recursal/Fanatic-Fandom huggingface dataset:
Swordman

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***Stronger and better equipped than the spearmen. Very effective melee combat.***

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> *Your order sir!*
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> *Right away sir!*
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> ***- Swordman Dialogue (1 & 2)***
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The **Swordman** is a well-rounded offensive unit in *House of Wolves*. Their closest counterpart is the Swordman from the Vilereck Empire.

Armed with a shield and sword, the Swordman is the basic, well-rounded soldier that does more than serve as cannon-fodder. While powerful, the Swordman isn't nearly as powerful as the Knight.
Units

These are the current units for House of Wolves in alphabetic order:

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A -

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C -

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D -

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E -

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F -

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G -

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H -

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I -

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J -

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K -

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L -

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M -

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N -

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O -

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P -

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Q -

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R -

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S -

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T -

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U -

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V -

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W -

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X -

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Y -

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Z -

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Surgug

**Surgug** is the fifth mini-boss to defeat.

He looks like a big pink Furbolg-Ursa-Warrior.

## Abilities:

Blood Rage - He has 20% increased critical hit chance and 70% increased critical hit damage, when the target is below 75% life.

Murderous Claws - He deals more damage based on it's target missing life.

War Stomp - Every 20 seconds he casts War Stomp - Slams the ground, stunning for 2 seconds and damaging nearby enemy units for 500 points.

## Strategy:

Due the 'Evasion'-passive he can be somewhat luck depended.

Run away during the 'Berserk'-spell is active, he will deal massive damage while on.

## Spawning:

He will spawn at his spawnlocation for the rest of the game if you decide to accept The Hunt quest from the Headhunter.
Cities

## ***Summary***

Cities are fan-created maps that can be built on either the Survival or the Campaign modes, which have to be shared completely on a separate page on the wiki. There are many possibilities that allow the creator to be as creative as they want. The requirements to create and get it official are down below.

## ***Requirements***

* They must be larger than the basic starting size of view, meaning you need to expand out of your beginning territory to begin.
* They must have no farms inside the city unless it is classified as a agricultural city.
* Placement of buildings must be clean and neat, as well as fitting for what type of city it is.
* It must be built in Unhacked modes, no matter what.

## ***Types of Cities***

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Agriculture - Mostly built using a variety of farms, with the Hut being used as Barns. Can have a small market, but no Fortresses, Barracks, or Archeries.

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Suburban - Has multiple neighborhoods with Barracks, Archeries, Huts, and can have a somewhat large market.

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Industrial - Is built to cover enough space to hold multiple rocks, usually needs a ton of huts for factories, and should be a somewhat rich area.

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Troll Archer

> ***Just a little closer...***
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> ***Fresh new targets.***
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>

> **-- Troll Archer**
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>

*The Troll Archer is a ranged unit from the Troll Empire, a committed and loyal trooper that is ready to fight for it's race. His closest Wolvian counterpart is the Archer.*

### ***Appearance***

The Troll Archer is a blue skinny ogre with no hair to be seen. It has vibrant red eyes and is very skinny.

### ***Attire***

From head to toe, the Troll Archer wears a brown unidentified helmet with a possible spike on top of it. He wears similar armor to that of the Troll Warrior, instead wearing dandelion yellow gloves.

### ***Arsenal***

Bow - The basic bow, used by multiple units throughout the game.

### ***History/Backstory***

No backstory has been created for the Troll Archer and the rest of the Troll Empire.

### ***Role***

The Troll Archer is a weak and filler unit that is not really useful in any strategy.

## ***Trivia***

* The Troll Archer is the only units from an inhuman race.
Knight

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***Knights are the best soldiers we got. They are study*** ***and effective.***

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> *I am here to serve!*
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> *How can I help you?*
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> - ***Knight Dialogue (1 & 2)***
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The **Knight** is a heavy well-rounded unit in the House of Wolves. The most powerful standard form of infantry, the Knight's armor gives the unit 155 health, one of the highest in the entire game.

However, it's high power and durability comes to a cost, as the Knight uses a copious amount of materials. It's price makes it a relative risk to send out, unless you have a wizard.

1. ↑ The author spelled "sturdy" as study.
Unit Page Editing Template

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***This is usually where the in-game description would go for that unit, make sure to leave any grammatical errors by the game developer in this as well.***

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> *Example Dialogue*
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> *Example Dialogue*
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> ***- Example Dialogue (1 & 2)***
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**Sentence 1/3: *Basic Description***

The **Example** is a light-offense unit in *House of Wolves*.

**Sentence 2/3: *Possible Fan-terms (If any exist)***

Other coined fan-terms for the Example include the *Random Unit*, *Dummy*, and *Test*.

**Sentence 3/3: *Counterparts of the Unit***

The Example's closest counterparts are the Eximple, Exomple, and Exumple from their corresponding empires.

**Other Paragraphs:**

* **Unique Traits Paragraph**
* **Usefulness and Strategy**

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Can be used to explain a special ability of a unit.

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Basarab Pandaru

**Basarab Nică Panduru**, (nacido el 11 de julio de 1970, en Mârzăneşti, Teleorman, Rumania) es un exfutbolista rumano que jugaba como mediapunta.

Un centrocampista ofensivo que destacaba por su técnica, Panduru fue fichado por el Steaua de Bucarest en 1991, jugando ahí 131 partidos y marcando 34 goles. Después jugó en el fútbol suizo, en el Neuchatel Xamax (1996-1998) y el Basel (1998-2003).
Hut

> "Recruit Settlers and gather ressources"
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> **-- In-Game Description**
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## **General**

The Hut is a building utilized by the Realm Empire. It is the basic building of the game and is the first obtainable. The building adds 10 population every time it is built. It also has no Vilereck counterpart.

