recursal/Fanatic-Fandom huggingface dataset:
Nyxas

Nyxas (pronounced Nix-is) is the Cardinal Goddess of Darkness and one of the original Ten Gods known to Djorig. She is the creator of Djorig's moon, Fengrin, the ruler of Sombrus, The Shadowlands, the Monarch of Erebrum, The Negative-Energy Plane, and the overseer of the Soul Well. Nyxas is an extremely popular goddess among the denizens of the night, especially intelligent undead and monsters. She is most often worshiped by humanoids that enjoy the darker passions.

Nyxas is surprisingly receptive to mortal petitioners. She is always seeking to darken something of her twin brother’s work; retribution for the lightless space which Lumeth’s blinding stars burned away. Though technically the entire Umbralands is her dominion, Nyxas rarely wanders from her Noctilucent Palace. Within her shadowed halls stands the Erebrumian Gates, the final stop of the River Styx. Though her younger brother Karthex is responsible for reaping each soul that leaves the Prime-Material Plane, Nyxas holds the final responsibility of salvaging souls back into the quintessence that formed them.

Nyxas is often depicted as a humanoid figure made completely of the deepest shadow, the most outstanding features being her smoke-white eyes and her iconic gagger, Ohrbane.

## History

### War of Divinity

At the Dawn of the Age of Divinity, before the creation of the Prime-Material Plane and when Primordials roamed free, from the aether of the Astral Sea came ten entities. These self-fashioned Gods came into conflict with the Elder Primordials, and sought to bring order to the universe around them. Leading them was Akaene, the Firstborn. The battles of the newborn Gods and the Primordials were devastating, ripping portions of the Astral Sea open. However, the disorder of the Primordials proved to be their downfall. The siblings were able to isolate and defeat each of the elder beings, as while together the Primordials were indominable, alone they were only a difficult foe. In the final battles, the Cardinal Gods failed to destroy Primordas, the mightiest of the Primordials, and were only able to separate portions of Its essence. They used what remained of Its power to create a new realm, aiming to forever seal away their greatest foe.

The Cardinal Gods started to debate how they would divide their newly conquered realm, but their squabbles started cracking the very foundations they just formed. From the darkness came a figure unlike any they had seen, a being cloaked in flame and shadow that was neither Divine nor Primordial, holding in its hands a scroll of gold and vellum. The being spoke with civility and decorum, informing them that the adversary they fought so valiantly to seal would eventually be reborn if they did not take careful steps to ensure the stability of their newly created realm. Ashmedae referred to himself as a curator of order and divided the fundamental forces between the younger gods as a neutral party. No recollection states exactly what was said, but a contract was formed, a Divine Mandate, one that would ensure the everlasting sealing of the First Adversary and balance of the Inner Planes.
Kit Carson (Recon)

**Kit Carson**

Skills:
Spotter, Fighter
Description:
This is a former NVA soldier, he is now siding with the LRRPs. Great at spotting enemies & traps

Kit Carson is unlocked by a kill card. He was a former NVA fighter, now he is on your side. He has a very high spotting skill, good combat skills, and is extremely proficient at CQC. Once activated via kill card, he will accompany your rangers (select your ranger and click on him & he will follow like a POW or Pilot) on every patrol until you rage quit, he dies or left behind.

## **Trivia**

* If he spots a trap, it will appear as an asset on the mini-map instead of a trap.
* He will **ALWAYS** spawn in the main LZ in **EVERY** mission with a random weapon
* He has extremely good CQC, can literally punch truck, jeep, and ZSU *to death* (not even joking)
* If the enemy were to spot him, nothing happens, the mission won't go overt.
* Kit Carson don't follow weapon-free/off command until you ordered him to follow a ranger his default mode is weapon-free
* If the enemy decides to fire on Kit Carson and the mission go overt, you can still complete a stealth mission & get the kill card as long as your own rangers don't get detected.
* If Kit Carson dies, leaving him behind will not count as MIA.
* If you activate 2 kit Carson cards, you only receive 1.
* He's the only NPC to have a critical state, it is rare and isn't supposed to happen.
* He is immune from friendly fire & effects of CS

## Bugs

* For missions that require your rangers spotting assets such as BDA & Critical Location, if Kit Carson, were to spot it, it would not count as a spot, because your rangers didn't spot it. Because you can't unspot assets, the mission will be incompletable & will result in a failure. If activated, it is advisable to leave him at the LZ.
* He will still sometimes shoot, even if weapons free is not turned on.
* A known bug occurs in Deep Recon, when the Helicopter lands & Kit Carson boards, the Helicopter will take 3 Rangers as Kit Carson is counted as a Ranger.
* Like every other NPC, if all your rangers board the Helicopter and Kit Carson haven't boarded yet, the pilots will not wait for him & will leave him behind. To prevent this, wait till he has boarded, then board your rangers.
* Even though he's not supposed to be able to have a critical state, you can still stabalise him & carry him (his model will become the pilot's model). This is buggy and you can sometimes extract without him, and he will still come along the next mission if he doesn't bleed out (talk about dedication)
Assault Pioneer (MnB2)

> *"This is a German assault Pioneer. They are armed with MP40 and can defuse your explosives. They can also place explosives if they come near your constructions."* — Official game quote
>
>

The German Assault Pioneer is a feared enemy support unit and is armed with powerful MP-40 SMG.

