recursal/Fanatic-Fandom huggingface dataset:
Cephei Chatfield

**Cephei Chatfield** is a Spacer intelligence agent and pilot. As one of three information specialists hired by the SNC prior to their attempt to retake Solo Nobre, **Cephei** provides intel on potential Brigadors and is the author of much of the Pilot information in Acquisitions.

"Spawned" in an intelligence training crèche (as was Aela Koponen), **Cephei** is a skilled and seasoned fighter, as he has proudly put it.

A formidable, and boastfully confident, headhunter, **Cephei's** skills and resources are put to work with the SNC, discovering able pilots, regardless of affiliation, and, more importantly, appealing to each the best the Brigador contract can offer. For some, he suggests insurance to the pilot's survivors, for others, blackmail. To most, though, the contract is an opportunity ripe in action, payment, or both.

**Cephei** provides a rare close look at the Spacers' psyche. He lets outs his contempt for "planetdwellers" as a whole, seeing Nobre Soloans as "animals". He scorns any demonstrations of loyalty, kindness and dedicated service, seeing it as weak or misguided; his only appreciation for collective action is shown to Lovell Archer. On the other hand, skillful lethality and incredible acts of slaughter earns his prompt respect and admiration, shown again and again to Spacer peers, and infrequently, to Corvids. There is deference, however, in Spacer society, as expressed by him, regarding Cyclolucidites and the Auditors.

Nonetheless, **Cephei** possesses some traits uncharacteristic to his "exalted caste". He's well aware of the Spacers' distaste inherent to the depth of which he takes his investigations. Unlike Odetta Dunsmuir, he sees more in "planetdwellers" than as exclusive prey for violence, albeit far from respect, showing near obsession with more nebulous subjects. Also, he confesses affinity for the Man from Volta and "his immediacy to brutality". He further points out the Man's lack of adornments, as opposed to "the garish flourishes of my compatriots", which may reveal in **Cephei** an unusual austerity for a Spacer.

## Acquisitions Entry

> I am a pilot of some small renown. Not only have I distinguished my family and crew due to my own exemplary service, but I have also deigned to fight and excel on planetary campaigns as well - a painful experience for all concerned, to be sure. Most find my reconnaissance and intelligence work distasteful, but time and again I have been proven right in my well-known maxim: planetdwellers may be no better than animals, but even animals may do civilized things when properly studied and directed. Until we eliminate our few remaining ties to the hated soil, I will continue my reports; for an animal observed is an animal easily controlled.
>
> -m.p.C.C
>
>

## Trivia

* His signature, "m.p.C.C.", derives from an antiquated way of signing manuscripts and letters and stands for "manu propria," which is a Latin phrase meaning "by one's own hand".

## Achievements

Unlock **Cephei Chatfield** in Acquisitions
Doc Volhard

**Doc Volhard** is a Loyalist pilot first usable in the Campaign Mission, Fly Blackbird.

## Acquisitions Entry

> A highly decorated pilot with training in mechs, tanks and anti-grav. Also, a fraud. After double-crossing a Solo Nobre black marketeer, he killed a young conscript and replaced him with the help of advanced plastic surgery. That surgeon happens to be a former associate of mine. Holding the treat of exposure over **Volhard** will be enough to make him do what we want - no matter how dismal his odds will be.
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> -m.p.C.C.
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Horn

Horns were added in the 'All-Saints' update on November 6th, 2017.

The emitted sound attracts units within distance, through anything. It allows baiting unaware units to investigate the last heard source location. It will not cause them to go shields-up.

They can also simply be used for dramatic effect. Horns will sound continuously while the key is held down, and has unlimited use.

Each Pilotable vehicle has a specific horn pre-assigned to them. While there's repetition between vehicles, there's a sizeable variety of flavors:

* The NEP are traditional. Typically horns found on heavy machinery.
* Corvids use the biggest variety. From bicycle bells, to klaxon, to loud guitar riffs.
* Spacers use their own brand of noisemakers. Not really classifiable as horns.

They all have identical range and function, the only exception being Mother's Love, who's range is unusually large.

The default key for activating the horn is 'H'. And can be rebound in options.
Lineman

The **Lineman** is a Corvid dedicated Spotter Tuk Tuk.

## Acquisitions Entry

> Exactly what it looks like. A Varlet three-wheeler with a crow’s nest bolted into the cargo bed. I wonder how often these things have to be propped back up after taking a turn too fast. Insanely vulnerable to sniper fire, the Corvids just don’t care; they know they need the extra lead time on engagements by making sure they see a fight coming in advance. Sometimes the spotter gets a high-tech sensor device, usually just a pair of old binoculars.
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> -MB
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## Notes & Strategy

Virtually no armor and easy to spot on the field, but left to its own devices and it'll accomplish its role: raise the alarm, warn nearby hostiles and bring up the panic walls. Priority target. The elevated crow's nest mounted in the vehicle's truck bed means that it can see further than the standard Varlet.
Boris

The **Boris** is a Corvid Heavy Tank. It was added as a non-pilotable vehicle in the Up-Armored Edition, and a pilotable version was introduced in Blood Anniversary Update Part II of June 24, 2021.

