recursal/Fanatic-Fandom huggingface dataset:
Adversarial

**Adversarial** is one of the two Mission supertypes in *ShackTac* (the other being Cooperative). An Adversarial mission pits two or more separate teams of players against one another, rather than against the AI. When more than three Sides are present, the dynamics between them may vary wildly, but there will be at least one player team working strictly to defeat another player team.

Adversarial missions require splitting players into more than one group, so each group is likely to be about half the size of the maximum allowed on the server or required by the mission. Nevertheless, the size of two different Sides may be deliberately lopsided to give one side a numerical advantage, while the other side receives other advantages such as defensive positions or high-tech gear. Adversarial missions rarely feature heavy vehicles on either side, though some Adversarial missions have featured Transport Helicopters, CAS Littlebirds, or even Tank on Tank combat.

Adversarial missions typically do not feature any type of Reinforcements, and REJIPs are not allowed. Most Adversarial missions have had a strict format of one Side simply attacking an area held by the other Side, with the intent to wipe them all out or get killed in the process. Such missions end only if one side is indeed wiped out, or if the survivors of one side decide (and manage) to flee the battlefield.

On the other hand, there have been multiple Adversarial missions over the years that worked on a highly unique premise and conditions, including the famous Dark Business and Caesar Merlin. In these missions, the victory conditions are more complex, and success can be graded according to several variables. Both missions feature at least three Sides, each with its own goals (which may or may not overlap).

Since 2017, *ShackTac* has stopped featuring Adversarial missions in their videos, and seem to have stopped playing them altogether. Public comments made by Dslyecxi indicate that *ShackTac'*s mission designers have been working on making these missions more balanced (likely to ensure that all players enjoy the mission as equally as possible), though as of 2019 there has been no further word on progress in this matter.
Platoon Net

**Platoon Net** is a Radio channel, transmitted and received on the 148/152 long-range radio. It is dedicated to communications between the various units making up a Platoon (typically an Infantry Platoon). Support units (such as Aircraft or Logistics) also listen to Platoon Net, and may even transmit on it if the situation requires.

The primary users of Platoon Net are the Platoon Leader and all Squad Leaders under his command. Since these players are rarely within Voice range of each other during the mission, Platoon Net is their primary method of communication. Should one of them be killed, whoever inherits their role will want to recover the 148/152 radio immediately to resume communicating on this net. A unit that has lost its 148/152 radio is likely to become ineffective, and may even be ordered to merge with another unit that does carry such a radio.

In missions where an Infantry Platoon is the largest organizational unit on the players' Side, Platoon Net is the primary channel for coordinating tactics. Platoon Leaders give orders almost exclusively on this channel, so that both the intended recipient and anyone else on the net can hear those orders. This allows all listeners on Platoon Net to understand what the Platoon and each of its subordinate components is doing.

In missions with multiple Platoons present, multiple Platoon Net channels will be available (one channel per Platoon). Communication between Platoons (and with the Company Commander) is then carried out on Company Net.

## Channel Specifications

**Platoon Net** is transmitted and received on a dedicated 148/152 long-range radio channel. If the Infantry Platoon is the largest organizational unit on its Side, this will typically be Channel #1 on the long-range radio.

Using 148/152 allows members of Platoon Net to converse over very long distances - essentially across the entire map. It ignores terrain features that would block 343 radio transmissions. 148/152 radios are distributed only to higher-ranking leaders (Squad Leader and up), and may also available inside some vehicles by default.

If two or more Platoons are present, or a Company-level command structure is present, Channel #1 will be Company Net, while each Platoon receives its own separate channel (usu. Channel #2 and upwards).

Players often set Platoon Net to be heard on their left ear. This may differ from one player to another, based on personal preference. Players communicating on Company Net may set *that* channel to the left ear, leaving Platoon Net on the right ear.

## Members

The following is a list of player roles who will communicate on Platoon Net, along with their callsigns and special notes.
Command

**Command** is the short-hand Callsign used to address or refer to the current highest commanding officer of a Side. Typically, this will be the Platoon Leader, Company Commander, or Battalion Commander, depending on the size of the force.

The callsign **Command** is almost always used on 148/152 long-range radio, specifically on Platoon Net (or Company Net, etc). The Commander uses the callsign to identify themselves, and will be addressed by the callsign when anyone is trying to get his attention. This callsign is used far more often than the commander's actual full callsign.

In earlier *ShackTac* videos, "Command" was less prevalent; Instead the commander would be addressed by the callsign "Platoon" or "Company", though the meaning was identical.

This callsign is immediately inherited if anyone inherits the commander's position. For example, if a Platoon Leader is killed and the Platoon Sergeant takes over, they will now be addressed by the callsign "Command" instead of their previous callsign.
Escape and Evade

**Escape and Evade** (**E&E**) is a type of Scenario where the players start in enemy territory and must make their way out of it alive by any means possible, while enemy forces fan out to search for them. Survival generally depends on being able to move quietly, avoid enemy patrols and strongholds altogether, and attack only when there is no other choice. The trek to friendly territory can be several kilometers long.

Players are generally split into Squads, with no higher Command to coordinate between them. Squads may or may not be in contact with each other at all. The mission is often made more difficult by limiting (or removing) access to Maps and Radios, and Resupply might not be available at all. Though players are almost always moving on foot in these missions, securing a Vehicle (including enemy vehicles) can significantly improve the chance of survival.

