recursal/Fanatic-Fandom huggingface dataset:
Cyber Dog

Woof! Woof!

## Introduction

The **Cyber Dog** is a melee anti-personnel infantry unit that General Ironhand counts in his army.

## Overview

It is not quite clear whether this canine unit was an actual stray dog picked up in the street to be cybernetic or simply a robot but one thing is certain: it is trained to kill and it doesn't do things halfway. With its hardened steel fangs, not only does it bite hard but its bites are also extremely precise and lethal to most infantrymen. If dogs are Man's best friend, cyber dogs certainly are cyborgs' best friends too. Whenever Ironhand plans to send his cyborgs on an assault, he always makes sure they're accompanied by those ferocious killers as an auxiliary force. No enemy footman, even better-trained soldiers, can resist a Cyber Dog's charge and will die in one hit.

Cyber Dogs are fast and are much more powerful than they look. However, they are slightly expensive (700$), they can only fight in melee and are vulnerable to bullets. It is thus better to produce a group of them to ensure an effective killing blow on enemy troops. A rifleman will likely be able to shoot down a first cyber dog but he will have fewer chances against another one who was just behind. Basically, Cyber Dogs are an expendable force but they will be very effective for attrition warfare or to back up allied infantry thanks to their faster speed and reflexes.

Since Patch 2, the Cyber Dog has now a limited lifespan of 45 seconds.

## Upgrades

* **Improved Hydraulics** - Improves the Cyber Dog's speed. Can be purchased at the Strategy Center.
* **Advanced Data Transmission Codes** - the Cyber Dog becomes 8 times more resistant to ECM and EMP. Can be purchased at the Strategy Center.

## Assessment

Pros:

* Can one-hit kill most infantries.
* Very effective auxiliary unit.
* Moves fast.
* Especially effective in groups.
* Early-game unit.

Cons:

* Helpless in small numbers.
* Rather expensive ($700).
* Can only perform melee attacks.
* Can end up killed before it reaches its target.
* Absolutely useless against vehicles.
* Vulnerable to anti-infantry units.
* 1 minute lifespan.

## Trivia

* The Cyber Dog is likely a reference to the Attack Dog from the *Red Alert* games, minus the stealth detection ability.
* In *Rise of the Reds*, the European Continental Alliance (or ECA) also trains dogs.
Will Maddox

**William "Will" Maddox** is an original character written and made by Descensum. He is faceclaimed by Alex Fitzalan.

A troubled kid striving to find his footing in life, Will Maddox is well-known for his determination to go the extra mile in order to obtain what he wants. But with the mystery of his sister, Rose's, disappearance looming over his head, his life tends to weigh him down.

## Background

A somewhat mirthful guy who survives only on a penny in his pocket, Will is an unswervable barista who tries to make ends meet. But with financial issues and his own family drama pounding nails into his head, he struggles to find time for himself  – especially on top of trying to find out just what happened to his sister, Rose.

Born in 1996 to a single, drug-addicted mom, Diana, Will has grown up learning to fend for himself. But with his heart worn proudly on his sleeve, he makes note that the maturity he's obtained over the years is a quality of experience no child should ever have to know. But as paternal as he is wise, he had seen himself as the adult figure in his younger sister's life right up until her disappearance in 2014.

After his mom's marriage to an ex-con and obliteration of her daughter's existence, Will made the decision at the age of 21 to attend community college and move out of home. However, struggling to survive on just a penny, he secured a job as a barista for a source of income – using most of what he earned to help try and find his sister.

## Personality

Despite his family woes, Will is a predominantly family-orientated person, often going out of his way for those he considers family. But where his mirthful and jovial, he also has a dark streak about him due to the psychological pain his living environment caused him in his youth.

## Appearance

Will has kept, dark-brown hair, an angular face, and almond-shaped brown eyes. As commented on by his mother, she has a lack of love for her son due to his inheritance of his biological father's good looks. He often dresses in casual clothes, not wanting to make himself the centre of any intention fashion wise (or because of his lack of money to buy good clothes).

## Headcanons

* Will is pansexual.
* He rarely brings up his family when it comes to making new friends, as it's a part of his many insecurities.
* He has minor OCD.
Quad Tank

From left to right: at stock, upgraded once, upgraded twice

63 (Elite)

84 (Heroic)

188 (Heroic)

Upgraded twice: 8

Upgraded twice: 10

## Introduction

The **Quad Tank** is a Tier-1 anti-infantry and anti-air vehicle fielded by GLA Supreme Leader Mohmar "Deathstrike". It is a more armored and powerful variant of the Quad Cannon, one could even say it is the most powerful variant of its category.

