recursal/Fanatic-Fandom huggingface dataset:
Swede

The **Swede** is a Loyalist Heavy Mech, made pilotable in the Up-Armored Edition. The Loyalist version is armed with only a Stun Laser and a Belter machine gun, but the Brigador version is equipped with Heavy and Main hardpoints.

## Acquisitions Entry

> Whatever team designed this was so in love with the weapon housing they forgot to leave room for the pilot. Driver height maxes out 1.68m, and even that's pushing it. The seat straddles the generator housing with far too little insulation, so taking a **Swede** out for a jog will max out the cooling system and still leave the driver in a puddle of their own sweat.
>
> As a result Swede drivers suffer the double indignity of being both short and unhygienic, a lethal combination against hopes of promotion or romance. They're an idiosyncratic lot, and Fork drivers in particular pride themselves on always having jokes at the ready about how to "kill a Swede." The only redeeming quality is that it's actually quite effective in the field, which explains the continued deployment despite shortfalls on cockpit design.
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> -MB
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## Notes & Strategy

* Keep your distance, Swedes field a sort of close-to-mid range beam that slows down movement, making you a better targets for its cohorts.
* If you're piloting one, keep your distance as well. While it may look like a subway car on legs, the Swede packs the most direct firepower out of any Loyalist mechs, and the way the weapons are aligned makes it easy to aim. However, the Swede is also the least durable of the Loyalist heavy mechs, don't expect it to last long under heavy fire.
Tinker

The **Tinker** is a Loyalist-operated, Heavy-class tank with dual Main weapons mounts and the high trample damage common to most large Loyalist tanks.

## Acquisitions Entry

> The loyalist warhorse. Two Main gun emplacements, heavy ramming damage, and everything else set standard. Once upon a time it was the default for armored conflict, but heavy mechs have increasingly taken over that role. These days the Tinker largely serves on the domestic side—everyone knows the design so if the NEP needs to muscle someone they’ll just send a few Tinkers over, tell them to get ready to have their house plowed under. Still, most of these units remain combat-ready, and more than deserve their current status as second line vehicles around the colonies. When it comes to all-round combat utility there are tanks that can match the Tinker, but none that really top it.
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> -MB
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## Notes & Strategy

* Enemy controlled Tinkers appear only on higher level difficulties (around 8 or above). They're armed with dual Abbot cannons, despite their low rate of fire, they can dish out a decent amount of damage over long distances. The Tinker's shielding and armor makes it a tough opponent to take down. However, its turret and chassis traversal speeds are fairly slow, making it vulnerable to flanking attacks.
Nobu Tsunoda

**Nobu Tsunoda** is a Corvid Pilot. Added in the Nĭ Hăo a Tutti update.

## Acquisitions Entry

> Tsunoda grew up in the polyglot slums of Solo Nobre, practically raised in the NEP motor pool by his technician parents. Records show his NEP adjustment exam results were exemplary and he was headed for a promising career in the garrison - but he had too much imagination for military life, so he turned junk brat and cobbled together a fast low-profile escape machine out of spare parts. Starving at the edge of the city, he stole rations from resettlement offices to stay alive. A few years later, the Corvids noticed him when he walked into one of their camps and out again with their prized tech. They recruited him after extended and bloody negotiations. Now esteemed highly in the Corvids' society, he perversely values freedom above all else. A volatile asset, but bends easily when threatened with confinement.
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> m.p.C.C.
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Prism

The **Prism** is a Spacer Heavy Agrav, armed with one Heavy and one Main hardpoint.

Enemy Prisms appear to use the same rapid-fire vortex cannon, unavailable to the player, as the Oxybeles.

## Acquisitions Entry

> Looks like one of those Spacer vidstar characters lifting up their skirt if you ask me. Heavy gun platform and surprisingly ugly for a Spacer agrav, the Prism has been in service only a short while, but long enough to prove itself capable of what it was designed as: floating self-propelled gun platform. There’s no visible hatch of any kind, which you only see on the autonomous drones, but I don’t think this is autonomous. I think they seal a lucie into the hull for months at a time, but that’s just my pet theory.
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> -MB
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Yellow Raincoats

**Yellow raincoats** are an NEP-issued emergency coat, worn by non-combatant civilians.

Corvids are known to hide suicide bombers among the raincoat-wearing civilian populace. Their flashlights will glow red to distinguish them from true non-combatants.

## Acquisitions Entry

> ...as pacification is still ongoing, you may encounter Mogs or other mechanized infantry units securing neighborhoods near your assigned residential lot. In the likely event that you are unable to avoid the conflict, wear your Great Leader-approved safety coat to be as safe as possible under the circumstances.
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> State-of-the-art fluorescing fibres mean that you'll be easy to see in almost any conditions. Safety Coats are scientifically proven to attract and maintain combatant attention in visibility as low as 30%!
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> Remember, you'll be safe as long as Great Leader loves you - and he always will.
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> -"Resettling In!", photocopied pamphlet distributed by NEP upon release
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Oxybeles

The **Oxybeles** is a Spacer Heavy Mech. It is equipped with one Main and one Auxiliary hardpoint, with very high melee damage. The Faction version of the Oxybeles (not available to the player) carries a Heavy vortex cannon, similar to the Jericho but firing five-round bursts.