In the earlier *ArmA 2* era, some E&E missions placed individual players at random locations on the map, requiring them to survive on their own (or link up with one another, if by chance they happen to meet). This has generally been phased out in favor of the Squad-based E&E setup described above.

Though elements of E&E appear in some Adversarial missions such as Caesar Merlin, E&E generally refers to Cooperative missions where the players' entire Side is attempting to escape, rather than just part of the player units.
Clip

A **Clip** is a small piece of metal designed to hold together a number of bullets, allowing them to be loaded quickly into a weapon with one push of the thumb.

This technology was used extensively during World War II instead of Magazines, but has been phased out almost entirely from modern weapons. It appears extremely rarely in *ShackTac* videos.

Weapons that can use a clip have an opening along the top of the receiver, right over the weapon's internal storage magazine. Placing the clip into this opening and pressing down on the bullets causes them to slide into the weapon's internal storage. This process, while fast, is not as fast as replacing a Magazine, but is still faster than replacing a Belt, or manually loading shells into a Shotgun.

Clips generally hold no more than 10 bullets each, with the most common clips holding either 5 or 8 bullets. Clips can be Repacked just like Magazines. Although in the real world is it possible to easily "top off" a weapon with bullets from a clip, this option is not available in *ArmA*. Additionally, since *ShackTac* has not used "weapon jamming" mods for many years, clip-loaded weapons are not less reliable than magazine-loaded weapons (as would be in the real world).

In *ShackTac*, weapons loaded by Clips include only a few World War II-era Semi-Automatic Rifles such as the American M1 Garand and Japanese Type 99, as well as Bolt-Action Rifles such as the German Kar-98K and British Lee Enfield. No modern weapons use Clips, making this type of ammo container extremely rare in *ShackTac* videos.
INDFOR

**INDFOR** (short for **"Independent Force"** or **"Independents"**) is one of the possible Sides in any *ShackTac* mission. It is the "third" side in the BLUFOR-OPFOR-**INDFOR** triangle, representing forces that are not directly aligned with any of the world's superpowers.

INDFOR can represent a variety of different paramilitaries, private military contractors, guerillas, terrorists or criminals. It can even be used for civilians/VIPs. The only commonality between these is that they are unaligned with either BLUFOR or OPFOR, and may cooperate with or fight against either of these, both of these, or even switch allegiances between them during the mission itself.

If INDFOR players are armed at all, they may use any variety of weapons. Terrorist or Guerilla INDFOR are typically armed with low-tech OPFOR weapons (AK-47s and similar old weapons), whereas PMCs can be armed with very modern weapons and auxiliary gear. Vehicles, if available, are similarly different from one type of INDFOR to the next. Heavy vehicles, such as Tanks, Jets or Attack Helicopters, are never available to INDFOR as they do not have the military infrastructure to support such vehicles.

INDFOR appears very rarely in *ArmA 3* *ShackTac* videos. It appeared more commonly during the *ArmA 2* era, especially in Adversarial missions such as Dark Business. In Dark Business particularly, there were actually *two* different INDFOR sides: one for the hostage-taking rebels; the other for the unarmed VIPs who were being traded. In the *ArmA 3* era's Cooperative missions, INDFOR is usually the player side fighting against either an AI-controlled OPFOR or AI-controlled BLUFOR. Occasionally, INDFOR is used as a separate BLUFOR-aligned or OPFOR-aligned force that needs rescue, or simply operates under a completely separate command structure from the main player group (and sometimes with conflicting objectives).
Disclaimer

Please note the following while reading this Wiki:

1. **This Wiki is UNOFFICIAL**. It is not endorsed by *ShackTac,* is not maintained by *ShackTac* members, and does not coordinate with *ShackTac* in any way. All information herein is based on videos and other information sources publicly released by *ShackTac* members, primarily their YouTube videos and comments. Information revealed on other public sources such as Twitter or Discord is also allowed, so long as it was shared publicly. Any attempt to add personal/private information to this Wiki will result in a permanent ban.
2. **There is only one solid, permanent rule in ShackTac: "Serious Fun"**. All other rules are open to unannounced changes, and many "rules" have already changed since the group's inception. Thus, expect any information that is not historically factual (e.g. video names) to be temporary. Newer versions of *ArmA* are guaranteed to completely amend existing "rules" and/or add new ones.
3. **Each player is different**. Different players play the game differently, and different mission-makers are free to make all sorts of original content that is not mentioned on this Wiki or defies information therein. This is why the words "Typically", "Generally", "Usually" etc. are extremely common on this Wiki - because exceptions are extremely common. Accurate, time-independent claims are *impossible* here.
4. **ShackTac releases very little information about back-end procedures**. While speculation about procedures such as Game Mastery or Recruitment is allowed to a limited extent, it should be kept to the absolute minimum. Do not make guesses about these procedures unless you can back your guess up with publicly available information (see point #1).
5. **Do not assume all *ArmA* rules apply to *ShackTac***. *ShackTac* uses a variety of mods -- many of which are not available to the public -- to modify both the assets appearing in the game as well as some of the game-mechanics. Information based on how *ArmA* normally behaves but without examples of it working that way in *ShackTac* videos should only be used if absolutely necessary, and should be clearly marked as such.
REJIP

A **Rejoin-In-Progress** (**REJIP**) is the process of putting players back into the game after they had previously been killed in the same mission. This is distinct from a "Join-In-Progress" (JIP) which is where a player arrives late to join the mission, though the process is typically the same.

