recursal/Fanatic-Fandom huggingface dataset:
Ruined house

Cover Value:
40%
Blocks Line of sight:
Yes
Destructible:
No
Roofed:
No
Description:
A ruined house, somehow still standing.

A ruined house is what is left from an intense bombardment from both air and artillery on the city of aachen, these houses was part of a once historical and beautiful city. Now, it is a remnants of its former glory as Axis and Allied forces fought over what was left of Aachen.

This house has a medium size area, and it is enough to put 6 men into the building with comfortable spacings. It will give 40% cover to whoever is inside the house, not much but it will do. Due to the fact that the house is battered beyond recognition, its walls and roof are not considered in good quality and so it will not deflect any throwables and it will not block any bombardments.
Scoped Springfield

**Scoped Springfield**

highly accurate
Weaknesses:
slow to fire
Description:
marksman grade scoped sniper weapon

## In game

* The Sniper's second gun

* 4 TP Classic

## Real Life

The M1903A4 was the U.S. Army's sniper rifle of choice during the Second World War. The scope used on the M1903A4 was a Weaver Model 330 or 330C, which was a 2.75x telescopic sight. The receivers were tested by Remington Arms and those that were deemed best, meaning those closest to design specifications were selected to become M1903A4's. The barrels were also selected specifically to be added to the M1903A4 rifle only if they were within almost exact specifications for the design. The front sight on the barrel was never installed on the A4 barrels, however, the notch for it was still in place. From its adoption in 1943 until the end of the war, it was used extensively in every theater of operation by both the US Army and the USMC. The M1903A4 was a relatively accurate rifle with an effective range of about 600 yards (550m).

By some accounts, the M1903A4 was inadequate as a sniper rifle. It suffered due to flaws with its scopes; The Weaver scopes had a limited field of view, not powerful enough, lacked waterproofing, and regularly fogged over. In addition, the M81/82 optional scopes also had significant flaws. They most notably had less power (2.2x) and, like the other scopes on the M1903A4, had serious issues with the field of view. The USMC and the US Army would eventually switch to a large 8x scope that spanned the length of the rifle designed by John Unertl.

## Related weapons

```
Scoped k98
Scoped Enfield
Scoped Garand

```

Back to Weapons
STG44

**STG 44**

fast firing automatic rifle
Weaknesses:
poor reliability
Description:
Early assault weapon

## In game

The Stg 44 is carried by Germans and drops off of the special weapons table. It's also used by the Intel class.

## Real Life

The **StG 44** (abbreviation of **Sturmgewehr 44**, "assault rifle 44") is a German assault rifle developed during World War II by Hugo Schmeisser. The StG 44 was the first successful assault rifle, with features including an intermediate cartridge, controllable automatic fire, and a compact design. The StG 44 fulfilled its role effectively, particularly on the Eastern Front. The StG largely influenced the Soviet AK-47, introduced three years after the war concluded.

## Related weapons

```
MP40
M38
M3 Grease gun

```

Back to Weapons
Camnet

**Camouflage Net**

Cover Value:
None
Blocks Line of sight:
No
Destructible:
Easily
Roofed:
No
Description:
A Temporary concealment

Camouflage netting (or a "Camnet") is a loose mesh that is decorated with foliage and grass. It is intended to conceal emplacements or troops under it.

## History

Camnets were used in the First World War. Painted netting was used by Allied armies to conceal equipment and gun positions in 1917, with 7 million sq. yards being used by the war's end. During World War II, some helmets were equipped with netting for attaching foliage.

## In game

### Campaign

* Germans hide under a modified Camnet for Ambushes.

### Classic

Camnets are constructions in Classic mode. They cost 5 TP.

#### 6 Man Rule

Camnets serve a vital role in certain strategies. If a player has more than 6 men on the field, a large German attack may take place. However, **soldiers under camnets do not count towards the 6 man rule.** As long as less than 7 troops are outside of camnets, no 6MR attack will take place.

#### Intel

* Some vehicles and emplacements may not function under Camnets.
* The Sd. Kfz. 222 can temporarily disable your Camnets. If you have many troops it's possible a 6 Man Rule attack will take place.
* The Camnet is extremely fragile and can be destroyed by explosions as small as grenades.
* You don't need an engineer to build a camnet, go nuts

## Coverage

The Camnet's area of coverage is wider than the display model by roughly 30%.
M2 Carbine

**M2 Carbine**

None
Weaknesses:
None
Description:
None

## In game

The M2 is the 2nd weapon for the Light infantry class. It has a 50px shorter range than its predecessor, the M1 Carbine, but higher damage, as well as automatic firing. It can also be purchased in Classic mode for 4 TP.

Its low bulk and rate of fire make it devastating at close ranges. When given to a gunner in Classic mode, it can lead to very effective results (given that enemies are within 200 px).

## Real Life

The M2 Carbine was a select-fire version of the M1 Carbine. Around 600,000 were produced. It was introduced in early 1945. As a result, very few of them saw combat during World War II.

A version for paratroopers, the M2A1, was also developed.

## Trivia

The picture for the M2 carbine should have a curved 30-round magazine, but is shown with the same magazine as the M1 Carbine.

## Related weapons

```
M1 Carbine - Older semi-auto version
M2A1 Carbine - Paratrooper brother
StG 44, M38, PPSh - Other close range terrors

```

Back to Weapons
AP Round

*"This is an M2 Armor Piercing round. It can penetrate over an inch of steel at a hundred feet, which is almost enough to get something through your thick skull."*

AP Rounds are the Rifleman's first ability. Upon activating it, He will use M2 AP rounds instead of his regular ammunition for 60 seconds. It has a cooldown of 3 minutes.