## Acquisitions Entry

> When Spacer breach teams need extra firepower they bring in the Oxybeles. This mech is, in essence, a cockpit nestled within a massive combustion drum (visibly protruding from the back). We’ve recovered and, albeit poorly, replicated the Spacer’s Jericho cannon, but to date I don’t know of any terrestrial military that’s been able to match this oversized variant of the weapon, much less field a vehicle capable of mounting one. What I do know is that no fortification is capable of withstanding sustained assault by even a single Oxybeles.
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> It’s rare to see a Spacer vehicle built into so specialized a role, which is also why you’ll never see Oxybeles operating without escort (usually Hounds or Balders). But the result is a consummate siege engine, terrifying in its efficacy. The only footage that exists of an Oxybeles spear in operation shows entire city blocks coming down in sequence, as if wracked by massive earthquakes. What few survivors were recovered exhibited some of the most severe shellshock cases our psychs have ever treated.
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> -Efi
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## Trivia

Historically, the oxybeles ("sharp arrow") was an ancient Greek siege weapon, a large, stationary crossbow that preceded the ballista. The name reflects the Oxybeles mech's role as a siege engine.
Nelinha Ka

Nelinha Ka is a Loyalist pilot. She was added to the pilot holster in the All Saints update, in November 6th.

She drives a Pantry Boy armed with a Crambo and a Donkey, with an Audio-Kinetc Pulse for defense

## Acquisitions Entry

> Raised by an older brother in wasteland ouside the Deads. Was poised to join the Corvids, instead witnessed them catch her brother in a crossfire with NEP tanks. Barely enough of him remained to fill a shoebox so now she's a Loyalist, making a name for herself gunning down insurgents. Nelinha learned last year she has a rare congenital disorder, lethal within her next five years. Spacer tech has long solved these kinds of issues, and the offer will make her an easy recruit.
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> - Beynder, SNC Informatics Division
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Vex

The **Vex** is a Heavy Agrav piloted by the Spacers and armed with dual Main hardpoints.

## Acquisitions Entry

> Spacers come in two flavors, cruel or dead. And the Vex is cruel alright, in the proud Spacer agrav tradition. Dual Main mounts, low profile, moves better than it looks like it can. Nasty business. Mainstay of Spacer ground operations, crew of at least two judging by the hatch configuration. Probably dual pilot/gunner duties, advanced combat jack stuff? One of the rare Spacer vehicles you can find decent footage of in action, if you know a guy.
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> (You don't want to know that guy. I'm that guy.)
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> -MB
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## Achievements

Complete an operation with a **Vex**, 2x Banshee, and Active Camo.
Moerbeke Quarter

The **Moerbeke Quarter** is both a Location and an Operation in Freelance mode. The Quarter consists of a farming District, residential district, necropolis and Spaceport.

## Districts

* Lubrigos Tenements
* Sintra Necropolis
* Souto Spaceport

## Acquisitions Entry

> "lol yea ve ben to the **bek**. best ploid n lyears lmfo 100 top ben 2 lng tho try gin soonon
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> ^ dt, som fkin mtdor r sm sht rket th HOLE bek NO bek newer fkn l2pilot knai"
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> -anonymous synchnet postings
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Balázs Teleki

**Balázs Teleki**  (Debrecen, Hungría, 23 de diciembre de 1990) es un futbolista húngaro. Juega de centrocampista y su equipo actual es el Hertha Berlin alemán.

## Clubes

 AZ Aalkmaar
 Dinamo Moscú
 Ingolstadt (cesión)
 Hertha Berlin

## Selección nacional

Ha sido internacional con la Selección de fútbol de Hungría en 36 ocasiones y anotando 10 goles.
Widow

The **Widow** is a Light Spacer mech. Previously not available to the player for selection, it was made pilotable in the Blood Anniversary Update of June 7th, 2021.

## Acquisitions Entry

> This is one of those designs where the striping of the fascia makes identifying key components and sensor clusters pretty hard from the footage I’ve got of it, so ask me later—I should have a more exacting analysis of its capabilities by then. What I do know is that the Widow seems to live up to its nasty reputation. You don’t see nearly as many of them elsewhere, like the Cantor, but Spacers don’t like to share. Lots of exhaust and venting for those lasers means you should stay worried about meeting one of these on the battlefield, in my professional opinion.
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> -MB
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## Notes and Strategy

The Widow comes with a pair of Chieftains with 45 ammo each for auto-firing turrets. The Chieftains need 2.5 seconds to reload between shots. This is a good amount of firepower, enough to make up for the smaller Turret hardpoints.
The Tip of the Tail

An advertisment for The Tip of the Tail in Lannois

**The Tip of the Tail** is a club in Lannois.

## Acquisitions Entry

> Listen: no door charge, the DJs play Italo Bossa almost exclusively, there’s this disgusting thick velvet on everything that’s hardened with spilled drinks and food residue over the years, and all the girls are twenty pounds heavier than any of the dancers at Texas 7. They only serve hotdogs and vodka, so you have to bring your own mixers. It’s heaven.
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> If you want to wake up tomorrow with no wallet and a stab wound in a Solo Nobre public clinic, head out to **The Tip of The Tail** tonight.
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> -MB
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Bellhop

The **Bellhop** is a non-pilotable Spacer Grav-bike.

