recursal/Fanatic-Fandom huggingface dataset:
Paratrooper

**Paratrooper**

Starting gun:
 M1 Garand
Varied weapons and highly trained
 0-3 Vet Saves
Description:
Air dropped soldiers

*"Death from Above"*

- motto of the 82nd Airborne Division

## In Game

Paratroopers are highly trained soldiers, specialized in airborne landing operations. They have higher morale and combat skill than regular troops. Paras spawn with a variety of weapons.

* As of 0.4.4, trees can cause up to 25 hp dmg when they parachute in.
* They receive a +10 to their CBT for each NG+ mode you are in
* They have a 10% chance (Plus NG+ level) to have a Veteran Save per received shot

### Intel

#### Campaign

In campaign mode, Paratroopers will be controlled by AI. They will be aggressive, but will generally stay with your squad. The skill *Take Charge* puts them under your direct control.

* Paratroopers can be called in by using the Commander Skill *Para Drop,* dropping 5+ paratroopers somewhere on your map.
	+ The condition *Heavy Clouds* can block the use of this ability, as of 0.4.3.
* The Battle condition *H-Hour* will spawn paras on the field. Your job is to link up with them and lead them to victory.

#### Classic

* 4 Paratroopers will drop in on your front line for 12 TP.
* You can earn a free Para drop by earning the Victoria Cross Ribbon.

Also used in the Para Challenge Classic event:

* its like the Guerilla Warfare *But somehow worse*
* Survive 50 waves using only paratroopers.

### Weapons

* Shotgun
* M3 Grease gun
* Sten
* Sten Mk VI
* Tommy
* BAR
* M1 Carbine Para
* Scoped Garand
* M1 Carbine
* M1 Garand

## In Real Life

Military parachutists (troops) and parachutes were first used on a large scale during World War II for troop distribution and transportation. Paratroopers are often used in surprise attacks, to seize strategic objectives such as airfields or bridges.

The first extensive use of paratroopers (Fallschirmjäger) was by the Germans during World War II. Later in the conflict, paratroopers were used extensively by the Allied Forces. Cargo aircraft of the period (for example the German Ju 52 and the American C 47) being small, they rarely, if ever, jumped in groups much larger than 20 from one aircraft. In English, this load of paratroopers is called a "stick", while any load of soldiers gathered for air movement is known as a "chalk". The terms come from the common use of white chalk on the sides of aircraft and vehicles to mark and update numbers of personnel and equipment being emplaned.
Box Car

**Box Train Car**

Cover Value:
40%
Blocks Line of sight:
Yes
Destructible:
Yes
Roofed:
Yes
Description:
A Boxcar. can be fortified by a sapper

The **Boxcar** is a structure that spawns on rails.

## In-game

The Boxcar is a train car with wooden sides and floor panels.

### Spawning

Like all rolling stock, the Flatbed train car spawns on rails. They have a 25% chance to spawn, although this is doubled to 50% in Vire.

### Tactics

It Blocks LOS and can be fortified by the Sappers 3rd skill Fortify to 75% cover
M38

The M38 is a powerful Italian SMG used by German forces.

**M38 Beretta SMG**

highly accurate and reliable
Weaknesses:
none for an SMG
Description:
Finely made Italian SMG

## In Game

A strong and good all-rounder for an SMG, the M38 is terrifying when up close. Low recoil means later shots are more likely to land. Low bulk, higher range, and 40 rounds make this gun a potent weapon.

Carried by Germans and drops off of the special weapons table.

* Wehrmacht: 0.625%
* Fallschirmjagers: 1.875%
* Waffen-SS: 1.042%
* Jager: ~1%
* Volkssturm: 1.8%
* Brandenburger: 3.125%

You're going to have a bad day if you see a German holding this at close range. Compared with the MP40 it has 15px more range, 8 more mag capacity, less than half the jam chance, half the recoil, and a fire rate that *feels* higher. Treat this guy like a flamer: Stand back and take shots, or suppress him.

## Real Life

The **MAB 38** (*Moschetto Automatico Beretta Modello 1938*), ***Modello* 38**, or **Model 38** and its variants were a series of official submachine guns of the Royal Italian Army introduced in 1938 and used during World War II. The guns were also used by the German, Romanian, and Argentine armies of the time.

## Related weapons

```
MP40
M3 Grease gun
Tommy

```

Back to Weapons
Stuart

**M3 Stuart**

Main gun:
37mm M6
Fast armor
Description:
American light tank used for recon and infantry support

## In Game

* Officer 3rd skill
* 15 TP in Defense game mode
* Ok Main gun

As of 0.4.3, you can only call 1 Stuart at a time.

## Real life

The **M3 Stuart**, officially **Light Tank, M3**, was an American light tank of World War II. It was supplied to British and other Commonwealth forces under lend-lease prior to the entry of the U.S. into the war. Thereafter, it was used by U.S. and Allied forces until the end of the war.

The British service name "Stuart" came from the American Civil War Confederate general J. E. B. Stuart and was used for both the M3 and the derivative M5 Light Tank. In US use, the tanks were officially known as "Light Tank M3". In later years of WWII the M3 was used for reconnaissance and screening.

## Stats

M3 Stuart stats

* Operational timer 180 sec

Coax (1919)

* 250 mag
* 6750 max ammo
* 100 dmg
* Max burst length 30
Large house

**Large house**

Cover Value:
50%
Blocks Line of sight:
Yes
Destructible:
Yes
Roofed:
Yes
Description:
A large house with a roof

## Overview

A big house for a slightly rich person, or perhaps a slightly rich family Often found in outskirts and towns. This type of building shares the same stats as other houses in the game with the only difference in the size of said building. This house is different from all the other ones due to its shape, resembling the letter *L*.

