recursal/Fanatic-Fandom huggingface dataset:
Norman Osberger

**Norman Osberger** is a Loyalist pilot.

## Acquisitions Entry

> A relatively recent immigrant to Novo Solo, **Norman** fled more civilized sectors in the wake of some terrestrial scandal or other - nothing worth mentioning, but he seems to be consumed by it still. Our sources paint him as a "hard luck case" and subpar mechanic. Certainly no Corvid would tolerate his shoddy work. Unlike most hapless NEP drivers, however, he knows exactly what his abilities are, and something more important: he has nothing to lose. His death wish may be perfect for our purposes, provided we offer the right insurance package to benefit his survivors.
>
> m.p.C.C.
>
>
Stun Laser

The **Stun Laser** is a non-lethal weapon used only by the Loyalists and is not available to the Brigador. The Stun Laser causes no damage, but temporarily slows down the targeted vehicle considerably, making escape or progress slow.

It is found on Loyalist versions of the Canary Agrav and Swede Mech.
Steve Lichman

**Steve Lichman** is a Freelance Pilot. Steve is a cameo character from Dave Rapoza's comic, *Steve Lichman*.

## Acquisitions Entry

> The friendliest dread lord you'll ever meet, or as **Steve** puts it, "We are all skeletons on the inside." Happy in a cosy tomb beneath one of Solo Nobre's many necropoles, he'd spend his time hanging out with friends, reading comics, and pranking visitors.
>
> Then they killed Jason.
>
> You can't tell, but **Steve** isn't smiling anymore. Not even Sgt. O'Mally can hold him back this time.
>
>

## External links

* Steve Lichman - Dave Rapoza Comics
* Dave Rapoza's Twitter page

## Trivia

* In an older version of Brigador, **Steve** is credited in the acquisitions entry: "special thanks to David Rapoza & Daniel Warren, **Steve** helped us get though shipping Brigador."
West 12

## West 12

### Unlock Cost

$20,000,000

**West 12** is a Freelance Operation.

## Districts

* Waste Outflow Watershed
* West End Slums
* Pinhal Novo Security Corridor
* Exeter Station
* The Nazaré Necropolis
* Calvo Farm Outpost
* Gasworks Turnpike
* Sintra Necropolis
* Lubrigos Tenements
* Rail Yards
* Enos Reconstruction Zone
* Estrela or Alhandra Spaceports
Sleepwalker

The **Sleepwalker** is a Spacer Light Mech, wielding one Turret and one Small hardpoint, with notably high acceleration.

## Acquisitions Entry

> Take a look at my notes on the Hoker and tell me what you think, I really think you’ve got basically two main camps in Spacer designs. Anyway, the Sleepwalker falls into the “what the hell am I looking at” side of things that Spacers seem so fond of. Half-fond, anyway. Goofy tall for a light mech, but also so thin, it ends up getting great sensor range/awareness that almost makes up for all the fire it draws. I bet if you really cared to find out, designs like the Sleepwalker come from quasi-religious devotion to these bizarre, totemistic forms. Not my department.
>
> -MB
>
>

## Pilot Variant

Aela Koponen's Sleepwalker is armed with a Disco 7MW laser and Black Hand irradiator, with Active Camo for defense. This loadout is a highly mobile silent assassin. The Disco excels against shields but is poor against armor, while the Black Hand excels against armor but is ineffective against shielding. Kill targets before they know you're there, avoid open fights, and don't let the alarm sound.

## Campaign Availability

### Missions

Glory Box
La Femme d'Argent
The Void Repeats

## Achievements

Complete an operation with a **Sleepwalker** equipped with Disco, Black Hand, and Active Camo.
Solo Nobre (Operation)

*Not to be confused with Solo Nobre.*
The **Solo Nobre** operation is a Freelance Operation consisting of 18 Districts. The player can either choose another district, or choose a Spaceport in order to exfiltrate after clearing each section.

## Districts

* The Nazaré Necropolis
* Sintra Necropolis
* Nobre Dunes Gated Community
* Ranchos Velhos
* Calvo Farm Outpost
* Pembroke Outpost Site
* Long Yard
* The Loop
* Lubrigos Tenements
* Rail Yards
* Exeter Station
* Ourique Estates
* Enos Reconstruction Zone
* West End Slums
* Waste Outflow Watershed
* Pinhal Novo Security Corridor
* Gasworks Turnpike
* Any Spaceport
Mantis

The **Mantis** is a pilotable Loyalist Heavy mech.

## Acquisitions Entry

> The newest addition to the Loyalist roster of heavies, the Mantis straddles the gap between light and heavy chassis. Though still retaining a fair degree of flexibility when it comes to loadout, the Mantis was originally designed around a dual Galinha housing. The lighter mounts plus the combined knowledge from prior mech designs drops the upper chassis tonnage to nearly half that of a Praetor despite using the same power plant. Can’t quite keep pace with a Fork or Sparrow, but that higher foot speed means recon spears can actually roll in with heavy support, support that can take a beating. Mantis drivers tend to be lightning rods both on and off the battlefield—it’s why they’re always seen cozy with Fork drivers off duty.
>
> -MB
>
>
> Notes & Strategy
> ----------------
>
>
> * An unusual Loyalist mech, which staddles the line between heavy and light Mechs. Its armor, speed, and maneuverability are all excellent for its size.
> * The downside is that the Mantis generally has less offensive power than other heavy Mechs, owing to its dual Auxiliary mounts.
> * Tends to have notably more difficulty with Heavy and Ultra-class enemies; you will often need to outrun anything the Mantis can't outgun. Flanking enemies can often help a lot, and use of an Audio-Kinetic Pulse or EMP Grenades can help you wear down these foes.
> * Enemy Mantises will be packing the loadout recommended in the Acquisitions Entry: dual Galinhas. These can be extremely dangerous for any player using lighter vehicles, as their weapons are extremely difficult to avoid at closer ranges. It's recommended to break off and use the environment, Active Camouflage, or Smoke Projectors to get the drop on enemy Mantises and take them out before they can bring their guns to bear, or overrun it before it can keep the pressure on. Whatever you do, don't let it get to medium range, and don't let it stay there.
>
Treehouse