## Acquisitions Entry

> This kind of chassis repurposing is common enough among the NEP but you rarely see it with Corvids - their vehicular "manufacturing" is so broadly distributed you just don't get standardized parts, at least not in the volume to supply more than one design. They must really love the Chook though, if they're building enough uppers to outpace that stockpile of stolen and scavenged Fork legs.
>
> As for Boris himself, the base is so broad that it's able to compensate for the height of the gun turret, and without any of the Spacers' dark arts either. But because it's not constantly at risk of tipping over like a Chook, the drivers are actually far more at risk with that open canopy once the shields pop. Everything's a trade-off.
>
> -MB
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Grigori

The **Grigori** is a Spacer kamikaze treadbike.

## Acquisitions Entry

> Despite being commonly referred to as a treadbike, the **Grigori** is a gyro-stabilized drone/remote piloting hardware package on top of a single-ball version of the distinctive Spacer tread. Spacers deploy in concentric defensive positions, with these and other self-detonating drone weapons forming the outer perimeter. As with most vehicle borne explosive delivery weapons, the threat comes largely from being ignored. Which is an usual feat for a bright red Spacer vehicle without optic camo.
>
> -Efi
>
>
Huss

The **Huss** is a heavy Loyalist Agrav that features 2 Heavy weapon hardpoints. It is a repurposed transport agrav.

## Acquisitions Entry

> Originally just a heavy lifter, workhorse for settlements beyond Novo Solo, before Eixo was founded. Fuel and load capacity in spades. After the shortfall in overall combat readiness following The Troubles, the NEP took to putting in Heavy mounts and up-armoring the Huss, and a beloved transport agrav became a beloved rear line/defensive agrav. It'd take come real colhões to take one of these things out and fight in it unsupported.
> -MB
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## Pilot Variant

Scottie Graf's Huss is armed with a Bishop cannon and an Otomo laser, with smoke defense.
Ammunition

An Ammo Depot supplying Laser ammunition

**Ammunition** refers to the ammunition used by the various Weapons in Brigador.

## Ammunition Types

There are 5 types of ammunition, each relating to a set of weapons:

* Machine Gun ammunition for Machine Gun Weapons
* Cannon ammunition for Cannon Weapons
* Artillery ammunition for Artillery Weapons
* Laser ammunition for Laser Weapons
* Flamer ammunition for the now-unused Flamer Weapons

## Resupplying

All Weapons aside from special weapons use ammunition. If the player runs out of ammunition, they can resupply by either:

* Pressing "Action" (E) near an Ammo Depot with a matching weapon ammunition type
* Pressing "Action" (E) near an ammo pickup from a fallen enemy unitAn ammunition pickup from a destroyed enemy unit
Coffin

The **Coffin** is a Corvid Powersuit.

Previously not available to the player for selection, it was made pilotable in the Blood Anniversary Update on June 7th, 2021.

The pilotable version features a Turret hardpoint and a Small hardpoint. MT Foxtrot pilots it in the Meanwhile... missions.

## Acquisitions Entry

> An essential part of any insurrection is getting all your soldiers in love with death, because that's what most of them are going to meet sooner than the triumph of the cause. Corvids realized this pretty quickly. Early on they didn't enjoy nearly the same caliber of design and maintenance personnel that they now control easily, with a seemingly endless cadre of disillusioned Loyalist veterans. Before you can build or steal the heavy stuff you better get good at using explosives in densely populated areas, and the cheapest, nastiest ambushes you can think of.
>
> Get those angry kids into a low slung cage and a Bonesaw with the barrel nearly shot out, grafted onto a pair of Mongoose legs. That's a Coffin. Get them stimmed up and cover them with tarps and debris like you see on any street. Wait until the Drummond commander leans out of his cupola and his foot patrol have stopped to ogle the Texas 7 dancers leaving after their shift. Start firing once the molotovs from the roof hit the commander. The Coffins are at can't miss range, and then they're running back alleys with a smoke screen behind them before anyone realized what happened. Eventually those kids get promoted to something that might keep them alive for longer than three minutes at a stretch.
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Blinky wybiera się na wycieczkę

**Blinky wybiera się na wycieczkę** (ang. *Blinky's Day Out*) — siedemnasty odcinek pierwszego sezonu serialu *Łowcy Trolli*.

## Oficjalny opis

*Blinky, którego teraz ciężko rozpoznać, poznaje plusy i minusy bycia człowiekiem. Angor Gad gotuje Jimowi los gorszy od śmierci.*

## Postacie

### Ludzie

* Jim
* Toby
* Claire
* Barbara Lake

### Trolle

* Blinky
* Aaarrrgghh!
* Kanjigar
* Draal
* Nie Enrique
* Vendel
* Strickler
* Otto Scaarbach
* Angor Gad

### Pozostali

* Fragwa (Goblin)
* Golemy

## Ciekawostki

* W scenie w której Barbara daje Blinky'emu swój numer można zauważyć, że na kartce, na której rzekomo miał się on znajdować w rzeczywistości, widnieje numer Stricklera.
Galinha

The **Galinha** is a fast-firing 12mm railgun classified as a Laser weapon, mounted on the Auxiliary hardpoint.

