recursal/Fanatic-Fandom huggingface dataset:
Kills (MnB2)

Kills Screenshots and Pics
 Poor Jerry never saw this one coming. His death cause is unknown, but most likely from a bullet or fragmentation.
 The universal icon of death. Seems familiar? Yes, SpecOps do have a similar symbol. I wonder why. . . Oh yeah, they are Dealers of Death.

A Total Blitzkrieg is synonymous with death (unless you have support).
The German with blood around him is definitely dead, the two Allied soldiers are either dead or disabled, probably dead.

How to Gain Kills
Many units are excellent at getting kills. They include Snipers, Gunners, SpecOps, .50 cals, jeeps, tanks, AT guns, engineers, and many more. Find which work for you.

How to Prevent Kills
**1.** **Don't be stupid-this is the most important rule.** Read Noob in MNB to see what qualifies as being stupid.
**2.** Trenches, Mortar Pits, Bunkers, Pillboxes, Sandbag Walls, and even Cam Nets are all structures to prevent death from happening.
**3.** Use  Heroism for units with rank corporal or higher. They need 2x as many shots to put them out of commission.
**4.** Don't taunt unless you really want to. It gains you nothing and can kill you.
Flak Jacket (Recon)

**Flak Jacket**

At the start of the game
Strengths:
40% saving chance angaist explosions
Weaknesses:
No protection vs. bullets, high bulk.
Description:
A high bulk equipment that gives saving chance against explosions

Gives the soldier a 40% saving throw against explosive weapons such as grenades or mines.

However, in giving a soldier this equipment, their bulk increases by 10. Obviously one must take into account this as they give Rangers their equipment as an extra 10 bulk may be crucial to fast-moving roles, such as Rangers specializing in Spot, or Rangers using heavy weapons such as the M60 Machine Gun

## Real Life

Derived from the German term "Flugzeugabwehrkanone", the Flak Jacket - Flak being a general term for shrapnel - was ballistic nylon or steel plated jacket designed to keep soldiers, airmen, sailors, and Marines safe from explosions and shell fragmentation. This was its primary role, and as such, it had a hard time protecting from the enemies bullets. It provided next to no protection against the Vietnamese weapons and could stop little more than a .45 handgun round, but did provide considerable projection against metal fragmentation and other explosive damage.

The U.S. Army's vests (classified as Body Armor, Fragmentation Protective, Vest M69) weighed under eight pounds and were made of several layers of ballistic nylon. The vests used by the U.S. Marines, however (designated as Vest, Armored M-1955) weighed more than ten pounds and were a combination of ballistic nylon layers and fibreglass plates. In modern times, almost all ballistic vests and flak jackets feature heavy Kevlar.
M72 LAW (Recon)

**M72 LAW**

Can instantly knock out any vehicle in 1 hit & assets.
Weaknesses:
1 use
Description:
A single shot AT weapon.

The M72 LAW is a single-shot disposable anti-tank weapon that allows a small team to tackle larger foes. The LAW is capable of bringing down Jeeps, Trucks, various support units (Especially helpful when attacking Firebases), BTR's, HVTs, Assets, and even clusters of infantry if used right. Though more accurate close-up, it can fire over long distances. You will need to lead your shot slightly as there is a delay when the projectile hits, further the target, longer the projectile travels

## Real Life

The M72 LAW was an effective weapons system capable of clearing defences, enemies, and anything in between. The LAW first showed its qualities in the Battle of Ia Drang Valley, in which the infantry fired the LAW at NVA machine gun positions entrenched near a large termite hill. In a report of the initial stage of the battle, it stated that the LAW should be brought on every operation and patrol due to its flexibility.

The LAW however was designed to be a highly portable, easy-to-use, disposable one-shot anti-tank (AT) weapon. Reloading is not possible and careful use of the LAW was a necessity to avoid wasting such a precious asset, as all munitions are pre-packaged into the series of tubes that make up the M72 LAW. As many of the remaining parts and munitions work well for IED manufacture, units that employ the M72 LAW make a habit of disposing of the tubes after use to avoid enemy capture of the asset.
Flanker (MnB2)

**Flanker**

Description:
An iron cross at the bottom of the screen represents a single German unit that has breached your lines.

A **flanker** is a German unit that has successfully pierced your defenses by crossing the bottom line of the map, or that has been left behind while advancing. They are indicated by little crosses at the bottom. If 10 of them pass through, you lose the game!

Most units only count as 1 flanker, including vehicles, with the notable exception of the Zündapp KS750, who counts as 1 if the gunner is dead, and 2 if both the gunner and the driver are alive, and if both the gunner and driver are shot out and the bike rolls past your lines, the bike itself will count as a flanker. The Goliath, Kubelwagen, and FlaK 38 do not count as flankers.

The main way to remove them is through an ability that the Officer possesses, though you cannot control it – he uses it randomly. Otherwise, if you're lucky, you can get flanker reductions from crates, but this is presumed to only work during the Airborne Challenge.

Flankers are gone from the field forever, but not gone from the game - they can still stage highly dangerous Unfair Events against you!
They start staging Unfair Events after wave 50.
The Stolen Lands

The nation of Taldor made the first major attempt to tame the lands now known as the Stolen Lands. The way was paved by the Fifth Army of Exploration, which made considerable attempts to map and explore the River Kingdoms. The effort was eventually for naught and various ruins and abandoned mines can still be found throughout the Stolen Lands to this day.

