recursal/Fanatic-Fandom huggingface dataset:
Jan-Piet Corneel

**Skills** | Athlete (2)Archaeologist (0)

All his friends have full and exuberant beards, but **Jan-Piet** cannot grow one himself. Searching for self-respect, this sailor now travels the world's most exotic places.

## Summary

Jan-Piet is a **balanced** fighter with great **Attack** and decent defenses.

Jan-Piet can inspire his friends with a massive strike, healing allies around him. Jan-Piet does well in most **Aggressive** and **Devious** crews.

Recommended crew: go **Aggressive** or **Devious** with Molly and Earl.

### Captain Perk

**Globetrotter**: **+5-10** **Gold** from **Campaign**. **+4** **Campaign** when Jan-Piet uses **Insight** in **Paris**, **Cape Town** or **Kyoto**.

## Training

 5 | **Flattering Inspiration** - Adds a **debuff** to **Inspiring Attack** that gives the target -20 **Speech Defense** for 2 turns. | **Intimidating Inspiration** - Adds **Terrified** to **Inspiring Attack.**. | N/A

## Spoilers

### Hidden Characteristics

**Jan-Piet**:

* is a glutton.
* is a pranking trickster.
* likes dogs.
* his wrestling name is *El Chico Suave.*
* is a Taurus.

### Campfire Cards

* **Renowned Researchers:** (shared with Hildegard): **150** **Renown** for each completed research tree when played.
* **Fighter Training:** (shared with Bia) One crew member gains **Athlete - Tenacious** or **Tactician - Defense**.
* **Sailor Stories:** **+2** **Campaign** at the end of each expedition for each level of **Beguiler** in your crew. Jan-Piet gains **Beguiler - Storytelling** and **Beguiler - Charms**.

#### Personal Campfire Story

**Sailor Stories**: 2 expeditions after the story, if Victor (or probably any brave character) is the recipient, he tells a story in a new way and gains one of the following:

* **Beguiler - Sense of Humor**
* **Beguiler - Astonishing**
* **Beguiler - Storytelling**
* **Secret** if no perk chosen.

#### Personalized Buffs

The following permanent buffs related to Jan-Piet can be obtained through personal campfire stories:

* *Likes **Jan-Piet***: +10% Attack Power. *Smooth guy.*
* *Admires **Jan-Piet***: 10% Attack Power, 10 Speech Power, Gain the **Athlete - Sailor** perk! *What an adventurer! I envy his sailing skills!*
* *Wary of **Jan-Piet***: +5 Speech Defense. *Bit of a loudmouth...*
* ***Jan-Piet's** Opposite*: +20 Speech Defense, Gain the **Rogue - Sneaking** perk! *BAR BAR I'M A SAILOR AND I CAN ONLY YELL! We need someone to be more discrete.*

## Patch History

Patch 4:

- Fighters' attack slightly boosted.
Scribbled Arena Wiki/Flex section

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**Genre:** Action, Indie

Developers
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System Requirements
**Release Date:** May 10th 2017

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Anti-Magic Force

**Anti-Magic Force** is a spell in *War Wind II*.

## Description

This spell
removes all magical enchantments from an area. Targeting range is eight squares and the area of effect is four squares in all directions. Any prior spell affecting this area ceases to function. Therefore, summoned or magically controlled units become neutral, enchantments no longer bestow their effects, enchanted items become normal, etc. In addition, all magic-using units in the area of effect are drained to zero Mana. The spell is instantaneous, so new spells may be cast in the area afterward.
Stegoceras Skull

**Insight** | 1

## Description

A hardy skull made for battling competitors.

## Benefits

* **50** **Renown**
* **1** **Insight**
* Pick one benefit from the three options presented to you. The options will be one random benefit from Earth C, Earth B and one from the unique pool.

**Earth C**

* **5** **Study**
* **5** **Collect**
* **3** **Collect** and **3** **Study**
* **1** **Discovery**
* **1** **Treasure Hunt**

**Earth B**

* **+ 0-1** **Research** from **Study**
* **+ 3-5** **Research** from **Discovery**
* **+ 1-2** **Gold** from **Collect**
* **+ 10-15** **Gold** from **Treasure Hunt**

### Unique Pool

* **1** **Study** whenever a **Naturalist** succeeds on the the **Adventure Wheel**.

## How to Obtain

"Ancient Woodlands" encounter in the Celtic Code expedition - Having a scientist and a naturalist in your crew increases your chance of winning a challenge which if you win you can chose "...a herbivore dino skeleton nearby!", chosing this option you increase your chance of obtaining Stegoceras Skull. Stegoceras Skull can also be obtained if you fail the challenge or if you choose not to do it but the chance is smaller.
The Obelisk

While walking in the intense heat of he desert, you see a **needle** on the horizon. You decide to make a small detour to explore the needle further.

Once you are close enough, you see that it is an ancient **obelisk**!

* Examine the obelisk.
	+ "Examine the Obelisk"

Upon closer inspection you notice some strange **hieroglyphs**. *#CrewLeader* mentions the possibility of an entrance within the vicinity of an obelisk such as this one.

What will you do?

1. Search around the obelisk.
	* "You Find the Entrance"
	* **-1 Supplies****.**
2. **Study** the obelisk's hieroglyphs.
	* 30% from base chance
	* +25% from every Scientist in crew
	* +30% from every lvl 1 Archaeoligst in crew
	1. **Succeed**:
		* "You Find the Entrance"
		* **2 Study**.
	2. **Fail**:
		* "Examine the Obelisk"
		* **-1 Supplies****.**
3. Do not spend any more time and resources on this.