Pioneer squads were considered reliable, high-quality, and no-fail teams during WW2. He can cut your barbed wire, defuse your mines, and TNT as well as destroy your defenses with TNT charges and defuse Duds. They are even more dangerous due to the fact, that they tend to pin down people in bunkers
 and wound/kill people later during the game. If multiple pioneers
appear on the battlefield at the same time, they become automatic fire
suppressors and pinning or killing everything that is standing up and
firing at them.

If he plants a TNT charge, send your engineer to get it. If your engineer manages to defuse it, you get a free TNT charge and your engineer gets some XP! You can get revenge on Assault Pioneers who defuse your explosives by booby-trapping them, which blows up the pioneer as he attempts to defuse it. If you kill 25 of these guys with booby taps, you get a useful ribbon. He is the German version of the engineer, without construction capabilities, other than placing a TNT charge.

## Real Life

An Assault Pioneer isn't actually restricted to the German army
itself, but more of a type of infantryman or strategy that can be used
by any country. They are usually responsible for the construction of
tools for infantry soldiers to cross natural or man-made obstacles as
well as breaching of the enemy fortifications; Supervising the construction
of field defensive works such as bunkers, support weapon firing
positions, etc.; The use of demolitions, land mines, and booby traps as
well as their clearance; and performing of all other infantry duties as
the situation requires.

An Assault Pioneer was more of a British or Australian war
strategy much more than it was in an actual form of a unit. Germany
 never really had an Assault Pioneer unit, but instead were given
nick-names to men who were deployed at the first wave to set up or breach
 a defense. They may have also been known as Combat Engineers.
Bravery Medal (Recon)

This award is given to teams that have sustained extensive amount of enemy fire during a mission and maintained effectiveness as per Ranger's expectations. Whoever wears this medal is truly a battle-tested vet and acts faster under fire.

**Bravery Medal**

Requirements:
0.002 chances to be awarded per enemy shots
Effects:
Recipient of the medal will act 10% faster under fire. This effect also stacks with experience.
Real Life Medal?
**No**
Dead Body (MnB2)

**Dead Body**

Effects:
Deaths lower the morale of whatever side is taking losses.
Description:
The dead body of an enemy or allied soldier.

When you play Mud and Blood 2 you will see a very high amount of these.
Sadly, in warfare, there is a tendency for a high-speed piece of metal to hit you in a vital area, stopping the heart, and thus blood flow to the brain, leading to death. Obviously there are many remains of such occurrences littering the battlefield. Every few waves they fade away, leaving no indication of the life that once was. In the game, death occurs when a unit reaches zero health or below and was not gibbed, which would leave behind his scattered, exploded body parts, or set ablaze, in which case he will run around screaming before leaving a charred body. You may hover over the dead body of one of your own infantry units to see its statistics before it fades away, but if you do this with the dead body of a German soldier, a description will not be displayed for it. If by some reason you manage to concentrate fire on one of these, the game will say "This german is dead... give him a break"
Antenna (MnB2)

5-2

**Antenna**

Effects:

* Speeds up radio communications.

Description:
A Signaler's best friend.

An **antenna tower** is a very basic and extremely helpful structure, at a suprisingly low cost.

It significantly speeds up all of your signaler's radio communications. If you have a signaler and plan any quick action support, buy an antenna first.

The antenna is rather fragile and needs to be treated with care e.g putting a sandbag in front of it. Keep it in the back of the field- it'll stay up longer and save you TP in the long run.

Antenna can also be found from Mobile HQ half track upgrade.

## Placement

It is best to keep this in the lower half of the field. Try and place it where no explosives or tank fire can reach it. Try placing it in a pillbox (it can still be blown up, though) with a signaler and an officer and watch the fun!

Related articles: Radar.
Fire and maneuver

Fire and maneuver is closely related to the exchange of fire theory. The concept is fairly basic. In order to prevent the enemy to effectively engage your own troop while you are maneuvering , one part of your forces will engage the enemy with enough firepower to prevent the enemy to effectively move or return fire.

In a situation where you are limited by numbers such as in MNB:Recon it is important to move your units rapidly away from the contact while the remaining of your team engage the enemy. If you are facing a superior or well organized force, you may opt to keep 3 shooters engaging the enemy while one Ranger peels of the line. Subsequently, the moving ranger will take a shooting stance and cover the next ranger off the line.
Fallen Tree (MnB2)

**Fallen Tree**

Effects:
None.
Description:
A recently felled tree.

Trees, when hit by nearby explosions, will fall down and remain on the field for a while before they are cleaned away.

They deal no damage while falling and give no cover bonuses, so their function is purely cosmetic. However, in reality, these trees help by converting carbon dioxide into oxygen, so don't mess with them. Get 100 of these babies, and you got yourself the Kyoto Ribbon. **Remember: Trees can live without humans, but humans can't live without trees.**

### Fallen tree types

You can see the other types of trees that are in the game that have been knocked down below:

**Fallen Dead Tree**

**Fallen Birch Tree**

**Fallen Pine Tree**
Bronze Star (MnB2)

**Bronze Star**

Requirements:
Survive through 40 enemy waves.
Effects:
Gives 1% chance to start with an additional soldier.
Real Life Medal?
**Bronze Star, USA**

*See Also: Silver Star and Gold Star*.