## Acquisitions Entry

> The long lost Spacer cousin to the Loyalist Rook. Might look fat and tanky but its spry enough, especially since the power plant is rated to carry the weight of a shield generator (the ‘Minder’ configuration). Generally consigned to a training vehicle in Spacer fleets, but we’ve been seeing more than enough of them on the battlefield. Are Spacers as overextended as the Loyalists, in their own way?
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> -MB
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The Pompadour

* Standard
* Brigador Variant

**The Pompadour** is a pilotable Light Corvid Agrav armed with one Main and one Turret hardpoints, giving it a heavy armament coupled with high top speed at the cost of greater defense.

## Acquisitions Entry

> The same firepower as a Touro bolted onto a flying sedan. I'd love to know what they stole the drive unit from. Corvid hardware tends to be fairly 'loud' in execution, but that's a lot of gun for a floating car. I'm sure the pilots like 'em too, right up until the metal fatigue tears the car in half. Lot of talk on the War Council re: what to do about qualified mechanics and mech designers turning over to the Corvids. They shouldn't be capable of fielding units like this.
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> -MB
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## Notes & Strategy

As stated in the vehicle's description, The Pompadour carries a heavier armament than one expects for it's size. However it's lateral and strafe movement is somewhat poor and you may have better results driving The Pompadour as you would a tank in order to reposition for a better vantage point.

It (like many other corvid vehicles) has a large overcharge shield bank allowing it to survive heavier strikes in the heat of battle.

## Pilot Variant

Giancarlo's Pompadour is armed with Pitbull rockets and a Disco 7MW laser, with an Audio-Kinetic Pulse for defense. This loadout is a mid-range brawler, with high mobility and firepower in lieu of armor.

## Achievements

Complete an operation with the **The Pompadour** equipped with Archie, Gutterball, and EMP.
Tasker

The **Tasker** is a Corvid Light Mech, currently not pilotable by the player.

## Acquisitions Entry

> Fast, low to the ground, and about as tough as they come, the Tasker proves that Corvids have at least someone who knows what they’re doing in leadership. Where the Loyalist light mech ethos is maneuverability with firepower, Corvids take hammers and give them legs—design by way of barroom brawl. The majority of Corvid light mechs are built to rapidly close distance and engage with high impact weaponry, as precision aiming at range requires much finer tolerances than Corvids are generally able to produce. So instead they stick large bore, inaccurate guns on fast platforms and get so close in combat they can’t miss. Not exactly sophisticated, but effective nonetheless.
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> The Tasker exemplifies this, with its elongate Sawbuck cockpit housing a well stocked Auxiliary mount cannon and a battery for it’s little Snakebite zapper. One-on-one they’re not much of a threat, especially in an open field. But Taskers always travel in packs, and they can be a real terror in urban combat.
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> -MB
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Precursor James

**Precursor James** is a Loyalist pilot usable only in Freelance mode. He is the most expensive unlockable item in Brigador.

## Acquisitions Entry

> Few Loyalists would even merit my attention if I were not charged with this task, but the Precursor is the one man of which none will speak. My sources, usually helpful to the point of supplication when I offer the removal of some tawdry boil, defect, or cancer from their dense and abhorrently muscled bodies, are completely unhelpful. Their atavistic stubbornness is a source of great vexation for me. I will find this man - if he even exists. His very name causes men to bring all they have to bear to their defense. Such a terrifying warrior would make for a fine asset indeed.
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> m.p.C.C.
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## Strategy

Precursor James has a chance to trigger a special spawnlist featuring almost nothing but Ultra-class units from all factions. (So many they outnumber non-Ultra-class units, all counting as Captains.) It is unclear if these units are stolen by one faction or forces from all three major factions allied against the player. Because this spawnlist can be incredibly difficult with lighter vehicles, it is highly recommended that Precursor James is used with a Heavy or Ultra-class, or else a very carefully executed stealth approach especially when approaching these encounters. It is also recommended to concentrate on destroying Orbital Defense Guns during these encounters rather than fighting them head-on, as there will be considerably less, and is thus the faster and safer option.

## Trivia

* A smiling Precursor, found in a developer's archive of pictures.
* A side view of Precursor can is used for the cover of the Up-Armored EP.
* Considered by many fans to be the face of Brigador.

## Achievements

Unlock **Precursor James** in Acquisitions

Complete a Freelance operation with **Precursor James**.
Usul

The **Usul** is an Ultra mech fielded by the Spacers. It is equipped with a Chieftain-type heavy Laser weapon.

It was made into a pilotable vehicle in the Blood Anniversary Update of June 7th, 2021. The pilotable version features an auto-firing Thunderclap laser.

## Acquisitions Entry

> At first glance, this looks like a Sleepwalker’s big brother, but that’s where the similarities stop. At the top end, Spacer tech allegedly starts to heavily favor hardshields and big weapons: most of the stack you see is heat dispersal and coolant recycling for the incredible amounts of shielding the thing carries. Still haven’t managed to see one fire that big laser. Not sure I want to.
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> -MB
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## Notes & Strategy

The integrated Thunderclap laser fires once every 1.1 seconds, which is a slower rate than the equippable one. However, it's still useful for swatting kamikazes and spotters.
Scarab

**Scarabs** are Loyalist Ultra-heavy Tanks. They house massive Shield Generators which, when destroyed, release a large amount of shield-recharging particles that the Brigador can capture.