REJIP may or may not be allowed, depending on the scope and length of the mission being played, as well as the time remaining until the end of the mission. It is far more likely to see players REJIP if they had been killed early, if many players were killed while the mission is still far from over, or if the killed player served some role that is very difficult to refill (e.g. Pilots). REJIPs never (?) occur during Adversarial missions.

For more information about the reasons and process of a REJIP, see Reinforcements.

## Notable Examples

Below is a list of prominent **REJIPs**, preferably those showing the REJIP itself. Please add any videos you're familiar with.

* **Grozny Peekaboo** by **Dslyecxi** starts with a REJIP.
Shell

A **Shell** is a catch-all term referring to the ammunition used in Cannons, Howitzers, and all manners of Artillery. Although technically similar to bullets, shells are considerably larger (ranging from 20mm upwards), and also typically contain a specialized component called a Warhead that is responsible for the shell's effect on the target.

Shells come in many different sizes, to match a specific firing weapon; Shells for one type of weapon cannot be used in another type of weapon. The smallest shells are only 20mm to 40mm in diameter, and are used in Autocannons and Grenade Launchers. Larger shells (~75mm to ~125mm) are fired from Cannons, and are typically used to defeat enemy armored vehicles. Artillery shells can range from ~80mm upwards (the smallest being Mortar shells), and are meant to be fired indirectly at the target (in a high arc). The largest shells are Artillery shells, which can potentially reach many inches in size, and are fired indirectly from massive cannons or howitzers.

The term "shell" refers to the totality of the fired projectile, including the propellant (which explodes on firing and propels the shell out of the weapon), the warhead (which actually deals damage to the target), and the casing (the outer shell that holds everything together). Of these, the Warhead is the most important part, as it determines what targets a specific shell is useful against.

*ShackTac* uses the term "shell" occasionally, and it is mostly interchangeable with the term "round" (which also applies to bullets of any size).
AFK

The acronym **AFK** is short for "away from keyboard" - meaning a player who is still in the mission but temporarily not playing.

Players who are AFK are not treated the same as players who have been killed, since they are liable to come back at any moment and resume playing. They do not automatically lose their position in the Chain of Command, though they may assign someone else from their unit to handle their role temporarily.

In general, players are discouraged from going AFK unless it is absolutely necessary (e.g. a "real life" emergency). Other players will not normally wait for an AFK player to come back if they've been gone for some time. If the player does not promptly return, they may be declared "effectively dead" and their role inherited by the next person on the chain of command. If the unit is given orders to move (or is already moving), an AFK player may be left behind - even in a location where they are likely to be killed.

Once the player returns, they are expected to announce that they are no longer AFK.
Fox (Callsign)

**Fox** (or **Foxtrot**) is the sixth letter of the NATO Phonetic Alphabet, corresponding to the letter "F". The word Fox is normally used instead of that letter in all communications.

The term "Fox" was originally used as the Callsign for the third Squad in the second Infantry Platoon. A second platoon has become quite rare in ShackTac *ArmA 3* videos, and the callsign "Fox" has fallen out of use as a result.

Note: The correct NATO Alphabet word for the letter "F" is "Foxtrot". However, ShackTac generally shorten this to "Fox" in all communications.

## Uses

* The third Squad in the second Infantry Platoon is almost always called "Fox".

* The term "Fox" is rarely if ever seen in *ArmA 3* videos, due to the smaller Headcounts.

* If Fox Squad has any armed vehicles directly attached to it, whether for transport or close fire support, those vehicles receive the callsign "Fox Victor", meaning "Fox Vehicle". This is typically shortened to "Fox Vic" ("FV" on the map).

* Objectives for Fox Squad are marked with the letter "F", but will be referred to as "Fox Objective", "Fox Rally", "Fox Resupply", etc.

## Examples

Due to Headcount limits, it is very rare to see a sixth Squad in any *ShackTac* videos, even from the *ArmA 2* era. Please add such examples below.
Aircraft

**Aircraft** are vehicles that travel through the air. They are split into two primary groups: Helicopters and Planes, based on their method of maintaining lift (with one aircraft model, the Osprey, straddling the line).

Aircraft are powerful transportation and/or attack units. They have a good view of the battlefield from above, and can mostly stay out of contact with the enemy altogether until they are ready to act. On the other hand, their altitude and/or speed prevents them from having a finely detailed picture of what is happening on the ground, and must stay in contact with ground forces to get a better understanding. While aircraft are powerful assets, they are almost completely incapable of fulfilling objectives on their own, instead providing support to ground units.

Aircraft are highly-independent, with pilots having plenty of leeway in deciding their vehicle's actions. They can operate without orders if necessary, such as when ground forces are too busy or unable to provide accurate information. Nevertheless, some aircraft operate in groups to increase their overall effect, and must always stay in contact with the ground to know what *needs* to be done.