This is an easy ribbon to achieve, as it is only past around wave 40 that things start heating up, with vehicles becoming common. The reward is not very good, as it is a *very* small chance for you to get a free grunt, but as this is cumulative with its older brothers, the Silver Star and the Gold Star, it has its place as a stepping stone to greater things.

**Note:** This medal employs the Logical Wave Counter, which may differ from the Visible Wave Counter.

## Real Life

This was established on the 4th February 1944, as a morale booster to the ground troops who had been demoralized by the lack of an equivalent of the Air Medal. It is awarded to anyone who distinguishes himself by heroic or meritorious achievement or service, but less so than for the Silver Star. When it is awarded for bravery, it is the fourth-highest combat award in the US Army.
Airborne Challenge (MnB2)

**Paratrooper Challenge**

Rank Required:
1st Lieutenant
Effects:
You must survive to wave 100 using only paratroopers.
Below:
None.
Above:
None.

> *"Airborne Challenge. Earn your Para wings by surviving up to wave 100 with only Airborne troops. You have X amount of tries left."*
>
>
> — Official game quote

**Paratrooper challenge** mode is enabled when you first reach the rank of 1st Lieutenant. You only have 1 chance to try this challenge for every rank you climb, giving you up to **11** trials if you have attained maximum rank.

In this mode, you must reach wave 100 using *only* paratroopers. You already start with 4 of them, and may call for more without requiring a signaler to do so. They all drop in parachutes, as normal, which means that, depending on the random battlefield that is given to you, they may sustain serious injuries by dropping in the vicinity trees. In fact, at the current version it is still possible for them all to die instantly if you are unlucky.

There are a few extra rules to observe:

* Clicking the  reinforcements menu icon will instantly deploy another group of paratroopers, but at the cost of **20 TPs**, rather than 12.
* There is a cumulative 1% chance per wave for the enemy to bring units using the Last Stand spawn table, which is much tougher.
* You do not start with free units from ribbons, such as a Westpoint Commendation officer.
* The free paratrooper drop obtained from the Victoria Cross is also voided.
* Free units do not drop from crates.
* Additionally, once you have received this medal, you will be able to try Paratrooper Challenge any time in the future, regardless of rank, by clicking on the badge on your profile page.

IF you successfully reach wave 100, you will be presented with a special medal which deploys 6 paratroopers per call instead of 4, for the same 12 TP price.

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Success on this and attainment of the Victoria Cross will give the equivalent of 18 Tps worth of soldiers for free!!

## Tips

* Try to advance as much as possible to rack up the TPs and exp. You can also use it to leave a troublesome enemy unit behind, although that will increase your vulnerability to Unfair Events.
* Be wary of friendly fire! You have enough troubles without creating more yourself.
* Remember to use the paratrooper-exclusive Healing Kit, Sticky Bomb and Improvised Sandbag Wall.
* Make use of natural cover, when available.
* Maximize your killing power by staying within weapon range.
* Hold Fire is the only relevant order which is available to NCOs, thus not requiring an officer.
* Learn and stand ready to use important shortcuts, such as those for Heroism, Sock Bomb and Hold Fire.
* Calling another group of paratroopers will increase your firepower greatly, but remember that the Six Man Rule is still in effect here!
* Your wave goal is not adversely affected by crates of Detailed Orders. In fact, these will prolong your life substantially.
* It is probably a good idea to build up your medal collection before attempting this, as you're going to need every advantage you can get.
BAR (Recon)

**BAR**

Achieve Captain Rank

Strengths:
Decent range/damage combination
Weaknesses:
Heavy, Fairly small clip size
Description:
Reliable heavy automatic rifle.

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

## Overview

The Browning Automatic Rifle (BAR) is a well-rounded "LMG" that bears more similarities to heavier assault and battle rifles than it does to the other LMGs due to its small mag size, low bulk (for an LMG), high damage, low burst length and good range. As such, it is less effective at suppressing enemies but makes up for this with excellent killing power and range.

## Real Life

This relic of a gun was documented to be used well into the Vietnam War. It was not until this conflict that the BAR was finally succeeded by a new class of automatic weapons. Pre-dating any of the assault rifles of this conflict, the BAR had been augmented over countless conflicts (being the M1918A2 by this stage). A far cry from its initial role as a supporting fire weapon, the US Army had opted instead to deploy more units per platoon. This can be seen by the addition of a forward grip to the weapon for improved aggressive handling. Many special-operations units with weapon choice at their discretion opted to continue using the BAR, due to its well-established performance and low malfunction rate. It was used as an assault rifle role as many operators opted to forgo the bipod to reduce weight (unlike other conflicts they did not remove the flash suppressor due to the prevalence of night fighting during Vietnam). Its inclusion in Recon is highly accurate and its stats reflect many of these factors. Regardless, the BAR was in the process of being phased out and was eventually relegated for use in arming friendly native forces (This remained true even after Vietnam).
Fearless

Fearless is a trait that some units have. Examples of units with the Fearless trait are the 12 SS Panzer, Sarge, Spec Ops, and Paratroopers.