## Acquisitions Entry

> The original spec for the Galinha called for a scaled down version of the Zeus, but early development showed the idea was impracticable. That process however led the Design Bureau to an idea for a radically different weapon.
>
> Unwilling to risk the War Council turning down their proposal, the lead engineers falsified successful testing rounds for the Zeus variant while racing to develop their own concept in secret. When a surprise inspection revealed the deceit, the Council slated the entire Bureau staff for "rotation" and threatened the Bureau chief with a sedition charge, but all that was changed to a mild reprimand once the new weapon actually hit field testing.
>
> The Galinha is named for the relentless cyclic rate of the gun, unparalleled for a Lorentz-type weapon. While still high maintenance, it doesn't suffer the fouling issues endemic to propellant based munitions and its conductive rails are small enough to be field swapped. Frankly the War Council was so fixated on the existing implementation of their darling Zeus that without the ruse I don't think the Galinha variant would ever have been greenlit. Of course that didn't stop the Council from taking full credit for the weapon's inception once it was deployed.
>
>
> -Efi
>
>
Skate

The **Skate** is a non-pilotable Corvid Light Agrav.

## Acquisitions Entry

> The old Solo Nobre teenager staple of stripping out an industrial-grade anti-gravity plant out of a scrapped transport skiff and hotrodding it with motorcycle parts and skid bars makes a pretty great recon agrav. Tuned a little more aggressively than their teenage garage counterpart, Skates are an essential light reconnaissance vehicle. Corvids have had more than a few armored columns ripped apart by Loyalist artillery (owning your own surveillance state has its perks, after all) but that changed once Skates were incorporated in large numbers. They're especially useful for pulling superior Loyalist columns into ambushes for massed Benjie salvos.
>
> Makes for an effective recruitment tool, any ideological baggage aside - what kid out in the Deads doesn't want to put a Carlos on the front of their Skate?
>
> -MB
>
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Juke

The **Juke** is a Spacer powersuit.

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

More nimble than the Mongoose, and with full 360° chassis rotation. It instead lacks in defense.

## Acquisitions Entry

> Spacers haven’t fielded infantry without powersuits since the Siege of Andros, the anniversary of which most of the Outer Colonies still celebrate. It’s a sore subject for them—Spacer soldiers are all about their “warrior code”, so long as they remain firmly on the winning team. Anyway, you saw the Juke enter service shortly thereafter, or an earlier version of it anyway. Showed up about the same time as the Rounder. The original version actually had a bubble canopy, if the intel is to be believed. That didn’t last long. The revised Juke now resembles a Mongoose or its inbred Corvid cousin the Sawbuck more than the Spacers would probably care to admit.
>
> -MB
>
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## Notes & Strategy

True to it's name, the Juke relies on it's excellent maneuverability to allow it to survive engagements. By far the most fragile of the power suit options, the Juke's pilot must be responsive and weave through incoming firepower or resort to stealth entirely, both of which the Juke is capable of.
Haseki

The **Haseki** is a heavy Spacer Tank fitted with double Auxiliary hardpoints and slightly faster than the Hadhrat chassis it's built upon.

## Acquisitions Entry

> Like a hotrodded retake of the Hadhrat/Hatun design programs. The Haseki keeps all the bluster and vertical profile of the Hatun, but slathers on even more armor and shielding, while stripping everything that isn’t vital, including the personnel carrier capabilities. Spacers have been steadily moving away from anything remotely resembling infantry for years now, and more and more towards designs like the Haseki: big, loud, and mean.
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> -MB
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## Achievements

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

**Betushkas** are small Loyalist Tanks. They are equipped with one Turret and one Small hardpoint, and have fast chassis rotation speed.

## Acquisitions Entry

> Lightly armoured, but reasonably well-armed for the time, and with far better mobility than other contemporary tank designs. Designated BT33s, the moniker 'Betka' or its diminutive 'Betushka' came from the acronym and stuck. You can tell how long a driver and their BT have been together based on which they use. It's an intimate relationship, BT drivers loving their 'Betushkas' better than most love their spouses.
>
> -MB
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## Notes & Strategy

* For an army, a Betka serves as a light recon vehicle and a distraction from it's deadlier cousins, teaming up to conquer it's foe. But for a lone brigador, a Betka is clearly designed for the resourceful skirmisher.
* Might not be as fast as an Arlo but just as maneuverable, a mouse in a battlefield. This thing isn't designed for head on assault or a strafing run, it's designed for urban tactics such as hit & run, indirect fire, etc.
* Compact size allowing you to hide in the smallest of spaces.
* Betushka's weapon slots provides a wide array of loadout meant for sneak attacks such as the Scimitar, Gutterball, Carlos, Black Hand, etc. You can remain stealthy with small weapons but might need to relocate when using a main weapon.

## Trivia

* The nicknames of "Betka" and especially "Betushka", as well as the vehicle's official designation are a nod to the Soviet WW2 "BT" series of tanks, which were commonly called "beteshka" or "betushka" by their crews. The designation "BT" stands for "fast/swift tank" in Russian.
* A Disco laser armed Loyalist Betushka can be encountered in Think It Over. This enemy is unique cannot be encountered anywhere else.
Corvids

**Corvids** are a populist revolutionary faction operating in Solo Nobre.

Though living conditions improved considerably following Great Leader's revolution against the Solo Nobre Concern, the strict military control and isolationist policies of the NEP that made these improvements possible also chafed a growing number of dissidents who felt that Solo Nobre should be a more equal, open society. Confrontation between these rebellious factions and the NEP escalated, growing into a bitter resistance against Great Leader in the hopes of restoring power to the people.

Initially a guerilla force operating with little more than scrap, the increasingly-formidable Corvid army was mostly built on salvaged Loyalist or civilian hardware, kit-bashed together and frequently up-gunned, with enhanced drive systems pushed to their limits at the expense of armor plating and maneuverability. With a recent influx of disillusioned Loyalist veterans bringing high-caliber engineering and maintenance personnel into Corvid ranks, they have also begun to produce truly original designs in a direct challenge to the NEP Design Bureau.