Aircraft are split into two primary groups:

* Helicopters (Rotary-Wing Aircraft) use a set of rotating horizontal blades to provide both lift and thrust. They are capable of hovering in place and turning on a dime, and can land in any area that is at least as large as the helicopter itself (and flat enough to prevent problems). Helicopters are often used to ferry troops and cargo into and out of combat, or attack enemy forces around or ahead of the ground troops.
* Planes (Fixed-Wing Aircraft) use a pair of fixed flat wings at the sides of the main body to generate lift, with one or more separate engines to provide thrust. They move very fast, typically far above the ground, and are very difficult to hit. Though some planes are used to drop equipment and troops on the battlefield (or pick them up, given a long airfield to take off from), most planes in *ShackTac* are high-speed, jet-powered attack vehicles.

Due to the extreme differences between these two types of Aircraft, further details are discussed separately in the articles on Helicopters and Planes.
Semi-Automatic Rifle

A **Semi-Automatic Rifle** is a type of Small Arm that fires one bullet per trigger-pull from a Magazine or Clip. Unlike Assault Rifles, this weapon cannot fire multiple bullets per trigger-pull (fully-automatic or burst mode). Unlike Bolt-Action Rifles, it does not need to be recharged after each shot, so long as there are bullets remaining in the magazine.

Semi-Automatic Rifles are extremely rare in *ShackTac*, appearing almost exclusively in World War II scenarios, but occasionally also in the hands of low-tech INDFOR. Example models include the Soviet SKS and the American M1 Garand and M1 Carbine. The magazines/clips for such weapons typically hold no more than 10 rounds each.

Semi-Automatic Rifles fire a full-powered bullet, approximately 7.5-8.0mm in diameter. These rounds are heavier and more deadly than the modern intermediate-caliber rounds used in Assault Rifles. Semi-Automatic Rifles are also typically more accurate at longer ranges, but the low firing rate and high recoil make them less useful in Close Quarters Combat. Soldiers carrying such a weapon may also carry a Sidearm to provide that close-combat capability in an emergency.

In the real world, Semi-Automatic Rifles no longer serve as standard-issue Infantry weapons in any modern army, but are still used by both snipers and hunters.
Ugly

**Ugly** is a standard Callsign used for heavy Attack Helicopters, such as the AH-64 Apache. It denotes a helicopter that is capable of both CAS and Interdiction, and typically has access to both an Autocannon and ATGMs.

This callsign may be given to OPFOR helicopters, but is more common for BLUFOR helicopter (which are more common in general, on the players' Side).

Lighter Attack Helicopters may instead receive the callsign "Reaper", indicating an aircraft primarily dedicated to CAS and usually carrying unguided FFARs instead of guided missiles.

If two or more "Uglies" are present in the same mission, the callsign for each individual helicopter is followed by a number, e.g. "Ugly 1", "Ugly 2", etc. As is common with vehicles, "Ugly 1" would be the nominal leader of the flight - but Attack Helicopters rarely act as a cohesive flight, preferring to operate independently from one another, usually in different areas of the map. Thus, the number is typically only used for distinguishing between the various aircraft, rather than denoting any seniority or authority.

## Examples

The term **Ugly** appears in nearly any video containing a heavy Attack Helicopter. Please see that article for examples. Do not add them here.
Yankee (Callsign)

**Yankee** is the twenty-fifth letter of the NATO Phonetic Alphabet, corresponding to the letter "Y". The word Yankee is normally used instead of that letter in all communications.

This letter appears very rarely (or not at all) in *ShackTac* videos, so much so that it is impossible to generalize its typical use.

## Examples

The term "Yankee" may or may not have appeared in any *ShackTac* videos whatsoever. If you run across its use in a video, please add it here.
Romeo (Callsign)

**Romeo** is the eighteenth letter of the NATO Phonetic Alphabet, corresponding to the letter "R". The word Romeo is normally used instead of that letter in all communications.

The term "Romeo" is used very rarely in *ShackTac* videos, but is normally assigned to Special Forces infantry Squads operating separately from the main force. They may even belong to a different Side.

## Uses

* The only known uses of "Romeo" as a unit designation in *ShackTac* have been reserved for Special Forces Squads. The letter "R" in this case stands for "Recon", a common appellation for light infantry. These squads typically operate on their own, apart from the main force, and often out of routine radio contact. They may not even belong to the same Side as the rest of the players. Special Forces squads are highly independent and typically well-equipped.

## Examples

Please add below any examples of the use of the term "Romeo" in *ShackTac* videos.
Godzilla watches 2 Girls 1 Cup

**Godzilla watches 2 Girls 1 Cup** is the second episode (Third Episode overall) Season 1 and aired on January 10th, 2017, it shows Godzilla (suposedly) watching the infamous Shock Video "2 Girls 1 Cup" and getting sick after viewing

you can watch the video here https://www.youtube.com/watch?v=h6z8K4Ad3yU

## Characters featured

* Godzilla
* Gipsy Danger
* No Armed Bob (Mention only)

## Trivia

* So far, this is the shortest episode in the series
* This was the first episode of 2017.
* This was the only episode uploaded in January.
Ratfuck

A **Ratfuck** or **Rat Fuck** is an informal term describing the act of multiple players urgently taking *all* of the useful equipment from a container (the corpse of a dead player, a Resupply Crate, etc.) until only redundant/useless equipment remains. This typically includes taking all ammunition, medical supplies, Anti-Tank Launchers and Sidearms (if present), and possibly even the dead player's standard weapon (if it is an Automatic Rifle or other powerful weapon).