Other attempts have been made from various factions over the centuries, whether by Brevoy or nations of the River Kingdoms. Despite the fact that no nation can hold the Stolen Lands for long, the attempts of colonization has caused considerable consternation between all parties.

There is no clear reason why the Stolen Lands has proven so difficult to settle over the centuries but scholars have noted that the barrier between the Material Plane and the First World (the plane of fey) are unusually thin in the region. Some theorize that this connection has made the area difficult to tame.
M16 (Recon)

**M-16**

Starter Weapon
Strengths:
Good range/rate of fire, low weight, very low recoil
Weaknesses:
Fairly small magazine, low damage
Description:
Light caliber, full auto assault rifle.

The M16 is a fully-automatic, light calibre rifle fielded shortly after the Vietnam conflict began. Its high rate of fire, lightweight construction, and easy-to-pack ammunition has made it an ideal weapon for jungle warfare. Field reports later noted it's a tendency to jam, requiring frequent field maintenance counter the rifle's reliability issues. Newly fielded cleaning kits may prove useful to the commander looking to avoid said issues.

It is good as an all-around light weapon and is currently the default primary weapon selection on the squad customization screen easily handled by most troops with no specific skillset

It is one of the starter weapons, alongside the M1 Carbine and Model 77E.

## M-16m203

**M-16m203**

Valorous Conduct Ribbon or reach the rank of Colonel.
Strengths:
Can fire 40mm rounds
Weaknesses:
Higher bulk
Description:
M-16 with a 40mm under barrel attachment

This variant of the M-16 assault rifle is available in one of two ways, either they A.) Complete 25 patrols without rage-quitting, or B.) Reach the rank of Colonel. This weapon's under-barrel M203 allows the ranger to fire the 40mm HE Grenades. This is a very valuable asset to have upon engaging the enemy due to its 2 grenade increase over standard hand grenades.

## Silenced M-16

**M-16, silenced**

Can fire 40mm rounds
M-16 with an underbarrel attachment

This weapon is unlocked after the player is awarded the Silent Ops ribbon. Silenced weapons are highly prized for their ability to engage enemies from a distance without generating copious noise and overt status. However, the silencer does hamper certain weapon specifications, such as damage, range, and jam chance. A ranger with high stealth and combat score is recommended to counter the low accuracy, range, and damage. Also not recommended as an offensive weapon due to the weaknesses already mentioned and it's magazine size of 15.

## Real Life

The use of suppressors in Vietnam was uncommon and during the 1960s the US government became interested in the idea of suppressing weapons such as the Mac-10 and M-16. A company by the name of SIONICS attempted to market their silencers to the military and sent 40 suppressors unofficially to the 9th Infantry Division in early 1969. Failing to catch on, SIONICS had changed hands and the US had pulled out 6 years later.
The Swordlords of Restov

## History

Bandits from the river kingdoms and Issia nearly spelled the end of the small colony of Rostland in its early years. Sirian Aldori challenged the bandit leader to single combat, half his wealth if he should lose, or the bandit's head if he wins. The bandit leader accepted and bested Sirian, who fled the country in shame.

Years later Sirian returned with a 100,000 gold wager for a rematch, and bested the bandit in seconds, reestablishing his rule over Rostland. He kept open the wager, 100,000 gold to any who could best him in a duel - thousands flocked to Rostland to answer the challenge, and thousands were defeated. It was Sirian Aldori who founded the Aldori dueling school, and the students of that school rule over Restov to this day.

## Current information

Unlike the rest of Brevoy, Restov is ruled by a council, the four swordlords of Restov. To become a swordlord, a person must demonstrate mastery of the blade, must command an army of at least 500, and must get approval from the existing swordlords. The current leader of Restov is Lord Mayor Ioseph Sellemius, and it was his plan to send people out to settle The Stolen Lands.

## The Swordlords

### Lord Mayor Ioseph Sellemius

Current lord mayor, and leader of The Silvercloaks, the largest force of any of the swordlords

### Azygos Quarashi

A foreigner from Osirian, Azygos put together the broken pieces of one of the old swordlord's forces. In 4680 Enyon Harvey led a campaign against Pitax, but his army was defeated and he was killed. After this, a merchant from Restov, Azygos Quarashi put back together the pieces of Enyon's forces along with some of her own to form The Broken Regiment.

### Melor Badwen

Leader of The Shadowswords - the smallest force of any of the swordlords, the shadowswords specialize in special operations which require some subtlety

### Beli Roscarroc

Leader of The Immortals - The most well trained foot army of all of the swordlords, the Immortals fight with spear and shield and when they go to battle, there tend to be very few casualties

### Joseppa Trevose

Leader of The Snow Eagles - Joseppa is unwed and has no natural children, but she is getting old and so in 4699 she adopted Jocelyn Penhallow (now Jocelyn Trevose), a twelve year old girl from a minor noble house which was under Rogvarian rule until the vanishing. Her family was killed in the conflicts following the vanishing.
Axis Artillery (MnB2)

*See also the **Allied** Artillery.*

**Axis Artillery (MnB2)**

Description:
Several artillery rounds hit your position, they can number from 1-8 and can gib with a direct hit

>
> *The mud and blood commander clicked the button, a drumroll played, and a spec-ops walked onto the field, joining the other six men on the field. Then, suddenly, there was a telephone ringing, the commander sent one of his lackeys to fetch it, "Bad news sir, Artillery incoming!" The commander swore, and sent a message down the field phone to his squad, as one, they turned and ran for the bunker as the heavy artillery rounds exploded around them, the spec-ops was unlucky that day, an artillery shell hit him, and sent pieces of soldier flying over the battlefield. As soon as it had started it was over, 5 shell craters peppered the ground, one with blood dripping over the edge...*
>
>
>
>

In other words, you're over the six-man rule and the nazis have noticed, they'll send shells that will gib anyone they hit.