Fearless units are units with very high morale as they enter the battlefield. These units are usually brainwashed fanatics who will often put aside personal safety for a common goal, like overwhelming your defences. Often they will charge your line, even with massive incoming fire. They are very dangerous in hand to hand combat and rarely ever get pinned. Units with exceptionally high morale (100+) cannot be pinned, and the only way to stop them is to kill them outright.
Desnae

**Desnae** (Pronounced Dez-Neh) is the Cardinal Goddess of Chance, and one of the original Ten Gods of the Djorig pantheon. She is claimed to both be the cause of one's successes as well as one's failure, though neither can be farther from the truth.

Desnae, as with the other Core Gods, is detached at the best of times. She bears little concern for the fickle specs of energy that her sister Bhalla brings into the universe, nor does she care for Akaene's Grand Plan. Though called the Goddess of Chance, it would be more accurate to call her the Goddess of Chaos. She comes into conflict with her sister Akaene more often than any of the other Cardinal Gods, constantly tampering with the strands of fateto the annoyance of the Weaver.

Desnae is often depicted as a female figure composed of wind and shadow, spectating one moment and gone the next. She focuses her time on introducing erratic elements into existence, partially to test its stability but mostly for her own enjoyment.

## History

### War of Divinity

At the Dawn of the Age of Divinity, before the creation of the Prime-Material Plane and when Primordials roamed free, from the aether of the Astral Sea came ten entities. These self-fashioned Gods came into conflict with the Elder Primordials, and sought to bring order to the universe around them. Leading them was Akaene, the Firstborn. The battles of the newborn Gods and the Primordials were devastating, ripping portions of the Astral Sea open. However, the disorder of the Primordials proved to be their downfall. The siblings were able to isolate and defeat each of the elder beings, as while together the Primordials were indominable, alone they were only a difficult foe. In the final battles, the Cardinal Gods failed to destroy Primordas, the mightiest of the Primordials, and were only able to separate portions of Its essence. They used what remained of Its power to create a new realm, aiming to forever seal away their greatest foe.

The Cardinal Gods started to debate how they would divide their newly conquered realm, but their squabbles started cracking the very foundations they just formed. From the darkness came a figure unlike any they had seen, a being cloaked in flame and shadow that was neither Divine nor Primordial, holding in its hands a scroll of gold and vellum. The being spoke with civility and decorum, informing them that the adversary they fought so valiantly to seal would eventually be reborn if they did not take careful steps to ensure the stability of their newly created realm. Ashmedae referred to himself as a curator of order and divided the fundamental forces between the younger gods as a neutral party. No recollection states exactly what was said, but a contract was formed, a Divine Mandate, one that would ensure the everlasting sealing of the First Adversary and balance of the Inner Planes.
Dyowan

The continent of Dyowan spans as the most populated continent upon the planet Djorig and is most notable for its vastly varying kingdoms and nations that inhabit the lands, seas, and in some locations, skies.

The great human kingdom Xotross and the dwarven kingdom of Dverchros rule over the northwest, having a natural eastern border in the aptly named Border Mountains and the southern great lake Nozrok's Glory.

Within the Boarder Mountains, in a subset region known as the Akaene lays the Goddess Eye, a concentric set of islands at the center of stands the Towers of Akaene, which houses the Oracle of Akaene.

Shattering the edges of the Border Mountains and separating the west and east portions of the continent is the Great Chasm, a massive canyon way, said to be carved out of the earth by the Titans during a mighty clash prior to mortal life. The scars of their battle stretch between mountains, and while the edges are skirted for trade, the path is treacherous to all but the most experienced of travelers.

Beyond the west coast of the mainland lies the volcanic Isle of Morkren named for the lair of Morkren the Devourer, the enormous Maw of Morkren that eclipsed the sun with ash during the Age of Night.

To the South of the human kingdom amasses the great goblin-blooded tribes, the racial enemies of the dwarves. West still of them lays the Great Marsh a massive marsh land said to hold the remains of the lost civilization of Tal'moran, the last great human kingdom lost during the Age of Night.

South of the Great Marshes, beyond the grasslands, stands the Pillars of Mortius, a immense crystalline forest in which lays an unopenable tower which, by rumor, holds a gateway to the Deserts of Eternity.

On the farthest edge of the southern portion of Dyowan, jagged and torn from the coast, floats the fortress nation of Exuosia, self-titled by the Archmage, Lord Exuo (pronouned Ex-shoo).

Beyond the Boarder Mountains is the Viðridris Expanse, a wild dangerous land that is completely untamed. Stretching from it floats the Elven nation of Silmathri, a nearly completely alien realm, said to be connected straight to the Faewild.
Forward Observer Ribbon (MnB2)

**Forward Observer Ribbon**

Requirements:
Call 25 successful Counter Arty strikes
Effects:
Further successful Counter Arty strikes give 1 TP bonus
Real Life Medal?
**No**

This ribbon is awarded for calling in 25 successful Counter Arty strikes. This can be tricky, as most of the time the artillery strike has ended by the time your signaler sends out the call. You only need an experienced signaler, but an antenna and a radar help a lot.
The ribbon has a worthwhile reward: 1 TP bonus for every future successful Counter Arty strike, meaning that counter artillery basically costs only 1 TP if you have a good signaler. Not to be confused with the Ground Controller Ribbon.
Prime-Material Plane

The **Prime-Material Plane,** or simply the Universe, is the inner sphere reality in which Djorig finds itself, along with its sun and solar system. It is an seemingly endless void with collections of Stars birthed by Lumeth in the Age of Divinity and sometimes terrestrial bodies that occasionally, even rarer still, hold mortal life.