**2.2.**

1. Search around the obelisk.
	* "You Find the Entrance"
	* **-1 Supplies****.**
2. Do not spend any more time and resources on this.

**1.** After an intense search you finally find an **entrance** hidden under the sand.

1. Focus on the **epicness** of the entrance while walking through it.
	* "Walk Through the Entrance"
	* **1 Campaign**.
2. Keep your eyes open for **collectables** while walking through the entrance.
	* "Walk Through the Entrance"
	* **1 Collect**.
3. *#CrewMember* investigates a strange set of stones!
	* Available because *#CrewMember* is a **lvl 3 Rogue**!
	* "Enter a Secret Tunnel"
4. Do not enter, it's not worth the risk.
	* You continue exploring.

**3.** The strange **stones** were very loose, and after taking some out, you discover a **secret tunnel** behind the stones!

* Enter the tunnel!
	+ "Through the Secret Tunnel"

You walk through the **tunnel** with some lit torches. You find ancient **scribblings** on the wall along with some **valuables**.

* Wonderful! Let's walk on!
	+ **1 Collect**.
	+ **1 Campaign**.

You arrive at the **room of the pharaoh**! There are all kinds of pottery, mummified animals and hieroglyphs, but what immediately grabs your attention is a **scepter** on top of the pharaoh's tomb!

1. Take the scepter!
	* Gain a treasure: **Seth Maribre's Scepter**!
	* "???"
2. Take some small valuables and leave.
	* "You Leave Safely"
	* **1 Treasure Hunt**.

**1.** You take the **scepter**! But as you do so, you hear the **door** behind you closing slowly!

* Run and try to get through before it closes!
	+ 30% from base chance
	+ +30% from every Scout in crew
	+ +(--)% from every lvl 1 Survivalist in crew
	1. **Succeed**:
		+ "Safe Escape"
	2. **Fail**:
		+ "You Didn't Make It"

**1.1.** You run as hard as you can, carrying the **scepter** in your hands! *#CrewMember* reaches the door first and tries to lift the **door** to buy some time.

Eventually everyone makes it out in the nick of time!

* Go back.
	+ "Leaving the Obelisk"

You walk all the way back to the entrance of the **obelisk**. *#CrewMember* gazes at the entrance and all the secrets it contained.

* Continue.
	+ You continue exploring.
Haggus J'Herofreed

**Haggus J'Herofreed** is a Obblinox Hero unit in *War Wind*.

## Background

This woman is a great, legendary hero of Obblinox mythology. Her presence raises influence, while her departure drops it below what was gained upon her arrival. Haggus only appears in the final Obblinox scenario. She comes at a set time to join the Obblinox Clan that has suffered the most casualties, as she loves to support the underdog. Using a powerful laser-rifle - which resembles a form of gatling gun, she is an extremely deadly foe. If she dies in combat, she explodes, destroying anyone in the vicinity. In addition, she can activate the battle song of the dan she joins, even if it has been previously used.
How to Play Guide for Alice Gear Aegis

*This article is a stub. You can help Alice Gear Aegis Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Alice Gear Aegis***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Imperial Guard

**Imperial Guard** is a warrior of the Overlords.

## Background

It costs 1500 Resources to hire
this basic Tha'Roon warrior. The
Tha'Roon are above menial labour;
building and harvesting are left to
servant races. Any Tha'Roon Town
Folk recruited into the Overlord army immediately assumes the rank of Imperial
Guard. These are the staple warriors of the Overlords, and outstanding individuals
are selected for advanced combat training. An Imperial Guard who trains at an
Academy can become an Exterminator. If it has potential, it becomes an Elite unit.
An Imperial Guard who trains at an Arcanery becomes a Psionic. If it has potential, it becomes a Minister. Imperial Guards have a ballistic attack.
House of Justice

**House of Justice** is a building of the SUN.

## Background

It costs 8000 Resources to build. Any unit
with Builder skill level one can build a
House of Justice. This is typically the first stru cture
built, as a community centre where units
can
return and store resources. A House of
Justice can hold 20,000 Resources, 50 Butanium, and 50 Supplies. This structure
is required in order to build a School of Growth and a Temple. All valid units may
receive extended training here. The House of Justice can be upgraded to a
Sanctuary House.
Overlord Garage

## Defensive

### Speed

,

**Overlord Garage** is a building of the Overlords.

## Background

It costs 6000 Re s o u rces to build. Any unit
with Builder skill level one can make a
Garage if you already have a Supplies Synthesiser,
Stronghold, and Gun Tower. This structure is used
for vehicle repairs and most upgrades. Units can
receive Defensive Cybernetic packages here, and Offensive Cybernetics once the
proper research is completed. With research, the Garage can also grant vehicle
upgrades. A Garage is required in order to build a Citadel. The Garage can be
upgraded to add a Bio-Wing .
Agent

**Agent** is a Obblinox Scout unit in *War Wind*.

## Background

With a heightened balance, as well as a keener understanding and control over the body than any other race, the Agent is the ideal scout. Though more combat-oriented scout than any other, the Agent is still quite good at remaining stealthy. To acquire an Agent you must have a Captain and train a Worker in a Military Base. Agents possess the Stealth ability level "Hidden," and so appear translucent to enemy units and do not appear on opponents' minimaps.
Academic Hall

## Defensive

### Speed

,

**Academic Hall** is a building of the Descendants.

## Background

It costs 7000 Resources to build. Any unit
with Builder skill level one can make an
Academic Hall if a Farm, College, and Watch
Tower have already been built. This is a school of
knowledge. You can train a Professor unit from
an Intern, or an Inventor unit from an Intern with potential. In addition,
research may be conducted for advanced Invention skill levels. Research for
Advanced or Offensive Cybernetics is also conducted at the Academic Hall. This
structure allows you to obtain the Campus upgrade.
Plantation