The building has the unique ability to be interacted by the Settler, and is used to store resources.

#### **Spawnable Units**

* Settler
* Spearman

### **Trivia & Information**

* In the description, the game incorrectly spells the word resources.
* The Hut will stop adding 10 population once you have 10 of them on the same server.
Troll Chaman

> ***The end is near...***
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> ***Happy to see you...***
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> **-- Troll Chaman**
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>

*The Troll Chaman is a light ranged unit from the Troll Empire, a religious and possibly sarcastic member of it's race. It has no direct Wolvian counterpart, but has a Vilerickian counterpart named Warlock.*

### ***Appearance***

The Troll Chaman is an orange ogre that looks exactly like the Troll Warrior, but less exposed.

### ***Attire***

The Troll Chaman wears a Tiki mask, along with the same armor as the Troll Archer.

### ***Arsenal***

Ruby Staff - A unique and special staff that has the ability to throw balls of an unknown substance, possibly a fireball, via the ruby end that conducts the attack.

### ***History/Backstory***

No backstory has been created for the Troll Warrior and the rest of the Troll Empire.

### ***Role***

The Troll Chaman is a moderate ranged unit that is useful if spread out correctly.

## ***Trivia***

* The Troll Chaman is one of the only units from an inhuman race.

###
Letterard

**Letterard** is a District of Solo Nobre. Remote and with low strategic value, the SNC opts to deploy rookie pilots to the area for training and observation.

The tutorial missions comprising the first portion of the Campaign take place throughout Letterard.

## Acquisitions Entry

> Sleepy district in the process of considerable restructuring, Letterard is one of the last districts to get the full Great Leader military makeover. Several sectors have no ammo depots, and there’s only a handful of orbital guns, partly because there are fewer strategic assets overall. Otherwise it’s a fairly mixed use, urban/suburban district with some farmland, much of it gone to seed. Are you seriously going to let rookie Brigadors loose there when this whole thing goes down?
>
> -MB
>
>
In Your Own Time

## District Minimap

**In Your Own Time** is the sixth Tutorial Mission from the Up-Armored Edition tutorial campaign.

This tutorial covers:

* Bull Rush
* Stationary turrets, Tobruks
* Active Camouflage
* Refilling ammo from Ammo Depots and fallen enemies
* Refilling shields from fallen enemies
* The four ammo types
* Shield trucks
* Hull and shields HUD elements

## Acquisitions Entry

> Singh: we've routed you to an area of Letterard with ammunition depots for on-site procurement of munitions. Clear the subdivision of local opposition. Reconnoitre for hardshield\* resupply.
>
> \*Purchase LORE in Acquisitions for more details.
>
>

## Loadouts

The only available loadout for this mission is Singh's Kilgore.

## Enemy Units

* 3x Tobruks
* 1x Swede
* 2x Addaxes
* 2x Sparrows
* 4x Mongooses
* 1x Scarab
Vilereck Forces

The highlight color when a unit is clicked.

The **Vilereck Forces** were groups of powerful units trained and headed by Lord Vilereck in attempts to destroy the House of Wolves. They were distinguished by their red attire and their red highlight.

## Empire History

The empire is first introduced wiping out most of the Realm of the Wolf, implying their powerful presence in and out of the West Frontier. Lord Vilereck and his men had captured many princesses and units from the House of Wolves, and left them next to small outposts or castles. The structure of the empire was set up in different manors. First, small outposts including tents, 2 - 8 men, and occasional cages. Nearing the location of Lord Vilereck, these would slowly become larger structures with more men and stronger structures.

Eventually, the Player and his men slayed Lord Vilereck, but the rest of the group still survived, leaving the Player to clean up the rest of the rubble. Depending on the Player's choice, the empire as a whole could have been eliminated once and for all, or had been left without Lord Vilereck.

The Vilereck Forces are considerably weaker than the House of Wolves, even on the Hard difficulty. This is due to their lack of ability to grow, as if the forces are just part of some bigger legion or head. Most of the units are weaker than their House of Wolves counterparts, for the exception of the Berzerk.

## List of Unit Types

* Spearman (Vilereck)

* Archer (Vilereck)
* Swordman (Vilereck)
* Dark Knight
* Dark Mounted Knight
* Berzerk
* Lord Vilereck (Group Leader and Single Unit)
Augustine Eguavoen

**Augustine Owen Eguavoen** (Sapele, Nigeria, 19 de agosto de 1965), es un ex-futbolista y entrenador nigeriano, se desempeñaba como defensa central y participó en 53 partidos con la selección de fútbol de Nigeria, terminando su carrera como capitán de la misma.

## Clubes

 KAA Gent
 KV Koortrijk
 Torpedo Moscú
 Valletta

## Selección nacional

Eguavoen fue internacional en 53 ocasiones con la selección de fútbol de Nigeria. Participó en dos Mundiales con su selección .
Spider

The **Spider** is the basic unit of the Spider Clan, and is closest statistically to the Settler, however, it most closely resembles the Spearman in attack style.

A very weak unit, the Spider is only encountered in the first few groups to the left of the West Frontier. As the Realm of the Wolves advance, the spiders began to be replaced by Alpha Spiders, the superior unit.