The **Treehouse** is a towering Corvid Ultra-heavy tank with dual Heavy mounts. It is extremely slow, but capable of firing over high cover and as an Ultra-class vehicle has an innate 25% damage resistance bonus and increased trample damage.

## Acquisitions Entry

> Normally - if there is a "normal" for a siege engine made out of old jalopies - you'd expect the cars to be stripped out entirely for something like this. Instead, Corvid engineers keep all the horns and headlights and link them up to the main cockpit controls. When one of these comes rolling in, blaring and blazing like the angels on judgement day, the Treehouse goes from silly to terrifying in seconds flat. Fortunately the thing itself doesn't have that kind of acceleration - keep your distance and don't let the bastards surprise you.
>
> -MB
>
>

## Pilot Variant

Sabela Costa's Treehouse is armed with a Ploughman chemical projector and König 30mm gatling gun, with an Audio-Kinetic Pulse for defense.

This loadout is for murdering everyone and everything in sight. Best if piloted aggressively and using height to fire over protective cover. Be careful not to drive through your corrosive gas however.

## Notes & Strategy

* **Ultra class**: +25% damage resist, increased Trample
* The Treehouse is extremely tall, making it difficult to hide from Spotters.
* Enemy Treehouses, in turn, are extremely hard to hide from due to their large size, and they are loaded for bear, packing dual Pitbull rocket launchers and a Broiler laser. While not very accurate at long range, they are very good at saturating large areas and extremely dangerous at close range. Worse, the Corvids tend to field them in pairs, or alongside Saint Benjamins. Brigadors using smaller units will want to get well away from these things, or get them to whiff their rockets, then hit them during the reload cycle.

## Trivia

* The turret of the Treehouse resembles an early 90's first generation Chevrolet Lumina APV.

## Campaign Availability

### Missions

Metal Health
Organ Donor
Weigh Me Down
Intense Gravity
Texas 7 Casino

These casinos are known sarcastically as "NEP guardposts"

Texas 7 is a casino franchise that has buildings throughout Solo Nobre. There is no particular bonus beyond standard payment for destroying one.

## Acquisitions Entry

> Few criticisms can be made more easily of Great Leader's social policies than to point out the spread of Texas 7 franchises. A combination casino, roadhouse, buffet, strip club, and by most accounts bordello, Texas 7 is a national embarrassment and ineluctably twined to Solo Nobre's compulsory military service. The tall Texas 7 neon signs visible throughout the city are known sarcastically as "NEP guardposts," because any NEP base is sure to be within half a click of a Texas 7.
>
> Similar comments have been made regarding the disproportionate percentage of soldiers' earnings spent inside Texas 7. Visit one if curiosity demands, but at all cost avoid them on any soldiers' payday.
>
> -Efi
>
>
Chuffer

The **Chuffer** is an Artillery weapon fitted to the Auxiliary mount. Instead of an explosive round, the Chuffer fires canisters of corrosive Tubarão gas.

## Acquisitions Entry

> A cocktail of reactants and the infamous Tubarão are packed into "agitator" shells which tumble end over end en route to the target. The NEP forswore usage of the weapon after what happened in Moerbeke during The Troubles, but I've still seen caches of ammunition along with both Chuffer and Ploughman launchers at more than one District HQ.
>
> After the "Moerbeke Rain", the lead scientist and his assistants were found dumped by the Outer Core gates with their insides turned to paste, having been forced to breathe and ingest the mixture respectively. The militants who captured them apparently had a flair for poetic justice.
>
> -Efi
>
>

## Notes & Strategy

A Tubarão cloud is an effective area denial weapon. As the launcher's rate of fire is relatively high, it's possible to create a hallway of corrosive death for the onslaught of hostiles to traverse.

Any key structure (such as orbital guns) hit with 2 canisters (possible in a single burst) will begin to erode.

Three considerations when using the Chuffer:

* Tubarão eats away cover as well, so a narrow chokepoint may widen over time, and although the attack is a cloud in itself it does not block the view of the enemy; a Smoke screen between you and the targets will provide comfortable concealment.
* Be careful if hostiles close in; release the launcher's trigger and fend them off with your other weapon, lest the Tubarão chew at your own hull.
* The lingering corrosive cloud will often destroy any ammunition left behind by an enemy; using your other weapon when ammo is low is advisable.
Novo Exército do Povo

The **Novo Exército do Povo** (also known as the **NEP**) is a paramilitary group that seized power from the corporate founders of Solo Nobre, the largest city-state on Novo Solo.

Their leader, Great Leader, closed the spaceports of the city and took control of the anti-spacecraft orbital cannons, eliminating trade and interference from off-world.