This big house can be see into it, or out of it, but not through it. The house has enough room to fit a squad of 6 members with a few awkward spacing between each of them, pretty ok for your squad to use as cover. Due to its wall and roof, the small house has a chance to bounce off any oncoming grenades or stop a rifle grenade. It also provides overhead protection from bombardments, though it is not advisable to stay inside the house for a heavy bombardment as the house may get destroyed leaving your men exposed to the onslaught.
Rank

* 2000 xp base for success
* + 1000 xp for being under 20 mins (1200secs)
* + 30xp Per kill
* + 200xp per soldier living at the end (600xp)
* + A full squad survives then x2 (1200xp)
* + win streak bonus (base+time bonus+total kills+squadcount) x (1+(winstreak/100))
* 1.x bonus for Consecutive wins

Your campaign rank follows this chart:

## Classic

Defense mode experience is figured by:

* Wave count x 50 + kills X 5
Intel

**Intel**

Starting gun:
 Sten
information extraction class
Description:
wields German weaponry, finds maps and intel, speaks german

 *"Intelligence Officer, a versatile soldier specialized in extracting information. Starts with a Sten."*

The Intelligence Officer (shortened to **Intel**) is a german speaking soldier. His skills revolve around collecting information from dropped papers or maps. He is the only soldier who will get German weapons through his upgrades, and the only class not affected by the  Battle condition: "Standardization"

His passive skills:

* He can read intel papers.
* He can disarm propaganda leaflets on the ground.
* He can find German loot or weapon crates in a radius of (100 + xp) pixels.
* He can interrogate bleeding German soldiers and reveal enemies, caches and mines within 1000 px of the downed german.

#### Weapons List

 1st upgrade
 2nd upgrade
 3rd upgrade

## Real Life: "Ritchie Boys"

Many German-speaking American soldiers and Jewish refugees from Germany joined the Military Intelligence Service. They were trained at Camp Ritchie in Maryland. 20,000 Ritchie Boys were trained in counter-intelligence and interrogation, 2,200 of them refugees from Nazi Germany. They worked at the front lines, interrogating POWs and demoralizing the enemy, through newspaper announcements, radio broadcasts, and sound trucks. Some Ritchie Boys acted as prosecutors for the Nuremberg trials.

```
Back to Classes or Home

```
Rubble

**Rubble strips**

Cover Value:
50% inside
Blocks Line of sight:
No
Destructible:
No
Roofed:
No
Description:
A complicated pile of debris and rubble. Does slow you down

## Overview

A strip of broken debris and rubbles, ranging from destroyed apartments or small houses. This strip is Mostly found in Vire, Munchen Gladbach, and Aachen, but possible in other city areas where it is heavily bombed.

A rubble strip covers from the top to the bottom of your screen, making it impossible to go around them. A rubble strip can provide 50% cover (can be toggled with F9) to anyone taking cover in it though at the cost of *reduced movement speed* due to the men having to traverse to piles of trash and debris.

Of course, it does not provide roof protection meaning throwables and bombardments will not be stopped. A rubble also slows down vehicles, making it the perfect spot to ambush one.

The rubble strip has a younger brother called the rubble pile
Counter attack

If you give the Germans some breathing room, they will regroup and hit you. Engaging Germans will halt the counter timer, but the Germans have to be able to shoot back. This does not include vehicles.

* There is a couple American voice lines warning you, if you start sandbagging
* The more you repel in a single patrol, the harder the next one will be in that same patrol.

There are 3 separate forms of counter attacks:

1. Frontal: an Opel will show up with 5 other troops on foot. Occasionally, a panzer will support the attack.
2. Top/bottom: 5-10 random germans will show up just behind your position
3. Rear: a bunch of Germans will spawn to the left of you, and assault into your last known position

There is a unique whistle for each of these, and a random artillery shell arty strike to soften you up
Commando

**Commando**

Starting gun:
 Sten
Short range infiltrator
Description:
A Highly trained and fearless warrior

 **"Hand to hand specialist with stealth abilities. Starts with Sten"**

As a Class feature:

1. Immune to panic but can still be pinned
2. Hand-to-Hand dmg +25 dmg
3. Hand-to-Hand skill +10
4. Health max +20
5. Will unstealth using any gun besides the suppressed Sten MKVI

Weapons list:

* (1st gun) Sten
* (2nd gun) M3 Grease gun
* (3rd gun) Tommy
* (4th gun) Sten MKVI
	+ using the Sten 6 you have a chance to remain stealthed with a chance of 5% per witness (people within LOS x5 (including your own men) )

Skill List

Promotions

Back to Classes or Home
Naval Gun

**Brest Naval Gun Emplacement**

Main gun:
380 mm/45 (14.96") Model 1935
75% cover inside, Long range direct fire support
Description:
Captured French Battleship naval guns repurposed in shore batteries to fire at sea or at land

## In game

* Taken by the 29th on the Outskirts of Brest and later
	+ higher chance to see them in the Outskirts, rarely elsewhere but not impossible
* Needs to be Manned to be used/fired; counts as 1 man in classic mode manned or not
* Inside grants 75% cover
* Cannot be  Fortified by Sappers

## Real Life

Richelieu had fired only six shots from each of her guns during abbreviated gunnery trials on 13-14 June 1940 before she had to flee to Africa to escape the invading Germans. At the time of her escape, she carried 296 APC rounds, but only 198 quarter charges and her ammunition handling equipment was barely functional.

The Richelieu had only her Turret I guns installed when France fell in May 1940. Of the four guns intended for her Turret II, two were at dockside at St. Nazaire as France collapsed. One of these was loaded onto the cargo ship Mécanicien Principal Lestin but the transfer crane failed when trying to load the second gun. The cargo ship sailed for North Africa, but she was attacked and sunk by German aircraft off the Gironde shortly after leaving harbor. The second gun was reportedly mutilated on the dock before being captured by the Germans. The third gun was captured in transit to St. Nazaire as was the fourth gun which was still at the gun factory at Ruelle.

