recursal/Fanatic-Fandom huggingface dataset:
Kinetic Shield Core

**Kinetic Shield Core** is an utility equipment in REDCON. Storywise it was developed by the States during the campaign and eventually used by both sides in the remainder of the war.

Processors around the core track the incoming projectile and compute its exact point of entry into the hexagonal matrix, directing strong magnetic force against the impact. Resulting collision explodes the projectile, temporarily disintegrating the matrix.

**Kinetic shield** stops **10 damage** before disintegration.

*Cannot stop beam weapons, guided missiles, airships bomb, any damage inflicted upon the core weakens the integrity of hexagonal matrix.*

**Three operators** increase the speed of matrix restoration to *160%*.

Fully operated **Kinetic Shield** stops up to *40* **damage** before disintegration.

### Upgrade

**Advanced Kinetic Shield Core**: add 33% more resistance, increase power cost by 1 , increase operator slot by 1. **Four operators** increase the speed of matrix restoration to *190%* and Fully operated **Kinetic Shield** stops up to 5*0* **damage** before disintegration.

Advanced Kinetic Shield Core serves as a *SHELTER*, protecting stationed infantry by mitigating some of the incoming damage.

### Tips and Tricks

* Upgrading as soon as possible into advanced as it will turn into Shelter which could increase survivability of the soldiers and reduce the numbers of soldier that could be stunned, make it useful against Nyx, and Charon.
* The shield could effectively catch single heavier or speedy munitions like Archon but heavier Omega shell while still could be catch, it will spent all the restoration point which make the shield out of action for some time.
* Laser beam while can evade the shield it can be use to weakening the core thus make the shield out of action for the duration of firing while also frying people if they dare to repairing it. Counter, place medical station next door and fully upgraded to effectively cutting travel time and healing so the soldiers can quickly continue the repairing without fear of incoming another beam killing them.
* While missiles can also evade the shield an attack on the core with neurotoxin missiles like Taipan and Nyx could render it out of order for the time being with no way to reverse it, except sacrificing soldier to dissolve the gas with specific perk.
Laser Defense System

Are those things... lasers? (Soldier) Yes. Lasers stolen from us! (First Lieutenant Bella Warren)

## Acquisition

### Level Progress

Level ?: total piece (1)
 Level ?: total piece (2)
 Level ?: total piece (3)
 Level ?: total piece (4)

**Laser Defense System** is one of the defensive turrets in REDCON, which burns projectiles with an absolutely accurate laser beam and focuses on the nearest reachable target.

## Description in the game

2

Laser beam targets incoming ordnance with **100% precision**, tracking and rapidly heating the payload until it explodes.

Effective against light shells and missiles.

Nearby **Flak** and **Autocannon** defense turrets increase their effectiveness against tracked targets by +30%

[P:2] [Price???] [Piece 4] [2 star]
General Morgenstern

### Weapons

ARCHON Precision Cannon Mk III (2), TALOS Siege Mortar Mk II, HYPERION EMP Blaster Mk II, SOLARIS Heat Ray Mk III, SIRIUS Scorcher Beam Mk III (2), NEMESIS-X Tactical Nuke ICBM

### Utilities

Medical Ray Station III, Blast Engine Mk III, Nuclear Reactor II, Active Defense Control III, Munitions Depot III, Enhanced Gear Armory, Fleet High Command III

### Defenses

Laser Defense System (4)

**General Morgenstern**
Pillage of Eicony

The **Pillage of Eicony**, also known as the **Massacre of Eicony**, was an event that followed the Razing of Siud during the War of Dumete Aggression. Idrisian and Dumetian raiders, including the infamous Wolves of Losathis, landed in the south of Eicony and razed farmland and settlements in Eicony and Norhafen. Thousands of Topein settlers were killed or displaced by the raids.

## History

Mounted Idrisian raiders were sent from Auldon to South Eicony with the Idrisian 1st Fleet to pillage the southern half of the province. After the Razing of Siud, the Dumetian raiders and Wolves of Losathis moved south to Eicony to assist them. The three groups carved a path through northern Eicony, while a second Idrisian fleet landed in Norhafen. The Topein army in Fort Siud was quickly overwhelmed by the army of Dumete.

Vast swaths of land in Eicony and Norhafen were turned desolate, and thousands more Topeins fleeing the neighboring province of Siud died of exposure. The loss of a majority of farms, trade routes, and supply lines in Eicony and Norhafen severely weakened Topein effectiveness in the North Continent.

### **The Reclamation of Eicony**

Kovik officially declared war on Idris during the pillage of Norhafen. Kovik fleets landed in Siud and Eicony to attack the anchored Dumetian and Idrisian fleets, while the Kovik army in East Mjoet aided a rebellion in Norhafen. These Topein rebels successfully drove the Idrisian raiders out of Norhafen, and assisted in the eventual reclamation of Eicony, when the East Mjoet and Topein militia armies defeated the Idrisian raiders in North Eicony.

The Wolves of Losathis fled the advancing Topein and Kovik armies and attempted a short-lived raid of Batagnia, before they were cut down by Sudlander infantry.
ASBESTOS COATING

ASBESTOS COATING is a positive soldier perk. This perk is obtainable, and can be used by both you and the enemy.

This perk increases your soldier's resistance to fire. This perk is very useful against weapons that causes fires when hit, such as Incendiary shells, SOLARIS Heat Ray, SIRIUS Scorcher Beam and VIPER Fire Missiles. A higher percentage will soften the damage dealt by fires.

This perk comes in three different grades, with each grade having an increased damage resistance to fire:

 Blue
ARCHON Precision Cannon

**ARCHON Precision Cannon** is cannon weapon in REDCON. The weapon is available at level **8** at a price of **$800** and can be upgraded further at level **13** and **18** by paying extra **$650** per upgrade.