**Plantation** is a Eaggra building in *War Wind*.

## Background

The Courthouse is the most important building in the game and is typically the first structure built if one does not already exist in the scenario. This provides a place to process resources throughout the game. These resources are used to acquire all other units and buildings.
System Requirements

*This article is a stub. You can help Scribbled Arena Wiki by expanding it.*

## Minimum:

**OS:** Windows 7
**Memory:** 1024 MB RAM
**Network:** Broadband Internet connection
**Storage:** 1 GB available space
## Recommended:

**OS:** Windows 7 or Above
**Memory:** 2048 MB RAM
**Graphics:** Intel HD graphics
**Network:** Broadband Internet connection
**Storage:** 2 GB available space
Earl Shanty

**Skills** | Engineer (2)Survivalist (0)

**Earl** is the nephew of the Renowned Explorer’s janitor from Kansas. Has a fake membership, but everyone acts like it’s real. Good with explosives.

## Summary

Earl is a **glass cannon** scientist, with amazing **Attack** and good **Speech** but very poor defenses.

Earl's area attacks are amongst the best in the Renowned Explorers! Earl does well in **Devious** or **Aggressive** teams, as long as there is someone to protect him!

Recommended crew: go **Aggressive** or **Devious** with Molly and Jan-Piet.

### Captain Perk

**Mechanic for Hire**: **+6** **Collect** whenever you complete a research paper.

## Spoilers

### Hidden Characteristics

**Earl**:

* is gullible.
* is very greedy.
* has cockamamy ideas.
* his wrestling name is *El Loco.*
* is an Aries.

### Campfire Cards

* Dangerous Engineer (shared with Phillipe) - One crew member gains +3 Attack per level of **Engineer**.
* Scavenger (shared with Kiwi) - Choose one lvl 4 **Survivalist** who gains **+1** **Supplies** on **Survivalist** **Spins**.
* Weird Patents - **Renown** received from **Gold** increases by 3% every time you find a **Discovery**\*.
* \*NOTE: Does not apply to Discoveries collected on the world map, whether from Entourage, Insight or Treasures (Origin of the Species II)

#### Personal Campfire Story

**Weird Patents**:

* On playing the personal story card, Earl announces his intentions to make something, allowing you to select one other crew member to interact with him and play out the story.
* Earl builds a bike. Depending on either luck or factors not known to the player, Earl will succeed or fail, and he requires two expeditions to finish the bike. On the first story interlude, success will result in the selected crew member to like him, and failure will result in wary. On the second story, success will give the crew **2** **Discovery** tokens, while failure will make Earl wary of himself.
* Hidden Characteristic Interaction:
	+ Yvonne falls in love with Earl, instantly admiring him. The first time the card is played Yvonne will try to seduce earl(and fail) gaining **2** **Encounter**. The 2nd expedition she will try again(and fail) for **8** **Encounter**.

#### Personalized Buffs

The following permanent buffs related to Earl can be obtained through personal campfire stories:

* *Likes **Earl***: 10% Attack Power. *Hehe, he's silly.*
* *Admires **Earl***: 10% Attack Power, +10 Speech Defense. Gain the **Engineer - Explosives** perk! *So dangerous! Pretty cool if you think about it.*
* *Wary of **Earl***: +5 Spirit. *He kind of stinks.*
* ***Earl's** Opposite*: 10% Speech Power, +10 Spirit, Gain the **Tactician - Defense** perk! *What a moron! I'd better protect the crew!*

## Patch History

Patch 18:

- Lowered Earl's bonus from Weird Patents to 3%.

Patch 12:

- Cooldown of Strike of Fear raised to 6.

Patch 9:

- Earl gained a little more speech defense (from 25 to 30), and his captain perk is boosted. (from 4 to 6 collect)

Patch 4:

- Earl's captain perk now gives 4 Collect tokens per Paper.
Contracts of Peace

**Contracts of Peace** is a SUN mission in *War Wind II*. After this mission, the descendants will request your aid. You will have to choose between aiding the humans in their quest for home and supporting a dissenting Overlord clan, the righteous, in their struggle against the mainstream Overlords.

## Briefing

Thought they have served the Masters of Darkness for long ages, the Obblinox have begun to see the light in our ways. Their Matrons are willing to reject the Tyranny of the Empire and consider our contracts of peace.
Your brave and noble clan must ensure that these missives reach the Obblinox head diplomat, Saw'Shaw. The newly crafted works of our Eaggra and Descendant engineers will aid you. But be wary! For many will stand in your path and enemies will crowd the road on all sides. Take special care against Obblinox who oppose the idea of unity and peace. The notion of change breeds terror in them, and makes them cruel.
Ptasha Selver

**Ptasha Selver** is a Tha'Roon Hero unit in *War Wind*.

## Background

This adroit female assassin joins any Tha' Roon group for the right price. She leaves any non-Tha' Roon group if she becomes severely injured. Her skills are fair, though her presence can aid in the morale of the group. In order for her to join, you must have amassed a large amount of treasure.
Herdsman

**Herdsman** is a worker of the Overlords.

## Background

It costs 1500 Resources to hire
this Obblinox worker. Any
Obblinox townsperson who joins
becomes a Herdsman. As the
other races reject Tha'Roon
supremacy, many of the Obblinox who remain under Tha'Roon rule must perform
the menial duties which provide support for the armies. These Obblinox are
referred to as Herdsmen. All of the harvesting, construction, and repairs required
by the Overlords fall upon Herdsmen shoulders. A Herdsman unit can be trained
to become an Alchemist at an Arcanery. A Herdsman with potential can train at
an Arcanery to become a War Alchemist.
Architect