## Overview

Built on a properly armored tank chassis instead of a modified half-track, the Quad Tank boasts impressive durability and high resistance against aircraft weapons. The extra armor also grants better survivability against AT weapons.

Like the regular Quad Cannon, the Quad Tank can upgrade itself using scraps collected from destroyed enemies.

Despite being an overall improvement, the Quad Tank still shares some of the Quad Cannon's weakness. First of all, the extra weight of the Quad Tank makes it slower than the Quad Cannon, therefore it takes longer for the vehicle to react to threats on other parts of the battlefield. Secondly, despite having a combination of tank armor and AA armor makes the Quad Cannon highly resistant to ballistic and aircraft based weapons, it's still very vulnerable to AT weapons and can be destroyed rather easily by them.

Thanks to salvage upgrading, the Quad Tank's rate of fire will increase but its damage output will drop.

## Upgrades

**AP Bullets**

* Increase the damage output of the Quad Tank by 25%, available at the Palace at rank 3.

**Junk Repair**

* Allows the Quad Tank to repair itself on the battlefield, available at the Palace at rank 3.

## Assessment

Pros:

* Effective against infantries, light vehicles and aircraft.
* Far more durable than the Quad Cannon.
* Very resistant to aircraft weapons.
* Can upgrade itself by collecting salvage from destroyed enemy vehicles.
* Salvage increases rate of fire.

Cons:

* Slower than the Quad Cannon, thus more vulnerable to hit & run tactics and artillery.
* Ineffective against heavy armor.
* Ineffective against high speed jets such as Aurora bombers.
* Salvage decreases damage output.

## Quotes (In English)

The Quad Tank uses the same voice lines as the Quad Cannon.

## Trivia

* The Quad Tank's design is likely based off the early concept art of the Quad Cannon in vanilla *Generals*, where it resembles the Chinese Type-95 SPAAG.
* In the Shockwave mod, General Deathstrike also uses the Quad Tank, besides being more durable, it'll always be produced with level 1 salvage.
* When a Quad Tank is being recycled, The player can hover over the tank and it will read as a Quad Cannon instead. but will return to act as a Quad Tank after the recycling is complete.
* The Quad Tank was originally available for General Mahmud al Huchum as a replacement for the standard Quad Cannon, however, it was eventually switched back to the standard Quad Cannon as testing proved that the Quad Tank performed worse than the Quad Cannon in the Air Force General's challenge.
Missile Defense System

## Introduction

The **Missile Defense System** is the Cyber General's basic anti-tank defensive structure. It replaces the old stealth Patriot Missile Systems.

## Overview

The Missile Defense System serves as Ironhand's tier 1 anti-armor defence. Compared to the Patriot, the Missile Defense System is not as versatile, as it's only capable of engaging ground forces, neither is it capable of relaying enemy target coordinates to nearby defences. However, the Missile Defense System launches a barrage of six missiles per attack, giving it overall superior firepower compared to the regular Patriot Missile Battery. Its missiles also deal more splash damage, making them more effective against China's ECM Tanks and Banshees. With the Missile A.I. upgrade purchased, this defence will see its firing range increased and its missiles will be more resistant to ECM.

Like the Gatling Defence System, the Missile Defence System can equip its own drone to increase its combat effectiveness.

However, Ironhand's tier 1 defences are known to be among the weakest in terms of durability and their firing range is far from satisfying, thus making Cyber faction fragile in early game. Make sure to position some mobile units such as a Phobos or a Guardian Droid to thicken your defensive line until you can build Cepheus-class defences. It is also recommanded to prioritize the offensive over the defensive with this faction as it is known for being one of the most mobile in the game.

## Upgrades

* **Improved Homing Warheads** - Increases the Missile Defense System's firing range and firepower.
* **Advanced Data Transmission Codes** - The Missile Defense System will become 4 times more resistant to ECM and EMP attacks

## Assessment

Pros:

* Effective against vehicles.
* slightly expensive ($1000).
* Takes little time to be built.
* Can equip itself with drones.
* Deals splash damage.
* Can fire six missiles at once.
* Can self-repair.
* Can target aircrafts.