## Description in the game

ARCHON Precision Cannon

100 4 5 50

Strikes deep into the heart of enemy fortress, hunting for high-value strategic targets. Dubbed "Sniper Cannon" for its uncompromising precision, Archon relies on hydraulic calibration systems automatically adjusting to ever-changing atmospherics. Extreme muzzle velocity of the modified CRU shells adds to their penetration. High requirements for maintenance result in slower reload and preparation times.

**Concussion Grenade** incapacitates target personnel for **28 seconds**.

**Operator** reduces the **reload** time by -40% and increases the accuracy even further.

Upgrades improve durability, reloading times, accuracy and destructive power.

### Variants

ARCHON Precision Cannon Mk II
110 4 5 55

**Mk II**'s use of light carbon-titanium alloys improves **durability** by 10% and decreases **reload** time by -12%. Higher muzzle velocity results in +10% increase in **damage** dealt. The weapon is even more accurate than its predecessor.

ARCHON Precision Cannon Mk III
125 4 5 60

**Mk III**'s generous use of light carbon-titanium alloys improves **durability** by 25% and decreases **reload** time by -20%. Higher muzzle velocity results in +20% increase in **damage** dealt. The weapon is even more accurate than its predecessors.

## Tips

* Unlike any other cannon (except Typhon with glitch), Archon's shell can travel at high speed and its small size make it easier to pass through Flak even without proper timing however it need to travel above it or below it to safely hit the target, you can test it by targeting every single rooms.
* 2. Makes a ***GREAT*** combo with "ONSLAUGHT" bonuses, atleast 2 of them makes it a very fast shooting weapon, which is great when you need to take out multiple targets.
* 1.1. If there is atleast one Flak, DO ***NOT*** shoot Archons SEPARATELY UNDER ANY CIRUMSTANCES. Or else your shot will simply be for nothing. Pause and fire them all at once to get most chances of your shots unleashing hell on enemy fortress.

## Gallery

ARCHON Precision Cannon in slotARCHON Precision Cannon Sprites
Fortress Axiom

Guardian of Xeres City

### Weapons

ALASTOR Siege Cannon, ALASTOR Siege Cannon Mk II (2), BASILISK Cannon Mk II, TARTARUS Heavy Mortar, SOLARIS Heat Ray, TAIPAN Toxin Missiles Mk II

### Utilities

Medical Ray Station II, Blast Engine II, Fleet Command, Kinetic Shield Core

This Fortress guards Xerxes City. Whoever owns the Axiom, owns Xerxes. After Strike Commander Triumphant wins against the Axiom, Fuhrer Adler Grimm thinks that the fortress is ugly, like a beetle. As such, he tells Triumphant to rename it. Triumphant renames it as "Fortress Scarabaeus."
Flak Defense Tower

**Flak Defense Tower** is one of the defensive turrets in REDCON, which destroys projectiles with a volley of burning, proximity fuse triggered airburst bomblets and focuses on the nearest achievable target. After a volley, Flak Defense Tower takes time to recharge.

## Description in the game

5

Fires a cluster of burning, proximity fuse triggered airburst bomblets. Resulting aerial explosions are effective against heavy projectiles and multiple shells incoming at once.

Flak does not need additional power to operate, however its ammunition consumption is comparable to that of a medium-size artillery.

## Tips for using

Flak Defense Tower becomes available for use around the time when the enemy begins to extensively use medium and heavy artillery. It consumes a lot of ammunition, but at the same time consumes no energy, which makes it a good choice for forts with energy weapons. The presence of an operator in the Active Defense Control increases the number of burning airburst bomblets in a salvo from 4 to 7. If Active Defense Control is not installed or is destroyed, then Flak Defense Tower will not work.

## Trivia

* Flak Defense Tower first appears in the game on the 15th mission on the Krux's side.

* At level 8, 4 Flak Defense Towers will be available to the player, but this will only make sense by the end of the game as before that the forts will have 1-3 defensive slots.
LEX STORM

A

**LEX STORM** is a obtainable positive perk.

This perk increases the overall damage of **BASILISK Cannons** and **HYDRA Assault Cannons.** Both weapons uses LEX ammunition, and are thus affected by this perk. The perks start with **+5%** for white, **+6%** for green, and **+7%** for blue.

This perk is useful for early game, where most of arsenal would consist of Basilisk or Hydra cannons. Since the perk increases damage for these weapons, having a large number of them firing at the same target will prove devastating. It is also useful for breaking through Kinetic Shields with the correct loadout.

### Statistic Table

This tables comparing damaging performance of Basilisk and Hydra with all combination possible.

#### BASILISK Cannon

**Basilisk Surface Damage**
 B
  +  + B

**Basilisk Structure Damage**
 B
  +  + B

#### HYDRA Assault Cannon

**Hydra Surface Damage**
 B
  +  + B

NOTE: original surface damage is 9.0 on all tier.

**Hydra Structure Damage**
 B
  +  + B

### Notable Fortress

This table listed of all known opposing fortress that using LEX STORM perk.
AUXILIARY RESERVES

**AUXILIARY RESERVES** is a perk in REDCON.

AUXILIARY RESERVES increases manpower in the Fortress. There is only one variant of this perk which gives an extra +1 soldier to the Fortress. Due to this, it is considered a good perk by many because one extra soldier, no matter what he is used for, generally helps you (unless you don't use the soldier).

There is copy of this perk but with a different name, known as VOLUNTEERS. This makes the two perks the only ones that have the same ability, image, and even color, but differentiate by name.

### Notable Fortress

This listed all known opposing fortress that using the AUXILIARY RESERVES perk.

* Nocturnal WMD Vaults
* Uranium Quarry
* Fort Locust
* Krux Guard Camp
* Sierra Thrax
* Fortress Mars
NUCLEAR SUPERPOWER

**NUCLEAR SUPERPOWER** is a perk in REDCON.

NUCLEAR SUPERPOWER passively increase power output of the Nuclear Reactors that positioned in the Fortress. There is only one variant of this perk which adds an extra +2 power.