## Acquisitions Entry

> Scarab duty is anything but glamorous, yet I find Scarab drivers (who simply refer to themselves as 'Scarabs') are held in quiet esteem by their mechanized peers. The advent of combat rechargeable shields meant that on top of their mechanics, vehicles operating on the front need their own medics as well. Given a properly maintained rotation Scarab teams are able to field-reset at regular intervals the shielding arrays of a force several times their number, dramatically increasing the survivability and operational capacity of the receiving drivers. However this utility also makes them the first targets pursued in any conflict, which is why it's no wonder Scarab drivers suffer one of the highest mortality rates in the NEP.
>
> Scarabs themselves have a bizarre internal culture, most notably in their intense gallows humor and inscrutable rhyming slang. For example Scarabs will never acknowledge a former crewmember as dead, they're simply "with Holly' - a reference to Holly Hill, one of the original Texas 7 dancers, which rhymes with 'butcher's bill', that crew member having paid it.
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> Other drivers, at least the smart ones, tend to be very deferential towards their Scarab support, even if they don't understand what they're saying most times.
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> -Efi
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## Notes & Strategy

* Scarabs drop a large number of Shield Particles when destroyed. This makes them a battlefield pit-stop, even during engagements. Train your eye to catch them in the area of operations; recharging hardshields mid-fight gives you an edge against hostile swarms.
* But be careful when hunting Scarabs at long-range; greedily speeding toward a pool of shiny Particles may mean death under fire from any enemy backup that heard the kill from further off-screen.
* It might pay to spare lone Scarabs, returning to harvest their bounty later. Their mediocre Confessor mounted turret disqualifies it as a threat to any but the smallest vehicles.

## Media

* When destroyed, **Scarabs** release a large amount of shield-regenerating particles.
1/1
Monarch

The **Monarch** is an Ultra-class Loyalist mech. Previously not available to the player for selection, it was made pilotable in the Blood Anniversary Update of June 7th, 2021.

The pilotable version of the Monarch comes with auto-firing guns. The guns are four Pitbull rocket launchers with 24 ammo each. Each launcher fires in bursts of three shots, and need 6.5 seconds to reload before firing another salvo.

## Acquisitions Entry

> Corvid design is still Corvid design, doesn’t matter if it’s got a fresh coat of NEP green. The idea was to create as narrow a profile as possible on a support mech so you could stick it on the front line and worry less about it getting shot. Which is fine, except for the part where stuffing all the guts in a line out the back gives you a side profile the size of Central. It can throw a lot of firepower from a good vantage, but the unique interface design requires a separate driver and gunner, rare on a Loyalist mech. Personally they’re an eyesore, but someone in the Brass must love them because they keep getting built.
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> -MB
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Minder

The **Minder** is a non-pilotable Spacer Grav-bike fitted with a large shield generator.

## Acquisitions Entry

> A floating shield battery with a nasty bit of kit. Roll the tape again and you’ll see that Minders are equipped with Black Hands. Same chassis as a Bellhop, just with a massive shield generator. Something to do with shield “umbrella” tactics and protecting nearby units while drawing fire with it’s vertical profile. Getting into the pilot hatch when the shield generator unit is mated has to be a pain in the ass, that seems like a real oversight. I’d be happy to do some design consulting work for the Spacers if this gig with the SNC plays out right, just saying.
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> -MB
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Rolston

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

## Acquisitions Entry

> Lighter than a Nickel but also more prone to getting ventilated. Rolstons are just your eponymous pickup trucks on Betushka treads. Like the saying goes, I'd rather push a Rolston than drive a Burham. Well, you can't push these when the engine takes too many 8mm rounds. You scrape off the truck, bury the crew, and then take the next recruit's Rolston for the official Corvid treatment. If they're lucky, they'll be the ones driving it when they die. Nobody said Corvids weren't willing for the cause.
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> -MB
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Scab

The **Scab** is a Corvid Heavy Tank, unpilotable and fitted with a large shield generator, making it a good target for Brigadors in need of shield particles to recharge their own.

## Acquisitions Entry

> Nickel with a shield generator, that’s about it. Poor man’s Scarab. Small improvement over the Loyalist Scarab is mounting the defensive laser up on the generator, actually has a fighting chance to protect itself sometimes. If it got more dedicated escort units, as I’ve explained to Corvid lieutenants on several occasions, the Corvids would stop losing so many of these in otherwise low level engagements.
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> -MB
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## Notes & Strategy

* Much like the Loyalist Scarab, the Scab releases a large amount of shield particles when destroyed.
* The Scab's only weapon is a Broiler laser mounted on top of its shield generator. While more effective than the Scarab's cannon, it has a very limited effective range. Combine this with the Scab's weak armor and shielding means that Brigadors armed with the right weapons can easily eliminate Scabs from great distances before they could even retaliate.
Zeus

The **Zeus** is a Laser weapon for Main hardpoints. It is a loud, slow-loading railgun with massive damage, penetration, and stunning effect.

## Acquisitions Entry

> By far the most popular Lorentz force weapon to ever see field deployment. Each round is cased with a superconductor coil that is charged at the time of firing, creating an intense localized magnetic field that confines the round to a micrometer-wide path in the barrel. The slugs exit at supersonic speeds and can pass through entire buildings with ease. Targets in the vicinity will also be hit by an intense shockwave, requiring sensor systems to briefly re-calibrate.
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> The aptly-named Zeus has a black mark in acquisitions, since its popularity with the War Council has lead to unfavorable comparisons and countless pet projects getting canned before reaching prototyping.
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> -Efi
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## Notes & Strategy

* The Zeus serves as an excellent sniper weapon.
* With its instant penetrating strike, a Captain can be dispatched many blocks of cover/concealment away, even if his cohorts are blocking the shot. If the target is unaware, going the extra mile and positioning yourself to strike the target from behind will result in dealing an extra 100% damage.
* Facing Zeus-wielding hostiles such as the Kilgore, the Lowmil, the Buckmaster, the Fritz, and the Leviathan demands cover and concealment, even more so if you're in a poorly armored vehicle. Their aim for moving targets is flawless, and the hits are immediate.