Also, the Spider is used in another game by Louis-Simon Ménard, Army of Ages

Spider's Profile Icon
.
Fatshoe

The **Fatshoe** is a Corvid Heavy Mech. It has two Main hardpoints and boasts greater speed and firepower (by exchanging the Turret for a second Main mount) than the Loyalist Touro it was built upon at the expense of armor and maneuverability.

## Acquisitions Entry

> Sort of an all-inclusive Corvid name for truck chassis on legs. Lots of people argue over where the name comes from, but it's generally accepted that Corvid engineering (if it can be called that) almost always puts a higher load on the power plants for mechs. That means Fatshoes don't handle like Touros despite a lot of shared components. Usually? Less maneuverable, less armor on a Fatshoe but more gun and more speed. Hell of a thing to see a Fatshoe haul ass down the highway, Corvids race them like they race Skates and basically everything else.
>
> -MB
>
>

## Trivia

> (...) and her feed cleared to display an enemy heavy. Its legs were like hers, but that's where the similarities ended. The upper body seemed to be made out of an old truck chassis that had been welded to the waist and up-armoured with sheet steel. "Damn junkers! Where're the separatists getting all this gear?" It had an 105mm gun ripped to the side of the haphazard torso, which boomed as it strolled forward, causing her shields to flare once more.
>
> - Chapter 10 of the Brigador Audiobook.
>
>

## Notes & Strategy

Despite it's description implying that it is speedy, the fatshoe's bulk hinders it's ability to strafe fire effectively as other corvid vehicles. When compared to the sweetheart, the Fatshoe instead trades a heavy for two main mounts, essentially the same mobility stats and weaker shielding for more armor. It has a significant advantage over the Touro in weaponry however and it's increased mobility does make a difference, one should still accept that any corvid counterpart or derivative will be undoubtedly be more fragile even with overcharge accounted for.

Twin main mounts mean that the Fatshoe is an excellent assaulter, allowing for sustained fire on to any enemy and being particularly effective when given weapons that excel in a 1v1 situation. Effective use of the crouch key for mechs as well as the stomp allows the fatshoe to clear paths and nearby foes handily while minimizing damage.
Ed's

An advertisment for Ed's in Lannois

**Ed's** is a food exporter chain on Novo Solo

## Acquisitions Entry

> Few in the Outer Colonies have heard of Solo Nobre, but everyone knows **Ed's**. Solo Nobre's best loved and least likely cultural export, Ed's is a stylized riff on Nobrean cuisine irresistible to the palates (and wallets) of millions of Outer Colony citizens.
>
> Ed's was founded by Eduardo Matos, the son of poor factory workers who were among the last wave of direct interplanetary immigrants allowed prior to Great Leader closing the spaceports. Ed's began as a blue tarped food stall outside the Sector 13 meat rendering plants, like so many others. His ingenious distillation of local favorites combined with an uncanny sense for market expansion (and which barracks to open shop next to) proved Ed's a national, then global brand, and then one of Novo Solo's first non-military interplanetary exports. The recent controversy surrounding accusations of auroch meat exported from Volta notwithstanding, Ed's remains enormously popular and profitable throughout the Outer Colonies. You can hear the jingle in your head when you read the words: Eat At Ed's™.
>
> -MB
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Citadel

The **Citadel** is a player-pilotable Ultra-class Loyalist tank, enjoying the 25% damage resistance afforded it by its size.

While the player version is armed with one Heavy and one Turret mount, enemy variants appear to carry one weapon for each of the Ammunition types: a coaxial Abbot cannon and Bonesaw machine gun in the turret, a Gutterball artillery piece atop the turret, and a fixed-forward Disco laser on the hull.

## Acquisitions Entry

> Every location of strategic value in Solo Nobre bears the marks of a Citadel’s heavy treads. It’s a mobile fortress and command/comms center rolled into a single vehicle. Other planets have kept to huddling their tanks as low to the ground as possible, all old-school defilade fire dogma etc. They don’t know what they’re missing. The Citadel model was one of the early hallmarks of Great Leader’s reign, and one of the most lasting. These things are terrifying to see in person; force projection is the name of the game. Failing that, that brutalizing point defense laser mounted to the forward hull coupled with heavy armor and shielding tends to get the point across. Do not cross a Citadel’s forward arc.
>
> -MB
>
>

## Notes & Strategy

* When confronting a Citadel, avoid frontal assaults. Enemy controlled Citadels are always designated as both captains and spotters, meaning that not only will they be surrounded by cohorts of other smaller enemies, but they can also summon reinforcements to complicate matters for you. If your vehicle comes equipped with an EMP Grenade, it's advised to use it to disable the Citadel and any surrounding enemies before engaging it. It's also advisable to have a retreat route in case things get out of hand.
* The Blood Anniversary update added a Disco as an auto-firing weapon to the pilotable version. But it lacks the barrel seen on the enemy variant, and the lasers simply fire from the empty mount.
Drummond

The **Drummond** is a Loyalist Heavy Tank, currently not pilotable by the player.