### Statistic Table

Reactor Power Table
 +Perk

### Notable Fortress

This listed all known opposing fortress that use the NUCLEAR SUPERPOWER perk.

* Jupiter ICBM Vaults
* Minerva Reactor Citadel
* General Hass

Tip: it's especially useful in remedying a power deficit in your fort and as a defense against EMPs.
Scrambler Signal Relay

**Scrambler Signal Relay** is an utility equipment in REDCON. In android version, it was locked behind the IAP system.

Experimental defense system uses powerful spherical hadron caster to release large quantities of highly volatile hexa-quarks into the atmosphere, creating a temporary gluon shield over the immediate surroundings.

All **incoming projectiles** will **miss** their targets. Guided **missiles**, including **ICBM**s, become vulnerable to a predatory code delivery via the scrambler signal and turn midair to **attack their own** launch pads.

**Two operators** reduce the recharging period by *-40%*

### Upgrade

**Scrambler Signal Relay Mk II**: Increase HP by 10%, faster cooldown time.

### Tips and Tricks

* When ready to be activated all enemy rocket will stand by, effectively putting them out of action until it is activated or destroyed.
* Like kinetic shield, it doesn't work against laser beams.
Melee (Variations)

List of different types of attack variations in melee weapon.

The higher the number, the longer the combo.

## Notes

Try switching between square and triangle commands to create custom combos. Jumping before pressing can unleash additional moves, and will prove useful against PG gunpla. Holding down triangle can sometimes unleash additional moves not listed when you press L2.

Combined Twinblade combos are a mishmash of the Twin Sabers and Twinblade movesets. Axe/Sword consecutive attacks combine moves from Sword and Axe movesets. Typically these combined movesets will seperate the weapons' moves between the square and triangle buttons (of special note, Axe/Sword moveset includes the Axe's charging strike when you hold Triangle).

Martial Arts moveset is the only one to generate an aura meant specifically to indicate parts-farming mode. Your gunpla's fists will start glowing green, then turn explosive red upon reaching maximum level. Hitting Triangle and connecting the attacks will cause Parts Break, and remove the aura glow - execute more Square attacks to build it up again.
Game Versions

Depending on the device and the trading platform, the price difference for the full version of the game. On some trading platforms, you can purchase a full story company for lower prices, but some weapons, utilities, and defenses will not be available.

## Steam

On Steam, you can only purchase the full, inclusive version of the game. In US dollars, the game costs $9.99.

The cheapest regions:

* Argentina: ARS$ 765,00 ($2.18)
* Turkey: ₺105,00 ($3.75)
* Russia: 385 ₽ ($4.03)

The most expensive regions:

* European Union: 9,75€ ($10.33)
* Poland: 45,99zł ($10.91)
* Switzerland: CHF 10.99 ($12.31)

## Google play and App Store

### Demo version

The demo version of the game on these trading platforms contains 18 first missions and basic layouts of RAPTOR and SYCAMORE forts.

### Full versions

On these trading platforms, you can purchase three versions of the full version of the game (REDCON 3, REDCON 2 and REDCON 1). As in reality, the smaller the REaDiness CONdition number, the better the player's readiness for battle. REDCON 1 gives bonuses similar to the full version on Steam. Below is a description of all versions in the form of a table.

 **REDCON 2** | Everything from REDCON 3+SIRIUS Scorcher BeamHYPERION EMP BlasterTARTARUS Heavy MortarLaser Defense System | ???
 **REDCON 1** | Everything from REDCON 2+2000 CreditsNuclear ReactorTactical Nuke ICBMScrambler Signal RelayAdvanced Kinetic Shield (Mk II)
Secret Railway Tunnel

**Secret Railway Tunnel** is the 5th mission in the campaign

After the destruction of the launch pad, Krux have launched the last ditch of effort by smuggling Typhon via railway tunnel that have been undetected before while also transported leader of Krux, Traitor General Kranz.

The mission objective's still same with some persuasion toward the Strike Commander by Kranz and terrifying presence of the supergun to demoralize opposing forces. But with no more rockets and EMP weapon to help the effort.

## Strategies

As the dialogue suggests, target the Blast Engine, then proceed to destroy the TYPHON Heavy Cannon. Even you if follow the suggestion, there is a chance for the TYPHON to still deliver it's payload before it's completely shutdown.
World War

# **World War 1**

In the REDCON Universe, World War 1 ( Later called the Great Unification War, or simply "The War" ) never ended due to unknown circumstances. This event was what ultimately led to the events of REDCON, and the transformation of the Earth into the wasteland of unexploded ordnance and craters, dotted only by Fortresses which we find in game. It is believed the split between timelines took place sometime between 1915 and 1920, which can be theorized from the games General WW1 Aesthetic and the widespread use of chemical weapons and attacks on civilians, as the Geneva Conventions had never been drafted to outlaw them.
HYDRA Assault Cannon

## Hydra

**HYDRA Assault Cannon** is a cannon type weapon in REDCON.

Spews hail of reduced LEX shells in an unparalleled **rate of fire**.

Its three revolving barrels storm enemy positions with burst of three-round or longer volley assaults. While limited in accuracy.

**HYDRA**'s unrelenting assault easily overwhelms most of the enemy **defense system**. Efficient against **equipment** and **personnel**.

*Deal negligible structural damage to the opposing fortress.*

**Operator** improves weapon **accuracy** by *+10%*

### Firing Mode

**9/10/12 Round Volley** fire mode trades *accuracy* for high *rate of fire* shelling squence. (AMMO: 7)

### Variants

* HYDRA Assault Cannon Mk II: **Mk II**'s autoloaders reduce *reload* times on all firing modes, adding *one extra round* to the volly squence.
* HYDRA Assault Cannon Mk III: **Mk III**'s autoloaders reduce reload time on all firing modes, adding *three extra rounds* to the volley squence.