Ratfucking is typically done only when the corpse/crate is about to get left behind, and/or while the unit doing the ratfucking is dangerously short on ammunition or medical supplies. Otherwise, players generally only take what they need, leaving some equipment behind for others to take.

The term is meant to evoke the image of rats crowding over a dead animal and quickly tearing its flesh off until nothing remains.

Note: Ratfucking does not simply refer to any act of taking equipment from a dead body; It is the deliberate *emptying* of a dead body in a *rush*, by multiple people, usually at a point where no other supplies are expected to become available any time soon.
Lima (Callsign)

**Lima** is the twelfth letter of the NATO Phonetic Alphabet, corresponding to the letter "L". The word Lima is normally used instead of that letter in all communications.

The term "Lima" appears very rarely in *ShackTac* videos, to the point where it is difficult to generalize about the word's typical uses.

## Uses

* Based on the typical use of adjacent letters of the NATO Alphabet, e.g. "Kilo" and "Juliet", it is likely that any use of "Lima" as a unit callsign will typically be restricted to infantry Squads, and particularly Reinforcement, Special Forces, or third-party squads.

## Examples

Please add below any examples of the use of the term "Lima" in *ShackTac* videos.
Weapon Team

A **Weapon Team** (also **Weapon Squad** or **Weapon Crew**) is a small Infantry unit whose role is to carry and operate a single medium/heavy Infantry weapon (also known as a "Crew-served" weapon), including Medium and Heavy Machine Guns, Medium and Heavy Anti-Tank Launchers, and Mortars.

Weapon Teams are typically comprised of either two or three members. One member, the Gunner, carries and operates the weapon itself. A second member, the Ammo Man, carries additional ammunition for the weapon to ease the load on the Gunner. The third optional role is "Leader", who coordinates the unit's actions with Command and assists with spotting targets. The Leader role may instead be combined with either the Gunner or Ammo Man, reducing the unit's size to two.

On the Chain of Command, the Weapon Team is equivalent to a Squad (hence why it is occasionally called a "Weapon Squad"), being directly subordinated to a Platoon Leader. Weapon Team leaders rarely if ever inherit the Platoon Leader role, but can theoretically be asked to do so. Within the unit, leadership can be transferred to any member as necessary, along with the weapon itself.

Weapon Teams are kept separate from the Squads partly because they are significantly slower (due to the weight of the weapon), and partly because they need the flexibility to be moved to whichever position is best for utilizing the weapon, which may occasionally be far from any Squad. Weapon Teams are often moved from one position to another, to assist other squads or vehicles, or to protect an avenue of enemy approach.

On occasion, Weapon Teams may be Motorized. This may occur even if the other Infantry units are not motorized at all. Additionally, some Weapon Teams operate a vehicle-mounted weapon instead of a foot-mobile weapon; This is most common with MMG Teams and HMG Teams operating an armed HMMWV, or HAT Teams operating a TOW HMMWV. SPG UAZ teams, while rare, may also be operated by a separate Weapon Team, but may or may not be classified as a Vehicle unit rather than an infantry unit.

Weapon Teams receive a Callsign based on the type of weapon they use. If multiple Weapon Teams use the same weapon, the callsign is followed by a number that allows distinguishing between them. If multiple Weapon Teams are present in the same mission, all teams may be collectively referred to as "Weapons".

## Types of Weapon Teams

A **Weapon Team** is defined by the type of weapon it carries and operates. Different Weapon Teams not only receive different Callsigns based on this weapon, but also their behavior and use in combat, among other smaller differences.

The following is a list of the different Weapon Team types used in *ShackTac*. This list is subject to exceptions.
The Wild Pony

**The Wild Pony** is the ninth book in the *Pony Pals* series by Jeanne Betancourt, first published in March 1996. It stars Pam. It is followed by Don't Hurt My Pony.

## Publisher Summary

When Pam is trail riding, she sees a pony in a field near a vacant house. The pony looks skinny and has not been groomed. Has someone moved and left the pony behind?

Pam and her Pony Pals, Lulu and Anna, want to help the pony. Will the Pony Pals be able to save the wild pony?

## Gallery

Bookmark found in this book.Beauty's collecting card found in this book.
Pony Pals Puzzles

**Pony Pals Puzzles** is a supplemental book to the *Pony Pals* series by Jeanne Betancourt, first published in April 1999.

## Back Cover Summary

Test yourself and your friends with *Pony Pals Puzzles*. You'll find plenty of your favorite kinds of puzzles - word searches, secret codes, hidden pictures, mazes, and more - plus tons of trivia. And the puzzles are all about the animals you love best: horses and ponies!

## Inside Summary

Pam, Anna, and Lulu are crazy about ponies. Whether they're taking jumps on Ms. Wiggins's estate, carrying water buckets to the paddocks, or eating brownies at the Off-Main Diner, ponies are on their minds.

Ponies and horses will be on your minds, too, as you solve the puzzles in this book. Some puzzles will test your knowledge of the Pony Pals themselves. Others will test your general horse savvy. Both kinds are challenging and fun. You'll find the answers to all the puzzles at the back of the book.