## Achievements

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

The **Klezmer** is a non-pilotable Treadbike fielded by the Corvids.

## Acquisitions Entry

> It’s the same cockpit/exo as a Sawbuck powersuit, presumably salvaged after its servos have succumbed to lead poisoning. Take the Sawbuck and perch it on a treadbike chassis, and hope you welded plates over all the holes from the Sawbuck’s former life.
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> Congratulations, you’ve got an even shorter life expectancy now, the life of a Klezmer driver.
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> -MB
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Chieftain

The **Chieftain** is a rapid-fire Heavy Laser weapon. It is highly effective against shields, but its accuracy diminishes during sustained fire.

## Acquisitions Entry

> A pulsed laser system that outputs a multiplex of high frequency modes all designed to overload shield emitters. Of course, it's also very harmful to solid matter, but when Spacers are involved that's generally a given.
>
> The Spacer design team seemed to have problems getting the optics to handle the load, as the beam scatters with continued use. Excellent in short bursts, but maintaining any kind of sustained fire degrades accuracy so severely it's impractical to do so even even at short range. The capacity for an unreasonably high cycling rate is retained on the system however, as I suspect even Spacers enjoy a game of chance from time to time.
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> While very effective, the cost of maintenance alone is astronomical, making this weapon as much a show piece as a war implement. A metaphor for the Spacers if there ever was one.
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> -Efi
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## Notes & Strategy

Unlike most of the weaponry at the Brigador's disposal, the Chieftain loses accuracy as you fire it. It may prove elusive to gunners more accustomed to spray-and-pray, but rewarding with trigger discipline.

* Damage is good, the hit is instantaneous and the first shot hits right on the mark every time.
* Single trigger presses, or even short bursts, become a necessity at long range. At closer range, the area of effect produced by the strikes helps, mitigating this somewhat.
* Depending on the number of targets, the inaccuracy may be a blessing in disguise, distributing damage against an enemy blob.
* It hurts shields better than hulls. Use this, coupled with the weapon's inaccuracy, to soften multiple targets, followed with an area of effect HE shot from your secondary, such as one of the Cannons.

## Achievements

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

The **Rook** is a Loyalist Light Agrav. It was made into a pilotable vehicle in the Blood Anniversary Update Part II of June 24, 2021.

## Acquisitions Entry

> It’s ugly, it’s slow, and it floats. NEP platoons use these as punishment details and, on rare occasions when a handful are available, as recreational vehicles. It turns out flying two of these things into each other is a lot of fun, as long as you wait a few hours after your last meal. I’ve also heard there’s something with Rooks called “shanty bowling”, but I haven’t seen it myself. If you come across any of these in combat, take pity on the pilot but remember that they build these things to last.
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> -MB
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Parliament

The **Parliament** is a Cannon weapon, mounted to the Turret hardpoint and firing 76mm canister rounds.

It is a shotgun.

## Acquisitions Entry

> It's a shotgun.
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> -MB
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## Notes & Strategy

* The Parliament's firing cone is not especially narrow, so firing at close range is necessary for the target to receive the greatest number of rounds per shot.
* Since you'll be engaging at close range, an Audio-Kinetic Pulse serves as an effective opener or powerful finisher.
Niall Black

**Niall Black** is a Corvid Pilot. Added in the 'Nĭ Hăo a Tutti' update.

## Acquisitions Entry

> One of the Corvids' best irregulars, Niall had a short and intense schooling in guerilla tactics when conducting raids on NEP embedded supplier/tax-profiteering convoys. Ultimately loyal to an ideal that died before him, his romantic worker's notions of justice, collective bargaining and retribution are raw nerves, making him a passionate but easily manipulated pilot.
>
> m.p.C.C.
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Sequin Parrot

**Sequin Parrot** is a Corvid Pilot added in the Nĭ Hăo a Tutti update.

## Acquisitions Entry

> Parrot was born chatty, at least according to his orphanage minders. He talked too much for the rare prospective parent that came through the Saint Martim Home for Wayward Youth, so he would get sent outside, where he found an aptitude for taking apart junk and sometimes putting it back together. The trash-pickers found him there and gave him a job of sorts - exciting but dangerous work doing repairs in the hazardous materials pits. When he developed a runaway addiction to the high-toxicity paints his colleagues brewed in their garage, it was only a matter of time before his work suffered for it. An exploding bike engine sent a 14-gauge screw through his upper palate and lodged it in the middle of his amygdala. He continues to live, but by all accounts has changed considerably, professing an absence of fear and an eagerness for pain. The Corvids naturally saw his potential, given that he works for a modicum of pay and an excess of paint. He is easily manipulated and not at all reliable - but then, he need only work for one night.
>
> m.p.C.C.
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## Trivia

* Marvin Beck sometimes jokes about the vice of huffing gasoline when talking about some of the Corvid designs, but the habit of paint use was unheard of until Parrot's entry.
* Parrot's accident and behaviour change is similar to that of Phineas Gage, who survived having a steel rod shot through his skull.