### Trivia

* In Greek and Roman myths, the Hydra (“water snake”) is a serpentine water monster, whose lair is the lake of Lerna, in Argolid, an entry to the Underworld. The Hydra possessed many heads.
Remus Capital of Krux

### Weapons

ALASTOR Siege Cannon Mk III (2), BASILISK Cannon Mk III (2), ARCHON Precision Cannon Mk III (2), HYDRA Assault Cannon Mk III (2), TALOS Siege Mortar Mk II

### Utilities

Active Defense Control III, Clandestine Operations II, Advanced Kinetic Shield Core

### Defenses

Laser Defense System (2)

**Remus Capital of Krux** is the 99th mission in REDCON
VIPER Fire Missiles

## Viper

**VIPER Fire Missiles** is a missile weapon in REDCON.

Filled with deep-burning pyrohexane, **precision-guided VIPER** missiles turn target zone into a fiery inferno. High *ammunition* consumption often makes the launcher best left on hold, striking only in concert with other weapon systems. Missiles pass through *Kinetic-Shields*, however they are vulnerable to *Active Defense* turrets and *Scrambler Signal*.

*Ignites when destroyed.*

**Operator** reduces the pre-launch preparation time by *-40%*

### Variants

* VIPER Fire Missiles Mk II: **Mk II** uses improved payload handling mechanism for lower *ammunition* costs and faster *rate of fire*. Reinforced bracing increases launcher's **durability** by *+10%*
* VIPER Fire Missiles Mk III: **Mk III** offers the lowest *ammunition* costs while further improving *rate of fire*. Steel plating increases launcher's **durability** by *+25%*

### Note

* Due to it's smart targeting system, the weapon is precise against the target, no matter how deep the target is located.
TAIPAN Toxin Missiles

## Taipan

**TAIPAN Toxin Missiles** is a missile weapon in REDCON.

Self-propelled **precision-guided** missiles trail the skies, carrying death. **TAIPAN** missiles release a violent mixture of super-acid and lingering neurotoxin upon impact, rendering target zone lethal for **30 seconds**. High *ammunition* consumption often makes the launcher best left hold, striking only in concert with other weapon systems. Missiles pass through *Kinetic-Shields*, however they are vulnerable to *Active Defense* turrets and *Scrambler Signal*.

*Release deadly neurotoxin when destroyed.*

**Operator** reduces the pre-launch preparation time by -40%

### Variants

* TAIPAN Toxin Missiles Mk II: **Mk II** uses improved payload handling mechanism for lower *ammunition* cost and faster *rate of fire*. Reinforced bracing increases launcher's **durability** by *+10%*
* TAIPAN Toxin Missiles Mk III: **Mk III** offers the lowest *ammunition* costs while further improving *rate of fire*. Steel plating increases launcher's **durability** by *+25%*

## Note

* Due to it's smart targeting system, the weapon is precise against the target, no matter how deep the target is located.
Combat

When i say combat i don't mean cannons blowing holes in the enemy base, I mean close range combat, soldier firing their guns at the enemies, their are currently 2 guns, the standard rifle and the assault machine gun (To get this you need the armoury). the rifle has a low rate of fire and does a reasonable amount of damage. the assault machine gun is significantly better than the rifle, with a high rate of fire and a good amount of damage, you can easily raid the enemy base.
General Spector

### Weapons

ALASTOR Siege Cannon Mk III (2), TYPHON Heavy Cannon Mk III, HYDRA Assault Cannon Mk III, ARCHON Precision Cannon Mk III, TALOS Siege Mortar, OMEGA-X Capital Destroyer

### Utilities

Medical Ray Station III, Blast Engine Mk III, Active Defense Control III, Munitions Depot III, Ballistic Radar & EWS III, Elite Forces Armory, Clandestine Operations II

### Defenses

Autocannon Defense Turret, Flak Defense Tower (2)
Centurion Missile Pod

After the **Scrambler Signal** was introduced to the battlefield, missile weapons become less effective and could turn their missiles back onto their launch pads. This led to many **Centurion Missile Pods** being destroyed by SST towers.

But the Fuhrer himself had strong faith and assigned **Strike Commander** once again for the impossible mission to command the last **Centurion Missile Pod** to repeal the **Scrambler Signal.**

## Equipment Used

### **Weapon**

* **VIPER Fire Missiles Mk II**
* **TAIPAN Toxin Missiles Mk II**
* **PYTHON Missiles Mk II**

### **Utility**

* **Ballistic Radar & EWS**
* **Munitions Depot II**
* **Medical Ray Station III**
* **Blast Engine II**
VOLUNTEERS

**VOLUNTEERS** is a perk in REDCON

VOLUNTEERS perk increase manpower of the Fortress. There is only one variant of this perk which give extra +1 soldier to the Fortress.

However, there is copy of this perk but with different name, the AUXILIARY RESERVES.

### Notable Fortress

This listed all known opposing fortress that using VOLUNTEERS perk.

* Xerxes Slums Uprising
* Wrath Capital Destroyer
* Krux Military Academy
Assault Mortars Ambush

Assault Mortars Ambush is the 2nd level of the game.

### Gameplay

Enemy's weapons consists of 3 TALOS Siege Mortars which have been dug into a hillside. Isolated from other, all manned by single soldier who are weak as they have Expendable perk . It is the first time the player will be attacked during the campaign, and is the first time the player encounters the TALOS Siege Mortar.

### Story

The expedition party to recover intel was ambushed and Strike Commander was tasked to intervere.

## Strategy

#### By Bagelmaster3

**Loadout:**

The loadout for this mission is preselected and cannot be changed.