## In game

AP Rounds are highly effective against soft skinned vehicles like Motorcycles or Trucks, doing an extra 20% damage when compared with normal rounds. It also reduces enemy cover effectiveness by 10%. If they're behind a 50% cover sandbag wall, the German will only recieve 40% cover.

## Real Life

Armor Piercing, M2 rounds (not to be confused with Ball, M2) were issued from 1939 to 1954. It can be identified by its black tip. Defense against the M2 projectile by name is one of the performance standards for Type IV body armor.

```
Back to Rifleman or to Classes

```
Brest Fortress

*This page is a work in progress. Thanks for your understanding. - Wiki team*

**Brest** a location in *Mud and Blood: Steam's* Campaign mode. It lasts for 20 days and is the 8th area, after the Brest Outskirt and before Siegfried Line.

## Overview

### Situation

Trudging out from the plains of the outskirts, your men are plunged into fierce house-to-house combat through the blocks of Brest. Due to the lower engagement range, rifles are less suited for urban combat; Carbines and submachine guns can be very effective in Brest. Take extreme caution when entering each city block as the Germans will be waiting on the other side.

### Terrain

Tight city blocks are lined up at the top and the bottom of the map with a singular large road at the middle, splitting the area in half. Cars and Barricades may show up at the road, while an occasional pillbox or even a Brest cannon can lay in wait for any unsuspecting Americans. LOS will be severely limited. The road being is the only feature that does not block line of sight. Be advised that all vehicles will cross at the center road, making it unpredictable for both sides.

### Enemies

(someone write about which enemies are in, I don't remember)

## History

Brest was central to U.S. and British plans, going as far back as 1940. The major deep water port was considered essential for supplying invading forces. It was thought that supplies could be sent directly to Brest, bypassing England. However, the Dieppe Raid had shown that an amphibious assault on a port could be disastrous; Brest would have to be taken by land.

Defending Festung Brest were a collection of Wehrmacht units (266th, 343rd), Kriegsmarine personnel, and the 2nd Parachute Division, about 40,000 men in total. The American VIII Corps would reach Brest by 7 August. While most American forces slowly fought through the city, some (including the 116th) attacked fort Montbarey, supported by British armored elements. The intense house-to-house combat would last until 19 September.
TNT

"*Be it an obstacle or a particularly thickheaded adversary, a good ol' Satchel Charge usually gets the job done. Stand well back before hitting the trigger." -* Deep Rock Galactic

**TNT Charge**

Users:
Engineers
Breaks rocks,
 makes deep craters
Description:
Satchel Charge, used for demolition.
 (2nd Skill Campaign)
 (2 TP Classic)

#### Overview

The TNT charge is an explosive charge that detonates on a timer. Anything within 100 px, be it building or man or armored beast, will cease to exist. All that will be left is a gaping crater that any survivors can hide in.

Note that Germans with shovels can disarm them.

#### Usage

The Engineer's second skill is to place one of these charges. It's available in Classic for 2 TP.

#### In Real Life

The M37 Demolition Kit is a satchel charge consisting of an 8 blocks of Tetryol, a blasting cap, a time pencil (ranging from 10 minutes to 24 hours of delay), and hand detonator. A shoulder strap was included to make it easier to carry.
Fortify

Sapper

 Fortify Building

The Sapper's 3rd skill is fortifying buildings or ruins.

## Effects

The Sapper will construct a fortified position from a house or ruin. The resulting fortification has 75% cover. The skill has a cooldown of around 5 minutes.

## Tactics

Fortify is extremely strong in urban maps such as St. Lo, where it can raise the 40% cover value of a ruined house to 75% cover, the same as a concrete bunker or trench. A destructible building will still be destructible even after getting fortified.

Here's a list of buildings you CAN'T fortify:

* City block (it's technically several houses)
* Very large house (Spare the Art Department please)
* Mausoleum (it already has 75% cover value)
Rock

**Rock**

Provides Cover
None
Blocks Line of Sight:
Yes, but like a house
Destructible:
Yes by TNT
Slow Movement:
No
Effects:
None
Description:
It's a large rock. You can hide on the other side or climb over to surprise the enemy

Rocks or boulders come in various sizes and can block through line of sight. Meaning you can't see through the other side of them, but you can see into/out of them. Just like Houses and buildings.

* Unlike trees, if you inside the LOS ring, you are considered to be "on top of the rock" as if you were standing on top of it. Which grants you 360 vision, but also exposes you.
* They can only be destroyed by TNT in both modes.
* Best used to limit your exposure and make sure the firefight goes your way
PPS-43

**PPS-43
 (Type 54)**

None.
Strengths:
None.
Weaknesses:
None.
Description:
Soviet submachine gun.

The PPS-43 is a submachine gun used by VC/NVA forces.

## History

The PPS-43 was developed in 1942 by Soviet weapons designer Alexei Sudayev. Its main advantage over the PPSh-41 was that it was cheaper and easier to produce. Chinese copies of the weapon were also made, under the designation Type 54. Both kinds were supplied to North Vietnam and were used by local fighters and guerillas.

The K-50M borrowed features from the PPS-43.
Light

**Light Infantry**

Starting gun:
 Carbine
Speed and frags with smoke
Description:
Speedy flanker and middle range infantry

 **"Light Infantry, Shock Infantry with medium range capabilities. Fast movers"**

As a passive buff, speed is increased by +10px/s

Weapon list:

* (1st gun) M1 Carbine
* (2nd gun) M1 Carbine Para
* (3rd gun) M2 Carbine
* (4th gun) M2 Carbine A1

Skill List

Promotions

Back to Classes or Home
FN FAL

The FN FAL is a Belgian battle rifle created in 1953.