## References

1. ↑ https://brigador.wikia.com/wiki/Blackjack
2. ↑ https://brigador.wikia.com/wiki/Roper
Operations Manual - General

## Note:

-Everything within the perimeter walls is destructible.

-In Freelance mode, any level can be completed through any of the three objective types: destroy the orbital defense guns, kill the enemy captains, kill a majority of the enemy force.

-Completing runs is more profitable than leaving for the Spaceport early, but dying will earn very little.

-All weapons, weapon impacts, vehicles, and explosions make noise that attracts enemy units.

-Enemy units with the eyeball icon are spotters, who will attempt to sound the alarm after maintaining visual contact with the player unit or taking any damage.

-Panic walls will lower for enemy units, but most will only be raised if an alarm is sounded.

-Destroying all power generator substations will lower all panic walls, destroying all communications substations will increase the time required to sound alarms and reduce the number of units who respond.

-All explosions have a telltale grey shockwave that shows their area of effect.

-Empty ammo depots do not explode.
Moray

The **Moray** is a Corvid Heavy mech.

Previously not available to the player for selection, it was made pilotable in the 'Nĭ Hăo a Tutti' update on 18th of June 2018.

It has very similiar stats and performance to the Loyalist Touro, bearing the same amount of firepower, but powerful overcharge.

## Acquisitions Entry

> A rarity in Corvid tech, the Moray was built in a real research facility by real engineers with real degrees. The chassis is streamlined and fully enclosed, with one pilot lying prone inside and relying on an impressive host of sensor technology for steering. The Moray has been very effective in early trials—expect to see more in the future. The legs, by the way, are scavenged Loyalist stock. This is still Corvid engineering, after all.
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## Note & Strategy

Having the same movement statistics as the Fatshoe, the Moray boasts the game's largest pool of overcharge relative to it's class. This comes at the cost of having below average base shielding. Compared to both the sweetheart and the Fatshoe, the Moray still has a capable base Hull of 375.

Due to it's characteristics, the Moray is a strong vehicle to go against a mission with heavy Spacer occupation, as the abundance of shields and good weaponry can easily make full use of the overcharge, which despite it's large capacity actually drains relatively slowly compared to other Corvid vehicles.

Definitely one for the never-ending brawl.
Mãe Dois

The **Mãe Dois** is a 12.7mm machine gun Turret weapon that uses Machine Gun ammunition.

## Acquisitions Entry

> My understanding is that this weapon not only predates the colonies, but space travel entirely. If that is the case then it's a truly venerable design, and one I'm told will continue to serve for the foreseeable future.
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## Trivia

* The Mãe Dois is in fact the virtually-unchanged American M2 Browning .50 Machine Gun, nicknamed "Ma Deuce." "Mãe Dois" is Portuguese for "Mother Two," a direct translation of its English nickname.
Roper

The **Roper** is a heavy Corvid Agrav Grav-tank. It features a pair of Heavy hardpoints.

The **Roper** has a very low turn speed, but a high chassis rotation speed. While this is typical for Tank-style vehicles, the Agrav feature of auto-aligning the body to the chassis makes piloting the Roper a disorientating experience.

## Acquisitions Entry

> This hulking monstrosity is what happens with Corvid access to farm equipment and too much gasoline to huff. Old tractors, car doors, motorcycles maybe? Weld'em up with as many agrav power plants as needed until the thing is airborne. Gunners hang on for dear life to the outside, blasting away with abandon. I suspect these things still flip over and maim their crew just as readily as the old tractor it's built from did.
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## Achievements

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

The **Sultan** is a non-pilotable Heavy Spacer mech.

## Acquisitions Entry

> Broadly useful mech. Frequently deployed as a result; Spacer proclivity for hyper-specialization means a generalist is often needed to round out unit compositions. Cheek armor is overly long to serve as a secondary heat sink, though Sultans remain more than serviceable in configurations with physical munitions.
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> Simpler design and lower cost-per-flight-hour mean most Sultan pilots source from less monied Spacer families. Avoids the Tunerall's stigma, though similar in combat efficacy.
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Metronome

The **Metronome** is an Artillery weapon fitted to the Auxiliary mount, firing in a high arc with broad effectiveness across all targets.

## Acquisitions Entry

> Spacers don’t often resort to indirect fire as they seem to prefer ‘knife fighting’, engagements where opponents are within a mile of each other. Despite this their skill with manufacturing and deploying artillery remains exemplary.
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> Unlike the Harvester, Metronome artillery is precision at range. The breech and loading mechanisms here are a masterwork of Spacer engineering, allowing for a prodigious one-round-per-second firing rate. But what I’m really astonished with are the Spacer systems for rangefinding, guidance, and coordinate relay that enable target acquisition to keep pace. It is this computer assisted aiming that puts Spacer artillery miles ahead of our own, while also preventing our effective deployment of captured Metronomes.
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## Notes & Strategy

A middle of the road between the Faker and the Balão, the Metronome takes the name thanks to its clocklike trusty rate of fire. A skilled gunner, savvy of the discrepancy of firing on movement, can rain down hell on a pursuing force. Or, if facing slow targets, shell them while they vagarously turn to answer. Even better if on an urban AO.
Solo Nobre Concern

The SNC/Brigador logo

The **Solo Nobre Concern** (**SNC**) is a shell corporation of a larger, unknown consortium that first colonized Novo Solo and - several decades after its ouster from the colony by the Novo Exército do Povo - began orchestrating the liberation of Solo Nobre from it's new isolationist anti-corporate government.