**Architect** is a Tha'Roon Advanced worker unit in *War Wind*.

## Background

The Architect has a superior understanding of the principles of physics, and, therefore, provides advanced construction capacity. Of course, they can as easily destroy a building as make one. To acquire an Architect, you must have a total of five Servants and Train one at a Laboratory.
Combat Engineer

**Combat Engineer** is a worker of the SUN.

## Background

It costs 1500 Resources to hire this
Eaggra worker. Since their liberation
from
Tha'Roon
oppression,
the
Eaggra
have
had
some
difficulty
adjusting
to
independent, peacefulliving. Many restless Eaggra towns people join the S.U.N. faction through the corps of
Combat Engineers. These units excel at construction in the field, combining the natural
Eaggra
capacity
for
manual
labour
with
a
strong
will
to
fight
the
enemy.
Unlike
Shama'Li
farmers,
Eaggra
Combat
Engineers
are
more
likely
to
take
an
active
role
in
battle,
building
drones,
detecting
mines,
and
using
small
explosives
against
hostile
forces.
A
Combat
Engineer
who
trains
at
the
School
of
Growth
becomes
a
Ranger.
A
Combat
Engineer
with
potential
who
trains
at
the
School
of
Growth
becomes
a
Druid.
This
unit
has
construction
ability,
as
well
as
Bomb
Planting
ability
and
superior
mine
detection
skill.
Combat
Engineers
have
a
lob
blast
attack.
Ground Harvest

**Ground Harvest** is a spell in *War Wind II*.

## Description

This spell creates a magic conduit into
the earth and extracts large amounts of Butanium for a short duration. The range of the spell is eight squares. Only a square in which Butanium is released is a valid target. A droid, unit, or structure on the target square does not hinder this spell. Ground Harvest can, for instance, steal Butanium from a square with an enemy Butanium Refinery.
Citadel

**Citadel** is a Tha'Roon building in *War Wind*.

## Background

The Courthouse is the most important building in the game and is typically the first structure built if one does not already exist in the scenario. This provides a place to process resources throughout the game. These resources are used to acquire all other units and buildings.
Greater Temple

## Defensive

### Speed

,

**Greater Temple** is a building of the SUN.

## Background

Once a Sanctuary House exists, it costs
6000 Resources to upgrade a Temple to a
Greater Temple. Advanced spell training through
level six can be researched here, as well as
Specialised Cybernetic packages. In addition,
research for the Raging Spirit is conducted at a Greater Temple, and a Cavalier
may then be trained to become one.
Jump Troop

**Jump Troop** is a Tha'Roon War machine unit in *War Wind*.

## Background

An Assassin who has acquired all five Bio-Upgrades and Whose clan has achieved the same dependencies as a Cruiser, can transform into a Tha'Roon Jump Troop. These troops have limited flight ability, making it possible for them to avoid obstacles and outflank enemy formations with greater agility than any other unit.
Missile Tower

## Offensive

### Rate of fire

Medium
 average pause between shots

### Range

2-10

**Missile Tower** is a building of the Descendants.

## Background

In addition to research in a Watch Tower,
it costs 2000 Resources and four
Butanium to obtain a Missile Tower. This is an
immobile, automated defence system which
unleashes a missile blast attack on any enemy
within range. The Missile Tower consumes one Butanium every seven time segments
(approximately
twenty seconds).
Scrub

**Scrub** is a Eaggra Worker unit in *War Wind*.

## Background

The Eaggra's Scrub is so accustomed to Construction that he sets to Work quickly and accurately. This is the backbone of the Eaggra race, and the most honorable position within it. Without them the Eaggra Community could neither grow nor advance. Not only are their numbers - great, but they can boast the highest quality Work in the land. It is also within a Scrub's power to quickly disassemble any building.
Descendants

**Descendants** are one of the four factions in *War Wind II: Human Onslaught*.

## Background

After the Transportation Event brought them here, many human
scientists and technical support personnel salvaged what they
could and escaped into the rough country of Yavaun. Using their
great store of knowledge and basic courage, the Descendants have
established a working community, but their continued survival is
in question. Ultimately, the Descendants seek a means to return to Earth, yet this
task seems impossible within the confines of rational thought. Despite their insistence upon logic, human scientists
acknowledge the Shama'Li mystics as a
potential key to their destiny. The
Descendants possess no magic and have
only rudimentary combat abilities, but they
are extremely technologically advanced.
All That Is Yours

**All That Is Yours** is a Descendants mission in *War Wind II*. This mission is available if you choose to collect all that is yours at the end of the previous mission.

## Briefing

The words of Juien Gien echo the advice of the Shama'Li: Collect all that is yours. The Elders have deliberated over this proverb, and taken it to signify the other humans on Yavaun - the Marines.
After much heated discussion, we have decided to take action against a mobile home where the Marines store their military records. OVer the years, it has evolved into a place of worship - shaping a kind of religion based on destruction and death. Regrettably, it is impossible to persuade the MArines away from their violent conceit. Nor can we stealthily acquire the mobile home from them, as it would be difficult to move. Therefore you must take a squad into the area and destroy the vehicle with either direct assault or covert force.
Conservatory

**Conservatory** is a Eaggra building in *War Wind*.

## Background

Repositories of the mystical knowledge of each race, Arcaneries are necessary to develop and promote Mages. Further research at an Arcanery may also be required to make certain spells accessible to your units. After the War College is finished have your Workers get right to work on an Arcanery so spell use is soon available.