## How do I deal with it?

Send all your men running for the nearest bunker or pillbox or cross your fingers and hope. If you have a quick siggy then you can send a counter arty strike signal and cancel the next one.

Sending your vehicles to a pillbox might help protect it from fragmentation but does not protect it from direct blasts.

The Shellshock Ribbon will lessen the severity of an artillery strike.
Expert Recon Operations Ribbon (Recon)

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

**Expert Recon Operations**

Requirements:
Successfully accomplish 20 missions.
Effects:
+1% to have a Shake n' Bake soldier (Sgt. with no experience).
Real Life Medal?
**No**
Guerrilla Warfare

Guerrilla Warfare, pronounced gorilla warfare, is a type of warfare fought in a disorganized, hunter-like style. In contrast, *conventional* warfare is usually fought in organized regiments with artillery and support weapons.

Guerrilla warfare troops in MnB are all infantry units. However, *typically*, this excludes engineers, which are used for building structures, **not** considered Guerrilla warfare. On a more positive note, signalers and support are currently acceptable as guerrilla warfare.

There is a nifty medal for those commanders which can successfully exploit Guerrilla warfare up to wave 100. Keep in mind, that, usually, to achieve this ribbon, you *must* keep your total soldier count under 6, because German Support is not friendly.

Now, a commonly mistaken thing: Most people think that, because of the pronunciation, guerrilla warfare is *jokingly*, fought by gorillas. **This is NOT true**. It comes from the Spanish root *guerra*, meaning war and the suffix *-illa*, meaning little. It truly means "little war".

## Real Life

In real life, Guerrilla warfare is rarely fought by organized armies such as in MnB, and is rather fought by militia or civilian groups. It is most profitable in defensive positions where a local militia has knowledge of the terrain over a disadvantaged adversary. These groups exploit unconventional tactics when fighting, most often.
Combined Arms Blitz (MnB2)

**Combined Arms Blitz**

Contents:
Mortars, bikes, and Panzergrenadiers.
Description:
Everything tries to kill you. Just any other day in WWII.

A combined arms blitz has German Mortars, bikes, and Panzergrenadiers just like in a hard wave, but much larger.

## How do I deal with this?

This blitz is rather easily defeated by squad with gunners or men with automatic weapons. It is good idea to take out the German mortars quickly to avoid losing cam nets or other light constructions. CAS or Arty will do the job of destroying this blitz fairly easily too. This blitz is only a problem if your squad is unprepared or has taken damage from other German troops.
M1 Garand (MnB2)

3-3
**M1 Garand**

Damage and range
Weaknesses:
Long reload
Description:
Give this gun to your marksmen; they will do their job more effectively

The **M1 Garand** is the most basic weapon that you can issue to your men, to replace their standard

Springfields.
 Overall, the M1 Garand is a good rifle with excellent range, damage, and
 accuracy, although the Springfield is slightly superior in all but the
latter. Its main advantage over the Springfield is its larger clip size
and semi-automatic action, allowing your men to fire multiple rounds in sequence at a single target.

The M1 Garand costs 2 TPs to acquire, which puts it on par in cost with the M1 Carbine. Compared to it, the M1 Garand has:

* Greater effective range;
* Greater maximum damage;
* A longer reloading time;
* An almost negligible close-range bonus;
* A smaller cartridge capacity;
* An inability to allow its operator to switch targets.

If you have the Meritorious Unit Commendation ribbon, your regulars, scouts and French resistance troops will be automatically issued M1 Garands in replacement of Springfields for free. Troops that are given Ranger Training will also receive one.

## Trivia

* The M1 Garand was made in America and was among the first

semi-auto rifles. Eight cartridges were put into a metal band and this
was pushed into the rifle to allow the firing of all eight rounds before
 reload. It however emitted a high-pitched "Ping!" when spent. But
nonetheless, the rifle did not need cocking of a bolt to eject spent
ammo after every shot.

* That "Ping!" noise often gave away when soldiers ran out of

ammo. However, many used this to their advantage by slamming down an
already spent metal band to trick the enemy into premature return
firing. Besides, enemy soldiers could only really rely on the ping sound
 if they were fighting a small force because in a large battle there
would be too many "ping" noises to count, and at any moment there would
still be plenty of other loaded rifles. Also, it is probable that the
"ping" sounds were often muffled by other battlefield noises.

* General George S. Patton called this " the greatest

implementation of battle ever devised". So this rifle has gotta be at
least *pretty good*.

* This gun is often called "The gun that won the war". It was

one of the first semi-automatic guns invented by the Americans because
they wanted more firepower then the Springfield provided.