The Solo Nobre Concern, a corporation fighting against the NEP using Brigadors as proxy agents, are interested in liberating Solo Nobre to reestablish control and reopen inter-colony trading.

Shortly after the death of Great Leader, the player accepts a contract from the SNC. Upon completion, the player officially becomes a Brigador, making them an enemy of the NEP.

## Trivia

* The phrase "Novo Exército do Povo" is Portuguese for "New People's Army"
Turn It Out

## District Minimap

**Turn It Out** is the fourth Tutorial Mission from the Up-Armored Edition tutorial campaign.

This tutorial covers:

* Using Special Abilities
* Smoke Projector
* Reloading off of enemy husks
* Inherited momentum

## Acquisitions Entry

> Marvelous, I hope we're not boring you Clotilde. It's really been a pleasure. This contract should be the last of us deigning to provide any instruction to you while you do such beautiful work.
>
> This is L. Wrightson by the way, I'll be keeping an eye out for your next Contract acceptance.
>
>

## Loadouts

The only available loadout for this mission is Aalto's Zöllig.

## Enemy Units

* 2x Swedes
* 4x Prowlers
* 2x Addaxes
* 5x Loyalist Infantry
Zöllig

The **Zöllig** is a Spacer Heavy Mech. It is equipped with two Main hardpoints, with very high melee damage.

## Acquisitions Entry

> One of the few examples of Spacer mechs I actually had a clear vid of—clear enough for our purposes, anyway. Designed for urban pacification, despite its height. The Zöllig has side-by-side rather than axial weapon mounts, I’m assuming to keep weight centered and overall length down for close quarters work. Nothing ruins your day faster than trashing your laser apertures by scraping them against the side of a building. I mean, so I’ve heard.
>
> -MB
>
>

## Campaign Availability

### Missions

Beginners Falafel
Think It Over
The Dutch Fist
Turn It Out
Second Scout
Are You An Assassin?
Open Up Your Heart
The Order Of Death

Clotilde Aalto's Zöllig is armed with dual Banshee 14mm chain guns, with a Smoke Projector for defense. This loadout is excellent at range and at focusing damage on single targets. Excellent against armor and shielding, mediocre against structures.
Giancarlo

**'Giancarlo'** is a Corvid Brigador first usable in the mission Suicide Machines.

## Acquisitions Entry

> Truly eccentric, even for a Corvid. Likely in his seventies. Agrav enthusiast from down south, flew his custom hot rods for decades, made his own clothes.
>
> His sight may be going, but he's still one of the best pilots on Novo Solo.
>
> -Beynder, SNC Informatics Division.
>
>
Party Van

The **Party Van** is a Corvid Tank. It is equipped with one Auxiliary and one Small hardpoint.

## Acquisitions Entry

> Betushka tank treads and power plant with the chassis only half stripped. Too far into the third six pack, the Corvids bolted a van on top and called it a day. "Party Vans" come in various irregular variations but they're all about the fastest, laziest way to take a disabled Loyalist light tank back into service with a Corvid flourish for the ridiculous. I heard one time they didn't even bother cleaning out all the guts of a BT driver before welding the van on top. Couldn't hose the smell out of the thing. Driver and gunner were just drunk with an extra cooler in the front any time they had to go out on a mission. So exactly like every other Party Van crew, come to think of it.
>
> -MB
>
>

## Campaign Availability

### Missions

Suicide Machines
Inch Of Dust
Found Ghost
Intense Gravity

## Notes & Strategy

Despite it's diminutive nature and fragility, the party van has an impressively strong ram for it's size. It is entirely possible to stealth kill many foes via proper positioning, use of cover and a well initiated boost to their backside. The party van's boost meter is quite small for a 'light' vehicle but is otherwise average as far as tanks go.

The party van is also nearly completely silent, allowing it to stealth well, this even extends to it's boost, allowing it to bait foes for a possible backside ram which thanks to it's strong ramming damage works until the largest of vehicles. A citadel can be finished off with a carlos or donkey shot if rammed using boost from the backside as initiation.

Aside from these points it's a fairly well armed vehicle with a full 360\* firing radius, thus the combination of great speed and small frame allows it to combat foes at long range effectively. You will want to choose this option when fighting any foe directly as the vehicle itself is remarkably fragile.

The party van's poor acceleration means that it is not as nimble as other corvid lights such as the Chook, this makes the AKP a suggested pick in order to clear way for manuevering as well as a quick finisher. This is even more so as the Party Van size means that even the smallest of battlefield debri can hinder it's movement, this is especially true for non-enemy vehicles (map-elements) which usually don't impede most tanks but can stop the party van in it's tracks, leaving it exposed and vulnerable.

Due to the Party Van's fragility it is best used as long ranged combatant. It's small size allows it to use any form of cover quite well and it's speed lends it strafe-fire capacities in a pinch. If a brigador clears a suitable area for a fight, smoke and EMP can also be viable special to equip or cloak if you're caught out (though the party van's boost, high top speed and small size allows it to dart out of bad situations quite well into cover).
Movement Options

Brigador was designed around the relative control scheme. But many Brigadors had trouble getting accustomed to the controls. And as such new alternative control schemes were made.

The control scheme for agravs can be set independently of mechs and tanks.

### Mechs and tanks

* Forward always translates to the unit's forward, regardless of orientation. Likewise left will always turn to the unit's left, or counter-clockwise. And so on.