## Acquisitions Entry

> Nobody remembers or cares about this shit besides me, but the entire fleet of **Drummonds** are actually just obsolete Vilbels with a comically ugly but functional glacis plate bolted up front. The Vilbel was one of those completely misbegotten early colonial designs. You know, the good old days when everyone was just head over heels in love with living on a new planet, and by that I mean trying not to get killed by their new planet. More interested in basic survival than steadily recreating the worst that life in Earth's cities had to offer, that kind of thing.
>
> Anyway the Vilbel was this cheap, underpowered and undergunned IFV that was used for basic peacekeeping and occasionally even for expeditions beyond the wall; it was light enough that it didn't get mired down in mud anywhere nearly as often as other tracked vehicles heavier than a treadbike.
>
> Under the reign of Great Leader—may his memory not be forcibly expunged by law in the coming weeks—Vilbels got torched regularly during The Troubles. So much so the whole fleet got mothballed, but only for a time. Riots and Corvid strikes got bad enough they just needed more vehicles on the line, and with just enough armor on the front only to keep them from exploding as quickly as they did before without needing an improved powerplant. Give it a new designation to throw off all the tankers that would rather go AWOL than crew a Vilbel, and you get the Drummond.
>
> -MB
>
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## Notes & Strategy

* The Drummond is not very well armed, having only a fixed forward facing auxiliary mount and a roof turret mount (a Belter machine gun and a Disco laser in the Loyalist version's case). However, its oversized glacis plate does give it a decent amount of frontal armor. Drummonds often appear as command vehicles on low to medium difficulty stages, acting as both captain vehicles and Spotter vehicles. Therefore it's advised to eliminate them as quickly as possible once the engagement starts, least they call upon additional reinforcements. THis can be easier said than done due to the hefty amount of hull armor the Drummond sports. Therefore if your vehicle only comes equipped with smaller weapons, it's advised to resort to ambushes or EMP.
Bullfrog

The **Bullfrog** is a pilotable heavy Corvid Agrav, added to the player vehicle roster with the Up-Armored Edition.

The enemy variant is poorly armored but outfitted with dual Pitbull rocket pods.

## Acquisitions Entry

> An evil beast chopped from the carcasses of old helicopters. The Bullfrog has a lot of firepower and the kind of high-visibility cockpit that Corvids consistently choose over proper safety precautions. It’s also one of the few Corvid vehicles where the wiper fluid is always kept well-stocked.
>
> It may look tough, but with such little shielding it has some trouble with staying power. Fortunately, it compensates with the ability to savagely obliterate anything that crosses its path well before you can hit it back.
>
> -MB
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## Notes and Strategy

* Surprisingly agile, the Bullfrog has notable forward speed. It also bears two Main hardpoints, which gives it very effective options for combat.
* One setup, backed by the Bullfrog's speed and armor, is to go dual Archies, plus Active Camo. Dive into enemy groupings and blast away simultaneously with both guns. The Archie's quick firing shreds hardshields, and continued fire will blow enemies up. If things get hairy, turn on the Camo system, disengage and find another group of prey elsewhere, returning later. Trigger discipline is required not to fire too close to yourself, as is tactical awareness, not to leap into too many contacts in the open.
Bishop

The **Bishop** cannon is a heavy Cannon weapon. It is extremely loud, and has a tremendous blast radius.

## Acquisitions Entry

> The Bishop is, quite frankly, a ridiculous weapon. Essentially a short-barreled smoothbore version of a cannon designed for frigates and larger littoral class vessels, the combined weight of the barrel and munitions means it can only be fielded by the heaviest mobile platforms, and even them with very limited ammunition.
>
> That being said, the destructive potential of Bishop HE rounds is tremendous, and while I understand the need for such ordinance given the increasing deflective potential of modern shield emitters, this weapon should only be fielded in urban operations if there is no concern for collateral damage. Which is why I find its relatively common deployment on Huss and Canmore units within Solo Nobre extremely disconcerting - the actual firing of these weapons within the walls would inflict calamitous damage.
>
> -Efi
>
>

## Notes & Strategy

A bang of ungodly proportion, a shot from the Bishop may very well provide the most powerful blast at the Brigador disposal (the Harvester destroys a bigger area, but using a number of submunitions).

Its huge blast radius makes quick work of smaller units, and even bigger ones. Depending on the distance between units, shoot at the ground inbetween them and they're done. Ultra-sized assets will need some 3 shots to go down, but these come as Captains, uncommon in the battlefield. Make the most of your long range visual capability.

Important to select a proper sideweapon. Taking a second shot at a half-dead foe is overkill, even more if it's only a powersuit or other tiny target; another Cannon, of smaller caliber, can finish the job and clean up the mess.

Corvid garrisons can swarm you, but if they do bunch up, one shot will take them all out.

Play your engagements smart. Both the firing and the impact have loud signatures, so contact will often bring more. Have always a backdoor to retreat to and give yourself breathing room.

10 shells can go by quickly if you remain stationery, blasting away at the onslaught; move in and reap the savage of your making or retreat behind a corner for victims to come to you.

## Trivia

* The first of the weapon options (excluding in the Small category) are cannons with Church-related names, ranging from top of the hierarchy and bigger caliber to lower and smaller: Bishop (140mm) > Abbot (105mm) > Preacher (76mm) > Confessor (37mm).

## Achievements

Complete an operation with a Roper equipped with Kraken, **Bishop**, and Smoke Projector.
Jericho

The **Jericho** is an Auxiliary-mounted vortex cannon. It is highly effective against cover and hull, but has a slow "projectile" speed.

## Acquisitions Entry

> This is an ingenious creation of a ballistic weapon without the immense mass requirements of ammunition. The idea behind vortex cannons is quite old, but the destructive potential they offered was never enough to merit serious development (at least not by the military). The Spacers not only provided the theory's combat efficacy, but adopted vortex cannons as their primary non-photonic weapon type. The drawback is that they're difficult to aim - vortex muzzle velocity is much lower than conventional munitions and the projectiles themselves are invisible to the naked eye. Jerichos have real trouble against shield emitters to boot, but will annihilate most fortifications and unshielded targets in a single blow. Even the lighter Jericho mounts common among Arlos will open a Tobruk like a tin can.
>
> It's obvious their scientists and engineers were spurred by mass/reactant concerns, but Spacers pursue too many unusual lines of investigation for simple pragmatism. I suspect there's a continuing desire to show superiority over "dirt eaters" as well, though I can't be sure.
>
> -Efi
>
>

## Notes & Strategy

Powerful deliverance of force, a rewarding option, detonating structures quickly, and dealing massive damage to unshielded targets.