Cons:

* Ineffective against infantry.
* Poor firing range, can somewhat improve thanks to Improved Homing Warheads upgrade.
* Low durability.
* Low rate of fire.
* Consumes 3 power points.
Feng Yong

ATTENTION: This unit has been removed from the game in 009 Beta 1 for balance reasons.

## Introduction

The **Feng Yong** (féng yōng, 蜂拥) is a cut tier 1 artillery that was once fielded by General Fai. It was eventually replaced by the Artillery Troop Crawler in Contra 009 Beta 1.

## Overview

The Feng Yong is a rather unconventional artillery unit based off the Howitzer, it's armed with a high caliber triple-barreled Gatling cannon. When an enemy it within range, it will fire a continuous barrage of bullets which will rain down on the enemy's positions. Due to its high and consistent rate of fire, it'll be very difficult to avoid taking damage while facing the Feng Yong's barrage.

When upgraded with Improved ECM Technology, the Feng Yong gained the ability to fire electronic disruption canister rounds. These shells will emit interfering signals which can shut down the electronics of enemy vehicles upon impact. However, these shells are too frail to inflict damage on enemies and cannot disable structures. While firing ECM shells, the Feng Yong's accuracy is greatly decreased.

The Feng Yong's projectiles have relatively low velocity, and against mobile targets, it's advised to use manual targeting and have the unit force fire on the ground in front of the moving enemy. Also, while the Feng Yong has much higher rate of fire than conventional artillery, their bullets deal much less damage than regular high-explosive artillery shells and cannot deal splash damage. So just like the Howitzer, it's best to use multiple Feng Yongs to demolish enemies out as quickly as possible.

## Upgrades

**Chain Guns**

* Increase the damage output of the Feng Yong by 25%, available at the Propaganda Center at Rank 3.

**Improved ECM Technology**

* Unlocks the ECM shells option for the Feng Yong, available at the Propaganda Center at Rank 3.

## Assessment

Pros:

* Very high rate of fire.
* Long firing range, can safely destroy basic base defenses from a safe distance away.
* Does not need to deploy before firing.
* Most effective in groups.
* As effective for defense as for offense.
* Reasonable price ($1,000).

Cons:

* Slow and sluggish.
* Poorly armored.
* Cannot outrange certain long range base defenses.
* Vulnerable to anti-tank units.
* Poor accuracy against fast moving units.
* Vulnerable to depiloting and hijacking.

## Quotes (In native Chinese language)

The Feng Yong shares the quotes with the Howitzer.

### When Selected

* 等待命令。
* 我们的炮弹总会很多的。
* 对，这是中国自行火炮。
* 炮兵要能动才算灵活。

### When Ordered to Move

* 哪里去？
* 前进，前进。
* 马上移动。
* 记住，打他们的时候要狠。

### When Ordered to Attack

* 进攻！
* 开始猛烈的射击！
* 打！

## Trivia

* The Feng Yong's design and attack method is similar to the usage of the machine gun in the early stages of World War I, where machine gunners would fire their weapons into the sky, hoping that the bullets would land on enemies across the battlefield. This wasn't a particularly effective strategy and eventually the Germans discovered the best method to use machine guns which became a staple in WWI trench warfare.
Yashuchika Haninozuka

Chika Haninozuka  (Yashichika Haninozuka) is the 106 reincarnation of Shochi.

Biological Description

Race: Human

Gender: Male

Age: 18

Status: Deceased

Birthday: Janurary 6

Height: 5'9"

Weight 50 kg/ 110 lbs

Hair Color: Brown

Eye Color: Brown

Blood Type: A

Relationships:

Etami Yagi (Lover- Active)

Occupation/Affiliation:

Danafall

unnamed enemy nation

Abilities:

Skilled with weapons

Equipment:

Sword, sheild, gun
Field Engineer

## Introduction

The **Field Engineer** is a support infantry trained by all Chinese generals except for General Kwai. He serves as China's main support unit.

## Overview

The Field Engineer is capable of detecting and detonating mines and demo traps in addition to cleaning radioactive and toxic contamination (while being immune to it thanks to the protective suit he wears).

However, unlike sapper units of other nations, which detect mines and traps in 360 degree radius, Engineers only detect them in a 90 degree area in front of themselves. They cannot defend themselves and require escort. But they have an advantage as well: when they are garrisoned in a ground vehicle such as an Overlord tank upgraded with a bunker, they can still clean up toxins. They are also much cheaper and faster to produce than engineering vehicles. Finally, if they detonate enough demo traps or clean up enough toxins, they can gain veterancy, further improving their survivability.