* This gun was one of the workhorses in the Vietnam War, serving alongside the M16 and M14.
* (*Kiss*) *"This the M1 Garand. This is the greatest*

rifle ever made. It won WWII; it was in service longer than any other
rifle that I can imagine. It is a semi-automatic, gas-operated shoulder
weapon.... it is accurate up to ah over a thousand yards. It is a rifle
that I shot... I love it." R. Lee Ermey.
Arty Rounds (MnB2)

**Artillery**

Effects:
Destroys units and structures.
Description:
Fired at you when over 6 men are exposed on your battlefield or during an Arty Blitz.

Arty rounds are ordnance fired at your position by Wespes, Arty Strikes and Precision artillery strikes. They have a wide gib radius, and lot of fragmentation. Utterly lethal, but do contribute towards the Shellshock Ribbon which removes 1 round from each strike. An artillery round that does not explode upon impact will leave a dud round that can explode at any moment.

## Real Life

There are many types of artillery rounds including ground impact rounds, HE (high explosive), incendiary, frag rounds, gas rounds (WW1, currently banned from warfare), anti-tank artillery, smoke rounds and nuclear (not used).
Germans Changed Tactics

**Germans Changed Tactics**

Contents:
About 10-15 Panzergrenadiers, or other German units, usually nothing bad, but they only are worth the 10-15 Panzergrenadiers.
Description:
Like a blitz, just only 1 TP is gained.

Around every 100 **deployed German troops**, the Germans change tactics.

What does this mean? Well, they figured out that sending mindless waves of people did not work, so they send a BIG mindless wave of people at you.

Believe it or not, sometimes these things can cause problems, as PG's spawn across the whole map, putting the whole map in grenade danger, and problems develop.

However, there is a good side to this. When it occurs, it wipes all other German units from the map, including units spawned by a Blitz Wave and Wespes, so these are a double-edged sword. They can completely devastate you, or they can really save you. Although they are nothing more than grunts, they may throw their grenades in masses if you don't have an effective anti-infantry setup and can wipe out your men and damage your vehicles. However, by the time the Germans change tactics, you should be in a good position to kill them all. If you are running low on options, a CAS can help you.

If you're running an advancing strategy, this can really mess up your day. Your best bet is to wait it out, although this can hold you back for a good number of waves.
Counter Arty Strike (MnB2)

4-8
**Counter-Arty**

Requirements:
A Signaler and an ongoing enemy arty strike.
Description:
Pinpoints enemy artillery positions and disables them for the next strike.

An unusual call, but one that will help you drastically when you are under arty attack.

The Counter-Arty Strike costs 2 TP and can only be used when you are under an arty attack. If the attack ends before the call is completed, the call gets canceled and you will not get your points back.

If, however, the counterattack works, the source is triangulated and attacked by the Allies and forces the enemy to abort the next one, whenever that maybe – even if it is an arty blitz! However, the Counter Arty will not cancel the current strike.

Mind that, since your time frame is so small, you might want to build an Antenna to help your signaler call your counter-arty strike in time. A high exp signaler is quicker making calls, so sitrep spamming before later waves can be helpful. Also important to remember that incoming smoke screen does not allow the use of Counter Artillery.

If you pull off 25 of these you get a ribbon.

## Real Life

Counter-artillery during WW2 was largely done by aerial surveillance, espionage, and by gathering reports of enemy artillery activity. Positions found by airplanes or espionage were attacked via air or bombed by friendly artillery. During World War 1, balloons and patrols were also used to find possible locations where artillery fire was coming. In modern-day UAV's and radars have become more important in locating enemy battery locations.
12 Feet Mast (Recon)

**12 Ft. Mast**

Kill card
Strengths:
Increases signal strength
Weaknesses:
Can't be relocated, fragile
Description:
Static placement of a radio mast that increases radio strength

When placed on the ground, the 12 Feet Mast in a nearby radius increases the chances of receiving and transmitting on the PRC-77 Radio. These masts are quickly set up but are unable to be taken down, meaning they should be set up at an established radio communications point such as an RTX hot-spot, defensive position or LZ. As of 1.2d, the placement of a mast does not alert any enemies to your position despite its obvious height and likelihood to be seen at a distance.

## Real Life

U.S. signalers in Vietnam were occasionally given portable radio mast bags in inclement weather conditions where communication signals were known to be bad. These kits, generally made up of a large number of steel rods, a type of transmitting dish and various wiring, could be set up and taken down in less than five minutes but were very unstable in high winds due to their height and the flimsy materials used to make up their support legs.
CS Grenade (Recon)

**CS Grenade**

Kill card
Strengths:
Stun enemies
Weaknesses:
Low usage
Description:
A very great tool if you plan to move around the AO with stealth. The area of effect CS grenades can stun multiple enemy fighters

The CS Grenade is a non-lethal weapon which emits a yellow cloud of CS gas, commonly known as tear gas, which is used to temporary incapacitate its target without killing them. Enemies inside the gas will not be able to fire their weapons and will be forced to move out of the gas cloud. CS gas currently does not affect Rangers, however, they will cough uncontrollably. CS grenades can be useful for escaping enemy contact in patrols without killing them, however, they can also be useful for luring out enemies in defensive positions such as trenches, possibly to allow you to slip by.