### Agravs

* Perhaps the hardest vehicles to master in relative. Left and right strafes instead of turning, but forward is still the unit's forward.

This control scheme has no assists, and is the most powerful if mastered.

## Inverted reverse relative

* Same as relative, but when reversing, left and right are flipped. This comes more natural to some.

## Screen absolute

* Controls are screen aligned. Forward/Up tells the vehicle to head toward the top of the screen.
* This is a favorite among agrav pilots.
* Similar to classic twin-stick shooter setups.
* It can be less desirable in some situations where the vehicle needs to correct its' orientation. More apparent on some vehicles than others.
* On keyboard, moving along roads usually requires holding down two keys.

## Right/Left tile absolute

* Controls are tile aligned. Forward/Up tells the vehicle to head toward the up-right/left corner of the screen.
* On keyboard, this can be more comfortable than screen absolute. You only have to use one key to move down a straight road.

## Reverse with absolute (toggle)

* This allows the vehicle to reverse when using any of the absolute modes, instead of reorienting itself to the desired direction.

## Trivia

* Many new players expected Brigador to play as a twin-stick shooter. Eventually the screen absolute control scheme became the default control scheme to appease.
Tunerall

The **Tunerall** is a Nonpilotable Spacer Heavy Mech.

## Acquisitions Entry

> The Tunerall is a curious mech, especially for Spacers. At first I couldn’t piece it together. While similar, there didn’t seem to be a standardized design in the various samples I could assemble... Apparently it’s not an official model of the Spacers, rather a mechanic’s nickname for an improvised chassis—Spacers are like the old Revelators, they’ll never leave bricked chassis behind if they can help it. Either the dead vehicle gets picked up for salvage on one of their massive grav-sleds, or it’s obliterated by rail slugs from an orbiting dropship. This is also the reason why Spacer tech is so hard to get your hands on, ignoring the difficulty of disabling one of their vehicles in the first place.
>
> Since leg components are left intact far more often than uppers, Spacers will, in a move as close to Corvid engineering as you’ll see them get, retrofit the legs with new uppers built from their recovered salvage. There’s still some kind of protocol to their construction though as I’ve never seen variants that deviate too far from a recognizable type; the small cockpit overhangings a weapon socket surrounded by flanged plates. I sometimes wonder if there’s a ritualistic component at play here, or if it’s a purely practical initiative. Either way, the end result is the Tunerall. Not as sturdy as most Spacer heavies, but it’s quick on its feet and still packs a heavy punch.
>
> -Efi
>
>
Sabela Costa

**Sabela Costa** is a Corvid pilot.

## Acquisitions Entry

> Like many Corvids, Costa started her career as NEP. Finding the jingoism disagreeable, she took the quickest route to a discharge while learning everything she could about mechanized armor engineering. In a less stagnant time and organization, Costa might have found her way to the head of the Design Bureau - instead, she found her way to the Dead and started performing radical surgery on junkers, welding them together in new and startling configurations. Left alone, she might have actually made some advances in her long-dead art; but the Costa family has deep roots in Eixo, so the Corvids were uncharacteristically prompt in securing her loyalty.
>
> Her creative drive stifled, she has proven as lethal as she is groundbreaking, and the promise of being able to leave the backwards dirtball of Novo Solo behind will be more than enough to cause her to turn on her erstwhile allies.
>
> m.p.C.C.
>
>
Training Sparrow

## Training Variant

The **Training Sparrow** was a variant of the non-pilotable Sparrow used in the original Beginner's Falafel training mission. It had a different hardpoint configuration compared to the standard Sparrow, and is currently not available in Freelance mode. While the normal Sparrow features a single central Turret hardpoint occupied by a Gutterball artillery weapon, the **Training Sparrow** featured a larger central Auxiliary hardpoint, with an additional Turret weapon to the lower right of the frontal shields.

The Training Sparrow used in the training mission was equipped with a Preacher cannon, and a Mãe Dois machine gun, with Smoke Projector defense.
Pantry Boy

* Standard
* Brigador Variant

The **Pantry Boy** (formerly Pantryboy) is a Loyalist Treadbike, built on the Troubadour and made pilotable by the player in the All Saints Update.

Better balanced than its cousin and slightly better-armored, the Pantry Boy trades the Auxiliary mount for a smaller Turret, giving it 360 degree coverage. Nelinha Ka pilots it in the Campaign.

## Acquisitions Entry

> The Pantryboy is a modified Troubadour chassis with the driver pushed forward and lower, for a better view of the road, and the gun mount moved up and back. Better balanced, but with the position of the gun and recoil/stability concerns it gets a Turret instead of an Auxiliary mount, giving it a full 360 field of fire. Pantryboy riders get razzed for the “training wheels” outrigger configuration, but it takes a lot less time to get proficient in riding one compared to the accident-prone Troubadour. There’s a story of a Pantryboy driver taking down a Julius in single combat, but the names change every time I hear it, just like the origin of the name “Pantryboy”.
>
> -MB
>
>
Quatro Santos

The Quatro Santos is both a Location, Operation and a District in Freelance mode.