**FN FAL**

None
Strengths:
None
Weaknesses:
None
Description:
None

## In game

*Probably* a hard-hitting but very heavy battle rifle with substantial recoil.

## History

The FN FAL is a battle rifle manufactured by FN Herstal in Belgium. It was adopted by many NATO countries, except for the US, who chose the M14 after the FAL failed cold weather testing. During the Vietnam War, the "Right Arm of the Free World" would serve in the hands of Australian soldiers. Today, it is used by a few NATO countries, as well as nations in Africa and South America.
Mud and Blood

A list of all the Mud and Blood games. Those marked with a star are games that are no longer supported because of Flash end-of-life.

## Mud and Blood 1

A private demo set in Ypres, the Great War. Very little of it remains; it's just a picture and a memory.

## Europe

Mud and Blood 2Mud and Blood 3Mud and Blood Steam
\*Mud and Blood 2 (sometimes MnB2): The endless defense game; a Flash classic.

\*Mud and Blood 3 (MnB3): A prototype of what would eventually become MnBS.

Mud and Blood Steam (MnBS): The ultimate of the series, a culmination of 12 years of toil and sweat. Link to Steam

## Vietnam

\*Mud and Blood Vietnam: An old flash game where you retake a captured firebase from the VC.

\*Occupation Force (OpFor): A 2D RTS/tower defense hybrid with a minimalist feel with a pixel art aesthetic.

\*Mud and Blood Recon (MnBR): Play as a MACV-SOG Long Range Reconnaissance Patrol team of 4 men, infiltrating deep into the jungle and attacking VC forces.

Recondo: A work in progress successor to Recon.

## Skirmish Line

A fan-made tribute to Mud and Blood set in the Asian/Pacific theatre. Link to Steam
City Block

**City Block**

Cover Value:
50%
Blocks Line of sight:
Yes
Destructible:
Yes
Roofed:
Yes
Description:
A house with a pair of rooms

## Overview

After getting through the Outskirt of Brest, now you have to fight in Brest itself. In this area, the only building you may encounter are either pillboxes or the City Block. These buildings are neatly lined up at the top and at the bottom of every map in Brest, turning it into a deadly close combat scenario with Germans possibly lurking in each of these Blocks.

These City Blocks have the same mechanic as every other building in game. They will block LOS, they also have roofs to protect anyone inside them from throwables, air strikes, etc. One of the more noticeable feature is that these buildings are much more sturdy, being able to take more hits before getting destroyed than some of the other buildings in the game.

Another key aspect that many might miss is that ***this building contains 2 rooms***, even if you turn on your tactical UI it will not show 2 separate cover zones. Each of these rooms provide the same 50% cover, with the only difference is their visual look. You may notice that a house might have 2 different floor panels, it is because those are 2 separate rooms and it can help you see the connection line between those rooms.

More interestingly, these rooms also have the same rules as a building with a roof. Each of these rooms have a chance to bounce back throwables or stop an oncoming rifle grenade, so if you're wondering why your rifle grenade explodes in the middle of the room then this explains that phenomena.

Due to the unique circumstances, it is not advisable to use a throwable or a rifle grenade from one end of the block to the other as it may explode in the middle of the block inflicting wounds to your men. Whenever you try to raid a block in a Close Quarter Combat scenario, remember that if you are on one room of the block and the enemy is on the other room then Cover bonus will still apply to both sides.

## Trivia

* The City Block is one of the 2 buildings in game that has 2 rooms inside it.
* It is the only building in game that does not show 2 separate cover in tactical view.
Panzershrek

**Panzershrek**

Solid anti-vehicle Loot
Weaknesses:
kinda inaccurate esp. at distance
Description:
Reloadable anti-vehicle weapon, requires 2nd ammo carrier

## In Game

### Stats

The Panzershrek is more powerful and longer ranged than other anti-tank launchers. It is reusable, just like the Bazooka. Unlike the bazooka, it requires a 2nd man to carry ammo and reload the weapon.

Panzershrek gunners have a speed reduction of -20%. The launcher has poor accuracy at longer ranges, but is more effective against vehicles than the other weapons.

### Spawning

**Campaign**

Germans have a 3% chance to carry Panzershreks after Aure Valley. Requires a 2nd ammo carrier to reload.

* 0.4.4 B now has a 50% chance to be loaded to start with
* 0.4.4 B Carrier can reload the Shrek from an ammo box found on the ground

Additionally, the ammo bearer has 1-4 AT mines which he will place at random. Unlike the gunner he does **not** suffer a speed malus.

**Classic**

The enemy has a 1% chance per vehicle main cannon shot to appear with this weapon. The more vehicles you have, the more likely you are to see them on the field.

*Warning ! They can appear behind you!*

### Battle condition Anti-Tank Teams

##### Gunner

The gunner is the man carrying the Panzershrek. The launcher appears on his Loot spot on his backpack.

##### Ammo Bearer

In order to reload the Panzershrek, an ammo bearer is required. The munitions crate also takes the Loot slot of the ammo bearer. The ammo bearer provides 3 additional shots for the gunner. Additionally, the ammo bearer has 1-4 AT mines which he will place at random. Unlike the gunner he does **not** suffer a speed malus.