A total of seven guns were captured by the Germans and three of these were taken to Norway. It was planned to install them in a coastal battery at Vardaasen, but this battery never became operational. After the war, at least five of the captured guns were returned to France where they were then refurbished at Ruelle.
Artillery Car

**Armored Train car**

Main gun:
10.5 cm leFH 18/40
50% chance to deflect hits like the Tiger. Blocks LOS.
Description:
Fearsome German train and a massive threat, fairly rare.

The Artillery Train Car is an armed and armored train car, with a turret-mounted howitzer and secondary flak gun. It is deadly and hard to kill.

## In-game

Like the Naval Gun and Tiger, it's rare, but is a massive pain to deal with and always a threat.

* Spawning

The Artillery Car is the rarest of the rolling stock. It has a 8% chance to spawn on tracks, and double that in Vire.

* in 0.4.5: won't spawn closer than 2000 px from your start line in campaign

### Weapons

* The **105mm howitzer** is mounted in a rotating turret.
	+ It fires normal artillery shells
	+ Main cannon shoots about once every 10 seconds or so
	+ The turret rotates at a speed of 15 deg/s.

* A 20mm **Flak 38** autocannon is placed in a fixed mount just behind the main gun.
	+ It fires 20mm shells at 120 RPM.
	+ Turret speed of 15 deg/s.
	+ Due to its elevation, it has an increased minimum range of 200px.
* Has **2 hatches** that can be crewed by German infantry. They can pop out of them and shoot you with their small arms.

### Heavy Armor

The Artillery Car is hard-skinned, meaning rifle rounds don't damage it. It has 500 HP, and also a **50% saving throw** against kill shots, like the Tiger Tank.

### How To Defeat it

Deal with the Artillery Car 1 threat at a time, with the Flak 38 being the bigger threat to infantry. De-crew the gun with small arms fire, or use well-aimed precision explosives like rifle grenades to kill the flak 38.

The howitzer is more difficult to deal with because of its armor. Since the howitzer can't be killed by rifle fire, use explosives likeSatchel charges, Vehicles like the M10 Wolverine, or support like Artillery. However, provided that cover/LOS blockers are near, bypassing the howitzer entirely *might* be an option.

## In Real Life

This train car looks like an anti-air car of the BP44 armored train. However, the in-game version is missing the quadmount 20mm *(probably an act of mercy by the developer).*

These Armored cars are probably the remains of Panzerzug 1 or 5 or possibly a captured Polish train, the "Groźny" as Panzerzug 22

*(More info on Groźny: [1])*

Wide gauge versions were used in offensive actions in the Eastern Front as well as ~~killing Soviet citizens~~ anti-partisan activities in rail line patrols.
Red Flare

> *"What the heck was that?"*
>
> *"It went by like we were standing still!"*
>
>

Red Flares are the signalling tools used to mark targets for **German Rocket Strikes.**

## In Game

### For Quick Reference

Watch for **RED FLARES!** A Me 262 will very quickly appear in the sky and drop a few rockets (4-6) on the position of the flare. When dodging the rockets try moving away UP or DOWN (rather than LEFT or RIGHT) from the location of the flare.

### Intel

A red flare calls in a Me 262 rocket strike, similar to the Allied Rocket Strike. With all other aircraft, the attack will not take place if the Heavy Clouds Battle Condition is active. 4-6 rockets will land in a vertical line **(right to left on your screen)** from the flare's position.

It will become available to Germans after Hedgerows (or during St Lo day 1.)

**Note that due to the Aircraft's unprecedented speed, it Cannot be stopped by Classic mode Air superiority!**

## See Also

```
Rocket Strike - Allied counterpart
Nebelwerfer - Same rocket, used for artillery

```
MG42

The MG 42 is a potent general purpose machine gun used by German forces in Mud and Blood: Steam.

**MG 42**

Insanely high fire rate
Weaknesses:
Frequent reloads for an MG
Description:
Universal MG

## In game

The MG 42 is carried by Germans and comes from the special weapons table.

* Wehrmacht have a 1.25% to receive it;
* FJs have 4%,
* SS have 2%,
* Jagers have 3%,
* Volkssturm have 3%,
* Brandenburgers have 5.25%.

## Real Life

The **MG 42** is a general-purpose machine gun designed in Nazi Germany and used extensively by the Wehrmacht and the Waffen-SS during the second half of World War II. Entering production in 1942, it was intended to supplement and replace the earlier MG 34, which was more expensive and took much longer to produce, but both weapons were produced until the end of World War II.

Designed to be low-cost and easy to build, the MG 42 proved to be highly reliable and easy to operate. It is most notable for its very high cyclic rate for a gun using full power service cartridges, averaging about 1,200 rounds per minute compared to around 850 for the MG 34, and perhaps 450 to 600 for other common machine guns like the M1919 Browning or Bren. This ability made it extremely effective in providing suppressive fire, and its unique sound led to it being nicknamed "Hitler's buzzsaw".

## Trivia

The MG 42 was rechambered into 7.62x51mm NATO, designated the MG 3, and put into service in the Bundeswehr. It remains in service today.