The SNC are responsible for contracting mercenaries (designated Brigadors) to destroy or capture key targets throughout Solo Nobre, such as the Orbital Guns, to clear the way for their return to the colony following Great Leader's death.

The conglomerate backing the SNC had a presence on Novo Solo many years ago but now rely on Brigadors still present on the planet.
Substation

**Substations** are structures found in most areas of Solo Nobre. Their main purpose is the supply of energy to activate panic walls should a district alarm be raised.

They are usually marked as secondary objectives, and their destruction brings good reward. Additionally, destroying all substations in a district will prevent the panic walls from raising in the event of an alarm, or lower them if they are already deployed.
Sparrow

The **Sparrow** is a light Loyalist Mech, equipped with Auxiliary and Turret weapons. While initially available as a training vehicle in the original tutorial, the tutorial was completely replaced and the Sparrow made fully pilotable in the Up-Armored Edition.

## Acquisitions Entry

> The Sparrow has barely enough armor to be called a mech, but then it's not usually deployed in the typical fashion. Stripping all but the front armor from the chassis allows it to pack some decent artillery and a plentiful magazine while retaining excellent mobility. Sparrow teams are unmatched in how quickly they get in, launch ordinance, and move on. Skilled drivers are even able to hop obstacles, just don't tell the engineers they're doing that.
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> Where Sparrow drivers are the real cowboys is when, en route to position they break through contested lines rather than go around. It's a proud tradition among their drivers to travel "as the Sparrow flies". You can tell seasoned drivers by the odd ski crouch they do when under fire. Even happens at parties when a loud noise goes off.
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Quill

The **Quill** is a heavy Spacer Tank featuring one Heavy and one Turret hardpoint, built on the Rounder chassis with the turret of the Brünhilde.

## Acquisitions Entry

> Up-gunned version of a Rounder for fire support missions. Despite having so many components in common with the Rounder, Quills just aren’t as versatile or useful in most fights, despite the increase in firepower. There’s talk that this upper design was originally for the Ultra-class Brünhilde and only later mated to Rounder hulls, which makes sense. There’s just so little of the usual Spacer panache to this tank.
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Tug

**Interorbital Tugs** are orbital vehicles used by Brigadors to escape Novo Solo. They can be found mothballed in Solo Nobre's Spaceports, having been long-grounded by Great Leader's isolationist policies, and are used in Freelance Operations to escape the final district before receiving payment.

While all ships in port had been mothballed for years preceding the Solo Nobre Concern's bid to topple the NEP, the SNC bribed ground crews to quietly prepare as many tugs as possible for launch once the orbital guns were destroyed to allow their Brigadors to escape the planet.
Sweetheart

**Sweethearts** are Corvid Mechs. They are equipped with one Heavy hardpoint and one Small hardpoint.

## Acquisitions Entry

> A rose by any other name. Sweethearts are one of the most restrained in the Corvid arsenal, by dint of being a cut down Touro chassis brought back from the scrapyard. Arguably with a few certain improvements on that venerable machine. Moving the cockpit off to the left makes for worse visibility, I mean a huge blind spot off to the right unless you're careful with your sensor sweeps to compensate, but the Main hardpoint has been upped to a Heavy and is now very nearly center-lined, rather than off to the right on a Touro. That means follow-up shots and overall balance for the legs while firing on the go is a lot nicer than it is on most Loyalist leg units, from what I can gather.
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## Notes & Strategy

Similar to it's other corvid counterpart the Brokenheart, the Sweetheart uses parts of the Loyalist mech, Touro as a key foundation in it's frame while sporting less armament and significant improvement in mobility compared to it's tank counterpart.

The sweetheart is notable in having below average hull and shielding compared to the loyalist mech it builds upon while having exceptionally strong overcharge capacity. This lends the sweetheart to be an excellent bait and switch type vehicle: pouncing onto a high shield enemy to fill it's overcharge and proceeding to brawl following respondents, it's heavy mount further supports this type of strategy.

Care must be taken to not dash immediately into combat however, as the sweetheart is significantly less armored/shielded than other mechs it's size.

The sweethearts rather lacklustre top speed relative to other corvid vehicles means that it is not as proficient at strafe firing and will perform better as a semi-ganker similar to the Fatshoe.
Berło Avalonu

**Berło Avalonu** (ang. *Staff of Avalon*) — to magiczny artefakt używany przez Merlina. Berło jest znane ze swojej potęgi i mocy.

## Wygląd

Berło Avalonu jest to czarna laska z dużym, zielonym szmaragdem pośrodku.

## Historia

Berło zostało stworzone przez Merlina. Po wygranej walkę z Morganą pod Mostem Ściętej Głowy, czarodziej zapadł w hibernację, a artefakt ukrył razem z sobą w grobowcu.

### *Łowcy Trolli*

#### *Sezon 3*

Ponieważ berło to potężny artefakt potrafiący uwolnić Morganę z jej więzienia, Gunmar i Angor Gad zapragnęli wejść w jego posiadanie. Po jego zdobyciu, z pomocą Stricklera, uwolnili czarodziejkę.