## Tips n Tricks

* Enemies affected by the CS cloud won't be able to spot you, making the mission overt, or resulting in a mission failure or failing to obtain the kill card.
* A must need if you plan to move around the AO with stealth, recommended to carry a combat knife so you can perform instant takedowns to the enemies in the CS cloud.
* Doesn't affect all friendly units (Rangers, POW, Pilot, Montagnard, Kit Carson)

## Real Life

CS Gas, comprised primarily of o-chlorobenzylidene malononitrile, is a non-lethal but extremely volatile airborne gas used primarily for riot control and pacification. It was discovered by two Americans, Ben Corson and Roger Stoughton, hence the nomenclature. CS gas was developed in 1928 but still continues to be a heavily practical solution for modern SWAT teams and police strategic response.

It has been reported that thousands of tonnes of CS gas were used by the U.S. forces in Vietnam to bring Viet Cong into the open. It was also used by the North Vietnamese forces in some battles like Hue in 1968 or during the Easter Offensive in 1972. Both forces enjoyed the use of the gas in bringing enemy forces out from heavily dug-in defensive positions or from treelines or heavy brush.
Interdiction Ribbon (MnB2)

**Interdiction ribbon**

Requirements:
Kill 25 Assault Pioneers with Booby Traps.
Effects:
Mines and TNT now have a 10% chance to be booby trapped.
Real Life Medal?
**No**

This ribbon is another hard one to get. First, you have to lay mines or TNT, then booby trap the TNT/mine. Then an enemy pioneer has to walk close to it and try to disable it, which will result in the explosive detonating. Accomplish this task a mere 25 times, and you get the ribbon. Using Rhyn0's guide you can probably get this ribbon while still maintaining a great wave count! Rewards are really good because Mines and TNT will have an additional 10% chance of being Booby-Trapped for free.
Flower (MnB2)

**Flower**

Effects:
To heartless @#!\*% , none.
Description:
Pretty little flowers of varying colors.

> *"When the corpses and craters all fade away, the flowers will still remain."*
>
>

There are various flowers that belong to low-lying plants found on the battlefield. Flowers are what plants use to reproduce. All flowers need something to pollinate them (often insects, like bees) in order to be able to produce seeds. And from seeds grow new plants with flowers. By 2010 botanists identified over 350 000 plant species of which 281 821 are flowering plants.
Advanced Recon Operations Ribbon (Recon)

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

**Advanced Recon Operations**

Requirements:
Successfully accomplish 10 missions.
Effects:
+1% to have a Shake n' Bake soldier (Sgt. with no experience).
Real Life Medal?
**No**
Booby Trap (MnB2)

5-w
**Booby Trap**

Requirements:
An Engineer and either a mine or a TNT.
Effects:
Rigs the object so that disarming attempts cause it to detonate instead.
Description:
A useful way of protecting your traps from enemy Pioneers.

**Booby traps** are used on traps such as mines and TNT to prevent them from being disarmed, detonating them instead.

Booby trapping may seem costly by itself, but it can save you several TPs in trap replacements. The best way to use it is to rig only your farthest traps—for example, the top mine in a triangle—which are the most likely to be reached by a German Pioneer.

An interesting fact to note with booby traps is that when triggered, they do not cause the explosive to go off where it is, but rather make the assault pioneer explode instead, but you still lose the Mine or TNT. Kill 25 of them with booby traps to receive the useful Interdiction Ribbon. If you try to stack multiple booby-traps on a single mine or TNT, you will see a message: "As much as we admire your aggressivity, you can´t stack boobytraps.. for safety reasons."

**Tip:** If you place your topmost mines no more than 100 pixels apart from each other in a horizontal line, you will effectively guarantee that no Pioneer shall ever pass them. You can accomplish this by placing only 3 mine sets and rigging the top 3 mines, as shown in the diagram below:

```
 +:rigged mines
 *:regular mines

```
Air Superiority (MnB2)

4-4
**Air Superiority**

Requirements:
A Signaler and an Officer.
Description:
Protects you from Axis air raids for one full minute.

Calling this support option will clear the skies of the Luftwaffe (German Air Force) for 60 seconds.

Useful if you just got your Cam Net blown away and your Radar spotted a plane.

Costs 1 TP and requires a sig and an officer. What could be more useful?! If combined with a radar and a very skilled signaler, this can be used to intercept V1s. It is important to remember that this support option will not work against the unfair event Me 262 strike even if active when the event triggers.

## Real Life

The Royal Air Force was superior to the Luftwaffe in nearly every way. Inventions like the radar gave the Royal Air Force an edge over the Luftwaffe. Combat planes often engaged in 1 on 1 dogfight.
German Paratrooper

**German Paratrooper**

Equipment:
FG-42
Maneuvering, Aerial
Description:
These elite German Paratroopers are nasty and can seriously harm your troops. They can come in a Paratrooper Blitz wave and wreak havoc from above. However, if they land on a tree they're dead, and their ropes take a while to untangle, leaving them vulnerable for a few seconds.

> *"These are German paratroopers also known as Fallschirmjäger. They are elite soldiers armed with the dreaded FG 42."* — Official game quote
>
>

German Paratroopers are pretty much just like the Allied Paratroopers, they can come in huge numbers on a para-blitz wave. They come equipped with the powerful FG-42. It is very accurate and will kill your men in 2-3 hits.