### Captured Panzershreks

Killed gunners and ammo bearers will drop their respective equipment. Once equipped, the man with the launcher can right-click to fire. Note that using captured launchers will apply the 20% speed malus to your men.

Like the German gunners, your will need a man with the shrek's ammo box to reload.

## In Real Life

The Panzerschreck was designed as a lightweight infantry anti-tank weapon and was an enlarged copy of the American bazooka. The weapon was shoulder-launched and fired a fin-stabilized rocket with a shaped-charge warhead. It was made in smaller numbers than the Panzerfaust, which was a light, disposable anti-tank weapon that used a system not unlike those of recoilless rifles.

## Trivia

It kept the 88mm diameter because of the existing 8.8 cm Raketenwerfer 43 was already in development and light use. The warhead and fusing was carried over, but the rocket motor's housing needed lengthening from 490 mm (19 in) to 650 mm (26 in) to accommodate the longer rocket motor.

## Related weapons

```
Bazooka, the American equivalent.
Panzerfaust, its disposable cousin.

```

Back to Weapons
Trench

## Overview

**Trench**

Cover Value:
76%
Blocks Line of sight:
No
Destructible:
No
Roofed:
No
Description:
A dugout fighting position

*Defender's best friend, and attacker's worst nightmare*

* 4TP
* 50% chance for a stun save
* Indestructible
* No roof
* Explosive resistance to occupants

A **trench** is a defensive structure that provides fantastic protection against bullets. While it cannot be destroyed, it lacks a roof, meaning that airbursts is a good medicine to deal with these pesky fortifications. Fire is also a good alternative to clearing out trenches, but if you're out of options then you better win the exchange of fire and either rush into the trench or force the enemies to abandon it.
Smoke

This page is about white Smoke Grenades. For other colors see Category:Smoke Grenades.

*"Smoke's out!"*
The **Smoke Grenade** is the Light's 1st skill. Your soldier will throw a white smoke grenade that blocks LOS temporarily, allowing you to get safely through an area. The smoke cloud has an effect for approximately *x* seconds. The skill has a cooldown of 2 minutes.

The Germans use a similar grenade. All Germans have a 30% chance to carry smoke grenades, which they will often throw before an attack.

## Tactics

The smoke grenade is useful, because it blocks LOS. This allows you to quickly cover any exposed units, blind and rush a fortified position, or cover a retreat. Because enemies can't fire without a clear line of sight, troops hidden by a smoke screen can't be fired on. **Remember: this works both ways!**

## More Smoke

There are other kinds of smoke in use as well:

* Colored Smoke Grenades: German signalling equipment. See page.
* Smoke Artillery: Skill card / Classic. Larger scale smoke arty rounds.
* White Phosphorus (WP) Artillery: Skill card / Classic. Bursting, fire-starting smoke rounds.

```
Back to Light or Classes

```
Goliath

**Goliath RC Mobile Mine**

Main gun:
BOOM
Turns quick but is slow
Description:
Explosive Remote control mine/vehicle

## In Game

***Not a baby tank***

The goliath is a slow moving remote controlled vehicles used by the German army to blow up defenses and tanks, though they won't shy away from blowing up your men too. They will often be summoned by radiomen or tent calls and they will start off from the right side of the map and make its way forward until it finds a target. Once a target is detected, the goliath will make its way toward them albeit still in the same speed. It is essentially a mine on tracks.

Due to its unique armor, small arms fire will not damage it but there will be a 25% chance of penetration which will cause the goliath to explode. Due to its slow movement, it is relatively easy to be taken care of by infantry alone. Do not be fooled by its size as the goliath packs quite the explosion when detonated.

* Has hard skin but small arms have a 25% chance to get through
* A remote controlled mobile explosive mine.
	+ Will seek out your men as it is guided by the German soldier
* In 0.4.6, They can rehide after they are spotted sometimes and will be more aggressive
* Shows up after Omaha

German radio calls can summon 1 or 3 at once, except in Classic mode Blitz waves when up to 15 might come.

Goliaths can be hard to spot at medium to long ranges (beyond 400 px). As of 0.4.3 they no longer produce large clouds of dust when moving.

Goliath Explosives stats

## Real Life

The Goliath tracked mine (German: Leichter Ladungsträger Goliath, "Goliath Light Charge Carrier") was a series of two unmanned ground vehicles used by the German Army as disposable demolition vehicles during World War II. These were the electrically powered Sd.Kfz. 302 and the petrol-engine powered Sd.Kfz. 303a and 303b. They were known as "beetle tanks" by the Allies.
Flor de ceniza

Una extraña y peculiar flor que solo crece en lugares extremadamente calientes, como volcanes o el mismísimo infierno. Comerla es contraproducente en todos los casos, ya que provoca que el cuerpo empiece a arder desde dentro sin ninguna clase de efecto positivo. Sin embargo, se puede tratar y usar para crear pociones con múltiples usos; resistencia al frío, aumento de fuerza, energéticas... Al ser tan útiles, es común que algunos herboristas expertos las intenten cultivar, y es especialmente fácil venderlas.
Engineer

**Engineer**

Starting gun:
 Shotgun
Precision Destruction
Description:
Short range destruction

 *"Expert at explosives and anti tank abilities. Starts with Shotgun"*

#### Description

Combat Engineers are assault troops specialized in blowing up obstacles and clearing out dug-in enemies. They work best on the frontline, clearing minefields and wire, while using his close/medium range firearms. The Satchel charge is effective at destroying LOS blockers (e.g. Hedgerows), while the Bazooka is potent against enemy vehicles. The terrifying flamethrower allows him to single-handedly clear out entire positions or enemy squads.