## **History**

The Prime-Material Plane was created originally by the Core Gods as a prison for the Primordial being, Primordas, to separate it from the Elemental Planes from which it gained strength. It is mirrored by the Faewild and the Shadowfell and surrounded by the Elemental Planes. This collective Inner Sphere stands closest to the Arcane Weave and the Boneyards of Purgatory while the Positive-Energy Plane and its mirrored Negative-Energy Plane both stand at the Inner Sphere's poles.

## **Metaphysics**

The Prime-Material Plane is governed by fixed, if magically mutable, laws of physics such as gravity and a fixed speed of light.

### **Relation to other planes**

The Prime-Material Plane is metaphysically conterminous with the Faewild and the Shadowland, existing in slightly unaligned  dimensions within the same coordinates of the overarching cosmos, with the Ethereal Plane keeping them separate, acting as a transitive plane. The Faewild is pulled from the anchoring of the Prime-Material Plane by its relation to the Arcane Weave, while the Shadowfell is likewise pulled by the Negative-Energy Plane. The Prime-Material Plane is anchored by the Positive-Energy Plane.

### **Creation Myth**

While there is some dispute between the Mortal races as to who exactly created the Prime-Material Plane, there is a general acceptance that it was during the Age of Creation and a product of the War of Divinity. Through limited communication with elementals, they claim that it was not the work of the Gods but of their progenitor Primordas who created the Prime-Material Realm as a refuge from the younger gods and there It rests until time time the four elemental planes are brought back together.
Camera (Recon)

**Camera**

Starter
Strengths:
Low bulk, able to rapidly increase exp, some memos requires you to take pictures of bodies
Weaknesses:
Have to keep your mouse still for a random amount of time
Description:
A useful equipment able to increase the exp you get on a patrol

The camera is an item that can be used by any squad members at any time. Once activated the player may put the crosshairs over one or more enemy assets including soldiers, vehicles, and constructions. When the picture is ready to be taken, the player clicks to take the photograph; there is currently no way to cancel taking a picture once the crosshairs are shown. Initially, the camera will show blurry crosshairs, and taking a picture will yield no bonuses since it is out of focus. You must wait an amount of time for them to clarify and focus, at which point you may take a photograph to yield full bonuses. The wait time can be lowered if the soldier taking the picture has a high spot skill or is equipped with the QAL and must have a line of sight with the intended target of the photograph. If the image refuses to focus after holding the crosshairs still for a while, shake the cursor around a bit and try again. The range seems to be unlimited.

A valid picture grants an experience and intel bonus of 10% per asset or VC unit in the picture. Therefore a picture that clearly shows 3 enemy assets will give a 30% bonus to intel and exp. This bonus does not stack and is calculated from the single highest number of assets shown in a picture per patrol. If you took 5 pictures during a patrol - 3 with 1 asset each, 1 with 2 assets, and 1 with 4 assets - the bonus to intel and exp will be 40%, from the 4 asset picture alone.
FN FAL (Recon)

**FN-FAL**

Achieve Lt. Col Rank

Strengths:
High Range, High Damage, and Low Jam chance
Weaknesses:
Small Clip Size, Low Fire Rate, High Recoil
Description:
Hard-hitting battle rifle

## Overview

The FN-FAL is a hard-hitting automatic battle rifle shining in damage and range with a low jam chance. However, this comes at the cost of high bulk, low burst length, and very high recoil. As such, this weapon is recommended for troops with high combat skill who can take advantage of the extra damage and range without suffering as much from the recoil.

## Real Life

The FN-FAL, Belgian made, saw frequent usage by NATO forces, but despite its prominence never adopted by the US Army (losing to the iconic M14). The FN-FAL was extensively used by Commonwealth Forces in a semi-auto version known as the L1A1 SLR. The FN-FAL came in semi-automatic and fully automatic configurations (not interchangeable). The semi-automatic configuration was more regularly adopted by NATO forces due to unmanageable recoil in fully automatic. The FN-FAL was not a light rifle and saw a lot of complaints about its unwieldiness on patrol, but its hard-hitting power was praised when engaging targets through dense jungle. Though edged out for US adoption, the stats on this weapon compare realistically similar to the M14, with the FN-FAL being decidedly heavier in comparison. Compared to the wooden stocks of the earlier M14 models, the FN-FAL's fully synthetic furniture did not suffer warping in the humid jungle environments.
Heat (Recon)

# Heat

**Heat** measures your squad's signature within the AO in Recon; a higher heat score basically leads to more prepared enemies. Since you are deploying in the enemy's backyard, high heat makes it much harder for you to conduct basic reconnaissance activities. Thus, it is in your own interest to keep your heat score as low as possible before deploying at each patrol.

## What affects heat?

**Killing enemies:** At lower heat score, one enemy killed is one heat but this drops as the heat score rises.

**Leaving rangers MIA:** Every MIA soldier adds 5 heat to your score, regardless of if the soldier is healthy, wounded, or dead. Since you only get 1 Evac, make sure **all** your soldiers are ready to leave with the chopper.