## Contents

* Pony Pals Puzzle
	+ Part I: Fill in the Blanks
	+ Part II: Word Search
	+ Part III: What do the Pony Pals like to give each other at the end of their meeting?
* Pony Word Wheel 1
* Rhymin' Time 1
* Horse Sense 1
* Unscramble It!
* What's the Difference? (between two similar pictures of the pony pals)
* Pony Paths - Runaway Pony
* Horse Sense 2
* Word Change I
* Break the Code
* Word Search
* Pony Pals Super Scramble
* Rebus + Puzzle
* Rhymin' Time 2
* What's your sign?
* Identical Twins
* It all adds up!
* Crossword Puzzle
* What's Wrong with this Picture?
* Who Am I?
* Find the Real Acorn
* Word Change 2
* Which is Which?
* Memory Test
* If They Could Talk...
* Hidden Pictures
* What's in a Name?
* Pony Word Wheel 2
* Poem Pals
* Answers
Juliet (Callsign)

**Juliet** is the tenth letter of the NATO Phonetic Alphabet, corresponding to the letter "J". The word Juliet is normally used instead of that letter in all communications.

The term "Juliet" appears rarely in *ShackTac* videos, but is typically used as the callsign for a Squad of Reinforcements. More rarely, it is used for infantry Special Forces squads.

## Uses

* The callsign "Juliet" may be assigned to a new Reinforcements Squad joining the battle partway into the mission.

* Alternatively, the callsign "Juliet" may be used for Squads that are not part of the main force - whether trapped behind enemy lines, or operating under their own independent command structure. A Special Forces unit, for example, might receive the callsign "Juliet".

* Objectives for Juliet Squad are marked with the letter "J", but will be referred to as "Juliet Objective", "Juliet Rally", "Juliet Resupply", etc.

* In some missions, the NATO letter "Juliet" may instead be used as a callsign for non-unit entities, such as objectives, routes, landing zones, and so forth. If so, new reinforcement units will receive a different callsign to avoid conflicts.

## Examples

Please add below any examples of the use of the term "Juliet" in *ShackTac* videos.

* **The Death of Juliet by CHKilroy** features "Juliet" as the callsign for an OPFOR Spetsnaz Squad.
Oscar (Callsign)

**Oscar** is the fifteenth letter of the NATO Phonetic Alphabet, corresponding to the letter "O". The word Oscar is normally used instead of that letter in all communications.

This letter appears very rarely (or not at all) in *ShackTac* videos, so much so that it is impossible to generalize its typical use.

## Examples

The term "Oscar" may or may not have appeared in any *ShackTac* videos whatsoever. If you run across its use in a video, please add it here.
Conflict

In military parlance, a **Conflict** is a situation where two friendly units (usu. of the same type) attempt to attack the same target without mutual agreement to do so, and/or without close coordination between them on Radio or other methods. When a Conflict occurs, units may end up firing on each other, colliding (in the case of vehicles), or simply wasting ammunition on a target that a single unit could have defeated on its own.

Avoiding conflicts is of paramount importance on the battlefield; This is accomplished by maintaining routine communications between any two units that are within close proximity to one another, especially when advancing forward. Aircraft typically need to take the most care not to conflict, since they can easily collide with or destroy one another.

Solving a Conflict before or while it is occurring is called "De-Conflicting". Failure to de-conflict may lead to a Clusterfuck.
Godzilla

**Godzilla** is one of the two main Characters in The Brothers Godzilla & Friends, along with his Twin-Brother, he is one of the two brothers in the Long Running Godzilla Dynasty, usually, he and his little brother Brother hang out at their home, eating Pizza, watching TV, and sometimes, fight evil.

## Appearances

* How Mechagodzilla stole Christmas (Cameo)
* The Divine Moth Egg
* Godzilla watches 2 Girls 1 Cup

## Trivia

* Godzilla's love for Pizza is a reference to fan tweet back in 2014 before Legendary's Movie came out, saying **"He got fat in America on cola and pizza,"**
* him being a Couch Potato is also a reference to a fan tweet from the same year saying **"He's couch potato Godzilla"**
Companhia de Transporte Público de Osfur

Brasão da Companhia de Transporte Público de Osfur

A **Companhia de Transporte Público de Osfur** (CTPO) é uma empresa do Estado de Osfur. Está subordinada ao Governo do Estado de Osfur.

A empresa é responsável pelo transporte de massa entre todo o território estadual. Possui a Garagem Municipal do Transporte Público como sua base operacional, na Cidade de Osfur.

## Linhas e Estrutura

A CTPO opera linhas Municipais dentro da Cidade de Osfur e linhas Intermunicipais no estado.

Todas as suas linhas municipais começam ou terminam no Terminal de Osfur.

Linhas Municipais:

M-1 - Terminal de Osfur-Centro-Vila Augusta-Cidade Alta-Vila Setentrional-Terminal

M-2 - Terminal de Osfur-Vila Setentrional-Cidade Alta-Vila Augusta-Centro-Terminal

M-3 - Terminal de Osfur-Centro-Vila Meridional-Parque Industrial-Aeroporto Santos Dumont-Alvorada-Terminal

M-4 - Terminal de Osfur-Alvorada-Aeroporto Santos Dumont-Parque Industrial-Vila Meridional-Centro-Vila Setentrional-Terminal

Linhas Intermunicipais:

OSP-1 - Osfur-São Cristóvão-Piratini.