In summary, the Engineer is a very effective class against entrenched enemies at close range, with many explosive options at his disposal.

#### Passive Abilities

1. Mine detection radius increased to 600px from the base 200px
2. Mine detection chance increased by 30% per action tick.
3. Can remove mines within 50px. (DO NOT STAND ON MINES).
4. Can cut Barbed wire or Low Wire Entanglements.
5. Can repair immobilized vehicles within 300px.

#### Weapons

The Engineer's weapons are potent from medium to long range. While he starts with the short-ranged Shotgun, the Grease Gun and Carbine can deal damage from further away.

* (Starter) Shotgun, deadly at close range.
* (1st gun) M3 Grease Gun, a slow-firing SMG.
* (2nd gun) M1 Carbine, a reliable semi-automatic carbine.
* (3rd gun) M1 Garand, a standard battle rifle.

#### Promotions

See Experience.

```
Back to Classes or Home

```
Rifleman

**Heavy Rifleman**

Starting gun:
 Garand
Advanced infantry
Description:
Built for the fight and more than capable of winning

**"***Heavy Infantry. Good at medium to long ranges, with some explosive support."*

The Heavy Rifleman is a class of infantry. He uses semi-automatic (and an automatic) weapons, increasing firepower considerably. His skills primarily focus on anti-infantry capabilities. The Garand is a good weapon so upgrade CBT and skills first as needed before focusing on the weapons tree

###### Weapon list

 1st upgrade
 2nd upgrade
 3rd upgrade
IR STG44

**Infrared STG 44**

Automatic rifle that can see and target through smoke
Weaknesses:
Shorter range and poor reliability
Description:
STG equipped with a active Infrared scope

## In game

The IR Stg 44 is carried by very few Germans and drops off of the special weapons table. It has a 0.625% chance (roughly 1 per every 4 maps) to spawn on a german, but can potentially be found in a Weapons Crate

The new German weapon, the advanced IR STG44, which allow the soldier carrying it to see thru smoke and detect stealthed units. The soldier will also be able to detect ambushes just as good as a Scout if he is not moving.

## Real Life

The **StG 44** (abbreviation of **Sturmgewehr 44**, "assault rifle 44") is a German assault rifle developed during World War II by Hugo Schmeisser. The StG 44 was the first successful assault rifle, with features including an intermediate cartridge, controllable automatic fire, and a compact design. The StG 44 fulfilled its role effectively, particularly on the Eastern Front.

Night-vision devices were introduced in the German Army as early as 1939 and were used in World War II. AEG started developing the first devices in 1935. In mid-1943, the German Army began the first tests with infrared night-vision (German: *Nachtjäger*)

## Related weapons

```
MP40
M38
STG44

```

Back to Weapons
Jeep

**Jeep**

Main gun:
M2 .50cal HMG
Fast Anti-Infantry support
Description:
American Jeep armed with a M2 50 Cal for anti-infantry work

The Willys Jeep is an armed car used by Allied forces.

## In Game

The Willys MB US Armed Recon Jeep or more commonly referred to as the jeep, is a light and fast vehicle capable of providing suppressing fire with its .50 cal heavy machine gun. Manned with a driver and a gunner, these brave vehicles will rush to the frontlines to provide assistance by laying down suppressive fire on anyone daring enough to challenge the 4 wheel vehicle.

At 136 px/s, the Jeep is among the fastest vehicles in the game. Its Fifty is an excellent anti-infantry weapon due to its damage of up to 200 hp (one-shotting any soldier).

However, The jeep is soft skinned and lacks armor, meaning even basic infantry (hell, volks) will pose a threat to the vehicle and its crew. Also the gunner ~~can't aim for shit so good luck targeting any infantry closer than half a screen~~ has trouble when swarmed with targets at close range.

### Spawning

* The Commando's 3rd skill will call up an armed Jeep (Apparently from the SAS) for a 3 minutes. As of 0.4.3, you can only call 1 jeep at a time in Campaign.
* Jeeps can be purchased 6 TP in Defense.

## Real life

The **Willys MB** and the **Ford GPW**, commonly known as the **Jeep**, was a highly successful American off-road capable light military utility vehicles built in large numbers to a standardized design for the United States and other Allied forces in World War II from 1941 to 1945.

The jeep became the primary light wheeled transport vehicle of the United States military and its allies, with President Eisenhower once calling it "one of three decisive weapons the U.S. had during WWII." It was the world's first mass-produced four-wheel drive car; almost 650,000 units were built, constituting a quarter of the total U.S. non-combat motor vehicles produced during the war.

The Commando skill description mentions SAS armed jeeps. These were real, but they were mainly used for behind-the-line raids (famously against in Sidi Haneish Airfield in North Africa) Also, these Jeeps armed wih 4 Vickers guns, instead of a single .50 Caliber gun.

## Stats

Jeep stats

* Operational timer 180 sec
* M2 .50 cal
	+ Ammo Magazine 100
	+ Damage 200
	+ Max Burst 10
	+ 180 seconds operational timer
Officer

**Officer**

Starting gun:
 Springfield
Boosts morale
Description:
Onfield leadership, raises morale and can give orders

**"Increases your troops will to fight"**

As a Class Feature:

1. Keeps the weapons he has
2. Passive skill: Immune to panic but can still be pinned
3. Passive Skill: Buff Field to increase soldier morale by:

```
under 30 then +5
under 60 then +2
under 90 then +1

```

* Officer morale radius is 100px +1PX per exp skill. can act every 2-3 seconds per soldier action cycle in radius

```
10% + exp/10 to proc. so a 100 exp officer has 20% chance to proc on every action.