## Gameplay

* An Eaggra Druid can Research all Low Level Spells plus the ability to train an Arch Druid. An Eaggra Arch Druid can Research LOW and High Level Spells.
Prime Maker

**Prime Maker** is a Eaggra Leader unit in *War Wind*.

## Background

The Prime Maker is a unique title Within the Eaggra clans, Not only does he have clan leadership skills, he assures the Construction of stronger structures. The Prime Maker is also a very fast Worker with a fair Combat ability. His position in the Work camps is one of honour and respect.
Plant

**Plant** is a Eaggra building in *War Wind*.

## Background

Advanced Workers must be trained in a Technical Facility in order to build Some structures, good roads, and Complex machinery such as drones. In addition, Research at a Technical Facility may also provide your units with access to Bio-Upgrades.

## Gameplay

* All Eaggra units, with the exception of the Weed and Grenadier, can Research Bio-Upgrades In a Plant. An Eaggra Artisan can Research Cruisers, Grenadiers, and Flying Drones.
College

**College** is a building of the Descendants.

## Background

It costs 9000 Resources to build. Any unit
with Builder skill level one can build a
College. This is typically the first structure built,
as a community centre where units can return
and store resources. A College can hold 20,000
Resources, 50 Butanium, and 50 Supplies. All valid units may receive extended
training here. This structure is required in order to build an Academic Hall and
Engineering Lot. The College may be upgraded to a Campus.
Intern

**Intern** is a worker of the Descendants.

## Background

t costs 1500 Resources to hire
this worker. Many of the free
human townspeople are convinced
that the Descendants'
vision
of Earth is true and
attainable. Thus they opt to become Interns in the faction. These workers perform
all basic construction and harvesting duties. They
form the backbone of the
faction's
day-to-day functioning. Without so many dedicated believers
in the
Descendant
cause, the group would surely perish. Once a Security Office has been
built,
Interns can be trained to become Security units at a College - Interns with
potential
become Officers.
An Intern can also be trained to become a Professor
at
an
Academic
Hall. Interns with potential who train at an Academic
Hall become
Inventors.
Finally, an Intern who is trained at a Laboratory becomes a Zoo
Keeper.
An Intern with potential who trains at a Laboratory becomes a Zoologist.
Scout

**Scout** is a Eaggra Scout unit in *War Wind*.

## Background

Acquiring a Scout only requires the Training of a Scrub in a Garrison. A natural result of living so close to nature, the Eaggra are skilled trackers and guides. Using intrinsic abilities of speed, stealth, and ranged combat, an Eaggra Scouting party is a deadly force. Scouts have the Stealth ability level "Hidden".
Destroyer

**Destroyer** is a Tha'Roon Advanced warrior unit in *War Wind*.

## Background

Rare and vicious, Destroyers are more heavily armed and armoured than their faster underlings. With three Executioners in play and the proper Research completed at an Academy, one Executioner may be Trained to become a Destroyer at a Laboratory. Destroyers have the ability to group and command larger squads of Executioners.
Bio-Droid

**Bio-Droid** is a warrior of the Marines.

## Background

It costs 3000 Resources and three Butanium to
build this automated warrior unit. Marine experiments
with automated battle units haven't been
a
smashing success. Unable to develop
a suitable
artificial
intelligence system,
the next
best thing
was to slap a Techie's brain into an armed robot. In other words, any Techie may
build a Bio-Droid - but the process of building a Bio-Droid kills the Techie. Kind
of a catch-22, huh? Bio-Droids can walk, fly, and use a shotgun attack against
the enemy.
Battle truck

**Battle truck** is a Vehicle unit in *War Wind*.

## Background

Battle trucks hold a maximum of four units. They cannot be selected or moved until at least one unit is aboard them. To place a unit aboard a battle truck, select a unit and choose the battle truck as its destination. To unload units from a battle truck, select the "unload icon" from the battle truck's list of actions.
Only Fit for Overlord Hands

**Only Fit for Overlord Hands** is a Overlords mission in *War Wind II*.

## Briefing

Deep in the Southern Wastes, our spies have located a strange compound. It seems to be the main research complex of the humans called Descendants. We previously believed them to be the weaker of the two human groups, but new reports maintain that the descendants possess detailed plans for what is called atomic power. Apparently, this energy can power cities or destroy them.
Such a weapon is only fit for Overlord hands! Your task is to deploy a small force from the coast of Terache to steal the dEscendants' device. Then destroy the compound and all its inhabitants - nothing of their work must remain. But act wisely! You must not begin a full-scale assault until you have obtained the Descendant evice and returned it to the drop-off point. If you attack prematurely, you may force their hand and cause them to use this awesome power against us.
Gunny Sergeant

**Gunny Sergeant** is a warrior of the Marines.

## Background

t costs 800 Resources to train this warrior. An
Enlistee with potential who has trained at a
Barracks becomes a Gunny Sergeant. Gunny
Sergeants go through the same training program
as Grunts, but show more capacity for mental
toughness than the rest of their class. These units are taught the finer points of
war, and given the authority to organise small groups and conduct strategic
manoeuvres. A Gunny Sergeant's skill with a sub-machine gun is truly artistic like
opera with bullets.
Once the research has been done at a Firing Range,
a
Gunny
Sergeant
may be trained there to become a Legionnaire.
Destruction of Bedraltar