Their high-speed, low-armor approach lends itself to fast platforms capable of getting so close that it's impossible to miss with the inaccurate large-bore weapons Corvids tend to strap to their chassis. In the hands of the SNC, many corvid vehicles are capable of utilizing large overcharge shield banks which allow them to be situation-ally more hardy than one expects provided they continuously rack up kills. This mechanic is seen only in player piloted vehicles however and it is currently left to players discretion how this applies to the in-game universe.

* Corvid Pilots
* Corvid Vehicles

## Acquisitions Entry

> Something something anarcho-syndicalism. Don't ask me, I just joined up, I'm still learning the secret handshakes, and how not to fall asleep during the meetings. Councils, they call them councils and they have them all the time. Anyway, Corvids had a lot to be unhappy about under Great Leader, and they've got a lot of very disillusioned veterans of the NEP with particularly acute grievances. They know he's saved our city several times, made it what it is. But Corvids know that's the trouble with a dictator. They never want to step down voluntarily. This thing with the SNC means Corvids see their one real shot at making sure that Solo Nobre is for everyone again; it can't only be for active duty NEP soldiers and everyone else in yellow raincoats. Staying alive just isn't good enough anymore.
>
> -MB
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## Achievements

Kill 1,000 **Corvids**.

Unlock all Corvid vehicles in Acquisitions.
Canavan

The **Canavan** is a pilotable Light Corvid Agrav, armed with dual Auxiliary-sized hardpoints.

## Acquisitions Entry

> The Canavan goes by a few different names, but the common element is an outsized luxury car big enough to strap Auxiliary mounts to the sides. Then they chop the trunk. Too much length behind the center of mass just means they're more likely to crash, especially the way Corvids drive. I'm sure there's a few with the trunk beds intact, supporting some oversized pintle mount, but it's not the dominant style.
>
> Most Canavans can take a few hits, even after the shields go down. Still too much gun for the frame, but there's so much metal there it may as well be armor plated; if there's one thing Nobreans take seriously it's their car boats. Not as exciting or lopsided as The Pompadour, but the interiors are far more spacious, and the upholstery's good for decades.
>
> The Canavan, for the anarcho-syndicalist with discerning tastes. Too bad there aren’t more luxury cars marooned on Corvid turf.
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> -MB
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## Notes & Strategy

The Canavan is the epitome of well balanced and versatile agrav. It's relatively beefy in armor and shielding with a healthy overcharge. This is alongside twin auxiliary mounts and excellent maneuverability. While it lacks any special niche such as heavy weapons, the canavan has little to no flaws and is a great pick for the long running brigador.
Buckmaster

The **Buckmaster** is a Loyalist light Mech. It has a Main hardpoint (unusual for this weight class) and a Small hardpoint.

## Acquisitions Entry

> A pure killing machine. Nearly as heavily armed as a Touro but much lower profile, built for speed and stealth. Not the most expensive development program, but one of the longest running. Ruthless in elimination of redundancies and aggressively streamlined systems, which is rare in a Loyalist design. Drivers love them, the responsiveness is what you'd expect from a light mech, but it's so much more than a Fork. Recon battalions can't get enough of them. You pay the price on maintenance though, since it's about as heavy of a stress you can feasibly put on a Fork chassis without going full Corvid on it.
>
> -MB
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## Pilot Variant

Locke's Buckmaster is armed with a Thunderclap 14MW laser and Faker 107mm mortar, with Active Camouflage for defense.

Use the terrain to your advantage, softening up targets with mortars before blasting them with the Thunderclap, then use Active Camouflage to disengage and reposition before getting swarmed.

## Notes & Strategy

* Enemy controlled Buckmasters will start to appear on higher level difficulties. Much like Hugh Armbuster's variant, they are equipped with Zeus railguns, Bonesaw machine guns and active camouflage. While not very durable as expected from a scout mech, their high speed and firepower makes them dangerous enemies regardless. Further complicating matters is that Buckmasters tend to spawns in pairs or trios.
* When on standby, Buckmasters remained cloaked unless alerted, keep your eyes sharp when fighting in a district where Buckmasters are on patrol.
* Be wary of your surroundings when fighting Buckmasters, and be sure to stay away from explosion hazards such as fuel pipelines, tanker trucks, pump jacks and ammo depots. As the Zeus railgun's high level of penetration can set them off.

## Trivia

* According to the foreword of the Brigador Audiobook, the Buckmaster was originally named in honor of Brad Buckmaster, a military sci-fi author. When he was later hired to write the book, he chose to start the book with his namesake mech.
* Marvin Beck, in the Marlowe entry, states that the Buckmaster was designed around the Zeus railgun. This is supported by the Brigador Audiobook, chapter one:

> The hissing of pistons, the whine of servos, armor-shod feet rhythmically stomping, weighed down by the brute power of the railgun, all of these were things he enjoyed.
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> The Buckmaster, a marvel of engineering, is the only scout mech chassis able to mount such a heavy weapon. He thought the Buckmaster deserved a better name, so he called it what it truly was: a hunter. Specialist Hugh Armbruster loved his mech.
>
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## Campaign Availability

### Missions

It's No Game
Kill for Love
Placebo Syndrome
Wait for the Blackout

## Achievements

Complete an operation with a **Buckmaster** equipped with Zeus, Bonesaw, and Active Camo.
If I Had A Tail

## District Minimap

**If I Had A Tail** is the fifth Tutorial Mission from the Up-Armored Edition tutorial campaign. This mission introduces a new Brigador, Aakar Singh, who pilots a Kilgore.