## Districts

* Quatro Santos
* Villa Agarta Luxury Resort

## Acquisitions Entry

> One of the oldest districts in the city, Quatro Santos' foundation was laid in the early years of colonization. With the exception of the necropolis, many of the colonial-era buildings have been demolished and rebuilt according to Great Leader's new development plans, some of which never quite came to fruition after the Troubles.
>
>

> Space constraints and an unruly populace led the urban planners to design a highly compact, nearly entirely self-containing district. Its geographical location, however, led to Quatro Santos becoming a sanctuary for Corvid insurgents during the Troubles (owing to its distance from the NEP). Many Corvids from that era became key community figures and defend the area's culture and remaining buildings with zeal.
>
>

> Today, the district is one of the few where both the NEP and the Corvids coexist, living uneasily in tight quarters, exchanging pleasantries over metaphorical weapon sights. One wrong move and everything will disappear in a very real hail of cannon fire.
>
>

> -Efi
>
>

## Trivia

* Each corner in the Quatro Santos' district level is made by a different community member.
Marvin Beck

**Marvin Beck** is a Brigador pilot and source of vehicle information in Acquisitions. Marvin worked as a night manager of a club in Lannois before becoming a vehicle specialist for the NEP. Soon after joining the Corvids, Marvin was recruited by the SNC as a subject matter expert in preparation for their campaign to retake Solo Nobre.

## Acquisitions Entry

> A disgruntled vehicles specialist with an encyclopedic knowledge of Solo Nobre tech and even a strong grasp on Spacer capabilities. Rumored to be literally a mech fetishist. His appraisal of opposition technology shows an admiration which suggests unstable loyalties. He may be willing to abandon the military simply for the opportunity to study new technology up close.
>
> -m.p.C.C
>
>

## Achievements

Unlock **Marvin Beck** in Acquisitions

## Trivia

* Marvin's tone and voice, is like the achievement implies, heavily inspired by John Dolan's writing as The War Nerd.
Scottie Graf

**Scottie Graf** is a Loyalist pilot.

## Acquisitions Entry

> Real piece of work. Too violent for the high society she was raised in, too reckless for the intelligence track usually taken by such types. NEP funneled her into a Tinker peacekeeping force where she went on to brutalize any daring enough to demonstrate near her deployment. She's taken to 'peacekeeping' with a zeal that goes beyond professionalism into naked sadism. Not a strategic thinker but excellent in moment to moment, aided by a natural talent for intimidation.
>
> - Beynder, SNC Informatics Division
>
>
Man from Volta

The **Man from Volta** is a late-game playable Pilot added to the roster in the Brigador 1.15 Halloween Update. He wears a paper plate as a mask, as is common on Volta.

## Acquisitions Entry

> As intimate as I have become with this misbegotten sphere named Novo Solo, it is sometimes easy to forget about the wider galaxy. **Man from Volta** is a SNC recruit from Volta, another outer colony and the site of one of the early-model 'efficiency society' experiments. A harsh and ruthless place, it is not unlike the crèches from which we spawned, save for its crudity and damnably terrestrial nature.
>
> He once had a name, but the esoteric rituals in the warrior death tribe to which he belongs stripped him of any identity beyond violence. His entire being is the mask he wears; to his people, a maskless man is nobody, without a face, and the masks of the fallen enemy are collected as trophies. High-powered weaponry and desperate struggle over nutrient pipelines are the only things the population of Volta know.
>
> Despite his crudity and guttural speech, I cannot help but feel a certain affinity for this **Man from Volta**. There is an immediacy to his brutality that I find refreshing. Born of necessity, it remains unadorned by the garish flourishes my compatriots are so fond of. It's a pity they won't appreciate his artistry tonight.
>
> -m.p.C.C
>
>

## Trivia

* **Man from Volta**'s portrait image was based off a render from Gausswerks' early FPS/platform game project.

## References

1. ↑ https://forums.somethingawful.com/showthread.php?threadid=3778563&userid=0&perpage=40&pagenumber=37#post467667321 "SomethingAwful Brigador Thread"
Scimitar

The **Scimitar** is an indirect-fire Artillery weapon, mountable to Turret hardpoints, unique for its multi-round salvo.

## Acquisitions Entry

> The procurement specifications called for “readily portable artillery” that could “precision fire munitions at multiple targets over a single volley” along with a feed system “capable of outputting 300 rounds per minute”. In response the Design Bureau’s first draft for the weapon included a suite of radio gear, a Bonesaw MG pintle mounted to the artillery barrel, an umbrella, an espresso machine, and a dispenser for prophylactics. Army brass were not amused.\*
>
> Though the Scimitar project is officially considered a failure, this curious weapon was still produced in volume and has found a home with NEP artillery battalions and support vehicles alike. Skilled gunners can “streak” the ordnance along a line in a fashion that resembles a small bombing run.
>
> \*Some higher up got the joke as the Design Bureau received several espresso machines upon completion of the Scimitar’s first production run. You can still find them, overused and scattered about the building.
>
> -Efi
>
>

## Notes & Strategy

* The spread of the shells takes some effort to fully appreciate, as the Scimitar's high arc punishes poor aim. But with control and practice, it becomes possible to carpet-bomb a large area in a single volley, making it particularly effective against unaware and clustered enemies.
Sledger

The **Sledger** is a Spacer powersuit made a pilotable vehicle in the Up-Armored Edition. It is very lightly armored, but carries a massive Heavy weapon mount with a Small secondary.

## Acquisitions Entry

> The Sledger is classic Spacer arrogance writ small—an entirely unreasonable amount of weaponry loaded onto the tiniest legs possible. The end result is only a powersuit in the loosest sense. The barely-enclosed pilot is cradled in a barrel shaped cockpit whose weight balances out the gun and ammo supply. Sledger squads always make for a weird sight, but nobody’s laughing after they open fire.
>
> -MB
>
>

## Notes and Strategy

The Sledger is well shielded for its size, but is also sluggish and maneuvers like a snail. This is all for the sake of bringing a heavy mount. The very poor turning speed means that strafing is limited to straight line movement only, though given the nature of heavy weapons this shouldn't be a significant problem given the Brigador carefully chooses their fights.