```

Weapon list:

* (Starter) Springfield
* (1st gun) M1 Carbine
* (2nd gun) Tommy
* (3rd gun) Lite Garand

Skill List

Promotions

Back to Classes or Home
MG34

**MG 34**

Older MG, mostly mounted on vehicles
Weaknesses:
Frequent reloads for an MG
Description:
Expensive and finely made MG

## In game

The MG 34 is carried by Germans and comes from the special weapons table. It's also mounted on most German vehicles.

## Real Life

The **MG 34** (shortened from German: *Maschinengewehr 34*, or "machine gun 34") is a German recoil-operated air-cooled general-purpose machine gun, first tested in 1929, introduced in 1934, and issued to units in 1936. It introduced an entirely new concept in automatic firepower – the *Einheitsmaschinengewehr* (Universal machine gun) – and is generally considered the world's first general-purpose machine gun (GPMG).

## Trivia

Both the MG 34 and MG 42 were erroneously nicknamed "Spandau" by Allied troops, a carryover from the World War I nickname for the MG 08, which was produced at the Spandau Arsenal.

## Related weapons

```
MG42
M1919
Vickers

```

Back to Weapons
Horse drawn cart

**Horse drawn cart**

Main gun:
None
8 random soldiers
Description:
German main troop transport

 *See Horse Cart for the abandoned stationary version*

### In Game

In 0.4.4: A horse cart that was used by the Wehrmacht army to move supplies and personnel around. Often found in rural areas but may also appear in other places. The horse has a 50% chance of surviving the cart being destroyed

* In Campaign:

Mostly found in rural areas but could show up else where too.

* In Classic:

Will randomly appear from the sides of the map and drop off 2-8 German soldiers

## Real life

The german army in WW2 was largely still a marching army and 80% of their entire transport was equestrian. Despite all the propaganda about Blitzkreig, formidable German R&D, industrial design and production, the day to day mechanics of that fighting force involved an average of 1.1 million horses throughout the war. Of the 322 German divisions in the middle of the war - 1943 - only 52 were armored or motorized.

The great bulk of the German combat strength—the old-type infantry divisions—marched into battle on foot, with their weapons and supply trains propelled almost entirely by four-legged horsepower. The light and mountain divisions had an even greater proportion of animals, and the cavalry divisions were naturally mainly dependent on the horse.
SVT40

**SVT 40**

Hard hitting captured soviet rifle
Weaknesses:
Easy to jam due to conversion
Description:
Captured Russian Rifle used by Germans

## In game

Carried by Eastern front veteran Germans and drops off of the special weapons table

## Real Life

The SVT-40 (Samozaryadnaya Vintovka Tokareva, Obrazets 1940 goda, "Tokarev self-loading rifle, model of 1940", Russian: Самозарядная винтовка Токарева, образец 1940 года, often nicknamed "Sveta") is a Soviet semi-automatic battle rifle. The SVT-40 saw widespread service during and after World War II. It was intended to be the Soviet Red Army's new service rifle, but its production was disrupted by the German invasion in 1941, resulting in a change back to the Mosin–Nagant rifle for the duration of World War II.

Germany captured hundreds of thousands of SVTs from the Eastern Front. As the Germans were short of self-loading rifles themselves, SVT-38 and 40s, designated respectively as Selbstladegewehr 258(r) and Selbstladegewehr 259(r) by the Wehrmacht, saw widespread use in German hands against their former owners. Study of the SVT's gas-operated action also aided in the development of the German Gewehr 43 rifle.

## Related weapons

```
FG42
G43
Garand Match

```

Back to Weapons
Crewman

**Crewman**

Starting gun:
 M3 Grease Gun
low combat skill but can repair vehicles or recrew them
Description:
Replaces a dead crewman on an Allied vehicle

 **Crewman Soldier "Classic mode vehicle crew replacement"**

* The crewman replacement skill is automatically used by the soldier when they are around a vehicle that is missing a crewman

In the future:

* Will repair nearby vehicles that are fully crewed when not fighting

Back to Classes or Defense or Home
FJ

*"Those Germans are the best damned soldiers I ever saw. They're smart and they don't know what 'fear' means. They come in and they keep coming until they get their job done or you kill 'em."* - Charles H. Gerhardt, about the Fallschirmjagers

## Overview

FJs have a roughly 15% chance per map to be created from the normal German troop population

**Fallschirmjagers**

Starting gun:
K98
gear table
Description:
Elite German Paratroopers

### Stats

* +10 base combat skill
* +75 health
* +75 morale

#### FJ Weapons Table

 M38 | 2%

*Values are approximate.*

## Tactics

They're better trained than normal Grenadiers, with better weaponry and equipment. They can assault you on foot or via parachute from a Junkers JU 52 flying low overhead. When dropping in from the plane, they will either land directly on your troops or toward a drop zone. Compared to your average Wehrmacht soldier, they're more skilled and disciplined making them a tough nut to crack. In comparison to the SS, the Fallschirmjagers are much more smarter and tactical which complicates matters even more so don't expect them to come charging straight at you.

## Equipment

The German equipment table (0.3.7 accurate) is the same for all classes, can be found at this page.