But do mind its operation. The Jericho shot travels nearly unseen to its target and rather slowly. This tricks the gunner's judgement of trajectory. Add a slow reload rate and you have a "cognitive" challenge of sorts, making the gunner calculate mentally each shot. ~~With it's nearly invisible "projectile", the Jericho may illude beginners.~~ [Due to player feedback, the projectile was made much clearer in an update. And damage was reduced to balance the difficulty vs. reward of mastering the weapon.]

The slow, deliberate action of the Jericho couples well with "shotgun" weapons, which allow (short) windows of focus between the shotgun blasts to aim the Jericho blasts. The Crambo is one fine suggestion for a sidearm, overwhelming shields with its beehive shells, cleaning the way to the Jericho to smash the target. The close range the Crambo puts you takes you closer to targets, increasing chance to hit.

High cover damage makes it a great tactical tool for mouse-holing. And able to take down any key structure in one hit. Even the sturdiest walls are reduced to nothing in a maximum of 2 hits.

## Trivia

* Its name may be a reference to the Biblical siege of Jericho, in which its great walls were promptly brought down to the sounding of trumpets and horns by the Israelite army, according to Joshua 6:1-27.

## Achievements

Complete an operation with a Haseki equipped with 2x **Jericho** and EMP.
Troll Clan

The highlight color when a unit is clicked.

The **Troll Clan** were multiple packs of trolls that were set along the left of the West Frontier, that stand in truly randomly structured squads until the forces of the House of Wolves arrive to either conquer or be conquered by the trolls. They are identified by their yellow attire and purple highlight.

## Clan History

Little is known about them, besides that they are inhabitants of the West Frontier and treat the House of Wolves as an invasive species.

Powerwise, the Troll Clan is strong, but still not able to grow and develop like the House of Wolves, making them weaker and guaranteed to eventually perish.

## List of Unit Types

* Troll Spearman
* Troll Archer
* Troll Warrior
* Troll Chaman
Comms Tower

**Communications towers** are structures found throughout Solo Nobre. Though rarely a primary objective, their destruction will hamper enemy coordination in a District and make avoiding enemy Alarms considerably easier.

## Notes & Strategy

* If a recon vehicle spots the Brigador while operating in the area, it will begin issuing a district-wide alert (indicated by a hovering orange Radio icon above them). If the recon vehicle is successful, it will summon enemy reinforcements from the immediate area to your last known location and the entire district will go into alert mode, deploying panic walls and raising the Shields of all enemy units in the District, making progress more difficult.
* If the Comms Towers in a district are destroyed first, recon vehicles will take much longer to issue an alert and the radius from which reinforcements will be called will be considerably reduced.
Bonesaw

The **Bonesaw** is a small, high rate-of-fire machine gun that uses ballistic ammo, commonly found on small units such as Mogs and small Corvid vehicles.

## Acquisitions Entry

> I can't recall the Bonesaw's original appellation, but I know it was some reference to the old regime which is why they changed it. The new moniker came from a single battle during The Troubles - Great Leader ambushed an under-equipped infantry division in transit through Linschotten, his attacking force comprised mostly of Powersuits equipped with the MGs. As you know Linschotten is mostly farmland - plenty of concealment but no cover for miles around - so when the wall of mogs emerged from those cornfields the infantry had nowhere to go. Most were shot before they could hit the dirt, and within minutes over eight thousand infantry had been cut down by the Bonesaw.
>
> -Efi
>
>

## Notes & Strategy

A bullet hose. Fun to fire at infantry, powersuits, and scout units.

* Damage is puny per shot. Rate-of-fire and ammo balances that, but dedicated fire is required to kill medium-sized targets.
* If you're fielding a Bonesaw in a lightly armored vehicle, the time it takes to wear down heavy targets makes it likely that they'll be able to bring their own weapons to bear before they're killed. Try not to get in over your head.
* Despite what the stats say, the Bonesaw does have a stun effect. Each bullet has a minuscule stun duration. So if you keep an enemy hosed, they'll be slowed down.

## Trivia

* It may be a futuristic iteration of the Third Reich's Maschinengewehr 42, or MG-42, chambered in 7.92mm, nicknamed *Hitler's* *Buzzsaw*.

## Achievements

Complete an operation with a Buckmaster equipped with Zeus, **Bonesaw**, and Active Camo.

Complete an operation with a Mongoose equipped with Carlos, **Bonesaw**, and Smoke Projector.
Beynder

**Beynder** is an employee of the Solo Nobre Concern, working in the Informatics Division to provide pilot intel for Acquisitions.

In the Tutorial, Beynder provides the player with some of the Mission briefings.

After L. Wrightson is "removed" from the SNC, Beynder is the only character explicitly stated to be an employee of the SNC.