A warning will be displayed of a 'Plane sighted!' Be afraid and hope they land on trees
 because for these guys, as with all paratroopers landing on trees hurts
 them badly. Once on the ground, they have a vulnerable 5-10 second frame
 where they are struggling out of their Parachute harness, which should
be taken advantage of, by shooting them repeatedly until their death becomes a welcome reprieve. Two max-ranked gunners should eliminate all of them before they can get up.

If the map happens to resemble a forest, these guys shouldn't be a
 problem, as they will likely be damaged by falling into trees.

Your AAA is also threat for these guys as it can shoot down the plane that is carrying them.

## Real Life

Also known as a Fallschirmjäger these men served as the elite units of
the German military and the German air force. Fallschirmjäger literally
means in German 'paratrooper'. After Operation Mercury, Hitler refused
to para drop more Fallschirmjägers. Although the drops succeeded, the
costs were too high, so most of them never stepped in a plane. A
universal weapon was developed specifically for the paratroopers that
could replace rifles, submachine guns, and light machine guns but was
also light enough to be carried during a jump. These efforts resulted in
 the FG 42 automatic rifle which combined the firepower of a machine gun
 with the lightweight handling characteristics of a standard infantry
rifle. The FG 42 was built and deployed in small numbers from 1943 until
 the end of the war. Though an extremely advanced weapon, the design had
 some drawbacks. The lightweight frame was subject to considerable
muzzle rise when in automatic fire and had to be fired prone to
guarantee accuracy. This meant that the FG 42 was not entirely
compatible with the more universal role it was supposed to play, as both
 LMG and assault rifles. The FG 42's advanced design also meant that the
weapon could not be mass-produced in a cost-efficient manner, and the use of
 certain precious metals in the gun's construction placed it in
competition with other wartime projects for increasingly scarce
resources.
AT Mine (MnB2)

5, T

**AT Mines**

Effects:

* Blows up vehicles easily.

Description:
These mines explode when vehicles go over them, blowing them up.

*For the standard triple anti-personnel mines, see mines.*

These were introduced in patch 2.3 for the specific purpose of use against tanks. They have an increased gib radius, with a crater the size similar to a naval artillery shell.

Note that AT mines can only be triggered by vehicles and burning soldiers.

Below is an example of the crater left after a vehicle, a jeep in this case, drove over the mine.

## Real Life

AT mines (or Anti Tank Mines) were used in WW2 as a means of destroying tanks, they were usually laid in mine fields; on main roads or supply routes. The Mine itself had a larger payload and the detonator was set for a heavier weight so it didn't explode when infantry stepped on it. The mine was also buried deeper, about 2-4 feet, so only a major disturbance such as a tank would set it off.
Duds (MnB2)

**Dud**

Effects:
Can blow up anytime
Description:
The fuse didn't work on that arty round.......

These are a new introduction as of version 2.2.7.

Duds, or UXO (**U**n-e**X**ploded **O**rdnance) are artillery rounds that refuse to go off when the normal ones do, on impact. Rather, they will stick around and wait to explode at any time. Both Allied and Axis Artillery (including Wespes) can fire duds.

Duds can either be the most fatal or luckiest thing you could recieve ever, because Duds have a random chance of appearing instead of an arty round, and this may save your bunker and can (usually) give a bit of time to evacuate soldiers located in it to safety. On the other hand, Duds may appear somewhere else (for example, directly under an Antenna) and turn it all into a hopeless and nervous wait to blow up and destroy the thing, like the worst torture on the world.

Duds can be defused by an Engineer, but if your engineer's exp is not high enough, the dud may detonate when he tries to defuse it. The chance for detonation decreases as your engineer gains experience. After defusing a dud, your engineer will gain 1 exp.

The Wespe, being a mobile artillery launcher, can fire duds too! (**And you better hope it does.**)

## Fun Fact

* Dud rounds seem to have a smaller explosion radius & do less damage to units (But can still blow up your bunker)
* Your engineer's defusal range is further than the Dud's explosion. So you can defuse the dud without your engineer taking any points of damage
Ammo Box (Recon)

**Ammo Box**

Starter
Strengths:
Replenishes ammo
Weaknesses:
High bulk
Description:
The only way for you team to replenish ammo

The ammo box is a deployable item and contains 200 units of ammo. Once on the ground, a soldier that is within 100 pixels from the ammo box will start to replenish their ammo. Different number of ammo units will be depleted depending on what the player is taking. Ammo boxes can not refill other items such as grenades and claymores - these require a supply drop. Note that pistol and 5.56 rounds only take one unit from the box, however, 7.62mm rounds take two units for each round replenished.
Xavier Xander Xenos

Xenos at the Great Açai Battle of 2129

**Xavier Xander Xenos** (born, Dawn of Time), is the last known renegade fruit flavor hunter of our time.

## Introduction

As a hunter of antioxidants, Xavier Xander Xenos is best known for being anti-everything. There isn’t a single thing he is for. He is even anti the idea of being *anti*. He is best friends with his enemies because he is anti-friendship, but then he is also anti-contradiction so he stays friends anyway. He hunts mostly things flavored with açai, blueberries and pomegranates for their anti-blandness and anti-badness and anti-anti-anti-anti-well-ordinariness. In addition to his fame as a fruit-flavor hunter, he is the only known person to know the actual pronunciation of the word "açai", a word he invented.[citation needed]

*1. ↑ exceptions are made only for fast-casual dining.*
## Conspiracy

The first known sighting of Xavier Xander Xenos occurred during what conspirators call the The Bottomless App Mishap of 1998. After a successful day of blueberry hunting, Xenos was caught quite literally red-handed (due to the blueberries) indulging in an appetizer special at a diner in Tempe, AZ. Chaos ensued, as Xenos was swarmed by diner patrons begging for photos and autographs. Somehow, in all the commotion, Xenos slipped away without a trace. He hasn’t been seen since.