OCS-1 - Osfur-Cruzeiro do Sul.

CSP-1 - Cruzeiro do Sul-Piratini.
Bravo (Callsign)

**Bravo** is the second letter of the NATO Phonetic Alphabet, corresponding to the letter "B". The word Bravo is normally used instead of that letter in all communications.

The term "Bravo" is typically used as the Callsign for the second Squad in the first Infantry Platoon. Since almost all ShackTac videos include at least one infantry platoon, this callsign is one of the most common.

## Uses

* The second Squad in the first (or only) Infantry Platoon is almost always called "Bravo". If there are players on two or more Sides of a mission, each side may have its own Bravo squad.

* If Bravo Squad has any armed vehicles directly attached to it, whether for transport or close fire support, those vehicles receive the callsign "Bravo Victor", meaning "Bravo Vehicle". This is typically shortened to "Bravo Vic" ("BV" on the map).

* Objectives for Bravo Squad are marked with the letter "B", but will be referred to as "Bravo Objective", "Bravo Rally", "Bravo Resupply", etc.

* In an Armored Company with no infantry present, the callsign "Bravo" will typically be assigned to the second Tank Platoon in that company. All of the above applies equally to this tank platoon.

## Examples

Since a "Bravo Squad" appears in almost each and every ShackTac video, specific examples are not necessary.

Please add any atypical uses of the term "Bravo" below.
Bomber

A **Bomber** is an aircraft designed specifically to drop guided or unguided munitions on ground targets. Bombers are much heavier and often slower than Jets, but can fly at a very high altitude as a way to protect themselves from ground fire and/or interceptors.

Bombers are incredibly rare in *ShackTac*, and are only ever seen as scripted AI aircraft that serve as targets to be destroyed. They'll be seen taking off from an enemy base, or sitting on an airfield (or in a hanger) and must be destroyed before they can fully take off. Once the bomber has taken off the ground, its role in the mission is over - it will not make a bombing run but instead just leave the map.

The only model of Bomber used in *ShackTac* is the Russian Tu-95 high-altitude strategic bomber.

## Notable Appearances

The list below contains any appearances of **Bombers** in *ShackTac* videos. Due to their rarity, any appearance is notable.
Shack Tactical Wiki

## Welcome to the Shack Tactical Wiki

This Wiki monitors and catalogues all available public information about the veteran gaming community ***Shack Tactical***, also known as *ShackTac*.

When completed, this Wiki will hopefully contain a very wide variety of info: from the most basic things you need to know about *ShackTac* to the most complex concepts; documentation and analysis of *ShackTac'*s public YouTube videos; information about the community and its members.

This is an **UNOFFICIAL WIKI**. It is not actively endorsed by *ShackTac* and does not represent any member of the group. It is strictly a fan project, and should be based strictly on information that the *Shackers* themselves have released to the general public over the years.

Please peruse the Disclaimer before reading or editing this Wiki.
Herringbone

In military parlance, **Herringbone** is a method used by a vehicle Convoy to stop by the side of a road without obstructing that road, and while providing plenty of space for each vehicle and its dismounting passengers.

To perform a Herringbone, the first vehicle in the convoy turns off-road and quickly comes to a complete stop; and the next vehicle behind it does the same - except on the opposite side of the road. Each vehicle repeats this alternating pattern. Thus, if vehicle 1 stops right of the road, then vehicle 2 stops on the left, 3 on the right, 4 on the left, and so on.

This method gives each vehicle plenty of space on its side of the road, minimizing the risk of collisions as each vehicle halts, and reducing the risk of dismounting troops being run-over by the next vehicle. This also gives each vehicle plenty of space to maneuver back onto the road once the convoy starts moving again. Since all vehicles in the Herringbone go off the road before stopping, the road itself remains open to be used by other vehicles while the convoy is stopped.

After stopping, the resulting formation bears some resemblance to the removed spine and ribs of a filleted fish, hence the term "Herringbone".
How Mechagodzilla stole Christmas

**How MechaGodzilla stole Christmas** is the One-Off pilot episode for The Brothers Godzilla & Friends, Directed by, and Starring the voice of creator Camp Argyll, it tells the story of Mechagodzilla hating Christmas and saying all that Santa Claus gives him are Crappy movies like Stuart Little 3, and decides to steal Christmas decorations and presents from various Kaijus, Plushies, and Action Figures. it aired on YouTube on November 23, 2016.

you can watch the video here https://www.youtube.com/watch?v=T7NtrWAaYbo

## Characters featured

* Mechagodzilla (First Appearance)
* Mutavore (First Appearance)
* Godzilla (Cameo)
* Phineas Flynn (First Appearance)
* Perry the Platypus/Agent P (Cameo)
* Mario (Cameo)
* Toad (First Appearance)
* Doomguy (Cameo)
* Vault Boy (Cameo)
* Richard the Alien (Cameo)
* Sonic (Cameo)
* Marv the SpaceGodzilla (Cameo)
Straw Hat Samurai Wiki

## Contenidos

Esta wiki trata sobre el videojuego Straw Hat Samurai con toda su informacion.

## Novedades

* 14/11/2016: Fundacion del Wiki.
* 17/11/2016: La Wiki llega a progreso 50º/º.