## Related weapons

```
MG34
M1919
Vickers

```

Back to Weapons
Profile Exp

This is about YOUR profile experience, ***For your soldiers experience, see Experience***

Exp distribution per map:

* 2000 xp base for success
* 1000 xp for being under 20 mins (1200secs)
* 30xp Per kill
* 200xp per soldier living at the end (600xp)
* If the full squad lives (no replacements) then x2 (1200xp)
* win streak bonus (base+time bonus+total kills+squadcount) x (1+(winstreak/100))
* 1.x bonus for Consecutive wins
	+ 2x for Gerhard's Pressure BC (if you qualify)
	+ 2x for Earned Trust BC (if you qualify)
	+ 3x for Violence of Action

Your campaign rank follows this chart:

## Classic

Defense mode experience is figured by:
Wave count x 50 + kills X 5

* 50 avg wave count bonus +5% exp
* 75 avg wave count bonus +15% exp
* 100 avg wave count bonus +30% exp
Aure Valley

*Page in development.*

**Aure Valley** is a location in *Mud and Blood: Steam's* **Campaign** mode. It lasts for 4 day and is the 2nd area, after Omaha Beach and before Hedgerows.

## Overview

### Situation

You broke through the Atlantic Wall and have regrouped your squad. Now command wants you to move inland through the flooded Aure Valley. If you complete the first map, first try, you will skip the rest of the days and go straight to the Hedgerows of Normandy.

### Terrain

Expect mud and streams in the valley, with occasional buildings and defenses. Trees are scattered throughout as well. Watch for crashed gliders; they provide cover, and may have loot inside.

### Enemy Forces

While still mostly standard Wehrmacht troops, the enemy now has access to more equipment and support options.

## History

The 29th Division crossed the Aure Valley on July 9th, taking the defenders by surprise.
M1 Carbine Para

**M1A1 Carbine**

Super low bulk and lightning aim speed
Weaknesses:
terrible damage
Description:
paratrooper modified carbine for light weight

## Real Life

The M1A1 was designed in May 1942 for paratrooper units, and came with a folding stock, but was otherwise identical to a standard M1. M1A1 carbines were made by Inland, a division of General Motors and originally came with the early "L" nonadjustable sight and barrel band without bayonet lug. Inland production of M1A1 carbines was interspersed with Inland production of M1 carbines with the standard stock. Stocks were often swapped out as carbines were refurbished at arsenals.

## Related weapons

```
Sten
Bren

```

Back to Weapons
Flak 30

*"if you watched Saving Private Ryan you know what it does"* - MnB2 Quote

For the stationary or the train cannon, see Flak 38 (fixed).

**Flak 30**

Main gun:
20mm L65
20mm autocannon
Description:
German heavy support vehicle

## In game

The Flak 30 is a wheeled but slow autocannon. It can deal serious damage to infantry or light vehicles. It spawns after Omaha Beach.

It is a crew served weapon, with two Germans manning the gun. It mostly fires in bursts of 5 rounds, at a rate of 280 RPM.

## Real Life

A Rheinmetall adaptation of the C/30 for Army use, producing the 2 cm Flak 30. Generally similar to the C/30, the main areas of development were the mount, which was fairly compact.

Set-up could be accomplished by dropping the gun off its two-wheeled trailer, "Sonderanhänger 51" (trailer 51) and levelling the gun using hand cranks. The result was a triangular base that permitted fire in all directions.
But the main problem with the design remained unsolved. The rate of fire of 120 RPM (rounds per minute) was not particularly fast for a weapon of this caliber.

## Stats

Flak 30 stats

* On a "hit", It will generate a small explosion within ~50px radius of the target

20mm shell damage
Rifle Grenade

Rifleman 2nd ability

 "Precision explosions"

Rifle Grenade Damage

If fired into, or out of, a building with a roof, there is a chance the round will explode on the wall instead of its intended target position

A rifle grenade have a good distance coverage which makes it effective in close or medium range combat. When fired, a rifle grenade will also have a high accuracy which means that it'll very often land near or directly at the marker of the shot. The rifle grenade can be used to clear out German hardpoints, or as an improvised AT weapon against light armored vehicles. Do take note that the user **MUST HAVE A RIFLE/CARBINE** to use the rifle grenade, and it has a cooldown of 3 minutes in campaign.

In Defense mode, this is a 3 TP equipment for rifle weapon users. has a 60 sec cooldown

### Axis:

Germans get this equipment after Aure Valley
Assassination

Commando 2nd skill

 "I've got a mean right hook"

* The next Hand-to-hand strike adds a 300% damage bonus, giving an almost guaranteed death blow on his next melee hit
* Potent when combined with stealth: sneak thru enemy lines, take down a High value target or critical position.
* Remember that melee is highly unpredictable, even with a commando. **use hand-to-hand combat when it's necessary**.

Back to Commando or Classes
FG42

**FG 42**

Very Accurate
Weaknesses:
basically none
Description:
Common FJ Rifle, deadly in anyone's hands

## In game

The FG is a rare semi-automatic rifle. It has a range equal to that of the Kar98k. While its max damage is lower than the Karabiner, it more than makes up for it in its mag size (20 vs 5) and burst firing (as many as 5 shots vs 1).

## Real Life

The **FG 42** (German: *Fallschirmjägergewehr* 42, "paratrooper rifle 42") is a selective-fire automatic rifle produced in Nazi Germany during World War II. The weapon was developed specifically for the use of the *Fallschirmjäger* airborne infantry in 1942 and was used in very limited numbers until the end of the war.

It combined the characteristics and firepower of a light machine gun in a lightweight form slightly shorter (but considerably bulkier and heavier) than the standard-issue Karabiner 98k bolt-action infantry rifle.

## Trivia

The FG 42 influenced post-war small arms development. Many features of its design, such as general shape, stock style, gas-rotating bolt operation (itself copied from the Lewis gun) and sheet metal and plastic construction were copied by the US Army when they developed the M60 machine gun.