This tutorial covers:

* Tank Movement
* Bull Rush
* Stationary turrets, Tobruks
* Active Camouflage

## Acquisitions Entry

> NOTICE: The previous SNC Contract Dispatcher has been reassigned.
>
> Aakar Singh: your dossier has flagged you for probationary oversight. You will not be furnished with ammunition for this contract.
>
> Our records indicate you are not fully checked out on a Kilgore. Additional instructions will be provided as necessary.
>
> -Beynder, SNC Informatics Division
>
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## Loadouts

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

## Enemy Units

* 3x Tobruks
* 8x Loyalist Infantry
König

The **König** is a Heavy Machine Gun with an extremely high rate of fire.

## Acquisitions Entry

> Along with the Abbot and Mãe Dois, the König is a design we inherited from before the colony. It’s brilliant. Seven barrels, a hydraulic feed system that rarely jams, and a rate of fire that will crack hardshields and armor before a target knows what hit them. Originally deployed only on aircraft and naval vessels, Königs started showing up on Corvid heavies during the early days of the uprising. Somehow they’d shanghaied a warehouse stock full of them, and within months were using them to turn Loyalist patrols into fine mist. The Design Bureau soon did their own test fittings of the weapon, and in the years since it’s become common to see a Canmore or Kettle with that seven barrel snout jutting out the front. No matter the job, a König will get it done.
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> -MB
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## Notes & Strategy

Formidable damage-dealer. Extremely high rate of fire, long range, great damage per hit. Only the largest assets resist full seconds of fire from the König.

* As a price for its performance, the weapon action is **very** loud, as is the impact of its shots. Carrying the König will likely mean hordes of alerted hostiles heading toward your position.
* While the König can easily stand against large numbers, it consumes ammo like no other.
* Short bursts and constant movement to rearm on the savage left ahead of you should keep you firing, but be careful you don't overextend yourself chasing ammo drops.

## Trivia

* By "pre-colony design," Marvin Beck is likely referring to the GAU-8 autocannon, sported by USAF aircraft A-10 Thunderbolt. Seven barrels and all.
* **König** is the German word for King.

## Achievements

Complete an operation with a Rat King equipped with 2x **Königs** and Audio-Kinetic Pulse.
Donkey

The **Donkey** (or **Donk**) is a Cannon weapon of Small caliber capable of high damage delivery exclusively at extremely close range.

## Acquisitions Entry

> Recoilless rifle, vehicular mount, 84mm Short Fuse Implosion rounds - aka the "Donkey." You don't see these equipped too often as a Donkey's just as liable to kill you as the enemy - it's very Corvid that way. The thing hits like a meteor though, provided you can get close enough. Mog drivers use them for termite raids on the Corvids to collapse their tunnels, but the real cowboys are the Troubadour and Pantry Boy drivers who use the cannon like a jousting lance against heavies. I've even seen some of the bigger mechs equipping a Donkey over a Pinch or Carlos if they know they're in for some knife fighting. It's a big step in damage for the mount size if you don't mind the loss of range or rupturing your eardrums.
>
> -Efi
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## Notes & Strategy

* It synergizes well with high-speed vehicles, able to quickly close distances, fire, and escape; though the slower rate of fire makes missed shots costly at close range. Agrav riders may finish off targets with a quick body slam as they pass.
* Can be employed as an effective coup de grace: close in the target hammering with the Pinch, then finish with the Donkey (coupled with a Audio-Kinetic Pulse for maximum destruction).
* The shot fires through cover; targets behind a thin wall may be hit in complete surprise. This also often in turn *destroys* the cover, so the user should exercise caution if this would suddenly leave them exposed.
* Despite it's noise level, the Donkey can be very effective as part of a 'stealth' build, as exploitation of noise and cover allows an unseen Brigador to lure patrolling enemies into ambush range before relocating under the cover of active camo.

## Trivia

> He had also swapped his tertiary rocket pod for an 84mm recoilless rifle. It was old tech. A short barreled ugly thing, and Kinney had been intrigued. Kronnig had explained that it was a close quarter battle mod, utilizing implosion shells to utterly ruin targets within close proximity. Kronnig called it "a donkey", on account of how hard it kicked. Kinney had never met a donkey, and didn't want to. To Kinney it sounded like a shotgun from the Seventh Hell.
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> - Chapter 11 of the Brigador Audiobook.
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## Achievements

Complete an operation with a Varlet equipped with 2x **Donkey** and Audio-Kinetic Pulse.
The Auditor

**The Auditor** is a Spacer pilot available in Freelance mode, and the Epilogue Missions of the Campaign.

As **the Auditor**'s Freelance difficulty is set to zero, only Civilians (and Defense Turrets depending on the map) will be encountered as hostiles, but in return **the Auditor** receives very little monetary reward.

With no hostiles present, **the Auditor** allows Freelance players to explore districts and test vehicle loadouts unimpeded. It should be noted however that due to the lack of enemies, there will be no available Shield Particles as drops, meaning that any health lost from armour or shields will be permanent.