**Blowing up enemy supplies or assets:** Each asset destroyed typically by C4 or Artillery gains you 5 extra heat and 1000 extra exp, generally not being worth the heat increase unless you want to increase your heat score for a more target rich environment.

**Calling support:** Support such as Fast Air or Cobra Gunships will increase your heat score by 1.

**Time:** Each day waited (skipped by clicking the calendar) can lower your heat score by 1 point per day. It is highly recommended to lower your heat score to a comfortable range before deploying.

## Effect of heat

Heat heavily affects your ability to conduct reconnaissance. Primarily, it will increase the amount and quality of the enemies in your AO , as well as their resources: an AO that is  mildly hot will have higher-ranked enemies including Main Force units, larger and/or more responsive QRF forces as well as greater enemy numbers in general. More heat will lead to an increase in Punji Sticks, Mines, and ambushes, as well as NVA units and Snipers. Rack up even more heat, and enemies will start to carry heavy support weapons, RPG's, and even mortars. Finally, if your heat is very high, you may even have to face NVA backed up with armor and a regiment (120-240) sized QRF that may deploy into the AO.

An AO with very little to no heat will have very few enemies, almost no traps, small, poorly equipped and slow to respond QRF and make for a very easy patrol. An AO with 50% or 75% heat will start to have enemies appear frequently, and close to the LZ. An AO with 100% heat is practically a suicide mission unless you and your men are very well prepared.
Blood Splatter(MnB2)

**Blood Spatter**

Effects:
Indicates a succesful hit of a bullet.
Description:
Lets you know in no uncertain terms when a combatant suffers damage.

Blood is released onto the battlefield whenever a troop is hurt by bullets, explosions, CQC, or barbed wire. So, as you've learned, blood does not come out of thin air. If you come across some suspicious tracks, you have yourself a camouflaged unit sneaking around! Blood splatters come in different patterns, so collect 'em all!

Pay attention to these, as they can show where enemy infiltrators or snipers are. Using Concentrate Fire on the area near the blood splatter can detect invisible units, and if you click on one, it will cause your troops to target the invisible unit.

Blood splatters are usually accompanied by screaming units, enemy or friendly. Blood can also come out of vehicles when a passenger is shot.
Lone Survivor Medal (Recon)

**Lone Survivor**

Requirements:
Extract with only survivor.
Effects:
10% saving throw to incoming bullets
Real Life Medal?
**No**

The medal requires that only a single Ranger is extracted alive. It requires the three other Rangers being extracted as KIA's or as being left behind as MIA's. A medal with both positive and negative weight, as it provides an increased chance of a bullet not hitting one of your soldiers
12 SS Panzer (MnB2)

**12th SS Panzer**

Equipment:
G-43
Fearless
Description:
Running through lines, firing their G-43 repeatedly. These guys are tough. They are hard to pin, tough to kill, and have a semi-auto rifle.

> *"This is a member 12th SS Panzer Division. A crack division made of particularly young soldiers. He is armed with a G43 rifle and have fanatical morale.""*
>
>
> — Official game quote

The 12th SS Panzergrenadier is a very underestimated unit. They are armed, unlike most Germans, with the very rare G-43 semi-automatic rifle, which is quite similar to the M1 Carbine. It allows him to pick a target and fire at it multiple times. They are hard to pin due to their high morale. As they are brainwashed fanatics, they are also very dangerous in CQC. He can cause some trouble during early waves with their dangerous accuracy and high morale.

## Real Life

Several cases of war crimes have been proven to have been committed by the men of the division. Around 156 Canadian soldiers were executed by them following their capture. Their murders, and the consequent search for justice, is well documented. In addition, two British soldiers from the 50th (Northumbrian) Infantry Division were murdered during the killing of Canadian prisoners. Handpicked from the Hitlerjugend, these men were extremely loyal to Hitler, having been virtually brainwashed at a very early age. They were better equipped than the Heer because of their Nazi fanaticism. Better training was provided during the last years of the war, but in the early years, they were barely qualified as soldiers.
Gallantry Medal (MnB2)

**Gallantry Medal**

Requirements:
Save 25 Disabled Units from death by healing them with a medic.
Effects:
Each subsequent time a disabled soldier is brought to 11+ health, you get one exp to everyone in your squad.
Real Life Medal?
Medal for Gallantry (Australia)

Queen's Gallantry Medal (UK)

*"A good soldier never leaves a man behind!"* - Toy Soldier, Toy Story

Some very kind and benevolent commanders will take it upon themselves to save every last soldier, even when they are disabled. Most of the time these heroes are unsung, and usually only respected by those who they have saved.

However, in MnB, the Red Cross is willing to award a very special prize to those commanders who will go the extra mile to save a life. If you show yourself worthy by healing 10 incapacitated soldiers, the Red Cross will award 1 exp to all your units each subsequent time this occurs, meaning that you actually get one Combat Leadership bonus for every soldier in your squad for free.

## Fun Facts

* Remember that when your grunts have 9, 19, 29.. exp, they cannot be promoted from the experience gained by keeping this medal under your belt.
* This ribbon only counts a disabled soldier as 'resurrected' when his health gauge hits 11. What this means is that when a corpsman heals himself from 10 to 11, you **CAN** get 1 exp, even if he was not actually disabled, and if you save one disabled soldier from death and use heroism when his HP is 10, you **CANNOT** receive exp.
* A Paratrooper with a Healing Kit reviving a disabled soldier gains exp even though they are not medics.