## Related weapons

```
G43
Garand Match
Scoped k98

```

Back to Weapons
Rally

*"Let's go, boys!"*

**Rally** is the Officer's first skill. It makes all soldiers immune to pinning and suppression for 5 seconds. Any soldiers who are panicking will stop falling back and begin to follow orders again.

* in 0.4.4A: Rallying a panicking soldier, cancels the panic and restore the morale of the soldier to 25.

```
Back to Officer or Classes

```
Operation Luttich

**Operation Luttich** is a location in *Mud and Blood: Steam's* Campaign mode. It lasts for 6 days and is the 6th area, after Vire and before the Outskirts of Brest.

## Overview

### Situation

The Germans have launched a counter attack in an attempt to rebuff the allied advance and push them back to the sea. Your men have been assigned to assist in holding back and repelling the German assault along the lines.

### Terrain

Fortifications ranging from fences to bunkers have been built along the lines, additional obstacles such as dragon tooth and wires have been strung to delay oncoming attackers. Unfortunately for us, the Germans have taken control over these and we have to flush them out.
Baikal

**Baikal**

None.
Strengths:
None.
Weaknesses:
None.
Description:
None.

The **Baikal Shotgun**, or more accurately the **IZh-58,** is a double-barrel Soviet shotgun used by Enemy troops.

## In-game

(short range devastation but useless at longer ranges)

## History

*"Funny enough, irl VC didnt have baikal"* - Nam

The Baikal is a Soviet design dating back to 1958. It was relatively popular as a hunting shotgun, as roughly 1.36 million were produced. It is unlikely that any were sent to Vietnam, however.

The Fusil Robust, a similar French shotgun, may have been captured and used by NVA/VC. It was produced from 1913 onwards, with as many as 800,000 being made.
Rocket Strike

The **Rocket Strike** is a support option in Mud and Blood: Steam. A P-38 Lightning will fire a salvo of unguided anti-tank rockets at a small area.

## In Game

**P-38 Rocket Strike**

Users:
P-38 Lightning
(Supposedly) more accurate against vehicles.
Description:
An accurate barrage of 5-inch rockets.

### Allied

#### Campaign

The Rocket Strike is a commander ability. It includes 6 rockets at lowest rarity tier, with a maximum salvo of 11 rockets.

#### Classic

The Rocket Strike costs 2 TP and consists of (???) rockets. It can be called by any unit equipped with radios(Signallers, troops in HQ tents, and HQ half-tracks).

### German

*See: Red Flare*

The enemy also have access to aircraft rockets. Watch out for those Me 262s.

## HVAR History

The HVAR (nicknamed Holy Moses) was designed by Caltech engineers. It incorporated several improvements over the FFAR previously used: The propellant amount was nearly tripled and a new grain cavity was used, which led to a flatter trajectory and higher accuracy.

Delivery systems included aircraft like the P-47 Thunderbolt, F4U Corsair, and the P-38 Lightning (as depicted in-game). HVARs could penetrate 4 feet of concrete and were used against any and all targets, from fuel dumps to pillboxes to cargo ships. The HVAR would continue in service after the Second World War.
Good Ground

*"This is a great position guys!*

Automatically marks an position on your frontline that provides +10% accuracy, +10% to damage and +10 detection range bonus to those inside.

* Duration Permanent, Save roll is separate if there is overlapping cove

## In game

Good for an accuracy boost if you dont have an officer. Downside is the game picks the position for you

Back to Scout or Classes
Antenna

**Antenna**

Cover Value:
None
Blocks Line of sight:
No
Destructible:
Yes
Roofed:
No
Description:
+20% within 200px of a signaler or tent

The **Antenna** is a structure that can be built by the Engineer. It is exclusive to Classic mode.

## In game

The antenna costs 1 TP to construct. It provides a +20% boost to the response time of any calls made by Signallers or HQ tents within 500px (previously, only 200px) of the antenna. This is about 3/4 of the screen's height. It does not have cover, nor does it block LOS. The antenna is fragile and should be kept away from the line of contact if possible.
Tractor

**Tractor**

Cover Value:
50%
Blocks Line of sight:
No
Destructible:
Yes
Roofed:
No
Description:
An abandoned farming vehicle full of gasoline

A tractor is a farming vehicle used to sow crops and perform other farm duties.

## Overview

Commonly found on farms, tractors can provide decent cover. It provides 50% Cover value, a good amount of cover equivalent to sandbags or a barricade.

Like cars, they are immobile and cannot drive.

**Beware, the tractor can blow up if shot at with an explosive or left burning for too long.**
Head shot

*"Wave goodbye to your head, wanker!"*

## Overview

The headshot is the third ability the Sniper. As the name suggests, it will cause your Sniper to headshot on his next hit. The next **connecting** shot will deal 300% the normal damage to the target, making it nearly impossible for the target to survive the hit.

* 300 seconds cooldown (need confirmation).
* 300% damage increase.
* Vet saves WILL block it.

## Trivia

Did you know? If your sniper lands a headshot, a unique sound will play out and the dead German will have a sprite of him lying dead with his helmet flung off!

(add a pic please)
Giant ruins

**Giant Ruins**

Cover Value:
40%
Blocks Line of sight:
Yes
Destructible:
No
Roofed:
No
Description:
A bombed out ruined building

## Overview

During the war, many buildings were broken down into ruins due to bombardments. Even though these ruins are a remnant of its old past, it can still serve a purpose to the Allied and the Axis forces.

A giant ruins, often found clattered about in towns. These shattered ruins can provide 40% cover to whoever is taking shelter inside, though it will not protect them from any attacks from above.

The giant ruins can also prevent any LOS from going through the other side though beware that **the gaps in the walls does not prevent LOS**. A skilled sapper can certainly shine in these environment as they can fortify these ruins to give 75% cover bonus making them as nearly effective as a concrete bunker or a pillbox, though remember that it will not give roof protection. A ruins may that be fortified or not, **cannot be destroyed**. So don't you try and send an artillery barrage to destroy one.

