50m), but dangerous out to 820ft (250m). Blast and
secondary fragmentation were dangerous within 328ft (100m)
Air Medal (MnB2)

**Air Medal**

Requirements:
Issued when 100 air strikes have been called.
Effects:
Further air strikes have 1% chance to be free.
Real Life Medal?
**Air Medal, USA**

*See also Air Command Ribbon and Air Defense Ribbon.*

CAS, the weapon of the gibbers, whether used on a Volkssturmm Blitz or a 'Germans changed tactics' the result is always the same, body parts flying everywhere and the screams of the wounded breaking the uneasy silence of the battlefield.

Call in 100 of these organ scatterers and you will get this medal, for every 99 called after attainment you will get 1 free. A pretty good reward for *Strike maniacs*.

## Real Life

Created on May 11, 1942, this is a parallel to the Bronze Star. It was given for *"Meritorious achievement while participating in aerial flight"* to crew members. It precedes the Joint Service and Branch Service medals and is above the Aerial Achievement Medal.
Cooper

Donald McKinley Cooper is a long time friend of Tim and Dave and the one who invited his co-worker Julian to play with them. He is the half-orc barbarian of the party.

His character has a charisma of 4, which is largely responsible for his warty penis, and a propensity to shit himself. He has an intelligence of 7 and a strength of 18.

## Skills & Feats

Total Skill Points: 16
 Swim

### Languages (Illiterate):

* Common
* Orc

## Equipment

### Critical Failures I:

* Great Axe
* Crossbow

Feats

* Transformation - Werebear

## Quotes

“Now, tell me what business you have in my wood.”

“I'm not interested in your wood,” said Cooper. “As a matter of fact, I thought you were a woman.”

“I don't know,” said Cooper. “I think excessive crotch scratching translates to the same in all languages.” -Bevan, Robert. Hung Ogre (Caverns and Creatures)

Cooper reached with exaggerated slowness into the Bag of Holding. “Dildo,” he said. Cooper felt the hard, veiny wooden cock materialize in his hand. It still had a greasy residue on it. He felt down the shaft to make sure he was holding the penis end, and mentally braced himself for the coming pain.

## Trivia

Cooper was responsible for putting in the ad in the paper that brought Mordred to the C&C game in Gulfport. (Book 1)
Goliath (MnB2)

**Goliath RC mine**

Equipment:
Remotely usable mine
Motorized, Soft Skinned
Description:
German remote controlled mine, explodes on contact with your troops/defenses.

> *"This little bugger is a remotely controlled mine called a Goliath."*— Official game quote
>
>

These units are driven to your defenses at a high speed, slowing down
 if taking damage, they will explode when near your units. They are
easily destroyed by bullets and explosives and are mainly dangerous if
you do not have automatic weapons and one of these is rushing towards
your trench. However, sandbags work as a good defense against one of these and can limit the damage to your troops. You **can**
 concentrate fire on them, which helps if your trenches are in danger of
 obliteration. If they appear to be slowing down, it is likely that they
 will soon explode.

Beware, they have their own blitz wave!

## Fun Facts

* Goliath does not count as a flanker if it passes your line. But it *does* count as a flanker if you leave one behind when advancing.
* It is a remotely controlled mine but it can still capture your supplies.
* They will slow down when they're hit.
* They initially move faster than a medic, but their speed will be reduced more and more as they take damage.
* These are the fort-destroyer units.
* In real life, these were known as the 'beetle tank' to the Allies.
* Sometimes it's better not to shoot them, because they detonate upon death, which can destroy nearby structures or units.
* If a grenade hits the Goliath in its center, the wreckage will not be a Goliath but a PAK-38's, and also a German will be dropped.
* Its top speed was 6mph, so it really shouldn't be the fastest unit in the game.
* Goliaths usually detonate before they reach a bunker's hitbox, so their role as bunker busters is limited.
* It will not explode if it passes over a German soldier
* Its sound stops after a while, sometimes even when it's driving, and sometimes its sound continues when it's destroyed.

## Real Life

The Goliath mine was invented during 1940 by the Germans who found a
prototype of the small tracked vehicle developed by the French vehicle
designer Adolphe Késsegre from the River Seine. The Germans began
developing their own version capable of transporting explosives to be
used against tanks, dense infantry formations, and demolishing
buildings and bridges. They had 650 meters of cable that supplied power
to the electrically driven versions, and for the controlling. They had major
drawbacks; thin armor made them vulnerable to AT-weapons, they had low
ground clearance that reduced their mobility, were slow, and were
expensive to produce. 7 564 Goliaths were produced and they were used on
 all fronts. The most notorious use of them was during the Warsaw
Uprising to crush the remaining pockets of fierce resistance, some were
also seen on the beaches of Normandy, though artillery blasts disabled
most of them as their command cables were destroyed.
Baikal (Recon)

**Baikal**

Killcard
Strengths:
Low jam chance, good damage
Weaknesses:
Everything else. Please, it's a double barrel.
Description:
Single shot, communist farmer shotgun.