* One safe configuration is to bear an Otomo. Its short range prevents stray bullets alerting enemy reinforcements, locking you into the manageable safety of close engagement. Of course, open fields must be avoided; targets must come to you, not the other way. An EMP grenade can prove an useful panic button if too brute a force reaches you. A more daring Brigador can equip an Active Camo: alert enemies, herding them into an appropriate arena, activate the cloak and back away, let the curious contacts bunch together, and fry them all under the deadly beam.
Alhandrea Spaceport Zone

Alhandrea Spaceport Zone is a small Spaceport District in Solo Nobre.

A small, fenced in, suburbian district, with the spaceport in the north. There is little cover inside the suburbs. And once fighting begins, it won't end till most of the occupying force is destroyed.

There is little room to retreat. if out-gunned, this proves one of the more challenging extractions. In such case, artillery will help soften the swarm if the smaller paths are utilized, and fragile cover kept intact.
Novo Solo

**Novo Solo** is a distant planet in the Outer Colonies. Though nominally habitable, aggressive flora and fauna has makes colonization and development difficult. As a result, few major settlements have developed to any appreciable degree, with the vast majority of the planet's hardscrabble populace massed together inside high-walled city-states.

Its first settlement and by-far largest city, Solo Nobre, was established as a colony by off-world corporate interests represented by a shell corporation: the Solo Nobre Concern. As one of the first planets to be colonized at such an extreme distance from Earth, the fledgling settlement had to make do in relative isolation compared to other colonies. The Founders almost didn't survive planetfall, and rampant crime and poor conditions under corporate control after it *was* established eventually galvanized the revolution led by Great Leader and his "New People's Army" which ultimately ejected the SNC from the planet and closed Solo Nobre's borders. The Orbital Guns now protecting the city defend against any outside interference.

While the planet is claimed by the SNC, at least one other city, Eixo, was founded by a rival conglomerate on the surface a considerable distance from Solo Nobre. As Great Leader's increasingly isolationist policies all but closed the ports, any interplanetary goods destined for Novo Solo shifted to Eixo before finally making its way by (heavily-screened) rail to Solo Nobre.
Rope kid

The **Rope Kid** is a Corvid Light Agrav vehicle. It has one Turret and one Small hardpoint. They are fast and very lightly armored. One is pilotable during the Campaign mission Suicide Machines.

## Acquisitions Entry

> I hear they actually still have rodeos in Eixo, figure that one out. Now bull fighting, at least that's one blood sport from back on Earth that makes sense to Solo Nobreans.
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> Rope Kids are fast attack/recon vehicles for the punks that are too bored to drive a Skate anymore. Custom built, you can't get the right kind of delicate maneuverability a Rope Kid demands out of the heavy industrial components you build a Skate from. In a better era we'd have all our wildest kids racing these things for money on the vids, but for now they're just trying to outrun the bullets.
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> Storing enough fuel to keep it airborne for as long as their harassment patrols last means that a few good hits will vaporize the whole thing. But any good Rope Kid jockey knows that. Go fast enough and you don't have to worry about what crashing feels like - you're not going to feel a thing.
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## Pilot Variant

Giancarlo's Rope Kid is armed with a Bully 6MW Laser and a Donkey 84mm recoilless rifle, with EMP Grenades for defense. This loadout is built for high mobility close combat. Excellent short range damage and disabling, but with very poor armor and shielding.

## Achievements

Complete an operation with a Rope Kid equipped with Bully, Pinch, and Audio-Kinetic Pulse.

## Trivia

* Olu Salazar is one of the few pilots known to have successfully used the Rope kid in combat and lived to tell the tale.
Visch

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

## Acquisitions Entry

> I'm unclear on whether the Busker or Visch came first - or if they were parallel projects - but together they make for an interesting comparison. Boils down to the question of whether you want to stack your firepower onto a single mount or distribute it across a smaller pair. The fact that both vehicles exist means even the Spacers didn't get a straight answer on that one.
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Varlet

The **Varlet** is a Tuk Tuk class Corvid Tank.

## Acquisitions Entry

> Ad hoc recon vehicles, baby technicals. We all know the **Varlet** as the ubiquitous three wheeled taxi and delivery vehicle in most districts, and the Corvids have made them an essential part of reconnaissance. No weapons, armor, or shielding, just a pair of floodlights and an additional battery to power them. It has only two uses—as an extremely light recon spotter, and as a brief distraction to draw fire from real Corvid vehicles. Always piloted by the least valuable troops available, and usually only once.
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## Notes & Strategy

Sporting a whopping 10 multiplier for a freelance payout, the varlet is also the most fragile vehicle in the game. It has the grace of having a rapidly recharging boost meter, which is both the largest in the game and is nigh instant in recharge, allowing the player to effectively hold the boost button indiscriminately. This unique trait of the varlet as well as it's minute hitbox allows it to quite effectively strafe in any environment and space. For the daredevils out there equipping an AKP alongside your choice of cannon/mg makes for a high octane loadout with the added threat of bullet hell.