* no roof
* poor cover
* does block LOS through it, however the busted walls can allow LOS through the gaps
* can be fortified by a Sapper to 75% cover
Gunner

**Gunner**

Starting gun:
 Browning Automatic Rifle
Squad MG
Description:
Lays suppressive fire to multiple targets with light machine guns. Slow movers

**"Lays suppressive fire to multiple targets with light machine guns. Slow movers"**

As passive features:

1. speed -10px/s (in addition to the weapon bulk)
2. detect +200px
3. in 0.4.4 nearby allied troops are able to assist the gunner in reloads and jams
	1. Chance to assist: (xp/2)%
	2. Chance to help unjam: (10+xp)%

* (starter gun) BAR
* (1st gun) Bren
* (2nd gun) M1919
* (3rd gun) Vickers

Skill List

Promotions

Back to Classes or Home
Range

*see also: Status or Action cycle*

 For specific weapons data, see Weapons

Accuracy math:

combat skill + (tracers\*3) + (range modification) + (pinned/moving target malus (usually -10)) + (shotgun bonus (+50 if under 200 px) or /2 if over 500) + (recoil malus) + (obstruction bonus)

Example:

```
so without a shotgun, and a non-sniper:
cbt30 +3(Tracer)+(inrange)2x+ -10 (pinned) + -9 (recoil) + -5 (Obstruction)
33 x2 -10 -9-5
66 -10 -9 -5
56-9 -5
47 -5
42 % chance to hit
Tracers are a flat +3 to hit
but its a separate add in so it acts like additional CBT but isn't.

```

This is an old Weapons chart, it will be updated in the future, but it serves to visualize the range steps for Weapons

* The screen is always 1280px by 720px

we'll touch a bit on accuracy/aiming here, more in depth on the Action cycle page

Within the Action cycle, SMGs, semi, LMGs, and Sniper weapons all have slightly faster or slower aim/reaction cycles based on the Bulk of the weapon.

Accuracy:

* In range basebonus x2
* over range base bonus is flat if between range and rangex2
* between range x2 and range x4: then basebonus x 1/2
* between range x4 and range x6: then basebonus is 1/4 th
* farther then 6x range: then basebonus is cut down to 1/10th
	+ Sniper weapons do not get a + under range x2
		- Basebonus is 5 or cbt/100 whichever is higher

* as of 0.4.3, all LMGs (bren, bar, mg42 etc) have 1/2 accuracy after 3x base range

Vehicle Ranges
German Officer

**German Officer**

Starting gun:
 K98
gear table
Description:
On field German Leadership

The German officer **does not exist** (as of 0.3.7). He may be implemented in a future version. He might carry a SMG like an MP40 or a M38. He might boost morale much like the officer in your squad, or he might direct enemies and coordinate attacks.
Classes

**Recruit**

Starting gun:
 Springfield
Standard issue soldier
Description:
A new recruit with a bolt-action Springfield

 In Mud and Blood: Steam, the class of the soldier determines his strength, abilities, and roles.

"Recruit newly arrived from the replacements depot still armed with their Springfield rifles. Though well-trained, they lack the experience of seasoned troops wich will make thier actions more clumsy and less deliberate. While they are capable fighters, it's important to expose them to danger gradually, in order to set them up for success and help them gain the necessary experience."

* Soldier names are taken from the KIA list from the 29th Div 116th Infantry. A couple are from the 104th Medical Battalion, served with the 29th Infantry Division throughout its campaigns in Europe

### Campaign mode

In Campaign Mode, all soldiers start out as the default Recruit shown to the right. On D-Day, your men will have special weaponry (Always 3 Garands, 1 Thompson, 1 Springfield, 1 BAR). After that, recruits will spawn with the bolt-action Springfield with a small chance for a  Garand with the  Aure Valley Ribbon

Once a soldier has earned 10 xp, they can specialize into one of the following classes:

1. Light
2. Rifleman
3. Gunner
4. Medic
5. Signaller
6. Sniper
7. Engineer
8. Scout
9. Commando
10. Officer
11. Sapper
12. Intel

Note that the Medic, Signaller, and Officer classes do not replace the starting weapon.

### Classic Mode

In Classic Mode, Recruits can be purchased for 3 TP.
When defending, the Sapper, Intel, and Rifleman are not available. In return, you get three classic-exclusive classes:

1. AT Soldier (4 TP)
2. Crewman (3 TP)
3. Mortarman (5 TP)

### Trivia

When soldiers die, their years of birth and death are shown on screen. Most soldiers are between 19-24 yrs old, but there is a small chance to have an older dude. (Age doesn't affect skill, it's just a neat observation)
MAS 36

**MAS 36**

cheap
Weaknesses:
good damage but poor range
Description:
Default French rifle

## In game

The MAS 36 is a basic, bolt action rifle for the Frenchie in Campaign mode. In Classic, Frenchies spawn with the standard Springfield rifle. It has a good damage, but low range, high recoil, and a small magazine.

## Real Life

The MAS Modèle 36 was first adopted in 1936 by France and intended to replace the Berthier and Lebel series of service rifles. It is a short carbine-style rifle chambered for the modern rimless 7.5×54mm French cartridge. The rifle was developed based on French experience in World War I and combines various features of other rifles, like the two rear locking lugs of the British SMLE rifle (easy to clean and resistant to dirt), the dog leg shaped bolt handle of the British P14/U.S. M1917 Enfield rifle that places the bolt knob at a favorable ergonomic position in relation to the trigger and peep sight, bolt disassembly similar to the Japanese Arisaka Type 38, and the five-round box magazine (claw extractor) of the German Gewehr 98 which stored 5 rounds in a staggered column and fed by 5-round stripper clips), to produce an *"ugly, roughly made, but immensely strong and reliable"* service rifle. The MAS-36 was intended as an economical, simple bolt-action rifle to serve with rear-echelon, colonial and reserve troops and meant to share machining and pave the way for a new standard semi-automatic rifle before the next big conflict.