## Real Life

The Medal for Gallantry is a military decoration used in the Australian Defence Force and a Civil Decoration in the United Kingdom and the Commonwealth named the Queen's Gallantry Medal, which is both given in an act of bravery.
BTR (Recon)

**BTR-60**

Rifle:
None.
Skills:
Explosive rounds; troop carrier.
Description:
Heavy APC troop transport, extremely lethal.

The BTR is a Soviet Armored Personnel Carrier (APC) that the NVA utilizes to bring heavy firepower and troops against the Rangers. The BTR can quickly deploy a small group of NVA, also coming equipped with a KPVT machine gun that fires 14.5 MM high explosive rounds. The vehicle is impervious to small arms fire but anti-tank weapons such as the M72 LAW and direct or near hits from explosive support will be able to eliminate it. If encountering this vehicle without appropriate weapons at disposal, evasion is suggested.

## Tips n Tricks

* BTR is more common in Screen missions so it's advisable to carry an M72 LAW.
* BTR some times will camp the main LZ, support is recommended or secondary extract.

## Real Life

The BTR-60PA was a Soviet APC from 1963, developed from the 1950 BTR-60 model. The 60PA had an armored roof over the troop compartment and was fitted with improved 'closed-down' vision devices for the crew. Behind the commander's and driver's hatches was a single rear-opening rectangular hatch in front of which is a single mount for a DshK 12.7 MM heavy machine gun between the two circular crew hatches at the front of the personnel compartment and two optional mounts for 7.62 MM machine guns on each side of the roof of the personnel compartment. In addition, it carried the top-mounted 14.5 MM explosive KPVT heavy machine gun.
Hasty Defense (MnB2)

**Hasty Defense**

Rank Required:
Captain
Effects:
You deploy with a random 4 man squad: anything from 4 Frenchies to 4 SpecOps
Below:
Close Protection
Above:
Regular Deploy

> *"Hasty Defense. Start with a random squad. Must be Captain to use this option."*
>
>
> — Official game quote

## Overview

The one of the earliest start options unlocked. This is also probably the worst deployment option, as, though you may get a super squad, you could also get a suicide squad. This makes planning strategies impossible, and it is generally a test of your skill to work with what you've got. However, this mode can be OK if you have the Westpoint Commendation, as you can just retreat those troops that you don't want.

## What Is It Like?

Random! You can never tell what will happen when you click the button. Mostly you'll start with troops that cost around 12tp, but getting 4 renchies or SpecOps isn't entirely impossible either.

## Strategies

There are no predetermined strategies, so it is a test of your intrinsic tactical skill to work out strategies with what you've got.
Line of Sight

List of LOS blocking items
Natural:
* Rocks,
* Tree\*

*These are also capable of lightly interfering with the LoS to units standing under or atop them, so that they **can** be targeted, but often are not.*
Man Made:
* Palisade,
* Pillbox

List of units which can bypass LoS
Friendly:
* mortars aided by a scout

Enemy:
* German snipers
* SS Leibstandartes do not need direct LoS in order to spot your troops and disable cam nets,
* Unfair Events
* All support
Covert Operation Medal (Recon)

Very hard award to get but wields considerable advantages. This medal is awarded to a team that performed a particularly extensive Recon of the Ao while maintaining an outstanding level of stealth throughout. Recipients of that medal will get an additional 10% saving throw versus detection

**Covert Operation Medal**

Requirements:
Team must be undetected during a mission and 1% to be awarded per 10% of the AO covered.
Effects:
get an additional 10% saving throw versus detection
Real Life Medal?
**No**
M60 (Recon)

**M-60**

Achieve 1st. Lt. Rank

Strengths:
Very high range, Good fire rate, Enormous magazine (belt) size
Weaknesses:
Extremely heavy
Description:
Belt-fed light machine gun

The M-60 is a belt-fed light machine gun which boasts very high range, decent damage, and a good fire rate, with an enormous belt size to top it all off. So then is this the perfect weapon? That would depend on if you can bear the immense bulk of this weapon (20), which is more than some soldiers' entire bulk value! Soldiers with this weapon do not need particular skills to spec into, but should not be carrying heavy items such as radios, ammo boxes, or even flak jackets.

## Real Life

A large and bulky weapon, the M60 was initially affectionately dubbed "The Pig". The M60 was fairly effective on paper, but faced a lot of issues in jungle warfare conditions. The weapon was heavy and long, with many elite units stripping much of the weapon's furniture down to the bare bones. A barrel change was required after every 200 rounds of sustained fire requiring contact with the bare smoking barrel, literally burning gunner teams as assistant gunners later employed asbestos gloves to mitigate the burns. The initial models had notoriously high failure rates with prolonged use, but despite all flaws usage steadily increased among the armed forces. Essentially the US Army's first General Purpose Machine Gun, it's capability to effectively provide infantry units with mobile, high-caliber, fully automatic fire was irresistible. When well maintained or on short recces the weapon proved capable and devastating to the enemy. It saw use as a mounted gun in UH-1 (Huey) helicopters and some ground vehicles. In short, the M60 was a troublesome weapon filling a necessary role, but was eventually phased out in favour of the FN MAG (designated the M240 SAW in the US Military).
Healing Kit (MnB2)