* 2 BASILISK Cannon
* 1 BASILISK Cannon ( Mark ll )
* Ballistic Radar & EWS

Assign 1 BASILISK to each mortar and then just sit back. The Mortars pose very little threat, and are easily destroyed.

#### By Nada Ramadhan20

* Pause the game and select **double shot** for all Basilisk.
* Manually assign all Basilisk into a single target until it destroyed.
* Do repair if possible, but remember to always check the enemy mortars if their munitions use is 11/12, they are obviously targetting your soldiers and need to evacuate immediately when the said mortar is fired, avoid the room that are glowing red!
Autocannon Defense Turret

An automated defense system could save us right now. (First Lieutenant Bella Warren)

## Acquisition

### Level Progress

Level 3: total piece (1)
 Level 4: total piece (2)
 Level 5: total piece (3)
 Level 6: total piece (4)

**Autocannon Defense Turret** is one of the defensive turrets in REDCON, which shoots down shells with continuous machine gun fire and focusing on the nearest reachable target.

## Description in the game

1 2

Fills the skies with bullets, shooting down incoming aircraft and ordnance.

Reliable against airships, projectiles in direct line of fire and missiles.

Benefits greatly from the target tracking provided by **Laser Defense System**.

## Tips for using

Autocannon Defense Turret becomes available for use before other defensive structures. It is more balanced in the consumption of energy and ammunition than its analogues, which makes it more suitable for building forts with a proportional consumption of resources. The presence of an operator in the Active Defense Control increases the rate of fire. If Active Defense Control is not installed or is destroyed, then Autocannon Defense Turret will not work.

Autocannon Defense Turret is very similar to the Laser Defense System, but this structure is less accurate and more powerful, and also consumes more ammunition and less energy. Thus, due to the peculiarities of conducting anti-aircraft fire, the Autocannon Defense Turret will cope better with missiles, but worse with small-caliber projectiles. If these two defenses are located side by side, then Autocannon Defense Turret will receive +30% efficiency against the selected target.

Autocannon Defense Turret, although it consumes energy, requires significantly less ammunition than Flak Defense Tower. The principle of operation of these protective structures is extremely different. Autocannon Defense Turret attacks with continuous machine gun fire and does not require reloading, and Flak Defense Tower creates a barrier wall of explosive anti-aircraft shells, and then recharges for a while. Thus, Autocannon Defense Turret is better against a large number of missiles, as well as against not very long shelling with light projectiles, and Flak Defense Tower is better suited against short-time simultaneous shelling and medium and heavy projectiles, as well as against bombs. But both systems are not particularly effective against prolonged shelling. Therefore, if the enemy uses ICBM, it is better to install Autocannon Defense Turret on the leftmost defense slot. If there are mortars, use Flak Defense Tower instead.

Like any other defense system, Autocannon Defense Turret is not able to protect the fort from EMP spheres and laser beams.

Autocannon Defense Turret damage can be increased by 10% with a perk WALL OF FIRE.

## Trivia

* Autocannon Defense Turret first appears in the game on the 4th mission on the player's side, guaranteeing 100% protection of Damocles Dam from enemy missile attacks.

* At level 6, 4 Autocannon Defense Turrets will be available to the player, but this will only make sense by the end of the game, since before that the forts will have 1-3 defensive slots.
Shells

There are different shells types in the game. Non-standard shells have longer reload times, but have varying effects. Cannons and mortars carry various types ammunition, with the exception of the **KRANZ CANNON** (it utilizes white phosphorous in its shells, burning the target rooms). Other weapon types such as energy weapons, missiles and ICBMs do not carry multiple shell types.

### Shell Types

These are shells that are carried by Cannons:

* Incendiary Shells
* Neurotoxin Shells
* Concussion Grenades

#### Incendiary Shells

Incendiary shells set the target zone on fire. Incendiary shells can be utilized to kill off low-health soldiers, whilst damaging equipment at the same time. Fires can also discourage enemy personnel to extinguish the flames if they are low on health, which can be exploited to slowly burn up enemy equipment. However, this may not be as effective if the enemy has the ASBESTOS COATING or BLAST DOORS perks.

#### Neurotoxin Shells

Neurotoxin Shells release deadly Neurotoxins into the target zone. They can quickly kill soldiers in a matter of seconds, and soldiers in neurotoxin are unable to do anything. Soldiers with the MICROFILTRATION perk are immune to this effect.

#### Concussion Grenade

These shells stun all personnel in the target zone.

Mortars carry Shredder Bombs. They release deadly shrapnel in the target zone significantly harming Personnel but have minimal effect on equipment. They also minimal structural damage, if not none at all.
HYPERION EMP Blaster

[1][2][3]

## Hyperion

**HYPERION EMP Blaster** is an energy weapon type in REDCON.

Discharges high-frequency electromagnetic sphere, temporarily **disabling equipment** at the target zone. Any surplus of power in the enemy power-grid needs to be negated before the target equipment shut down. Continuous EMP attacks against the disabled equipment prevent it from powering up. EMP spheres **cannot be shot down** by defense turrets. Weapon's high *power* consumption is outweighed by minimal *ammunition* costs.

**HYPERION EMP Blaster** negate *6* **power** for **25 seconds**.

**Two operators** significantly reduce the **recharge** time by *-61%* and calibrate the weapon for *+10%* **accuracy**.

### Variant

HYPERION EMP Blaster Mk II: **Mk II** adds *+10%* more durability and supercharges its projectiles with violently spinning electron bolts, **stunning** and **electrocuting** all target **personnel**. Supercharged blast is *2×* more effective at disintegrating **Kinetic-Shields**.