Based on that encounter, and several others over the centuries, here is what we know:

* Xenos has been most often seen in a bowler hat, dark sunglasses, a trench coat.
* He has been alive for thousands of years.
* He is never seen without a vitaminwater xxx or an air of mystery.
* Most sightings have been in the southwestern region of the continental U.S.
* Like most things, Xavier is anti-technology, thereby impossible to track.

## Xenos and fast-casual dining

The most widely-confirmed fact about Xenos is his penchant for a fast-casual eateries. He prefers to dine only at chain restaurants, and has been known to lurk in the shadows, deep in a corner booth. Although he is anti-dining out, he is also anti-denying oneself the pleasure of an appetizer sampler. Amateur Xenos enthusiasts should start by setting up shop at a shopping mall in Tulsa.

## How to approach

In the rare event that you come in contact with Xavier Xander Xenos, you must be prepared. Here are a few tips in the event of an encounter:

* Do not shake his hand under any circumstances.
* Do not assume he is a magician. It goes without saying that he is anti-street performance.
* Do try to gather evidence (photo, a receipt, DNA sample, etc.)
* If you are his server at one of his preferred fast-casual establishments, do not offer him dessert. He will do something drastic.

## References

* Reddit
* zero-xxx
* Kaity, server at [redacted] in Modesto
Cuidado del medio ambiente

El concepto de medio ambiente, según la teoría general de sistemas, hace referencia a los muchos factores externos que modifican un sistema, determinando así el curso y forma de su existencia. Los sistemas se pueden encontrar dentro de los ambientes, como si se tratara del subconjunto de un conjunto anterior, por ejemplo. Es tan compleja y diversa la acepción de **medio ambiente**, que se puede subdividir superficialmente entre “ambiente físico”, “ambiente biológico” y “ambiente socioeconómico”.

Comúnmente se habla de ambiente físico cuando se hace referencia a factores como el clima, geología, contaminación, etc. Cuando se alude al ambiente biológico se habla de población humana, flora, fauna y agua. Finalmente, ambiente socio económico trata de temas como la ocupación laboral, urbanización y desastres, entendiendo por tales a los provocados por el hombre o por la naturaleza.

El **cuidado del medio ambiente** es tan importante, que se necesita de una preocupación exhaustiva por los detalles, debido a que es imposible conseguir un entorno adecuado, y el buen funcionamiento de los factores que le modifican, si no se cuidan las variables que son capaces de alterarlos. Un ejemplo del tema es el que se refiere a la deforestación y la sobreforestación, términos contrapuestos en extremo y que provocan un mal en ambos casos, alcanzando con sus efectos a todos los seres vivos inmersos en un ambiente o sistema.

### Cuidado ambiental y política ambientalista

El índice de Desempeño Ambiental 2010 (Eviromental Performance Index), realizado por Yale Center for Enviroment Law & Policy de la Universidad de Yale, en combinación al trabajo de la Universidad de Columbia (Center for International Earth Science Information Network), y la Comisión Europea en conjunto al World Economic Forum, clasificaron a un total de 163 países según el desempeño sobre distintas mediciones que eran categorizadas según: salud ambiental, calidad del aire, manejo de recursos, cambio climático, agricultura, biodiversidad, entre otros.

En este tipo de índices de medición se puede observar cómo la política ambientalista de los distintos países del mundo afecta al medio, influye en el desarrollo de la sociedad y la cultura, y decide en gran parte el futuro de las próximas generaciones. En el estudio realizado, Europa está en los primeros lugares y Estados Unidos ostenta el puesto número 61, México se encasilló en el 114, China en el 121 e India en el 123.
Exp Hog (MnB2)

If we do not limit ourselves against exp-hogs, the *Matthew Effect* will take place. The *Matthew Effect* is the propagating effect that when one starts with an initial advantage, they will further increase their advantage until it becomes so large, it is the difference between two 50 exp troops and one NCO and one private. A example of a exp hog is Sarge.
*"The rich get richer, the poor get poorer."" - The Matthew effect*
Logistics Ribbon (MnB2)

**Logistics Ribbon**

Requirements:
Collect 50 crates.
Effects:
Crates appear more frequently.
Real Life Medal?
**No**

This is an easy ribbon to get, as it is over your entire career. Simply collect 50 crates, and they will start to be dropped more frequently. The rewards are pretty good, seeing what crates can do for you, but also pretty bad, since the Germans will spawn an extra wave if they get the crate. In addition, any crate could contain Detailed Orders, knocking your Logical Wave Counter, used for many medals, back by 15 waves.
Biologia

La Biología es la ciencia de la vida, su nombre se esta conformado por las raíces griegas *bios*(vida) y *logos* (estudio o tratado). La biología se dedica al estudio de los seres vivos y todo lo que con ellos se relaciona.