## Acquisitions Entry

> Note:
> -no hostile unit spawns
>
> We exalted spaceborne know how much more we have developed compared to the soil vermin; even so, **the Auditor** and its kind have surpassed the rest of us by the same measure or more. If not for certain contractual stipulations I serve, it could very well be considered treasonous to speak of **the Auditor** to others, even among the Spacers.
>
> **The Auditor** is considered eccentric, even by us. Disdaining what it calls the "primitive" tactics of its colleagues, **the Auditor** stalks the unpopulated areas of a people at war, encountering no resistance and leaving no witnesses. I do not know and will not speculate as to its aims, as doing so would be foolhardy in the extreme. There is only one tactic available to you, the reader: hope and pray that you will not meet **the Auditor**.
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> If you do, there will be no time to run.
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> m.p.C.C.
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## Trivia

* According to developer Jack Monahan, **the Auditor** is a woman.

## Achievements

Complete a Freelance operation with **The Auditor**.

1. ↑ The Something Awful Forums
Darik Rosario

**Darik Rosario** is a Corvid pilot.

## Acquisitions Entry

> Rosario was a den mother running a cartel of orphaned children in the latter days of Solo Nobre during Great Leader's reign. She cared for those cretins more than her actual kids - who are mostly loyalists and NEP brass (possible blackmail opportunity). An NEP tribunal convicted her of racketeering, violating antitrust pacts, threatening the peace, and unauthorized use of NEP resources. They thought bringing her in would be easy. Instead, she caught them flat-footed, knifed the PMs and pilot and stole the legs, leaving only rubble in her wake.
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Balder

The **Balder** is a Light Tank operated by the Spacers. It was made into a pilotable vehicle in the Blood Anniversary Update Part II of June 24, 2021.

## Acquisitions Entry

> Fast and low, why can’t the Corvids build anything like this? Or any regular/Loyalist type arms contractor, for that matter. This thing is more speed than armor, but with that low of a profile you’ve got a much better survival rate than most drivers. There’s the powerplant and some shielding and optics package, and that’s about it. Too bad every attempt at reverse engineering these infernal ball-tread drive systems ends up in very messy failure.
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Aela Koponen

**Aela Koponen** is a Spacer pilot.

## Acquisitions Entry

> **Aela** is a mystery even to me; I first met her in the intelligence training crèches and we have long been close friends, but I am no closer to understanding her character. Her only motivation is an abstract interest in the development of her own abilities. There are sensational rumors of **Koponen** disabling her own vehicle's functions before combat or killing her contracted allies to leave herself with a greater challenge. I personally confirm these tendencies. I have also witnessed her standing amid a thin soup of corpse reduction, wielding a Black Hand, her mouth set in a line which suggests a deep and gnawing hunger. Perhaps Solo Nobre will pique her interest.
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MT Foxtrot

**MT Foxtrot** is the protagonist of the surreal first-person shooter game Cruelty Squad, and a cameo pilot from Cruelty Squad. He was added in the 1.6 Blood Anniversary Update. He is available as a pilot in the asterisk-marked 'Meanwhile...' powersuit missions in the campaign, piloting a Coffin armed with a Mãe Dois 12.7mm machine gun, Pinch recoilless rifle and Audio-Kinetic Pulse special module.

## Acquisitions Entry

MT Foxtrot unnerves me. Man or machine, over a long enough timeline everything hits terminal fatigue: mental, or metal. This guy's hit both. A shot-out barrel, a double-fed cartridge stuck in the rifle of a dead conscript. Just look at his eyes - no time left on the clock.

Sure, there's the offworld death squad work on the CV and that exotic tac rig he wears to back it up. He walks, he might talk, he obeys orders better than all of these cut-rate lotto ticket the SNC loves handing out so much, but I'm telling you: there's no driver at the wheel. Send him back to his original handler, the one even uglier than me. When this guy detonates, nobody is going to want to be around to witness it.

For all the burnt fuses we are handing out cartridges and cash to, that says everything.

-MB

## Freelance Strategy

MT Foxtrot's freelance modifier causes him to fight primarily infantry and suicide bomber units with the only larger units being captains. This makes him ideal for players wanting to attempt piloting extremely lightly armored units such as Loyalist Infantry.
Brünhilde

The **Brünhilde** is an Ultra-sized tank piloted by the Spacers. Built on the same chassis as the Fafnir, the two represent the largest combat vehicles to ever make landfall on Novo Solo.

It was made into a pilotable vehicle in the Blood Anniversary Update of June 7th, 2021.

## Acquisitions Entry

> At some point even the Fafnir wasn’t enough. Every tank gets its upgrade package eventually, even a tank the size of a apartment block. The Fafnir’s up-gunned artillery variant, the Brünhilde, has been rumored to exist but not seen in the wild prior to “the present economic opportunity”. As if we hadn’t suspected a rather tight working relationship between the SNC and the more mercenary elements of the Spacer military, here’s proof.
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> Intel suggests the Spacers already had a contingent on the ground on the outskirts of Solo Nobre just prior to this whole thing starting, which leads me to believe that Great Leader was looking to cut a deal to upgrade his military with Spacer tech. I don’t think he ever figured on the Brünhilde raining down cluster munitions on his own city.
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## Notes & Strategy

* Titanic hull and thick shield can absorb a ton dedicated fire, which the Brünhilde will not accept quietly. Attack it from behind and from afar.
* If you see it fire its Harvester artillery, relocate - quickly.
* The Brünhilde shares its chassis with the Fafnir, but has the turret seen on the Quill rather than the Actias. The pilotable version instead sports what appears to be the body of a Usul mech.
* The pilotable version includes a pair of Thunderclaps and a Harvester as auto-firing weapons - a very substantial amount of firepower.
* Much like the Fafnir, the Brünhilde shares handling schemes with grav-tanks despite being classified as a tank. This is most likely intended to simulate the ball-tread tank's ability to strafe.
Cranial Jacks

**Cranial Jacks** are human-computer interface devices, designed to connect directly to the brain/brain stem in order to control complex machinery.

