Brazilian Soldier
- Template
- Enemy
- Status
- Canon
- Category
- Military
- Levels
- Surface, D1, D2, auxiliary complexes
- Population
- Reinforced
1. Summary
Brazilian soldiers are the personnel of the Brazilian Armed Forces who guard Schwarzwald. They are procedurally generated individuals, and they come in three variants: the Brazilian Soldier, the Brazilian Officer and the Brazilian Sniper. See: Factions › Brazilian Armed Forces.
2. Origin
Brazilian military personnel belong to the Brazilian Armed Forces stationed at Schwarzwald. The force's organisation, territory and presence are described on its faction page. See: Factions › Brazilian Armed Forces.
3. Appearance and Anatomy
Brazilian military personnel are procedurally generated, with individual names, ages, appearances, identities, personalities, and behavioral attributes.
3.1 Variants
The military force includes:
- Brazilian Soldier: Standard infantry personnel, typically equipped with an FAL or IMBEL IA2 rifle.
- Brazilian Officer: Command personnel equipped with an IMBEL 9 GC MD1 pistol, whose presence improves nearby soldiers' tactical coordination.
- Brazilian Sniper: Long-range personnel operating from concealed positions, particularly in the surrounding forest.
3.2 Procedurally Generated Identity
Each soldier is generated as an individual character rather than as an interchangeable enemy.
A procedural generation system assigns persistent identifying and behavioral attributes.
These may include:
- Full name.
- Age.
- Military rank.
- Unit and assignment.
- Fictional military identification number.
- Photograph and identity-document information.
- Length of military service.
- Personality and temperament.
- Professional discipline.
- Suspicion threshold.
- Risk tolerance.
- Behavioral tendencies.
- Relationships with other soldiers.
- Memories of previous encounters.
Each soldier's dog tag carries his engraved identification number, which Edmund can read where the body lies. See: Systems › Dead Soldiers Registry.
4. Behavior
The Brazilian military presence is not a static series of scripted encounters.
How soldiers patrol, pass their time and persist as people within the world simulation is described with the military simulation. See: Systems › Military Threat Levels.
4.1 Operational Territory
The soldiers' operational territory, from the surface to their limited presence in D2 and their exclusion from D3, is described with the force. See: Factions › Brazilian Armed Forces.
4.2 Behavioral Tendencies
Each soldier has distinct behavioral tendencies, including fear, aggression, experience, marksmanship, and willingness to request assistance.
These characteristics influence behavior.
A cautious soldier may closely examine documentation.
An inexperienced soldier may become visibly nervous during unexpected encounters.
A strict noncommissioned officer may insist on additional authorization.
A less attentive guard may accept an explanation with minimal questioning.
4.3 Operational Assignments
The installation's operational assignments, their vacancies and their reassignment belong to the military simulation. See: Systems › Military Threat Levels.
5. Detection and Combat
Personnel communicate through military radios.
5.1 Emergent Military Intelligence
Brazilian soldiers do not automatically identify every unusual event as evidence of a hostile intruder.
Discovering a dead soldier might produce several interpretations, including an accident, suicide, homicide, or an unexplained incident.
Their conclusions depend on available evidence, individual characteristics, and probabilistic decisions.
A soldier may become suspicious without contacting anyone. Another might report the discovery and trigger an investigation.
Missing personnel can also generate suspicion. A soldier who fails to respond to radio communications might prompt additional contact attempts, an investigation, or, in unusual circumstances, a request for reinforcements.
Information propagates through military communications rather than through omniscient enemy awareness. How an unfound body or missed communications shape later patrols and investigations: See: Systems › Military Threat Levels.
5.2 Surprising a Companion
What soldiers do when they surprise an isolated companion is described with the companions. See: Systems › Companions.
5.3 Threat Level and Reinforcements
The soldiers' collective response, from suspicion and investigation to combat and reinforcement, follows the Brazilian Threat Level. Command can send infantry reinforcements by truck, snipers, Esquilo helicopters and tanks. See: Systems › Military Threat Levels.
6. Counterplay
Edmund can deceive soldiers with a military disguise. See: Systems › Military Disguise.
Amanda may attempt to cancel an active alert through the optional False Alarm quest. See: Systems › Amanda's Authority And Trust.
Killing a soldier can leave his assignment temporarily vacant, and the Dead Soldiers registry lets Edmund learn which responsibility the soldier held. See: Systems › Dead Soldiers Registry.
7. Population and Persistence
How reinforcements arrive is described with the Threat Levels. See: Systems › Military Threat Levels.
Individual attributes remain persistent.
A soldier encountered at one checkpoint retains his identity and relevant memories during subsequent encounters.
If he is killed, he does not simply respawn as the same individual.
His death becomes part of the persistent history of the simulated world.
Other soldiers may notice his absence, report his disappearance, or respond to his death. See: Systems › Persistent Consequences.
7.1 Identification Documents and Human Consequences
How a killed soldier's identity reaches the player, and Edmund's restrained reaction to it, is described with the registry. See: Systems › Dead Soldiers Registry.
8. Sound and Presentation
…
9. Open Questions
…