### Note

* The placement can be mixed with one utility slot or fully placed on weapon slots.
Krixus Silos

Traitor General Kranz's Deadman's switch

### Weapons

ALASTOR Siege Cannon Mk III, HYDRA Assault Cannon Mk III, ARCHON Precision Cannon Mk III, TALOS Siege Mortar Mk II, CHARON-X Impact-Landing ICBM, NYX-X Neurotoxin ICBM, NEMESIS Tactical Nuke ICBM

### Utilities

Medical Ray Station III, Active Defense Control III, Elite Forces Armory, Fleet High Command III, Scrambler Signal Relay Mk II

### Defenses

Autocannon Defense Turret, Flak Defense Tower (2)

### Trivia

A Deadman's switch is something that activates when someone is incapacitated. Basically, if Kranz used it how he said he would have, if someone assassinated him, the silos would fire back against his enemies
ORION EMP Blaster

## Orion

**ORION EMP Blaster** is an energy weapon in REDCON.

Discharges high-frequency electromagnetic sphere, temporarily **disabling equipment** at the target zone. Any surplus of power in the enemy power-grid needs to be negated before the target equipment shut down. Continuous EMP attacks against the disabled equipment prevent it from powering up. EMP spheres **cannot be shot down** by defense turrets. Weapon's high *power* consumption is outweighed by minimal *ammunition* costs.

**HYPERION EMP Blaster** negate *3* **power** for **25 seconds**.

**Operator** reduce the **recharge** time by *-38%* and calibrates the weapon for *+5%* **accuracy**.

### Variant

ORION EMP Blaster Mk II: **Mk II** adds *+10%* more **durability** and supercharges its projectiles with violently spinning electron bolts, **stunning** and **electrocuting** all target **personnel**. Supercharged blast is *2×* more effective at disintegrating **Kinetic-Shields**.
TYPHON Heavy Cannon

## Typhon

**TYPHON Heavy Cannon** is a cannon weapon in REDCON.

Thousand tons of chrome-nickel steel supergun. Its enormous UGR shells tear through concrete walls, ripping even the thickest armor to molten shreds. Resulting detonation **stuns** any survivors and the **splash damage** is felt even in the neighboring zones. Despite the immense weight. Typhon cannon prides itself with a relatively fast **rate of fire**, thanks to the composite loading mechanism supported on twin railway tracks.

**Two operators** reduce the **reload** time by *-33%* and calibrate the weapon for *+10%* **accuracy**.

### Firing Modes

* **Incendiary Heavy Shell** sets the target zone ablaze.
* **Neurotoxin Heavy Shell** makes the target space lethal for 42/45/49 **seconds.**

### Variants

* TYPHON Heavy Cannon Mk II: **Mk II**'s various improvements guarantee *+10%* **durability** and *+5%* better **accuracy**. Modified firing chamber increases the *destructive power* of all UGR shells, regardless of the payload.
* TYPHON Heavy Cannon Mk III: **Mk III**'s various improvements guarantee *+20%* **durability**, *+10%* better **accuracy** and the maximum *destructive power* of all UGR shells, regardless of the payload.

### Notes

* Due to its enormous size, the weapon can take a utility room slot even though it is a weapon.
* Instantly destroys LEX weapons (Basilisk and Hydra), but its projectile is weak against 2 Autocannons directly targeting it.
* Fun fact: when Typhon is on lower elevation than its target, the projectile gains more speed. Notable in Sierra Thrax, especially at the upper mortars (Talos and Tartarus).
* Despite its large size and great power, it has a very fast reload of 11 seconds with 2 operators.
Infantry

Infantry are the crew of the fort/fortress. The player can control the infantry by assigning them to different tasks, they help operate the guns or any other weapons to speed up the loading time and they can speed up or improve their action of a few utilities, like Fleet Command, Engine Rooms, and the KINETIC shields even though it is not strictly necessary for them to do so. Although some utilities do require soldiers to operate, such as Clandestine Operations, which requires a designated "Intelligence Officer" to run it. The Infantry's can also repair any weapon or utility when damaged by the enemy. Although it does take a while for them to repair, they can prevent them from being fully destroyed. But beware, Infantry can be hurt. Some weapons can damage Infantry's or even kill them, which is why the Medical Ray Station exists. Some specific weapon can even stun Infantry for a few short seconds or for a while, making them not able to move, operate or fix. When a utility or weapon gets hit by the enemy, the Infantry operating that building gets damaged, and depending on what gun your using, splash damage can stun your Infantry. Lethal weapons to Infantry are Neurotoxins, Shatter bombs, Nuclear Blasts, bigger Shells like the Omega Capital Destroyer Cannon or sometimes the TYPHON Super cannon, and even enemy infantry (But they all depends if you have a special perk). Infantry can also **infiltrate** enemy fortifications through an airship, Clandestine Operations, or the Charon ICBM Transport Missile, and attempt to kill enemy Infantry using a rifle gun or a machine gun if you have the Armory room. When your Infantry is in enemy utility or weapon, it will summon a jackhammer and started causing damage to enemy structures until it is fully destroyed.

## Appearance:

The infantry wear a blueish-grey coat with a Brodie helmet for the State and a German spiked helmet for the Krux, their gas masks and boots are red for the State and yellow for the Krux.
Krux

Krux is a militaristic dictatorship nation that went perpetual war against Empire State.

Capital of Krux is Remus and it's a location of Rubicon, a palace turn fortress for the Krux leadership. Under the leadership of Franz Erhard Kranz, a former Empire State General who apparently has a personal grudge with the Fuhrer and wish to assasinate him.

### Cities

Following the campaign there have been several cities that the Strike Commander have face with.

Xerxes is the Industrial city which home to Krux war industry.

Remus is the city which have become target by Fuhrer's latest project, later it become a propaganda piece by Krux.

Commanded by a briliant mind and experienced military leadership, General Franz Erhard Kranz and his command were able to turn Krux military forces into formidable forces which the State were forced to deal with.

### Irregular Forces

The Krux command is known for hiring the mercenaries to secure their own interest. The **Viper** is the one of them that being hired by the Krux to securing their own nuclear program.