It is revealed in the audiobook that pilots of even large Mechs can control their vehicle alone, if connected using a cranial jack. Pilots use a combination of a cranial jack and typical levers, buttons etc. to minimise the stress on the brain of the pilot, but can switch to 100% cranial jack control if they are physically incapacitated.

Pilots that are incompatible/incapable of using cranial jacks are usually limited to piloting Tanks and Treadbikes, as even the humble Mongoose uses cranial jacks.

## Acquisitions Entry

> Concentrated among certain professions (military, blue-collar, pilots, stockbrokers), but not in society as a whole. Can be a symbol of both high and low status as a result, depending on context. So long as issues persist with compatibility and high implementation/rejection risk, societies won't integrate cranial jacks as the normative control interface. This limits development, but empowers the minority possessing them with unique strengths and opportunities.
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Panic Walls

Panic walls raised in Zoeker's Scarp

**Panic Walls** are strong, high defensive walls embedded in the ground throughout the districts of Solo Nobre, built by Great Leader and intended to be raised in the event of civil unrest or other disturbance.

When a Brigador is spotted and the alarm raised by a spotter the panic walls will rise, cutting off open roads and forcing the pilot to break through or divert to another path. Enemy units, however, can pass through panic walls without effort, as the wall panels automatically retract if a controlling faction's transponder is detected nearby.

Destroying all substations in a district will prevent the panic walls from being raised, or force the walls to retract if an alarm is already underway.

## Acquisitions Entry

> Everyone calls them panic walls but I think the official NEP designation is something like Emergency Reactive Fortification Grid Network. That doesn’t make for any kind of decent acronym, which is weird since that’s the bread and butter of military lingo. These things got laid down about the same time as the Orbital Gun network. For years there was construction equipment all over the place, you just prayed that you didn’t live in a district where it ran 24 hours a day.
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> Most people have never seen a panic wall activate, but it is terrifying. Like you didn’t feel locked up tight enough with the district gates. I was in a bar out in the Deads once when one of those Corvid riots got bad enough that they locked the whole place down. Suddenly, all anyone could see were these huge red chevron walls. We were stuck in there for hours until a pair of Forks in police colors and lights came through, and the panic walls just slid right back up in place behind them. They stood with their guns trained on the crowd until they got enough reinforcements to check papers and make arrests. Even after I joined the Corvids, I made sure to stay away from that kind of scene.
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Brokenheart

The **Brokenheart** is a heavy Corvid Tank equipped with one Heavy and one Main hardpoint.

## Acquisitions Entry

> The Brokenheart is one of the best tanks Corvids have in the field, even if it's a truck chassis on treads with a Sweetheart mech torso bolted on. One of those classic Corvid propositions: really, really shouldn't work, but it works well, enough that it's one of the Corvid irregular units (aren't they all?) that you see with some frequency. High profile for a tank, but all the components have been riddled with so many bullets already, it's not like a few thousand more are going to stop it.
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## Notes & Strategy

Despite it's apparent looks, the brokenheart is a respectable assaulter. Though it lacks in hull compared to a loyalist tank of the same class, the brokenheart instead sports both a Heavy and a Main mount allowing for superior firepower. Due to it's above average shield statistics (ignoring Spacers) and large overcharge capacity the brokenheart can effectively brawl enemies for prolonged periods of time. Like other corvid vehicles it is has good top speed and is relatively unagile.

The Brokenheart shares the same design philosophy as the sweetheart with bow vehicles using pieces of the Touro as a key foundation. The sweetheart is significantly more maneuverable however and trades the main secondary mount for a small one.
Paver

The **Paver** is a Spacer treadbike with dual Small hardpoints, made pilotable in the Up-Armored Edition.

## Acquisitions Entry

> This thing is gorgeous, I have to admit. The Paver is probably what the Troubadour’s great-grandchildren will look like. It’s classy, fast, and more dangerous than it really ought to be. Keep the driver centered low, put the Small gun mounts on sponsons ringing the ball-tread drive, pretty genius. Fortunately for us, it can only take a couple of rounds before it’s nothing but pretty scrap.
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Sawbuck

The **Sawbuck** is a Corvid Powersuit. It is not currently pilotable by the player.

## Acquisitions Entry

> If you can believe it, nobody has bothered to ID the central cockpit component on these things. I don't think anyone else cares, but the enclosure is the same on the Klezmer/Boatman, even the Tasker. The Corvids don't standardize nearly anything, so this has to be a common and easily stripped out component from something else. It's not from any Loyalist vehicle, that's what is driving me nuts. It's armored, it's not like it's from a civilian vehicle. Do they have a cache of rusted out cockpit enclosures from some other planet, some other war? Some kind of massive offworld trade deal with other desperate sons of bitches, junked hulls spirited in under the wire?
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> It doesn't really matter. Even if it does keep me up some nights trying to figure it, Sawbucks are baby's first powersuit. No atmospheric filtration, no pressurization, no distributed camera array for redundancy, limited range of motion on the limbs. Doesn't matter where the cockpit enclosure comes from when the view slot's just another funnel for bullets into the driver's skull.
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The Deads

**The Deads** is both an Operation and a nickname for a collection of certain Districts in Solo Nobre.

As this operation has early exit disabled, the player must navigate through all 6 districts in turn, and cannot jump to the Spaceport at the end of the first district.