**Destruction of Bedraltar** is a Obblinox mission in *War Wind*.

## Briefing

The High Council of the Obblinox order this. Obey, so that Her Highness may honor the name of the valiant clan Rusty Thunder. This mission, black as death, falls upon you, the most loyal of our Obblinox clans. There lie traitors among us. Renegades! One of our own clans has turned against us and against Tha'Roon rule. You are to make a base atop the ruins of Gabel near Graywater swamp. From there, besiege and destroy the rebel town of Bedraltar. Unfortunately, no Cathedral is available to you.
Renegade Eaggra

**Renegade Eaggra** is a Tha'Roon mission in *War Wind*.

## Briefing

By decree of the High Tha'Roon Minister, we charge your eager clan to take action. Hear us then, our loyal troops of the clan House Mondra. Your elite warriors must set an example, one to fill the minds of rebels everywhere with terror. A renegade Eaggra work camp lies to the south. They plan to spread their revolution throughout the empire. May not a single Eaggra survive your assault!
Enchant an Item

**Enchant an Item** is a spell in *War Wind II*.

## Description

This spell costs 30, 60, or 90 Mana,
depending on the number of non-magical items in the caster's inventory.
All items in the hand slots are affected permanently, they are either changed to other objects or upgraded. Here are the effects of enchantment on each item.

* Resource Bundle: Becomes a Butanium Canister.
* Supplies Bundle: Becomes Rations and Utensils.
* Butanium Canister: Becomes a Defoliant Bomb.
* Teleportation Device: The range of this item is increased by two, and the teleporting unit does not suffer any damage.
* Fog Device: Works like the normal Fog Device except that any unit in the fog has their sight reduced to three and the fog reveals the area around the unit but doesn't reveal it on the minimap. The effects of the fog last for five minutes.
* Rations and Utensils�: Magical ration version subtracts two from the unit's consumption instead of one. This still cannot take unit consumption below zero.
* Work Tools: Magical version grants +1 Building skill in addition to normal abilities. This only affects units with existing Building skill.
* Shield Armour: Magical version provides two armour.
* Cryo Bomb: Magical version doubles the damage of a normal Cryo Bomb and doubles the duration of freezing.
* Defoliant Bomb: Magical version's damage is doubled.
* Medical Kit: Magical version heals all damage for the unit (it still retains three uses).
Bonca fledgling

* War Wind II

Bonca fledgling

Faction
Yavaun

Type
Critter

Defensive

Hit points
30

Armor
0

Speed
9

Stealth
Normal

Sight
6

Offensive

Melee damage
1-10

Melee chance to hit
Plus

Ranged chance to hit
None

Rate of fire
Avg

Range
1

Magic points
0

Bonca fledgling

Faction
Wildlife

Type
Animal wildlife

Defensive

Hit points
30

Armor
0

Speed
Normal, Fast

Sight
4

Offensive

Melee damage
(10-40)

Ranged chance to hit
Always hits

Rate of fire
Slow long pause between shots

Range
1

**Bonca fledgling** is a Yavaun Critter unit in *War Wind*.

## Background

The young Bovinoceridea primigenius, or Fledgling Bonca are considered a nuisance and a menace to those who are cultivating the surrounding lands in readiness to build our communities. The tight packs of young Bonca feed on synthesised construction materials, which, more often than not are any buildings built too close to their feeding grounds. Where the young, long-eared Bonca is found one can be sure that the adults are not too far away. They utter a high pitched walling, or warning cry if attacked summoning their furious parents to their rescue. If left alone they merely feed until content and then move on.

These furtive, bothersome creatures are the bane
of every faction. Even the most serene Shama'Li
Guru brushes one out of town with a hard foot.
Dinge Vermin are translucent until they choose
to reveal themselves, and they use this ability to
sneak into a faction's Town Centre and steal resources. During the Marines' first
year on Yavaun, a large group of Dinge Vermin crept into their compound and
took everything of value. Once the faction figured out what had happened,
armed patrols were sent out to deal with the creatures and recover all resources.
After a full week of searching, one patrol found the Dinge Vermin den - an intricate
nest built with stolen wood, supply tins,
Butanium canisters,
and all sorts
of
Flotsam.
Marines

## Marines

### Members

Major Malcolm
Captain Kate Turner

Marine Commander Karl Richards haranguing soldiers at random

**Marines** are one of the four factions in *War Wind II: Human Onslaught*.

## Background

A fairly large group of military personnel came through the
transportation event. Their offspring form the Marine faction on
Yavaun. These humans regard the Descendant humans with some
animosity - a leftover hostility from parents and grandparents
who blamed the Descendants for the Transportation Event. In
fact, most of the Marines don't believe in Earth at all. They regard Yavaun as
their home - albeit a home inhabited by thousands of enemies in all
shapes and sizes. The Marines are obsessed with the idea of a human
nation on Yavaun and human sovereignty,
and will use all of their superior firepower
to
achieve
those
ends.
Diseased rats

**Diseased rats** is a wildlife of the Wildlife.

## Background

When the Transportation Event occurred, the
humans were unaware of rats living in their food
stores. The vermin were transported along with
the whole chunk of arctic landscape, and have
thrived on Yavaun. These creatures are all infect-
ed with a variation of rabies - a curable disease, but ultimately demoralising
when it spreads through an army encampment. While Diseased Rats can live in
the wild, they much prefer inhabited areas where they can live easy off the
refuse of other creatures. Packs of these pests enter and contaminate a faction's
community. So long as they are present in a player's town, that faction's
Influence drops at a rate of five points per second.
Domingo Mejia