## Brigador Killers entry

> That this investigation merited a focused application of my faculties is a testament to Evgeni Beynder’s assiduous discipline. That he’d anticipated my probing is all the more unusual.
>
>
> Sifting through the myriad half-truths and false identities he’d scattered before me was akin to reading an old acquaintance's work: each nested lie is believable, but realistically incomplete. The rare pieces of trustworthy data yield only a rough sketch of a life -- an only child, born into planetary so-called wealth, yet possessing a fervor uncharacteristic of such origins. His connections and faculties should carry him above his present station, yet there he remains, spymaster and logistician, keeping watch over an open horizon.
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> The puzzle that is Beynder is far from solved, and I shall enjoy unraveling him with the same satisfaction as my unpracticed first pryings in the crèche. Perhaps his aim in letting slip these few signs was to entrap me—a bold and foolish task, but even so, it may be worthwhile to allow Beynder's ambition to flourish.
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Howler

The **Howler** is a non-pilotable Light Spacer mech, notable for its light armor and oversized Heavy weapon mount populated by an Otomo-type Laser Weapon.

## Acquisitions Entry

> Spacer mechs are like looking at Kanji. I know they’re different, I just couldn’t tell you how or why. The Howler I recognize, though. Like their terrestrial inferiors, Spacers build their mechs based on only a couple sizes of legs. Because even when you live in the future, you still want to cut down on maintenance work. Howlers can sport a Heavy mount, real stiff medicine, but it’s only a light mech. I expect that kind of thing from the Corvids, with an operational lifespan in minutes, but I don’t know how the Spacers do it. Ultra-light material fabrication? Composites?
>
> I have a pet theory. The shield generators you see on the Howler—those tusks poking out the sides—I’m not entirely convinced that’s all they do. Descriptions and video footage of contact with Howlers make it seem like they’re not carrying as high of a shield charge as they should. I think the Spacers have stuffed some of their mechs, like the Howler, with agrav tech in order to keep them from collapsing under their own weight and recoil absorption. I’d give an arm and a leg, even knowing I’d end up with used NEP surplus prosthetics a size too small, if I could just see a Howler in its maintenance bay.
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> -MB
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Fork

The **Fork** is a Loyalist Light Mech. It boasts dual Turret hardpoints and an extremely high chassis rotation speed, and is the fastest Loyalist Mech available.

First usable in the Campaign mission Glory Box.

## Acquisitions Entry

> Staple light mech of the NEP. Build in such high numbers I've seen a few in police colors and roof lights. Significantly lighter and faster than a Touro, but also much more lightly armed and armored by comparison. Touro drivers can't stand them, can't get their head around maneuver warfare over dealing blunt force trauma. Great turning radius and speed plus a wicked little stomp.
>
> Official designation is the Vorwerkhuhn, but nobody has ever liked saying or writing that.
>
> -MB
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## Pilot Variant

Pilar Nabot's Fork is armed with a Gutterball 160mm howitzer and Parliament 76mm cannon, with EMP Grenades for defense.

This loadout is suited to hit and run tactics, highly mobile and able to fire over and through walls for excellent single target damage. Will have trouble if overrun, but effective use of EMP Grenades and mobility will prevent that.

## Notes & Strategy

An agile one. A Fork mounted with a mortar on, with an Active Camo at the ready, can be a rapid nightmare on demolition runs, whizzing by districts and taking down guns with dazzling speed.

A Confessor or a Bully on the side will fend off the quicker foes that do get to you.

## Trivia

* A Vorwerkhuhn is a German breed of chicken.

## Campaign Availability

### Missions

Glory Box
Joy Bus/Hell Ride
Knife Chase
Intense Gravity
Belter

The **Belter** is a burst-fire Auxiliary Machine Gun. It performs moderately well across all damage types with a high rate of fire, though with limited penetration.

## Acquisitions Entry

> If unsure what you’re up against, Belter’s your man. The shells are just big enough to worry heavies, and whatever explosive the Design Bureau snuck in also causes problems for hardshields. The explosive comp makes for poor penetration though, so don’t expect to punch through anything thicker than a Corvid shanty.
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## Notes & Strategy

An unassuming option, serviceable damage, long range, rate of fire appropriate for a machinegun.

Great choice in distribuiting localized damage, in those days you just want to bring machinegun rattle wherever you go. Little scatter means engaging far away hostiles much earlier than they see you.

In the category: the Belter lacks the area of effect blow of the Preacher, which forgives poor aim; The Stutter in turn asks for more precision, since you'll want to hit a target with all the shots of a burst, and, its rate of fire works at its own pace; Pick the Galinha if you don't feel like leading fast targets.

## Achievements

Complete an operation with a Troubadour equipped with **Belter**, Carlos, and Active Camo.
Almería

La **Unión Deportiva Almería** es un club de fútbol de la ciudad de Almería, en la comunidad autónoma de Andalucía, al sur de España. Fue fundado el 26 de julio de 1989, bajo la denominación de Almería CF, adoptando la actual denominación en el año 2001. En la actualidad juega en la Segunda División de España.

Es el 26º equipo con más simpatizantes de España (0,3%) según la encuesta del CIS de mayo de 2007. Además, el club ostenta actualmente la 38ª posición en la clasificación histórica de Primera División, habiendo cosechado 242 puntos en las seis temporadas que ha estado en Primera División hasta la fecha.

En cuanto a logros deportivos, la U.D. Almería ha vivido sus años más exitosos a partir del siglo XXI, ascendiendo a Primera División y permaneciendo varias temporadas en dicha categoría.
Duchess

The **Duchess** is a rapid-fire Machine Gun able to be fitted to Main hardpoints.