## Real Life

They fought at Eben Emael, in the Low Countries. They jumped into Crete and fought tooth and nail. They whisked Mussolini out of Gran Sasso, but now, Europe, 1944, the Fallschirmjagers have abandoned their aircraft and have begun to dig in. The Second Parachute Division would see action in Brest against American forces.
Ambulance

**Ambulance**

Main gun:
Unarmed
Emergency Healing Vehicle
Description:
American vehicle with increased healing and range for infantry support but totally unarmed

## In Game

What do you do if you got wounded men but the medical post is far behind? Well simple, bring the post to the battlefield! The ambulance provides all the necessary tools to patch up your men quickly up to 50hp, though they won't heal you beyond that because they're probably rationing their supplies which is pretty understandable i guess? The ambulance can quickly arrive at the scene to provide medical aid though they do not have any sort of weaponry to defend themselves, so make sure they stay out of harms way.

In Campaign, these ambulances have dared themselves to go alongside your men when called in using the commander skill though if they take any damage at all, then they will call it a day and retreat back to friendly lines which is why it's imperative to keep them safe.

Meanwhile if you are running a classic game, these ambulances will stay with you even when it takes damage. The only downside? You can only have one active at a time.

* The ambulance is available as a Commander Skills in Campaign mode. The ambulance will rush to your front line and will rapidly heal your men back up to 50 HP
* In Campaign, *If it is damaged, it will retreat off the field so be careful with the placement*
* It costs 3 TP in Classic mode
	+ In Classic: You are only allowed 1 ambulance on the field at a time

## Real life

The **Dodge WC-54, Ambulance, 3⁄4-ton, 4 x 4**, was the main military ambulance variant of the prolific Dodge WC series of light 4×4 trucks, developed during World War II. Built from 1942 until 1945, they served as the U.S. Army's main dedicated ambulance, with many also serving in the Korean War, in the U.S. Army Medical Corps, some used as late as 1953.
MnB Categories List

A list of Categories for ease of navigation

* Category:Game Mechanics how the game works
* Category:Awards Things you and your men can earn, or loot!
* Category:Units Infantry, Vehicles and Emplacements
* Category:Weapons Weapons, both axis and allied
* Category:Explosives Explosives of all kinds
* Category:Landscape Biomes and natural objects
* Category:Structures Buildings, fences, barbed wire etc
* Category:Vehicles Vehicles of both sides
* Category:Smoke Grenades German support grenades of all forms
* Category:Classic Classic mode relevant pages
* Category:Guides The wisdom of players
* Category:Train Cars Railway cars and their uses
Lumber pile

**Lumber pile**

Provides Cover
50%
Blocks Line of Sight:
No
Destructible:
Yes, easily
Slow Movement:
No
Effects:
Highly Flammable
Description:
A pile of cut and milled boards, suitable for transportation and construction

## Overview

A handy cut and milled Pile of wood. Easily scattered at areas such as forests which were stacked by lumberjacks prior or during the war. Whatever purpose these lumbers were intended for, it does not matter now as its sole purpose is to provide cover to whoever is using it. The lumber pile is the exact same as the wood pile, with the only difference located in their visuals.

Whenever you encounter a lumber pile and your men does not have clear sight of it, never attempt to rush toward the cover without much preparation as you never know if there's 3 FJs waiting and biding their time behind those cover. Areas such as the forests would oftentimes lack cover to place defenders in, and such the Germans will take advantage of these lumber piles as much as possible.

As stated in the info box, these lumber piles are HIGHLY FLAMMABLE so if you got a Molotov and not planning to use that cover then start burning it, potentially burning whoever is taking cover there. An explosive can also break it as the lumber pile are also fragile like the wood pile.
Stug 3

**Stug 3**

Main gun:
7.5 cm StuK 40 L/48
German Assault gun
Description:
Sneaky German armored vehicle

## In game

* Fires 2 separate rounds depending on its target
* Shows up after map 5; Hedges 1
* Can hide in Ambush
	+ Stug III can now roll in the battlefield in order to help the German infantry. Additionally Stugs can "hide" with their engine off and lay ambushes on careless troops.
	+ Hidden Stugs can easily be spotted by scout who have line of sight or normal troops if they make a successful roll under their experience divided by 3
	+ Hidden Stugs still can be heard from quite a distance by cautious commanders.

## Real Life

The ***Sturmgeschütz III*** (*StuG III*) assault gun was Germany's most-produced fully tracked armoured fighting vehicle during World War II, and second-most produced German armored combat vehicle of any type after the Sd.Kfz. 251 half-track. It was built on a slightly modified Panzer III chassis, replacing the turret with an armored, fixed superstructure mounting a more powerful gun. Initially intended as a mobile assault gun for direct-fire support for infantry, the StuG III was continually modified, and much like the later *Jagdpanzer* vehicles, was employed as a tank destroyer.

## Trivia

12 different debris bits can fly out when the vehicle is damaged.
Rubble pile

**Rubble pile**

Cover Value:
30%
Blocks Line of sight:
No
Destructible:
No
Roofed:
No
Description:
A rubble pile of odds and ends.

## Overview

A pile of broken debris and rubbles, ranging from destroyed apartments or small houses. This pile is Mostly found in Aachen, but possible in other city areas where it is heavily bombed.

A rubble pile covers a small area randomly placed on the map, making it usually easy to go around them. A rubble pile can provide a meager 30% cover to anyone taking cover in it though at the cost of *reduced movement speed* due to the men having to traverse to piles of trash and debris.

Of course, it does not provide roof protection meaning throwables and bombardments will not be stopped. A rubble also slows down vehicles, making it the perfect spot to ambush one.