**Domingo Mejia** is a leader of the Descendants.

## Background

Domingo Mejia is the Elder Technician of the
Descendant faction. He is an older man, though
well-muscled due to years of tireless labour. Mejia
is a master builder, skilled at repairing
Descendant structures - and demolishing those of
the enemy. Though Mejia is long past the age for open combat, he has helped
the faction build many human communities and develop useful technological
advancements. Mejia has the ability to plant bombs and persuade units to join at
a reduced cost. He can also use Inspirational and Work songs.
Earth Form

**Earth Form** is a spell in *War Wind II*.

## Description

Transforms the caster into a tree. The
concealed unit stays in that form for three minutes, or until it chooses to transform back to normal, or until it is attacked, or made the target of a spell. While in this form, the caster cannot perform any activity. The unit can see, regenerate (if possible), and regain Mana.
Rations and Utensils

**Rations and Utensils** is a spell in *War Wind II*.

## Description

Units with this in their
hand slot subtract one from their Supplies consumption. If their consumption then equals zero, they neither count toward unit Supplies consumption, nor do they suffer hunger penalties. If a unit already requires zero Supplies, rations does not affect their consumption.
Sapper

**Sapper** is a warrior of the Marines.

## Background

It costs 900 Resources to train this basic warrior.
An Enlistee who has trained at the Headquarters
becomes a Sapper. A lot of Enlistees become
Sappers. These heavy troops are armoured, since
they deal with a lot of explosives and the dangers
of shrapnel on a daily basis. Detecting mines, throwing grenades, planting bombs Sappers
handle
it
all.
They're
invaluable
when
pushing
against
installations,
where
they
can
set
massive
charges
against
buildings
or lob
bombs
over
walls.
Sappers
can
receive
extended
training
at a
Headquarters
to
increase
their
skill
levels.
Disciple

**Disciple** is a Shama'Li Scout unit in *War Wind*.

## Background

This rare and Wondrous class of Shama'Li weaves the elements of mysticism and combat into a fine braid. Disciples are controlled and subtle. This, in combination with great speed, stealth, and martial arts makes them the finest Scouts on Yavaun. Disciples have the Stealth ability level "Disguised." To acquire a Disciple, you must Train an Initiate in an Outpost.
Overlord Psionic

**Overlord Psionic** is a caster of the Overlords.

## Background

It costs 1000 Resources to train this basic
Tha'Roon mage. An Imperial Guard who learns
the potent arts of magic at an Arcanery assumes
the title of Psionic. Psionics' magical skills focus
on psychic power and extreme force of will. A
capable Psionic can destroy or enslave the mind of an attacker - a most useful
ability in the conquest of all weak-minded races. Psionics also have stealth abilities
and a ballistic mental jolt attack.
Retaliation

**Retaliation** is a Tha'Roon mission in *War Wind*.

## Briefing

By decree of the High Tha'Roon Minister, we charge your heroic clan to take action. Hear us then, our legendary troops of the clan House Mondra. The Obblinox have attempted the assassination of our High Elder, Min'Nin. They believe we do not know the source of the attempt, and they feel secure. Taking advantage of this delusion, we shall launch attacks against Obblinox top bases of operation. Your team must spearhead one of these assaults. Crush the Obblinox traitors and restore honor to the Tha'Roon.
Butanium

**Butanium**, a natural gas which is used throughout Yavaun to power machinery, is
gathered in a number of ways. The Workbot, Butanium Refinery, and Butanium
Synthesiser, when built over a source of Butanium (easily seen as a jet of greenish
steam), yield a constant supply, one Butanium every
time segment. The
S.U.N.
Ground Harvest spell, however,
extracts
a large
amount of Butanium from
the
designated source at one time.
Vehicles or mechanised units require
Butanium
fuel in different amounts,
but all are refueled every
seven
time segments
(approximately
twenty seconds of game play).

## Fuel Shortage

If you are not producing enough Butanium to sustain structures and equipment
that require fuel, then the surplus slowly diminishes. If the Butanium supply is
empty, then all units that require fuel suffer a penalty, which is detailed below.
Units with an alternate power upgrade are not affected by fuel penalties.

* All low fuel unit speeds are reduced to a crawl move rate.
* All low fuel units get a -30% to hit.
* No spell casting by low fuel units.
* Influence is reduced to one half (does not increase over one half until fuel shortage is lifted).
* Low fuel units flee combat if reduced to 50% Life (not applicable to vehicles).
Greater Allies

**Greater Allies** is a Marines mission in *War Wind II*. The Overlords turn on the Marines at the end of the mission and you are asked to decide between defending your homeland or acquiring the atomic device from the Descendants to wipe the Overlords off from the face of the earth.

## Briefing

Surprisingly, our occupation of Obblinox lands doesn't bother the Tha'Roon anymore. They now believe that we are their greater allies. Let them believe it. If it advances the Marine cause, I'll strip naked and say I'm a Shama'Li hoodoo man.
Our Overlord comrades have asked us to eliminate the Eaggra threat. Once this is done, they will graciously pardon us for any transgressions we have committed against them. Defeating the Eaggra should prove easy with the skills of our newest covert units. These units are called legionnaires and their training was stablished by none other than our Head of Operations, Karl Richards. You are called upon to build a division of these special forces. Use them to wipe the Eaggra off the face of Yavaun. High command suggests that Major Malcolm will make an ideal team leader for this seek-and-destroy mission. He is, as they say, a mean, mean mother.
Blood Boil

### Effect

Increase target armor, speed, and rate of fire for the duration of the spell; target dies when spell expires