## Acquisitions Entry

> The Duchess' moniker was originally pejorative in nature, stemming from its almost universal fouling issues and temperamentality. Eventually convinced it wasn't a case of user error, a small portion of the original development team returned to iterating on the weapon, at one point even embedding with a division of Duchess mounting Broadswords and Swedes. Prickly as they can be, the Design Bureau takes pride in its work, and after a dozen or so iterations across four years they had managed to turn the NEP's least reliable weapon into a thoroughly reliable mainstay.
>
> Firing 40mm HEDP rounds at just over two per second, the Duchess combines a cannon's firepower with an MG's suppressive capability. Mounting a pair of the chain guns for asynchronous firing is a favorite tactic among Tinker drivers, and apparently some find the continuous vibration highly stimulating, though I cannot personally vouch for this.
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1860 Münich

El **TSV 1860 Múnich** (**TSV 1860 München** oficialmente y en alemán) es un club de fútbol de Alemania, de la ciudad de Múnich, en Baviera. Fue fundado el 17 de mayo de 1860 y actualmente disputa la 2. Bundesliga.

Entre sus títulos destacan el campeonato de la 1. Bundesliga de 1966 y dos títulos de la Copa de Alemania, si bien el TSV no tiene una historia de éxitos tan grande como la de su rival de patio el Bayern Múnich (véase Derbi de Múnich), si tiene un reiterado respaldo de sus aficionados tal es así que aun encontrándose en las categorías de ascenso de Alemania juega en el Olympiastadion de Múnich con una gran afluencia de público.
Lockdown

The **Lockdown** is a Machine Gun, fitted to Small hardpoints.

## Acquisitions Entry

> This weapon shouldn't exist, but I've seen footage of one melting hardshields like a hot knife in soybutter. There's some kind of feedback effect from impact too because power generators will crap themselves even if the emitters are still pushing ozone. Forget the big Spacer fireworks, guns like the Otomo or the Harvester and those big dumb Zed Primes, those are all for show. When Spacers really want you dead they just quietly drop in one of their kill squads, powersuits decked in camo fields, Lockdowns, and Black Hands. Those guns are quiet, those suits are quiet, and pretty soon their targets are quiet too.
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> If there's anything that keeps me up at night, that's it.
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> -MB
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## Notes & Strategy

* The method used by the kill squads Marvin Beck fears is sound: bring down the shield with the Lockdown so the Black Hand can work on the target's hull.
* A hit from one shot will scramble targets systems momentarily, slowing movement and turret rotation speed. Consecutive shots may even freeze the target in place. Beware that its weapons still function, so you will be shot at if you wander in front of the stunned foe's guns. Good for individual target handling.
* This also makes it useful for slowing down and "catching" speeding enemies: aim ahead of them and let out a burst, then finish it with more Lockdown fire or your other weapon.

## Trivia

* ESD stands for Electrostatic Discharge.
Lannois

**Lannois** is a District of Solo Nobre. It is credited with being the birthplace of the Texas 7 Casino chain. It is featured in the Campaign Mission, Neon Lights.

## Acquisitions Entry

> Ahh, **Lannois**. Nobody loves you like I do…
>
> Well no, that’d be a lie. Everyone loves Lannois. Even Great Leader was rumoured to spend time there, in the most exclusive of the clubs. I heard every tall tale you can tell about a sitting Great Leader, and they all started or ended in Lannois. Funny how nobody I met ever ran into him directly, they were all friends of friends or siblings-in-law who were valets at the hottest spots in town. Frankly he never seemed like a trend chaser to me. On the other hand I ended up as night manager for one of the less respectable establishments there; all the girls loved me and they all wanted to get in my pants. Better days…
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> It’s not all tight bodies and cheap meat, though. If Great Leader really did grace Lannois then he got mugged a hell of a lot less than I did—take-home pay only counts if you can get it there in one piece. Now I make a fraction of what I used to, but my wallet’s doing a lot better. Go figure.
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> -MB
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Achievements (old)

Below is a list of Steam Achievements for Brigador.

## References

1. ↑ http://brigador.wikia.com/wiki/Hull
2. ↑ https://en.wikipedia.org/wiki/Reactive\_armour#Non-explosive\_and\_non-energetic\_reactive\_armour
3. ↑ https://en.wikipedia.org/wiki/Anthony\_Mary\_Claret
4. ↑ 4.0 4.1 4.2 http://brigador.wikia.com/wiki/Brigador\_(audiobook)
5. ↑ https://en.wikipedia.org/wiki/Radio\_Free
6. ↑ http://biblehub.com/kjv/psalms/148.htm
7. ↑ https://en.wikipedia.org/wiki/A\_Scanner\_Darkly
8. ↑ https://www.biblegateway.com/passage/?search=1+Corinthians+13&version=KJV
9. ↑ https://en.wikipedia.org/wiki/Manu\_propria
10. ↑ http://ttp3.dslyecxi.com/8\_tactics.php
11. ↑ https://en.wikiquote.org/wiki/Helmuth\_von\_Moltke\_the\_Elder
12. ↑ https://en.wiktionary.org/wiki/just\_deserts
13. ↑ http://brigador.wikia.com/wiki/Gutterball
Lovell Archer

**Lovell Archer** is a Spacer Brigador first usable in the mission New Feeling.

## Acquisitions Entry

> It is unfashionable to be seen as "good" in modern Spacer society, and I personally don't care for the affection. But like most artists, **Lovell** cares not for his public persona; he lives each moment as an artwork and the narration of those moments is left to others. In a unit, **Lovell Archer** provides the necessary and unpopular support and backup that is required for true victory on the battlefield. He does not shrink from treachery when it is the optimal path; he commits unspeakable acts according to his own perverse code. **Archer** is a true ally and a remarkable individual - even among our exalted caste.
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> m.p.C.C
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Lowmil

The **Lowmil** is an Ultra-class Loyalist tank with dual Heavy mounts. It is extremely slow, but as an Ultra-class vehicle has an innate 25% damage resistance bonus and increased trample damage.