Feared by the Empire State soldiers, their reputation ia carved by deliberate use of napalm that they have their own weapon named after them, the **VIPER Fire Missiles**.

#### Weapon of Mass Destruction

Krux's armed forces are known for proliferation of WMDs such as chemical missiles, and nuclear ICBMs.

Regarding biological and chemical weapons, It is known that Krux forces previously held an active chemical production line on the frontline before being taken by Strike Commander Triumphant.

Krux's nuclear arsenal was solely stationed in the mainland of Krux territory which was far from the Empire State's reach. The Jupiter Nuclear ICBM Vaults is a known location for Krux's biggest nuclear arsenal and three WMD silos. Having far more formidable nuclear arsenal and quantity than the Empire State, It only employs the Nemesis Tactical Nuke ICBM.

Krux forces are also known for using REDCON levels for measuring the use of its nuclear forces and harshness of troop pushes.
OMEGA Capital Destroyer

## Omega

**OMEGA Capital Destroyer** is a cannon type weapon in REDCON.

One of the most powerful military instruments of the State. First deployed during the great Unification War, the **OMEGA** laid waste to dozens of capitals all over the world. Only the most elite State generals may be granted the honor of commanding such legendary, awe-inspiring supergun.

Destroys most target zones in a single shot, dealing high **splash damage** to the neighboring zones.

The destroyer's magnificent frame provides a *SHELTER*, protecting infantry by mitigating some of the incoming damage.

**Four operators** reduce the **reload** time by *-38%*

### Shell Types

* **Incendiary SHS** sets the target and its neighboring zones ablaze.
* **Neurotoxin SHS** makes the target and its neighboring zones lethal for up to **60 seconds**.

### Variants

* OMEGA-X Capital Destroyer: Type **X** improves the durability by *+10%*, reduce *reload* times on all firing modes and increases the *destructive power* of its Explosive Superheavy Shells. (**Four operators** reduce the **reload** time by *-42%*)
* OMEGA-Z Capital Destroyer: Type **Z** improves **durability** by *+25%*, reduces *reload* times on all firing modes and maximizes the *destructive power* of its Explosive Superheavy Shells. (**Four operators** reduce the **reload** time by *-50%*)
* KRANZ CANNON Krux customized *Capital Destroyer supergun* according to General Kranz himself.

### Note

* Due to its enormous size, the weapon can take utility room slot even though it was a weapon.
* It is most powerful used in numbers of two (also the maximum) fired at the same spot (at best the largest possible room) until both the target room and any surrounding rooms are destroyed from splash damage.

### Gallery

OMEGA Cannon in the background menuEnd screen
### Trivia

* The **Krux** forces possessed 5 **OMEGA Capital Destroyers.**
* The first shot of the Great Unification War was fired from **Cannon Seventeen**, an Omega Capital Destroyer.
MAXIMUM OVERCHARGE

A perk that affects damage dealt by heavy energy weaponry like **SIRIUS** and **HYPERION**. It makes them far more lethal against equipment and personnel by increasing their damage by 30%. Do note that **HYPERION** does not get an increase in EMP drain from the perk, as it solely increases the damage inflicted on soldiers by the EMP bolt.

This perk Is equipped on **Starlight Prime...**
AIR SUPERIORITY

AIR SUPERIORITY is an orange perk in REDCON.

Air superiority increases the health of your airships from 600 HP to 690 HP and increases their flying speed to double. This allows you to be slightly more aggressive with airships since they will be able to take slightly more damage before being shot down and therefore have a higher chance to either disembark troops or drop an EMP bomb in a contested area on the enemy's fortress. In effect, it cripples the enemy fortress much more quickly than normal.
Orcus Gorge

A Cannon graveyard, Traitor General Kranz salvaged whatever artillery pieces that he could find and used it to attack your fortress.

## Orcus Gorge

### Weapons

ALASTOR Siege Cannon Mk III, BASILISK Cannon Mk III, TYPHON Heavy Cannon Mk III, HYDRA Assault Cannon Mk III, ARCHON Precision Cannon Mk III, TALOS Siege Mortar Mk II, HYPERION EMP Blaster Mk II, SOLARIS Heat Ray Mk III, PYTHON Missiles Mk III

### Utilities

Active Defense Control III, Munitions Depot III, Ballistic Radar & EWS III

### Defenses

Flak Defense Tower (2), Laser Defense System
SST Invictus

### Weapons

BASILISK Cannon Mk III, ARCHON Precision Cannon Mk III (3), HYDRA Assault Cannon Mk III, TALOS Siege Mortar Mk II, ORION EMP Blaster Mk II (2), SOLARIS Heat Ray Mk II (2)

### Utilities

Advanced Kinetic Shield Core, Scrambler Signal Relay Mk II

A modular defense tower proclaimed by Kranz to be "the future" for newer fortresses
Traitor General Kranz

> *'For the sake of humanity... May the best general win... All cannons, **REDCON 1**!' - General Kranz*
>
>

Traitor General Kranz is the main 'antagonist' in the REDCON story.

### History

**Franz Erhard Kranz** was originally the Master General of Fuhrer Grimm and served under him at the start of the Krux-State War until killing the last Krux Leader much like the Strike Commander, but was then promptly betrayed by **Adler Grimm**. He also taught at the Artillery Doctrine School which he references on one of the campaigns, mentioning how he remembers teaching Strike Commander Triumphant there. He invented the Long Range Artillery Doctrine of the massive Fortresses Commanded by Strike commanders. He also custom-engineered his own omega cannon: Two KRANZ CANNONs, which are seen at Fortress Rubicon.