### Type

High Level

**Blood Boil** is a High Level of the Obblinox in *War Wind*.

## Description

Any one unit that you touch receives both benefits and disadvantages from the power of this spell, Blood Boil bestows an additional armour, increases the damage a combatant can do, speeds movement, and doubles the combatant's rate of fire. During the time this spell affects the unit, it is not be able to cast spells of its own. Sadly, due to the incredible energy expended within its cells, when the spell energy is depleted, the Unit under its effect falls to the ground and perishes. This spell may be used against foe as well as friend.
Legionnaire

## Offensive

### Rate of fire

Very slow
 long pause between shots

### Range

1-10

**Legionnaire** is a warrior of the Marines.

## Background

It costs 2000 Resources to train this very
advanced warrior. When normally tough-as-nails
Gunny Sergeants show really outstanding performance
in the field, they
can become Legionnaires
if the advanced training program at a Firing
Range doesn't kill them first. Legionnaires are perfectly suited for battle.
Armoured from head-to-toe, equipped with a long-range laser weapon and the
will to use it liberally, Legionnaires are the deadliest Marines around.
Rip 'Em Out

**Rip 'Em Out** is a Marines mission in *War Wind II*. You decide after this mission whether to try and destroy the Artifact Vehicle or move towards establishing human sovereignty on Yavaun.

## Briefing

The Tha'Roon have given us a juicy shipment of arms, and technical data regarding weapon designs. This exchange makes it possible to arm and traing runts - put some red meat into your operation. In return, the Tha'Roon ask that we level the Eaggra border forts in Northern Ghuet. We have agreed to this, and MArines always keep their word.
You will take out the Eaggra base at sector P-289 near Colbane. These Eaggra aren't very aggressive, but their roots are dug in deep. That just means you'll have to pull a little harder to rip 'em out. Part of the Eaggra strength lies in Butanium, a local fuel that comes out of the earth in a gaseous form. We also have plans to construct vehicles powered by this fuel, making it an important resource in this and further actions.
Elite

**Elite** is a warrior of the Overlords.

## Background

It costs 1000 Resources to train this advanced
Tha'Roon warrior. Any Imperial Guard with
potential becomes an Elite unit. Like the
Exterminators, Elite units wield flame weapons
against the enemy. However, Elite troops are far
more skilled and powerful. Thus while Exterminators are often used to clear out
the common rabble, the Elite units take their place at the front of battle, sweeping
devastating
arcs of fire across enemy lines. An Elite unit can become a Jump
Troop
at a Bio-Wing, once the proper research is completed.
S.U.N. Guru

**S.U.N. Guru** is a caster of the SUN.

## Background

It costs 1000 Resources to train this advanced
Shama'Li mage. A Farmer with potential who has
trained at the Temple of NagaRom is a Guru. Save
the Shadow Dancer himself, no title is so respected
as that of the Guru. Gurus are beloved
among
the general populace, and can actually recruit new units to the S.U.N. cause. Like
Shaman units, Gurus use a spiritual, natural form of magic that is powerful in
combat as well as peaceful matters.
Ionic brakus

* War Wind II

Ionic brakus

Faction
Yavaun

Type
Critter

Defensive

Hit points
80

Armor
3

Speed
7

Stealth
Normal

Sight
5

Offensive

Melee damage
1-8

Melee chance to hit
None

Ranged chance to hit
None

Rate of fire
Slow

Range
1

Magic points
0

Ionic brakus

Faction
Wildlife

Type
Animal wildlife

Defensive

Hit points
95

Armor
4

Speed
Off-Road, Slow

Sight
4

Offensive

Melee damage
1-10

Rate of fire
Medium average pause between shots

Range
1

**Ionic brakus** is a Yavaun Critter unit in *War Wind*.

## Background

Many of the lower life forms of Yavaun have proven valuable to us only after they are dead, giving up their remains for research or other purposes. Such is the nature of the creatures known as the Ionic Brakus, or as it is called, the eater of a machine's soul. In truth, the ion pulse that the beast generates is what brings powerful equipment and war engines to a grinding halt. No mechanised uipment can operate while within their field of influence, and either the beast must be destroyed or the machinery hauled away from the on pulses' range before it can become activated once again. The Brakus is easily recognisable due to its small size and tick-like appearance, and from the varying copper colours of its exoskeleton, usually a shiny brass-bronze in hue. Though extremely hard to destroy they are valuable ources of treasure, as their hard carapace can be utilised in various beneficial ways. Other than that the Empire would be far better off if these irritating menaces were dealt with swift finality. Theirs is a necessary dissolution.

These tough little beasts are a perpetual enigma on Yavaun. The outer shell of the Braki has a worn , metallic sheen, making it recognisable even in dense foliage. These creatures continually emit an ion pulse which cripples all nearby mechanised equipment. Affected vehicles and automated units stop dead in their tracks until they are dragged away or the Brakus is slain. No one is sure how this function benefits the Ionic Brakus, except possibly as a late evolutionary trait meant to deter the progress of mechanised units which would otherwise roll over the creature. Overlord forces are especially annoyed by the existence of the Brakus. It is not uncommon to see Obblinox Herdsman sweeping through forests in a line, using sticks to beat away the brush in search of Braki. When the Herdsmen find one, it can take three of them a good amount of time and effort before they finally club an Ionic Brakus to Death .
Captain

**Captain** is a Obblinox Advanced warrior unit in *War Wind*.

## Background

Vastly superior in melee combat and more heavily armoured than the Veterans under their command, Captains are the tactical coordinators of the Obblinox forces. They possess the ability to organise and control formations of other troops. To acquire a Captain, you must have a total of three Veterans plus a Garage, and you must Train one of the Veterans at a Military Base.