## Colabora con este wiki

Para crear un articulo o editar, ingresa el título en la caja de abajo.

<createbox>
width=24
break=no
buttonlabel=Crear un nuevo artículo
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**¿No estás seguro por dónde comenzar?**

* Revisa **Ayuda:Comenzando este wiki** para conocer algunos consejos
* Si eres un novato respecto a los wikis, revisa **Ayuda:Empezando**
* Revisa el **Portal de la comunidad** para ver en qué está trabajando la comunidad
Company Net

**Company Net** is a Radio channel, transmitted and received on the 148/152 long-range radio. It is dedicated to communications between the various units making up a Company (typically an Infantry Company). Support units that are not dedicated to a specific Platoon (such as Aircraft, Logistics, or a supporting Tank Platoon) also listen to Company Net, and may even transmit on it if the situation requires.

The primary users of Company Net are the Company Commander and all Platoon Leaders under his command. Since these players are rarely within Voice range of each other during the mission, Company Net is their primary method of communication. Should one of them be killed, whoever inherits their role will want to recover the 148/152 radio immediately to resume communicating on this net. A unit that has lost its 148/152 radio is likely to become ineffective, though each Platoon is likely to have multiple such radios and should have no problem resuming communications.

In Company-sized missions, Company Net is the primary channel for coordinating tactics. Company Commanders give orders almost exclusively on this channel, so that both the intended recipient and anyone else on the net can hear those orders. This allows all listeners on Company Net to understand what the company and each of its subordinate components is doing.

Missions with multiple Companies are *extremely* rare, and have so far been restricted to Armored Battalion operations. It is therefore difficult if not impossible to generalize about them.

## Channel Specifications

**Company Net** is transmitted and received on a dedicated 148/152 long-range radio channel. It will typically be Channel #1 on the long-range radio.

Using 148/152 allows members of Company Net to converse over very long distances - essentially across the entire map. It ignores terrain features that would block 343 radio transmissions. 148/152 radios are distributed only to higher-ranking leaders (Squad Leaders and up), and may also available inside some vehicles by default.

Players often set Company Net to be heard on the left ear, while listening to both another 148/152 net (such as Platoon Net) *and* their unit's 343 radio on the right ear. This may differ from one player to another, based on personal preference.

## Members

The following is a list of player roles who will communicate on Company Net, along with their callsigns and special notes.
Delta (Callsign)

**Delta** is the fourth letter of the NATO Phonetic Alphabet, corresponding to the letter "D". The word Delta is normally used instead of that letter in all communications.

The term "Delta" was originally used as the Callsign for the first Squad in the second Infantry Platoon. A second platoon has become quite rare in ShackTac *ArmA 3* videos; "Delta" is now used more often for the fourth squad in the first Infantry Platoon.

## Uses

* The first Squad in the second Infantry Platoon is almost always called "Delta". If there are players on two or more Sides of a mission, each side may have its own Delta squad.

* In *ArmA 3* videos, it is more common to see the callsign "Delta" assigned to the fourth Squad in the first Infantry Platoon.

* If Delta Squad has any armed vehicles directly attached to it, whether for transport or close fire support, those vehicles receive the callsign "Delta Victor", meaning "Delta Vehicle". This is typically shortened to "Delta Vic" ("DV" on the map).

* Objectives for Delta Squad are marked with the letter "D", but will be referred to as "Delta Objective", "Delta Rally", "Delta Resupply", etc.

* In an Armored Company with no infantry present, the callsign "Delta" will typically be assigned to the fourth Tank Platoon in that company. All of the above applies equally to this tank platoon.

## Examples

A "Delta Squad" appears in many ShackTac videos of the *ArmA 2* era, where it was very common to see two Infantry Platoons operating together. There is no need to provide examples of such videos here.

In *ArmA 3*, "Delta Squad" usually appears as the fourth squad in 1st Platoon. Such examples are less common. Please add any examples below, as well as examples of atypical uses of the term "Delta".
Kilo (Callsign)

**Kilo** is the eleventh letter of the NATO Phonetic Alphabet, corresponding to the letter "K". The word Kilo is normally used instead of that letter in all communications.

The term "Kilo" appears rarely in *ShackTac* videos, but is typically used as the callsign for an infantry Special Forces Squad. More rarely, it may be used for a Reinforcement infantry squad.

## Uses

* The callsign "Kilo" may be assigned to a new Reinforcements Squad joining the battle partway into the mission.

* Alternatively, the callsign "Kilo" may be used for Squads that are not part of the main force - whether trapped behind enemy lines, or operating under their own independent command structure. A Special Forces unit, for example, might receive the callsign "Kilo".

* Objectives for Kilo Squad are marked with the letter "K", but will be referred to as "Kilo Objective", "Kilo Rally", "Kilo Resupply", etc.

* In some missions, the NATO letter "Kilo" may instead be used as a callsign for non-unit entities, such as objectives, routes, landing zones, and so forth. If so, new reinforcement units will receive a different callsign to avoid conflicts.

## Examples

Please add below any examples of the use of the term "Kilo" in *ShackTac* videos.

* **The Bridge is Ooouuut** by **Dslyecxi** features a Special Forces squad with the callsign "Kilo", which operates separately from the main force.