## Trivia

The MAS 36 was introduced along with Frenchies in version 0.4.3.

## Related weapons

```
Kar98k
Gewehr 98
Springfield

```

Back to Weapons
M1 Garand

*This page is for the M1 Garand, or "Normal Garand". For the Match Quality Garand, click here. If you're looking for the M1 Carbine, click here.*

**Normal Garand**

average all over
Weaknesses:
kinda high bulk for a rifle
Description:
standard semiautomatic weapon

## In game

On D-Day, 3 of your men will start with Garands.

Rifleman starter weapon

Sapper Final weapon

Engineer Final weapon

Officer Final Weapon

It can be purchased for 3 TP in classic mode.

The Garand's semi-auto action gives it a significant firepower advantage over the Springfield and K98k, while maintaining the maximum damage of 100 hp. It has less range and higher bulk, however.

## Real Life

The **M1 Garand** or **M1 Rifle** is a semi-automatic rifle that was the United States' service rifle during World War II and the Korean War.

The rifle is chambered for the .30-06 Springfield cartridge and is named after its Canadian-American designer, John Garand. It was the first standard-issue autoloading rifle for the United States. By most accounts, the M1 rifle performed well. The M1 replaced the bolt-action M1903 Springfield as the U.S.' service rifle in 1936, and was itself replaced by the selective-fire M14 rifle in 1958.

The M1 Garand was made in large numbers during World War II; approximately 5.4 million were made. They were used by every branch of the United States military. The rifle generally performed well. The impact of faster-firing infantry small arms in general stimulated both Allied and Axis forces to greatly increase their issue of semi- and fully automatic firearms then in production.

## Trivia

* General George S. Patton called it "the greatest battle implement ever devised".
* The M1 rifle is fed by an *en bloc* clip which holds eight rounds. When the last cartridge is fired, the rifle ejects the clip, resulting in an iconic "Ping" sound.

## Related weapons

```
Garand Match
Johnny 41
G43

```

Back to Weapons
Incendiary

*"Light 'em up boys!"*

## Campaign

**Incendiary** is the Gunner's 3rd skill. He will switch to using fire-starting ammunition for 30 seconds with a cooldown of 3 minutes. While the skill is active, the following effects are applied:

* +20% gunner damage
* 10% to incinerate enemy on hit
* 10% to start fires on missed shots

### Tactics

This skill is extremely effective when combined with Overwatch skill. However, investing in combat or a better weapon is often the better choice for gunners.

With a high-skilled gunner equipped with an M1919, incendiary rounds will chew through enemy forces.

## Classic

Incendiary rounds can be equipped in Classic. They can be found in the Gear section for 3 TP. Unlike in Campaign they can be used by all soldiers, and are permanent until the unit is killed or disabled.

## Real Life

Incendiary rounds were often used by interceptor pilots. They were effective against aircraft as they could set fuel tanks on fire. Not much is noted about their use in ground combat; however, it is likely they were effective against soft targets (such as trucks) or wooden emplacements.

Back to Gunner or Classes
Wood Pile

**Wood pile**

Provides Cover
50%
Blocks Line of Sight:
No
Destructible:
Yes, easily
Slow Movement:
No
Effects:
Highly Flammable
Description:
A pile of cut logs, suitable for transportation

## Overview

A pile of logs makes for handy cover in heavily wooded areas, such as forests which were stacked by lumberjacks prior or during the war. Whatever purpose these logs were intended for, it does not matter now as its sole purpose is to provide cover to whoever is using it.

Whenever you encounter a wood pile and your men does not have clear sight of it, never attempt to rush toward the cover without much preparation as you never know if there's 3 FJs waiting and biding their time behind those cover. Areas such as the forests would oftentimes lack cover to place defenders in, and such the Germans will take advantage of these wood piles as much as possible.

As stated in the info box, these wooden piles are HIGHLY FLAMMABLE so if you got a Molotov and not planning to use that cover then start burning it, potentially burning whoever is taking cover there. An explosive can also break it as the wood pile are fragile.
Mausoleum

**Mausoleum**

Cover Value:
75%
Blocks Line of sight:
Yes
Destructible:
Yes
Roofed:
Yes
Description:
A enclosed room or small building dedicated to the dead, usually a family member

## In Game

An external free-standing building constructed as a monument enclosing the interment space or burial chamber of a deceased person or people. Often found in graveyards littered around Heart of Germany oftentimes placed in the center of the graveyard.

These medium sized buildings can provide a high amount of cover alongside enough room for a squad of 6 men, how convenient. These mausoleums are often accompanied by other grave structures such as an empty grave pit which only makes the threat of a graveyard even worse to any attackers.

It is not recommended to go into a firefight against any Germans stationed inside the building as the mausoleum provides 75% cover, which translates to your men having a higher chance of getting hit than the occupiers. A good way to counter this is to blow up the mausoleum which removes any cover value, though it will also remove LOS blockage. A much more riskier way of clearing a mausoleum is to advance closer to the mausoleum while laying suppressive fire and make one of these 2 decisions.