The rubble strip has an older brother called the rubble strip.
Small hay bale

**Small Hay Bale**

Provides Cover
No
Blocks Line of Sight:
No
Destructible:
Yes
Slow Movement:
No
Effects:
None
Description:
Bundle of dry grass. Burns easily.

*See also: Its big brother, the Large Hay Bale.*

Small hay bales are randomly generated by the game. They act as potential fuel for fires, and can be destroyed easily by vehicles or small explosions. Keep this in mind when setting up defenses: A position surrounded by hay bales will go up in flames very easily.

In contrast to the Large hay bale, the small hay bale provides *zero cover.* When in doubt, use Tactical mode (F9) to see whether cover is being provided.

Remember: small hay bales do nothing but help flamers. They are **not** your friends.
222

The Sd.Kfz 222 (often shortened to just **222**) is a potent German armored car.

**SDKFZ 222
 Fast Recon Car**

Main gun:
20mm Autocannon
Can radio in additional support
Description:
A German Light Recon vehicle, it will summon troops if they are allowed to do so in addition to wrecking your perfect run.

## In Game

This deadly armored car shows up at any point after Omaha Beach.

The gunner operates a similar 20mm gun found on the wheeled mount, which chews through men and jeeps easily. He can be shot out by small arms fire; However, a Bazooka or Panzerfaust works better in most cases.

The Sd.Kfz 222 has a radio, and can summon additional reinforcements through a radio call-in. They also have a 10% chance per action cycle to disable the function of a Camnet, making you vulnerable to a 6 Man Rule attack. Their optics enable them to spot stealth units like Commandos, Snipers, or troops using Personal Camo.

## Real life

The **Sd.Kfz. 222** was a version of the Leichter Panzerspähwagen ("light armoured reconnaissance vehicle") which became the standard light armoured car in German army service until the end of the war. It was armed with a 2cm KwK 38 auto cannon. The crew was increased to three by the addition of a gunner, relieving the commander of that task. Production ran from 1937 to late 1943, with at least 990 vehicles produced.

## Stats

222 stats

On a "hit", It will generate a small explosion within ~50px radius of the target

20mm shell damage

## Trivia

This car has been ruining defensive setups since MnB2. Players would line the sides of maps with AT mines just to stop these things from flanking them.
URB games Wiki

***Welcome to the Mud and Blood Games Wiki Homepage!***

The official source for information on the Mud and Blood series of games created by **Urb**.

**Urb: *Most games want to create their AI to be 'fun' and it is perfectly ok. Arguably it is absolutely sane. However, in Mud and Blood, the enemy dearly wants you to not be alive anymore.***

We have 335 pages, Established since ~~April 21, 2021,~~ January 16, 2022.

 **Mud and Blood Wiki HQ**

* Other Urb Games
* Old Flash

MnB:Steam  WW2 small squad tactics

MnB:Recondo  Advanced small squad tactics

 Orchards of Sorrow  A Roguelike card game

   Ye Olde MnB2/Recon Wiki:  Web Archive

 Mud and Blood 2  An endless RTS defense game set in WW2 Europe

 Last Winter  A survival RPG set in the wilderness of 17th century New France

 Mud and Blood 3  Command a squad of 6 U.S soldiers across WW2 Europe

  Occupation Force: Vietnam  An RTS defense game set during the Vietnam War

 Mud and Blood: Recon  A reconnaissance combat sim set during the Vietnam War

 Save the World at Lunch Time  An RPG that pays homage to D&D in 30 minutes or less

 **Wiki News**

**MnB:Steam news:**
 0.4.5 K Updates Complete
Tutle fluff text continues
 LETS GO 29th! - Wander

 **Community:**

**Mud and Blood Discord**

**Mud and Blood Facebook**

**Urb's YouTube Channel**

**Urb's Twitch**

**Donate to Brutality!** | MNB.net will always provide you fresh indie games crafted by hand with gluten free code. Donate here!
Recon BAR

**Unknown**

None
Strengths:
None
Weaknesses:
None
Description:
None

*For the same weapon found in Mud and Blood Steam, see BAR.*

The Browning Automatic Rifle (often shortened to BAR) is a light machine gun used by American forces.

## History

Becoming standard-issue in 1938, the BAR fought with Americans for both World Wars, Korea, and now, Vietnam. They were delivered to their allies such as ARVN troops and Montagnards. Some Special Forces advisors preferred the older BAR, as it was seen as more reliable than the M16. However, it was soon phased out in favor of the more modern M60.
P-47 Strafe

*Not to be confused with the old, boring Strafe.*

The P-47 is a support option in Mud and Blood: Steam. It was added in 0.4.2.

## In Game

The P-47 Strafe is available in both gamemodes. It fires a burst of small explosive rounds at a medium sized area, around (?00) px long.

### Campaign

The P-47 can be called if the Commander Skillcard as been unlocked. It fires 35 rounds, with an additional 5 rounds per rarity tier. This means that the Thunderbolt can fire up to 55 rounds at a target, which is sufficient saturation for most exposed target.

### Classic

The P-47 can be called by signallers, soldiers in HQ tents, and HQ Half-tracks. It costs 2 TP and fires 35 rounds
Large Hay bale

**Hay bale**

Provides Cover
Yes (35%)
Blocks Line of Sight:
No
Destructible:
Yes
Slow Movement:
No
Effects:
None
Description:
None

* Hay bales are randomly generated by the game.
* Hay bales feeds fires and is destroyed very easily
* The small hay bale provide zero cover
* Circular hay stacks blocks LOS, but provides no cover
* The big ones provide 35%