Później, Morgana , która weszła w posiadanie Berła Avalonu, rozpoczęła Wieczną Noc. Na szczęście, Łowcy Trolli powstrzymali ją i artefakt ponownie wszedł w posiadanie Merlina.

### *Czarodzieje*

Laska została ostatecznie zniszczona przez Douxiego, by czarodziej mógł odnaleźć Pieczęć.

## Zdolności

* **Magia** – dzięki berłu, czarodziej jest w stanie manipulować magiczną energią według własnych potrzeb.
* **Uwolnienie Morgany** – artefakt jest w stanie uwolnić Morganę z jej więzienia.

## Słabości

* **Ludzkie ręce** – jedyne ręce ludzkie lub istotny zmiennokształtnej, są w stanie kontrolować berło.
Prowler

The **Prowler** is a heavy loyalist tank. It is equipped with one auxiliary hardpoint and one turret hardpoint.

## Acquisitions Entry

> NEP Brass likes the heavy stuff, but once in a while the Design Bureau can slip past a real versatile design like the Prowler. The trick is to give it some kind of bullshit designation like "Rapid Assault AFV" and then stuff as much power plant in it while they're not looking. A nice low profile, operates well in urban environments.
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## Pilot Variant

Castor Pinho's Prowler is equipped with a Belter machine gun and a Gutterball howitzer, with a smoke defense.

## Notes & strategy

* A real tactical tank. Great at flanking during combat, like the in-universe description covers.
* Low profile means almost any obstacle in the line-of-fire, will block shots.
* Do bear in mind that vehicles with tall profile will be able to spot you over short cover (e.g. short walls, fences, etc) once close enough.
* Deceptively low shields, won't withstand close-up brawls for long. Because of this it's better to stay at range and pick the fights.
* This tank could handle most strategy a brigador could think of like hit & run, ambusher, indirect fire, etc. But as mentioned earlier a wise brigador should avoid exposure to close up brawl or a standoff with multitude of enemies for extended period of time, not only will it drain your small reserve of hardshield but you'll quickly find yourself swarmed. Don't overstay your welcome in a firefight.
Vorobey Necropolis

**Vorobey Necropolis** is a now-overgrown necropolis located within the walls of Solo Nobre. It serves as the setting for the Campaign mission Inch of Dust.

## Acquisitions Entry

> Almost every Nobrean necropolis is a somber picture; miles of evergreen well-kept lawn surrounding fields of monuments to the dead. Unlike many off-world memorial districts, Solo Nobre’s are made of traditional materials: stone, mostly, quiet, human or other remains, and dust. (N.B. Early colonists were surprised and pleased to find easily-accessible alluvial rock deposits on Novo Solo—makes for good foundations and hardy gravestones. And a healthy funereal economy.)
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> All of which is what makes Vorobey such a surprise; mostly overgrown, with native ivy twining between and over SNC-approved engravings and Great Leader statuary, it’s a high-traffic district for a necropolis. This is for two reasons: one, it was one of the earliest, despite how small it is, so almost everyone has a relative in Vorobey; two, once the necropolis sprawled enough to encounter the flowering offshoots of the ivy (or perhaps a grasslike symbiont), the workers discovered that the flowers were narcotic. The rumor quickly spread and soon there were petty wars over spots on the ground-clearing team and the development contract itself. Never one to worry overmuch about its citizens, the SNC dealt with the matter by declaring all further development of Vorobey halted and the district itself off-limits to all except relatives. Which worked to stop the immediate productivity loss, but created a healthy community of “mourners” who spent almost all their free time parked at Vorobey, wandering the fields and engaging in chemically-assisted contemplation of mortality. Not a bad way to unwind, all things considered.
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## Notes & Strategy

* During a Campaign Run, or CCS operation, this is where a lot of players meet their demise. Missions leading up to it are comparably relaxed, and then the sudden barrages from multiple units is enough to finish a lot of players before there's time to react.
* It's recommended dealing with the swarms before drawing the attention of the captains.

## Trivia

> (…) she factored in orbital gun density across the city and realized she knew where they would touch down.
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> Part crash site, part shrine, the Necropolis was where the original settlers, led in time by Martim, Nara, and blessed Etim in spirit, had landed.
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> The huge colony ships, each up to a mile in length, had made a controlled crash in an unknown wasteland, and was from there that the saints led their people to prosperity as an independent world, free of Corporation rule. Because of this, because of the massive importance of the site to religious leaders and pressure from the hierarchy, Great Leader had never put orbital guns directly on the site.
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Smoke Projector

The **Smoke Projector** is a special weapon that fires smoke grenades. These grenades create a cloud of smoke on impact, obscuring the enemy's line of sight.

## Acquisitions Entry

> A pre-colonial tool for an ancient combat technique, the **Smoke Projector** fires in rapid succession 10 smoke canisters across a broad line to immediately disperse smoke screens on impact.
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## Notes & Strategy

* The isometric view of the battlefield gives the Brigador the obvious advantage of being unimpeded by smoke, briefly allowing players to fire through the clouds at enemies without fear of return fire.
* As with all special weapons, the **Smoke Projector** does not consume ammo, but does have a long cooldown between uses.

## Achievements

Complete an operation with a Touro equipped with Balão, Bully, and **Smoke Projector**.

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

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

Complete an operation with a Nickel equipped with 2x Crambo and **Smoke Projector**.

Complete an operation with a Kettle equipped with Harvester, Thunderclap, and **Smoke Projector**.

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