That said this also lends the varlet to be quite effective as a sneak type vehicle armed with the black hand and pinch/lockdown combo for a quiet subversion.

The varlet's fragility means that the enhanced damage from being hit in the back is essentially moot, as any direct hit from anything larger than a machine gun round will effectively vaporize you.

## Achievements

Complete a Freelance operation with the **Varlet**.

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

The **Preacher** is a 76mm HE cannon, smaller and faster-firing than the larger - but otherwise similar - Abbot.

## Acquisitions Entry

> Lacks the punch of its bigger brothers, but the significantly smaller shells allow for a much faster cycle rate - an ideal choice for dealing with light armor and infantry formations. Not much more to say about the Preacher, other than that it works.
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Pinch

The **Pinch** is a Small direct-fire weapon classified as Artillery, firing a single shield-destroying rocket at a time in a negligible arc over long ranges.

## Acquisitions Entry

> I believe this to be one of the finest weapons a colonial military has ever produced. Unfortunately it lacks the glamour of a Zeus or König, and as such has never seen battalion level production runs. Yes the rockets are shockingly expensive for their size, and yes there is a high incidence of misfires due to gunnery crews not maintaining proper engagement distance, but a force properly equipped with **Pinch** rockets could level the playing field when fighting against Spacers.
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> One well-placed Pinch can reduce a Broodmare's shields to the point where our own heavies might contest it. Additionally the launcher is man-portable and would be devastating against clustered formations and supply convoys - Spacer metallurgy may surpass our own but they must deal with mass constraints far more severe, and as such our armor strengths are roughly equivalent. If the NEP ever comes to its senses and greenlights a full production run of this weapon then I believe we would have a reasonable chance against the (admittedly unlikely but very real) possibility of a full-scale Spacer invasion.
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> --Efi
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## Notes & Strategy

Efigenia Tseng's comment on the Pinch is accurate: it's a battlefield equalizer against hard-shielded enemies. Especially Spacers.

* The effect on a stricken shield is similar to the effect of the Black Hand on armor: damage over time. Shooting a heavily shielded target from afar or hit-and-running will smooth the enemy for the upcoming attack.
* The Pinch also stuns targets caught in the blast. The stun is more apparent against larger assets, slowing movement and turret speed. A consecutive Pinch may even freeze it in place. Be advised that targets' weapon systems will still work.
* With these proprieties, the EMP grenade proves unnecessary on a Pinch-armed vehicle. The Pinch offers much higher rate-of-fire, reaches downrange much faster than the grenade, and the EMP effects on shield are temporary. If you equip the EMP to aid in disengaging, consider the Active Camo instead. Note that the Pinch does *not* stop a Spotter's alarm call like the EMP does.
* Besides the shield damage, the Pinch deals very little hull damage, felt only if hit head-on.

## Achievements

Complete an operation with a Rope Kid equipped with Bully, **Pinch**, and Audio-Kinetic Pulse.
Romancer Mk. II

The **Romancer Mk. II** is a non-pilotable Heavy Spacer mech.

## Acquisitions Entry

> A rare example of Spacer engineering returning to a previous design. Typically their minds are too bent on innovation and entertainment to show this kind of focus, however I understand the engineer behind this well-shielded heavy mech is an obsessive perfectionist. The emitter ports have been shifted over, while the access hatch and presumably the entire pilot cocoon are pulled towards the back.
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> Unfortunately without more than the basic intel I have access to for this new design I can only guess as to the rationale behind these changes. The characteristic ‘pig snout’ remains however, and my sources tell me this new Romancer is a fitting successor to the original.
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Spaceport

A Tug at a Spaceport launch pad in the mission I'm Always In Love

**Spaceports** are special districts of Solo Nobre that house interorbital Tugs, used by Brigadors to escape Novo Solo at the end of the Campaign or a Freelance mission.

The final mission of the original campaign, I'm Always In Love, sees the Brigador clearing Erandio Spaceport in order to commandeer a tug and escape Solo Nobre. In Freelance mode, the final district of any run will always be a **spaceport**.
Southern Reach

The **Southern Reach** is an area of Solo Nobre that encapsulates several Districts, and its pacification is available as an Operation in Freelance mode.

## Districts

* Exeter Station
* Ourique Estates
* Calvo Farm Outpost
* Enos Reconstruction Zone
* Souto Spaceport

## Acquisitions Entry

> I like the Southern Reach. I know there's not a whole lot to do and very little tail to chase, but with the right eyes, you can see it's a pretty major cross-section of Solo Nobre.
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> Exeter is a major railway hub that still manages to have one of the better known Necropolis statuary sites in the city. Ourique is boring but a good place to grow up, some of the best maintained state housing in the city (and the security checkpoints to keep it that way). Calvo Farm still has a lot of that colonial era flavor, real podunk stuff. And Enos is great if you know what you're looking at: a district like you had during the Troubles gone to seed, now slowly coming back to life as a logistics hub.
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> But Souto really cracks me up. Country clubs and opulence, next to migrant worker housing and clogged up suburbia, all crammed together with a tidy little downtown. It's a wonder you haven't had any riots in Souto. You wouldn't even have to march very far to take it right to the bastards' front doors. And the spaceport? I have it on good authority Souto's spaceport never really closed. You got those little Spacer needle ships painted black, coming at night every couple of weeks or so, carrying something that got put in an unmarked truck and went straight to the country club. Drugs, maybe some kind of extra special off-world trim? Whatever it is, it's expensive, and it got in with the approval of Great Leader.
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Shield Generator

**Shield Generators** are responsible for creating and maintaining a Shield around a vehicle. As long as the shield generator remains operational, vehicles that have the shield will not take damage to their Hull. All Brigador Vehicles (even the Corvid Tuk Tuk, the Varlet) feature shield generators, and some of the larger Non-pilotable enemy vehicles are also equipped with them.