1. A mausoleum is always accompanied by other grave structures, there's a high chance that you will encounter an empty grave pit a few feet Infront of the mausoleum. Take cover inside that pit and win the exchange of fire as the pit offers 1% more cover than the mausoleum, a downside to this is that those empty grave pits are not usually "empty" and you can expect a kraut or two taking cover inside it.
2. Storm the mausoleum with your men and pray that they win the CQC, it is advisable to use an RG or a grenade prior to the storming though beware that it can get blocked by the walls. Due to the cover value of the building, oncoming fire from outside the building will be considerably less dangerous while your men is engaging with the occupiers. The downside is that you have to risk CQC and possibly take casualties if the Germans inside the building is not suppressed well enough.
V1

**V1**

Main gun:
1000 lb warhead
Screw this particular bit of real estate
Description:
German radio support called in by a German on your Position. Better have sharp ears and be aggressive

"Hush, here comes a whizzbang / and it's making straight for you..."

## In Game

The V-1 is a fearsome flying bomb with a 1000lb explosive payload. It will turn anything near its point of impact into a fine powder.

**V1 1000lb Warhead**

Users:
V-1
Creates a Deep Crater
Description:
Massive explosive payload of the V-1 flying bomb

V-1s are called in by Germans with radios. After a minute, the V-1 will make impact with the map, leaving a deep crater and (potentially dead American soldiers) as well as a LOT of flames, behind on the map.

* Calling Air superiority in Classic mode has a 50% chance to destroy one. If its a V1 Blitz, the 50% chance is rolled for each V1 individually

### In Real Life

The Wehrmacht first launched the V-1s against London on 13 June 1944, one week after the successful Allied landings in France. At its peak, more than one hundred V-1s a day were fired at southeast England. A total of 9521 were launched, 2,419 hitting London.

Launches against Britain were met by a variety of countermeasures, including barrage balloons and aircraft such as the Hawker Tempest and newly introduced jet Gloster Meteor. These measures were so successful that by August 1944 about 80% of V-1s were being destroyed.

One unique method of destroying V-1s was to slide the wingtip of the interceptor aircraft underneath the V-1, causing it to lose control and dive into the ground.

#### Development

The V-1 was the first of the Vergeltungswaffen (V-weapons) deployed for the terror bombing of London. It was developed at Peenemünde Army Research Center in 1939 by the Luftwaffe at the beginning of the Second World War. It was also known to the Allies as the **buzz bomb** or **doodlebug** and in Germany as ***Kirschkern*** (cherry stone) or ***Maikäfer*** (maybug).
Well

**Well**

Cover Value:
30%
Blocks Line of sight:
No
Destructible:
Yes
Roofed:
No
Description:
An old Stone well, standing still for generations and providing water to locals

#### *"Well, well, well..."*

A **well** is an excavation or structure created in the ground by digging, driving, or drilling to access liquid resources, usually water. Frequently found near houses in Heart of Germany where civilians would draw water from.

A well provides the bare minimum cover of 30%, and can only provide cover to 2 soldiers with both of them barely overlapping each other. Usually, using a well as cover is not ideal though if there is no other cover available then it will do good enough for your squad.

You can expect to occasionally see a German or two at the well, probably trying to draw some water before some rude Americans interrupted them. An occupied well will not pose much of a threat alone, though it would be more dangerous if accompanied by other sort of occupied covers.
M2 HB

**M2 HMG Heavy Barrel .50 cal**

Main gun:
12mm/50cal heavy machine gun
5 TP
Description:
American heavy machine gun, Mainstay of the US army

  The Venerable M2 .50 cal MG

## In Game

* M2hb M2 heavy barrel
* 5 TP in Defense game mode
* Quick to aim
* Solid anti-infantry
* Can be de-crewed by fire

## Real life

The M2 machine gun or Browning .50 caliber machine gun (informally, "Ma Deuce") is a heavy machine gun that was designed towards the end of World War I by John Browning. Its design is similar to Browning's earlier M1919 Browning machine gun, which was chambered for the .30-06 cartridge. The M2 uses Browning's larger and more powerful .50 BMG (12.7 mm) cartridge. The design has had many designations; the official U.S. military designation for the current infantry type is Browning Machine Gun, Cal. .50, M2, HB, Flexible. It is effective against infantry, unarmored or lightly armored vehicles and boats, light fortifications, and low-flying aircraft.

The Browning M2 is an air-cooled, belt-fed machine gun. The M2 fires from a closed bolt, operated on the short recoil principle. The M2 fires the .50 BMG cartridge, which offers long range, accuracy, and immense stopping power. The closed bolt firing cycle made the M2 usable as a synchronized machine gun on aircraft before and during World War II, as on the early versions of the Curtiss P-40 fighter. The M2 is a scaled-up version of John Browning's M1917 .30 caliber machine gun.
Wood Palisade

The **Wood Palisade** is a construction available in Classic mode.

**Wood palisade**

Cover Value:
None
Blocks Line of sight:
Yes
Destructible:
Easily
Roofed:
No
Description:
A Palisade small LOS blocker in Classic mode

## In game

The wood palisade costs 1 TP to construct. It requires an Engineer. The palisade is a Line of sight blocker; soldiers behind one cannot shoot or be shot at.

Previously, Germans were very intent on blowing these up with their Panzerfausts, now they mostly ignored unless the Germans get bored (2% and close)

## Real Life

Palisades are tall walls made of closely placed tree trunks. They have been used as defenses for thousands of years, dating back to Roman fortifications.
Zundkapp

**Zundkapp motorcycle**

Main gun:
None
Rapid delivery of support troops to the front line
Description:
Motorcycle

## In Game

* Light infantry guns (whatever the passenger has)
* Rapid transport of soldiers to the front lines

## In Real Life

The Zündapp KS 750 is a World War II-era motorcycle and sidecar combination developed for the German Wehrmacht (armed forces) before and during the Second World War

The KS 750 was an integral design, featuring not one but two driven wheels – both the rear wheel and the sidecar wheel were shaft driven, powered by a 751 cc Engine