### Defeat

He is eventually defeated by Strike Commander at Fortress Rubicon where the Player 'inherits' both Fortress Rubicon and the Krux Rebellion. His efforts are then, poetically, mirrored by them in the final scene of the game.
PYTHON Missiles

## Python

**PYTHON Missiles** is a missile weapon in REDCON.

Self-propelled **precision-guided** missiles trail the skies, always finding their target. Effective against both **equipment** and **personnel**. **PYTHON** missiles pass through *Kinetic-Shields* with ease; however, they are dangerously vulnerable to *Active Defense* turrets and Scrambler Signal, high *ammunition* consumption often makes the launchers best left on hold, striking only in concert with other weapon system.

**Operator** reduces the pre-launch preparation time by *-40%* (to I - 18s, II - 16.2s, III - 15s)

### Variants

* PYTHON Missiles Mk II: **Mk II** uses improved payload handling mechanism for lower *ammunition* costs and faster *rate of fire*. Modified fuel chamber allow for *+16%* more **damage**. Reinforced bracing increase launcher's **durability** by *+10%*
* PYTHON Missiles Mk III: **Mk III** offers the lowest *ammunition* costs while further improving *rate of fire*. Modified warheads deal *+32%* more **damage**. Steel planting increases launcher's **durability** by *+25%*

### Note

* Due to its smart targeting system, the weapon is precise against the target, no matter how deep the target is located.
DEATH FROM ABOVE

DEATH FROM ABOVE is an orange perk in REDCON.

Death From Above increases the accuracy of all TARTARUS mortars by 8%. It is helpful in builds that include Tartarus mortars as the accuracy buff is nearly similar to the accuracy buff given by 2 soldiers operating it. This means that you can effectively leave your Tartarus mortars with 1 or no operators instead of 2 to maintain decent accuracy (and in builds with radar, excellent accuracy) against targets while also relocating soldiers to more important locations.
Unification Era

The **Great** **Unification Era** is the period where the State Empire and the Krux fought against one another, resulting in massive casualties and the total destruction of the world's ecosystem, with both the soldiers of the Empire and Krux needing to wear gas mask at all times.

This is also the era where the great, mighty fortresses that dot the barren wastelands have been built, and where frontlines of the past wars persists until the present.

Führer **Adler Grimm** stated to the newly-promoted Strike Commander that he fired the first shot of this great war via Capital Destroyer XVII.
Forsaken Launch Pad

After the failed attempt to destroy Damocles Dam using a EMP they had a plan B incase that is the ¨Forsaken Launch pad¨ it has 3 missile launchers and 1 Mortar the Missiles Aren't a threat as the Damocles Dam security has 2 Auto cannons the mortar is your concern here if you focus all weapons on it its smooth sailing from there
Fortress Mars

### Weapons

BASILISK Cannon Mk III, TYPHON Heavy Cannon Mk III, ARCHON Precision Cannon Mk III, SOLARIS Heat Ray Mk III, PYTHON Missiles Mk III (2), OMEGA-X Capital Destroyer

### Utilities

Medical Ray Station III, Active Defense Control III, Elite Forces Armory, Fleet High Command III

### Defenses

Autocannon Defense Turret, Flak Defense Tower
ARMS RACE

**ARMS RACE** is an obtainable orange perk in REDCON.

This perk reduces preparation time (reload) of the NEMESIS Tactical Nuke ICBM by 10%.

This perk is regarded as one of the worst orange perks in the game as you probably won't be using the NEMESIS that much, and it also doesn't help out much either since the NYX ICBM prepares much faster while maintaining a similar devastating effect against soldiers for less ammo anyways; it takes NYX ~100 seconds to prepare unaided while NEMESIS takes ~150 seconds to prepare unaided (and ~135 seconds unaided with ARMS RACE).
The Great Bulwalk

## The Great Bulwark

After a rapid offensive by the Strike Commander, some other fronts have been hard to defend or advance forward due to assault from the Krux Rebellion's forces. The Great Bulwark is one of those positions in which the Fuhrer has assigned the Strike Commander to utilize the almost-destroyed Bulwark against a Krux SIRIUS scorcher platform.

Repairing the two destroyed rooms separated from the main fortress is key to fight against the enemy scorcher, although it IS possible to win against the fortress without repairing the second area and/or utilizing an airship raid.

## Equipment Used

### **Weapon**

* **BASILISK Cannon Mk II**
* **HYDRA Assault Cannon Mk II**
* **PYTHON Missiles Mk II**

### **Utility**

* **Active Defense Control**
* **Fleet Command**
* **Medical Ray Station**
* **Munitions Depot**
* **Armory**
KRANZ CANNON

Fully operated KRANZ CANNON in the Fortress Rubicon

**KRANZ CANNON** is a weapon in REDCON. The only weapon that can't be acquired by player.

*Capital Destroyer* supergun customized according to the exact specifications of the war master *Franz Erhard Kranz* himself.

Destroys most target zones in a single shot, dealing high **splash damage** to the neighboring zones.

Trace amounts of white phosphorus contained in modified SHS (SUPER HEAVY SHELLS) shells set target zones ablaze like there is no tomorrow

Cannon's magnificent frame provides a SHELTER, protecting infantry by mitigating some of the incoming damage.

**Four operators** reduce the **reload** time by -50% (to 30 second)

### Note

* When Fortress Rubicon is below 1200 HP, perks kick in and buffing all weapons' damage by 25% including KRANZ CANNON which is now at 250 damage.
Sierra Thrax

### Weapons

ALASTOR Siege Cannon Mk III (3), TYPHON Heavy Cannon Mk III, TALOS Siege Mortar Mk II, TARTARUS Heavy Mortar Mk II, HYPERION EMP Blaster Mk II, SOLARIS Heat Ray Mk III, SIRIUS Scorcher Beam Mk III

### Utilities

Medical Ray Station III, Nuclear Reactor II, Munitions Depot III, Ballistic Radar & EWS III, Elite Forces Armory, Fleet High Command III