## Districts

* Pinhal Novo Security Corridor
* Gasworks Turnpike
* West End Slums
* Enos Reconstruction Zone
* Waste Overflow Watershed
* Alhandra Spaceport Zone

## Acquisitions Entry

> The residents of Solo Nobre have a black sense of humour that nearly puts our own to shame. According to the administrative records, the districts known as "the Deads" date back to the original settlement of Solo Nobre. We suspect that most of the colonists headed to the original destination of the Founders either died en route or burned up on re-entry. Judging from the name of this venerable collection of prefabricated habitats, now "revitalized" by what passes for arts on Novo Solo, the Founders' survival was as much of a surprise to them as it was to us.
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Oscar Allard

**Oscar Allard** is a Spacer pilot. He is a Cyclolucidite.

## Acquisitions Entry

> If we are the daylight citizens of our spaceborne cities, then surely the cyclolucidites are the denizens of the eternal night that is our birthright and home. **Allard** was originally one of us - a veteran of many wars, he is still remembered for his glorious victories free from the taint of planetary soil. It is written that he wept after his last victory, for there were no more armies who could challenge him. Not long after, he resculpted his sense organs and joined the cyclolucidites, finding a new purpose in the maelstrom of forces that guide our way between stars. Although most cyclolucidites prefer to sleep away our many orbits, **Allard** (like all cyclolucidites) has no biological need for sleep, and seems to enjoy using his vast experience to butcher his opponents. I love and fear him, and soon Solo Nobre will quake with the reports of his weaponry.
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## Achievements

Unlock **Oscar Allard** in Acquisitions
Tobruk

A Tobruk in the mission In Your Own Time

A **Tobruk** is a type of Defense Turret. It appears to be constructed from the turret of the Citadel Ultra tank, and wields a Cannon weapon.

## Trivia

* The name Tobruk comes from a WWII-era nickname for hardened fortifications built from obsolete tank turrets, also known as a Ringstände. [1]
Canary

* Standard
* Brigador Variant

The **Canary** is a Loyalist Light Agrav.

Serving a Spotter role. Its only weapon is the non-lethal Stun Laser.

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

The pilotable version carries the same firepower as a Prowler, greatly up-gunned from it's original surveillance role. Fixed mounts, but good maneuverability makes up for it.

## Acquisitions Entry

> The agrav sibling to the Doorman. Duty flying a **Canary** is often a punishment, but the flunkies that end up piloting them don’t seem to mind. In fact I hear that Canary assignments are sought out because of the sophisticated comms/surveillance/optics package. Late night Canary patrols are usually just a binge of eavesdropping and voyeurism, except no one’s the wiser because you’re just the night watch. Not that I’d know. But I got some tapes if you want to trade: Telephoto shots from showers in high rises of the Outer Core, splash-down of Harvester rounds on a crowd shot in thermal. Canary pilots got all kinds of tapes if you got a little extra scrip.
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## Notes & Strategy

*Against enemy Canaries*

Keep your distance and prioritize fire. For Loyalist garrisons, Canaries serve a double Support purpose: while they radio for an alarm, they slow down movement with a close-to-mid range beam.
Joust

The **Joust** is a Spacer Heavy Agrav, armed with dual Turret hardpoints. The Joust is fast for its size, sacrificing damage output for manoeuvrability.

## Acquisitions Entry

> Dual Turret hardpoints, that I haven't seen before. Even Spacers have their hot dog pilots, probably more of their share than most really. Handling an agrav at high speed and targeting dual Turrets, that's a lot to throw down the pipe of a combat jack... I'll be honest though, never seen the inside of Spacer hardware. Most of us dirt eaters never will. Do they even still use cranial jacks? At any rate I'd watch out for these. Ruthless in the hands of a skilled pilot, I'm sure. Firepower and finesse.
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Seeker

The **Seeker** is a non-pilotable Spacer Light Agrav, an unmanned drone, equipped with explosives intended to serve a kamikaze role.

## Acquisitions Entry

> Autonomous drone bombs that are deployed to bolster numbers and extend sensor range, especially in difficult urban terrain. Cheap to produce, at least by Spacer standards. Their operational lifespan is actually pretty short, but they don’t even bother servicing them is what i hear. Seekers starting to glitch out get used for target practice during training. Make sure you do the same. One Seeker detonation might not do you in like a Bombucha, but there tend to be a lot more of them out there.
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Sieghart Bulver

**Sieghart Bulver** is a Loyalist pilot. Added in the 'Nĭ Hăo a Tutti' update.

## Acquisitions Entry

> A dedicated career soldier with a long string of successful deployments, **Bulver** has finally hit his personal ceiling. Giftless in political maneuvering and neither known nor liked enough to be sought out for higher command through his own merits, Bulver is slowly realizing that he will die with the same stripes he's wearing now. Under different circumstances he might be placated, as his desire for generalship is based in his correct belief that he's suited to the task. However knowing he'll be passed over for less talented but more politic officers, knowing that "they" are holding him back is turning his loyalty to bitterness. Bulver seems ripe to change to a mercenary career path - and take revenge on the system that let him down.
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