## Overview

A primitive double-barreled shotgun which may cause casualties at close range. Longer range at least makes it better than the Musket. The Baikal is highly inferior in comparison to the Model 77E and other more sophisticated weapons. The Baikal is not really useful for Rangers and remains a meme weapon like the Musket.

## Real Life

Baikals were essentially the AK-47s of the shotgun world - though nowhere near as widely produced. They were cheaply made Soviet firearms made during World War II alongside the SVT-40 and Mosin rifles in various factories all across Russia. The Izhevsk Mechanical Plant was the primary manufacturer of Baikal shotguns in 1960. Baikal shotguns were actually quite rare in VC/NVA usage.

## Model

The Baikal version in the game is possibly the IZh 43.
Allied Airplane (MnB2)

None
**Aeroplane**

Starting equipment:
Cannons, bombs or paratroopers
Aerial, Bomber
Description:
Call an air strike or paratroopers, this is what comes

An **airplane** used in airstrikes, parachute drops, and bomb drops. Requires a signaller *and most of the time* an officer

 to be called in. The only one which can be called in without an officer
 is the para drop as it is actually classed as a unit. These also come
to the sky when the commander calls for Air Superiority,
 but their shadows are not seen on the battlefield, as they are probably
 looking over (encircling) the battlefield, preying on German Support.

## Fun Facts

* Cannot die (yet).
* Requires a signaller in order to be called in.
* The plane's ellipse shadow looks like the one of a British Spitfire, even though that couldn't handle paratroopers or bombs.
* It is the only British vehicle in the game.
* If you have the Son of London Ribbon, they protect you from V1's.
Heroism (MnB2)

2-2
**Heroism**

Requirements:
Recipient must be rank corporal (20 exp) or higher. Officers and Sarge can receive it at any time.
Effects:
Instantly boosts unit's health to 200.
Description:
A handy way of cheating death (if you can afford it).

*"A hero is one who knows how to hang on one minute longer."* -Novalis

Heroism allows you to quickly increase the health of one of your units of at least corporal rank (20 exp) to 200 for the cost of 4 TPs. Useful for protecting your important troops from explosions and sniper assassination, as well as for emergency healing. Heroism does not stack, and it cannot be done to vehicles.

Be advised that disabled troops cannot be "heroed", nor can dead units – obviously. Medics will ignore Heroism and still only heal that troop if it is below 100 health.

Medics can only be "heroed" if you use Combat Leadership or crates to get them to Corporal.

Also keep in mind that both Sarge and Officers can use Heroism right away (Since they are both, technically deployed above the rank of Private First Class).

You can get one of these free every game with the Halloween Ribbon.
Bird Dog (Recon)

**Bird Dog** is the nickname given to a Cessna L-19/O-1 high-altitude propeller aircraft that flies over the AO during missions. Due to its high elevation and the quiet nature of its engine, these observation planes are generally able to monitor an area without the enemy being aware of their presence. It has some limitations, however: anything but large groups of enemies are very hard to detect at that altitude and due to its light and agile nature the plane has to peel off at any sign of hostile intentions by ground troops.

Bird Dog is the only support that the team doesn't have to call for it to be active, albeit passively active, or to deliver some sort of result. If Bird Dog is active over the AO and it sees enemy movement, such as the QRF deployed in the AO or of a Vehicle enters the AO, it will communicate this to the team via the TOC channel immediately. The plane can also be requested to perform low-altitude overflight in order to spot hostile assets in the AO.

The Bird Dog can also act as a re-transmit station in order to either boost the signal strength or to gain contact with the TOC (due to the AO being so far away that the radio can not reach the HQ without a re-transmitter) due to its favourable location above ground.

You will hear the sound of a plane flying over-head when called in and when it is finished a message will be displayed: "Random Callsign, this is Random Callsign, be advised we have an (asset) at grid (number, name) with (amount) bad guys hanging around."
HK 33 (Recon)

**HK33**

Killcard
Strengths:
High range, mediocre damage
Weaknesses:
Slow reload
Description:
High quality German rifle.

## Overview

The HK33 is a well-rounded German assault rifle. With the highest range of any assault rifle in the game, the HK33 is a solid weapon. Compared to its rival the Stoner 63, the HK33 features higher range and lower recoil at the cost of a bit of damage, bulk, overall ammo, and jam chance.

## Real Life

Though nearly impossible to tell, the G3 battle rifle can be traced back to the final years of World War II wherein it was influenced by the MG 42 and StG 45(M) of Nazi Germany. Though extremely rare, the G3 and HK33 rifles found their way into the hands of Navy SEAL teams during the Vietnam War and were praised for their reliability on-par with the Vietnamese AK-47s.

The HK33 was used in Vietnam with a 40-round magazine, which it lacks ingame.