## Acquisitions Entry

> The Leviathan program was successful beyond expectation, but as impressive as the design is, cost overruns and production capacity stopped it cold.  Leviathans were produced in such low number compared to their requested quota, they ended up filling out the rest with a compromise design: the Lowmil. The name has several disputed origins, now lost to history, but it remains a glorious Leviathan upper attached to a low profile hull. The fifth stage of grief is acceptance, and that’s exactly what happened to Lowmil drivers. They might not be pushing a crazy scary Leviathan around, but they are gunning with nearly as much firepower, which is what really counts.
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## Notes & Strategy

* **Ultra class**: +25% damage resist, increased Trample
* For the Brigador with patience and time. A forward-moving iceberg, this pilotable vehicle enjoys hull armor and shielding second only to the Citadel.
* With "only" two heavy hardpoints fixed forward on a slow turret, it can be difficult to fend off speedier nuisances. An Audio-kinetic pulse can relieve you of flanking speedsters or a lethal surprise from a Bombucha.
* Loyalist controlled variants seems to have only 2 main hardpoints instead of heavy ones, however, these hardpoints are outfitted with Zeus railguns, much like the Leviathan. Care must be taken when confronting these vehicles.
* Loyalist controlled variants also act as spotters, allowing them to call in reinforcements if you do not destroy it fast enough.

## Achievements

Complete an operation with a **Lowmil** equipped with Otomo, Chieftain, and Smoke Projector.
Eixo

**Eixo** was another city on Novo Solo located some distance from Solo Nobre, likely founded by a conglomerate rival to the Solo Nobre Concern. At some point before the SNC's fall, a war had been fought, with "war trains" from Eixo rolling into Solo Nobre.

When Solo Nobre's spaceports were closed by Great Leader's isolationism, all interplanetary trade destined for the planet diverted to Eixo. From there, any goods bound for the city would make their way via heavily-screened rail to Solo Nobre.

## Acquisitions Entry

> Not many know to ask about Eixo. A few decades ago, you wouldn't even be able to read this; before the reign of Great Leader, Eixo didn't officially exist. If you ask around, like I once did, doors slam shut and old women glare at you from across the street. Strange men follow you into blind corners and dogs give you side-eye while they crap. So it still doesn't officially exist - but people talk, if you sit quietly in the right place and don't ask too many questions.
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> Solo Nobre is one of the only colonial extraterritorial cities I know of with an illegal immigration problem. Not the only one - that's a story for later - but certainly the most well-known. I don't know when Eixo was founded, I doubt anyone knows who's still alive, but I do know one thing - Eixo meant competition. It was and perhaps still is a rival, a jealous sister city to Solo Nobre, but founded under a less than liberated charter in the name of efficiency.
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> Under cover of the long night some of those workers - you certainly couldn't call them people - stole into Solo Nobre and found whatever living they could. Some of them set up food stands in the Outer Dead. Mostly they moved directly into the nearest necropolis. I think either way they were happier.
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> It might still be out there. Great Leader didn't want anyone to find out. I doubt the SNC would either. I dream about it sometimes. I'll let you know.
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> -MB (trashed file recovered from automatic backup)
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## Trivia

* "Eixo" is Portuguese for "Axis".
* Sabela Costa's family have (presumably well hidden) roots in Eixo.
Banfield

El **Club Atlético Banfield** es un club deportivo argentino, ubicado en la ciudad de Banfield, partido de Lomas de Zamora,provincia de Buenos Aires. Fue fundado el 21 de enero de 1896 por habitantes de esa ciudad, de origen británico (ingleses, en su mayoría, y algunos escoceses e irlandeses), y su principal actividad es el fútbol profesional. Actualmente se desempeña en la Primera División de Argentina.

Logró una copa nacional oficial durante la era amateur (la Copa de Honor Municipalidad de Buenos Aires, conquistada en 1920) y 10 títulos en Segunda División, contabilizando los logrados en ambas eras.
Krad

The **Krad** is a non-pilotable Light tank fielded by the Corvids.

## Acquisitions Entry

> It’s hard to tell at first, but the Krad’s base is clearly old farming equipment, like so much of Corvid engineering. The top is a formerly-stationary turret “commandeered” from an overrun Loyalist position. The end result is decent firepower and mobility, not much else. The Krad is great for two things: swarming a target en masse on rough terrain, and ruining suburban landscaping. Like the Eightball, the Krad maintains some effectiveness after its immobilized—just not for very long.
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## Trivia

* The name of the vehicle is likely a reference to the Sd.Kfz. 2 "Kettenkrad" half-track motorcycle used by the Wehrmacht during WWII, which Krad also happens to bear a great resemblance to.
Griswold Fick

**Griswold Fick** is a Loyalist pilot with a static difficulty rating of 10.

## Acquisitions Entry

> **Griswold Fick** was born on the wrong planet. Steeped in culture, he dabbles in poetry, music, fashion, and the culinary arts. He turned to the military in the hopes of rising to general and gaining access to the decadent culture and censored entertainment hoarded by Solo Nobre's elite. Fick's genius extends past art and into combat as well, but climbing the social ladder will still require decades even if that genius were realized by his peers. The cultural freedom and access we can provide would sway him, let alone the tremendous resources of a surviving Brigador.
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