3-2
**Healing Kit**

Effect: Allows chosen unit to heal 25 health points
Weaknesses:
Ineffective compared to the medic
Description:
Gives a paratrooper medical capabilities for a limited time

This kit allows a single paratrooper to act as a medic for a limited amount of time. The user is able to heal

himself and those around him, including disabled units, for a total of 25 HP

 before another one has to be bought. A red cross in his portrait
indicates the status of the kit: the more transparent, the more it is
used up. Also, when you give a para soldier this, the words *Hold on private, you're gonna be OK* can be heard

Although compared to a medic, the healing kit is quite
inefficient, it can nevertheless be the deciding factor in saving a
soldier's life. During the paratrooper challenge, this kit and Heroism are the only ways of regaining health
LZ (Recon)

LZ stands for landing zone. During the Vietnam war, the helicopter was the primary method of insertion for the LRRPs behind the enemy lines. The speed and the convenience of the Huey helicopter were unmatched by any other vehicles. In a flash, a commander could insert a small team of Rangers exactly where he wanted and with a minimal amount of assets deployed.

In order to land safely, helicopters required a minimum of clearance on the ground. Usually, river beds, rice paddies or jungle clearings were used due to their tendencies to be clear of trees and high foliage. If obstacles were to hit the rotors while the helicopter tried to land, catastrophic events could happen ranging from the chopper drifting, not having enough lifting force to stay above ground or even damaging the rotors leading to all sorts of bad stuff including, but not limited to, helicopter crash.

Most of the time the main LZ is determined by you and your command before you deploy. Unless things start to go really bad, the main LZ is to be used. The main reason behind this is that everybody knows where it is and everyone knows it has enough clearance.
Above all, the LZ is usually the centre of your ops box, or most commonly called, AO. In terrain like found in Vietnam where rolling hills, dense jungles and thick vegetation is predominant, expect the enemy to be quite aware of where and what constitutes as a potential LZ. Depending on your heat score, the enemy might be waiting for you at these locations or even worse, have them booby-trapped.

## Types of Landing Zones

### Main LZ

The primary zone for insertion and exfiltration. Located in the middle of the AO and is large enough to allow un-impeded landing for the Huey. Marked red on the map. If the situation allows, it is best to aim to exfiltrate through this LZ. However, the enemy often investigates the main LZ after infiltrating and as a result, remain in the vicinity patrolling. This can lead to a very dangerous situation if not handled properly. This is the only available form of exfiltration before reaching the rank of Captain.

### Secondary LZ

Locations spotted and identified by Rangers during the recce. These are clearings specially generated by the game to be large enough to allow Huey to land when marked by smoke. The smoke grenade has to be deployed exactly in the middle of the LZ, if the marker is off the target by a too large amount, the pilot refuses to land. Marked blue on the map. Useful if the main LZ is too hot or is un-accessible due to hostile presence. Smoke artillery can also be used to mark an LZ, though this is highly unreliable due to the poor accuracy of long-ranged artillery fire.

### Impromptu LZ

Locations in the AO the commander considers as large enough to allow the Huey to land in. These occur "naturally" and without special spawning like game-generated secondary LZ's. These also required to be marked by smoke for a secondary LZ extraction. If the clearing is not large enough or not marked precisely enough, the pilot will refuse to land. Not marked on the map.
Jungle Warfare Ribbon (Recon)

**Jungle Warfare Ribbon**

Requirements:
Cover 100% of the AO during a reccee.
Effects:
Unlocks the Green Beret.
Real Life Medal?
**No**

A ribbon of skill, luck and patience with a worthy reward. The task of covering 100% of the AO is difficult and time-consuming but grants great exp gain along with bragging rights and this ribbon. The reward is also anexcellent long-term reward allowing easier movement and helps those with high bulk value Rangers.
Brandenburg Infiltrator Blitz (MnB2)

**Infiltrator Blitz**

Contents:
10 or 15 Infiltrators, 10-15 Bottombergs before patch.
Description:
A dozen infiltrators attempt to sneak past your lines and end your game through reaching the flanker limit. Easy for experienced players who own a couple of snipers or a signaler.

The newest blitz as of October 19, 2010, the Brandenburg Infiltrator Blitz is a relatively easy blitz for the commander who controls some NCO's for spotting, a sniper or two for encountering, and an experienced siggy for clean-up. Upon encountering this event, a message will pop up at the top of the screen reading "Hey here's 5 TP, yup no worries just take them!!" and the invisible onslaught of stealthy infiltrators will ensue to the confused commander.

As of February 26th, the Blitz is now fully functional.

## How Do I Cope With This?

When you see this message, call CAS or artillery.

Another good way deal with this is blitz to spread out your troops into a line, if you haven't already done so, to allow units to detect as many infiltrators as possible.
Wire works well to reveal them and so do mines where as the later will kill most of them before they become a problem.
Snipers will take out the infiltrators effectively, but will also shoot at other enemies on the field.
A lucky bomb call will also thin out most of them allowing your men to take out ones that have been revealed.
Lucky grenades or other indirect fire may kill some too. In addition, Concentrate Fire may be used to eliminate cloaked infiltrators. Don't let your men get too close, since infiltrators carry knives, giving them a huge advantage in Hand-To-Hand Combat.