## Acquisitions Entry

> Despite concerns over its radioactivity, the AN/VLQ-317 and the personal variant AN/PLQ-317 have become standard issue on most colony worlds. Although the shields can stop just about anything, they require 14 hours to cooldown after use and are therefore impractical for prolonged use.
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> However, one tank crewman discovered that injecting diesel into the coolant line would cause the shields to regenerate from the residual ions of destroyed shield generators. That crewman also discovered that not properly regulating the flow of diesel would lead to explosive catastrophic failure. As such only the truly daring or desperate ever resort to this practice.
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Pitbull

The **Pitbull** is a rocket pod Artillery weapon, fitted to Main hardpoints. Unlike most launchers in the Artillery class, the Pitbull is a direct-fire weapon with a negligible arc and very high rate of fire.

## Acquisitions Entry

> The Pitbull rocket is actually a Corvid sub-variant of the Shrike 57, a fin-stabilized, unguided air-to-ground munition almost as old as the colonies themselves. Shrikes were produced and stored in such volume that the Supply Corps’ accounting of the munitions was quite poor, allowing Corvid sympathizers to pilfer from the stocks unnoticed. When a full inquiry examined the stores it became apparent these supplies had been raided for years, thus the staple of the Corvid war machine became possible only through its adversary’s gross negligence.
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> Unlike the Shrike, the Pitbull is neither accurate nor long range. Corvids remove the stabilizing fins from Shrikes and cut each down into a pair of rockets half the length. The new Pitbull’s payload is somewhat reduced and has significantly lower muzzle velocity, but the much larger magazine more than compensates. This however doesn’t prevent cavalier drivers from emptying their entire payloads within seconds—to this end the Pitbull’s withering rate of fire is a double edged sword.
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## Notes & Strategy

* Powerful blast and sensational firing rate; control your trigger-finger to prevent yourself from emptying the pods too quickly, and be careful to avoid the blast radii at point-blank range.

## Trivia

The Shrike 57 referred by Efigenia Tsang may be the Soviet S-5 rocket, a 57mm unguided air-to-ground rocket. It is interesting to note that the rockets are "almost as old as the colonies themselves", implying that in Brigador's timeline, space exploration and colonization was underway as early as the 20th century.
Roadie

The **Roadie** is a Corvid Kamikaze Tuk Tuk.

## Acquisitions Entry

> I was wrong, Varlets have three uses. Spotting, drawing fire, and occasionally doing this. I know they look exactly like every other overburdened delivery Varlet out in the Deads, but under that ridiculous pile of boxes are high explosives. There’s a vague hand wave at up-armoring the driver’s seat, but that’s a fakeout. These take even fewer hits than a Varlet usually can. The trick is to spot them before they’re on top of you, exploding. Which is a lot harder than it looks. There are a lot of Loyalist light vehicle crews in the graveyard that can tell you that. There’s talk that Corvids drive these by remote control, but I sincerely doubt it.
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Arja Soug

**Arja Soug** is a Spacer Pilot first usable in the Campaign Mission, Neon Lights.

## Acquisitions Entry

> I have had the pleasure of knowing **Arja** on multiple occasions. A refined soul, her interests lie mainly in outdated interrogation methods and precise applications of ballistic projectiles. Naturally, she prefers to fight at range, taking out high-value targets, installations, and nearby buildings with overwhelming force.
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> Cruel beyond words. I am proud to know her.
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Volta

**Volta** is a planet in the Outer Colonies which possessed some mineral wealth, attracting the interest of a unnamed galactic conglomerate for exploitation. Analogous to the Solo Nobre Concern, the Volta Mining Concern was formed to operate a mining colony that straddled the terminator of the tidally-locked planet.

Given the modest mineral availability on Volta, the VMC had no intention of building a permanent colony. Instead an "efficiency society" model was followed, using entirely disposable commodities whenever possible to save the tremendous cost of ever returning anything to orbit: paper plates, plastic utensils, prefab tent-like structures reinforced with concrete, etc. The only permanent installations built were pipelines, mining facilities, and a kind of space elevator to lift extracted resources off-planet.

This limited supply meant that everything on-planet was owned by the VMC. To protect what little assets there were, the skeleton crew of mining colonists were kept under continuous surveillance. As resources began to run dry and the VMC inflicted harsher treatment on the workers to meet increased quotas, the workers revolted, using the ubiquitous paper plates as masks to hide their faces from the cameras.

Following the breakdown of civil order and given the limited mineral wealth to begin with, the VMC cut its losses and abandoned the planet, leaving the colonists behind to survive in the ruins of what was never meant to be a permanent human habitation. Left to fend for themselves, the colonists degenerated into a sort of tribal society, rooted in feral violence over limited supplies and a ritualized reverence of anonymity.

The Man from Volta is one of the few Brigador pilots kept on payroll by the SNC, sent to Solo Nobre to assist in their action against the NEP.

Apparently, Volta produces auroch (an Earth type of cattle, extinct in the XVII century) meat. There's some unidentified negative quality to it, since there are accusations of Ed's having imported meat from there.