Los seres vivos son sistemas muy complejos que se estudian desde múltiples aspectos.Dado el inmenso campo que cubre la biología, que abarca niveles de organización de complejidad tan diversa como pueden ser las moléculas y las poblaciones de organismos, son numerosas las ramas y las ciencias en que se divide, todas ellas ligadas íntimamente entre sí, como derivaciones y proyecciones distintas de un único fenómeno: la vida.

Así, la *bioquímica* se ocupa del estudio del nivel molecular (estructura y propiedades de las biomoléculas y sus interacciones, metabolismo, etc.); la *biofísica*se interesa por la aplicación de los principios físicos de los seres vivos, la *citología* se centra en la célula u sus orgánulos; la *histología* estudia los tejidos o agrupaciones diferenciadas de células; la *organografía*y la anatomíainvestigan la morfología de los organismos pluricelulares, constituidos a su vez por distintos
Season 2

**Season 2** of *The Critic* aired from March to May of 1994 on the Fox Network. It introduced a new protagonist, Alice, and with her came many recurring characters relating to her, such as her daughter Penny, ex-husband Cyrus, and sister Miranda. It is the shorter of the two televised seasons, with 10 episodes.

## Episodes

1. Sherman, Woman and Child
2. Sherman of Arabia
3. A Song for Margo
4. From Chunk to Hunk
5. Lady Hawke
6. Frankie and Ellie Get Lost
7. Siskel & Ebert & Jay & Alice
8. All the Duke's Men
9. Dukerella
10. I Can't Believe It's a Clip Show

## Trivia

* Unlike Season 1, this season of *The Critic* was well received by both the audience and executives. According to Al Jean and Mike Reiss, the reason for Season 2's cancelling was change of administration at Fox from the buyer of the franchise to someone who hated it.
Animales en peligro de extinción

1. Lobo gris mexicano: la situación de esta especie es más que crítica. Hace 40 años fue declarado especie en peligro de extinción. Pese a los esfuerzos por su conservación, ya ha desaparecido por completo en su hábitat natural.
2. Delfín del río Irrawaddy: curioso habitante de aguas dulces del sur y sureste de Asia, muere porque asciende el nivel de salinidad en las aguas.
3. Elefante asiático: en peligro debido a la deforestación de las zonas que ocupan, y a su caza furtiva para obtener el preciado marfil de sus colmillos.
4. Gorila de montaña: El gorila de llanura, parece a salvo, pero su compañero, el de montaña, podría desaparecer totalmente en 2025.
5. Jaguar: la principal razón que está haciendo desaparecer al jaguar es que son cazados para comercializar su piel.
6. Tigre: su población ha disminuido a más de 60 por ciento por la invasión humana de su hábitat y por la caza furtiva (también se le atribuyen poderes en la medicina oriental).
7. Oso polar: Es quizás la mayor víctima de los efectos del cambio climático. Su hábitat lleva varias décadas viéndose seriamente amenazada por el derretimiento de los polos del Ártico, lo que provoca el aislamiento de la especie.
8. Vaquita marina: vive en el Golfo de México y en 2012 diversas organizaciones han contabilizado tan sólo 200 ejemplares de esta bella y pequeña marsopa. Su hábitat es muy reducida; la pesca con redes está fomentando su desaparición.
9. Oso panda: menos de 2.500 ejemplares en hábitat natural. Esta es la cifra que resume el presente y el futuro del oso panda. Esta especie, originaria del suroeste de China, es un símbolo de la lucha contra la deforestación y la caza ilegal.
10. Rinoceronte de Java: cazado sobre todo por sus propiedades que se le atribuyen a su cuerno en la medicina tradicional china y como objeto decorativo. Sólo existían cerca de 29 ejemplares en la isla de Java, Indonesia, en 2012.
Character creation

You can find the rules for pathfinder here

When you are ready to create your character, talk to me and I can make you a character sheet in roll20, or if you prefer you can make a character sheet on google docs

## Stats and HP

Use this point-buy calculator for stats you have 20 points to spend

For HP, you get maximum HP at level 1, and every additional level, you can either roll or take the average (round up)

## Background

Your character's background should include some ties to one of the noble houses of Brevoy - this can range from "I was a peasant whose farm was destroyed in the conflict between these two houses" to "I am the younger son of the current lord, off looking to make a name for myself". You may have ties to house Rogvaria, but you may not have any Rogvarian blood (or you would have disappeared in the vanishing).

When writing your character's background, you should also write some background for the house you have ties to. Anything within reason you write becomes cannon, so also add to the wiki page for that house.

When finished, show me your character's backstory, and I will give you some small additional bonuses that fit your background (for example if you are a noble, you might start with extra gold)

## Race and Class choices

You may, if you wish, take any one alternative racial trait for your race, and you may chose any race below 15 RP

All classes are allowed, but if you want to use a 3rd party class, talk to me first

## Skills and feats

See the house rules page for the skills and feats rules we will be using
House Medvyed

"Endurance Overcomes All"

## History

The Medvyeds have historically kept mostly to themselves; descended from a tribe of druids they find themselves more at home with nature than in court.

## Current information

House Medvyed's people are shepherds, loggers, and hunters. The Medvyeds and their people harken back to the old ways of worshiping nature. Isolated mountain shrines to Erastil, Gozreh, and, it is rumored, Lamashtu are more common here than temples to Abadar or Gorum. Since Lord Gurev came to power he has taken a larger interest in Brevic politics than his predecessors.