## Assessment

Pros:

* Cheaper and more readily available than sapper vehicles.
* Can gain veterancy by cleaning up contamination and detonating mines, increasing his survivability.
* Can clean up toxins when riding in vehicles.

Cons:

* Very easy to kill.
* Unarmed.
* Cannot detect and detonate mines from inside vehicles or structures.
* Smaller cleanup radius than other sappers.

## Quotes (in native Chinese language)

### When selected

* 祖国的环境，就靠我们了！
* 我们可以阻止全球变暖！
* 这里好冷啊！

### When Ordered to Move

* 一二，一二。。。
* 什么？我看不见！
* 离战场是不是近了点？

### When Ordered to Clean Up an Area

* 消灭四害，杀死病菌！
* 高压水枪，清洗放射尘埃！
* 使用84型化学清除剂。

## Trivia

* Apparently, the materials for cleaning the spills depend on what contamination a Field Engineer has to clean.
	+ Anthrax is cleaned up by Sodium Hypochlorite, which is one of the available disinfectants.
	+ Radiation Fields are cleaned by water sprayed in high pressure, which doesn't work and could even spread radiation to even further area.
	+ Acid is cleaned with the same technique as a radiation field to neutralize the acidity.
	+ Oil spills might be cleaned with a NaCIO based detergent.
Chapter 2

Hah, I did challenge Kacchan, yes, but I guess everyone wants to join in!

Me: "Well then! Let's do this!"

Ashido-Chan: "Acid Shot!"

Me: "Full counter!" Todoroki-Kun creates an ice wall.

Me: "Requip! Minami Uruka-San! Bikaku! Bloody Barrage!" All of their power levels combined is 19,350! Mine's 30,000. If I can turn off my magic I can use my special countering ability. They all head their attacks at me. I don't dodge.

Me: "Heh... I really am weaker. I should really get my power back..." Whatever, if they can really kill me, it won't matter.

Kaminari-Kun: “Electric Floor!”

Yaoyorozu-San: “Bomb!”

Aoyama-Kun: “Haha!” He uses his laser to blast me. Easy.

Kacchan: “Howitzer Impact!

Me: "Every time you throw me down, I'll even come back after dying." I'll aim for Deku-Kun and use my Detroit Smash.

Me: "Detroit Smash!"

Deku-Kun: "Do you have a copy ability?!"

Me: "Of course not. Well, yes, but I'm not using that. You see, we just have the same quirk! The only difference is that I don't break my arms because I trained myself fully!" He lands a smash on me.

Me: "Good. Now I can barely stand. Now, REVENGE COUNTER!" Now they can barely stand.

Me: "That's what I call Revenge Counter. I charged my abilities and the ones cast on me, then I reflected them out."
Grendel

121 (Elite)

161 (Heroic)

## Introduction

The **Grendel** is a tier 1 heavy anti-armor defensive structure developed by the US Commanding General Ironside.

## Overview

As Ironside needed anti-tank defense to go along with his Stixes, he called General Alexander for help in developing such a weapon and sending him the blueprints for mass production. This is how the Grendel was born and rapidly deployed for base defense. The structure is a heavily armored turret armed with a triple-barrel rotary cannon. The Grendel can fire a barrage of shells that will make short work of any vehicle, the shells are also immune to the effects of ECM and PDL. The Grendel's heavy armor also allows it to hold its ground in a tank rush.

## Assessment

Pros:

* Very effective against ground vehicles.
* Decent durability.
* Low power consumption of just 1 point.
* Unlike the Chinese Gatling Cannon, the Grendel doesn't need to wind up to achieve maximum fire rate.

Cons:

* Rather expensive $1,800 for Ironside.
* Ineffective against infantry, and helpless against aircraft.
* Long reload time after a barrage of shells is fired. This makes it vulnerable to suicidal unit rushes.

## Trivia

* It shares its selection sound with the Patriot Missile Battery.
* Grendel is named after a monster from the Old English poem of Beowulf, a Geat hero. Grendel was the first of his foes.
* Before 009 FINAL Patch 3, the Grendel was also part of General Alexander's arsenal but was removed because of the AIDE's appearance and for balance reasons.
AIDE

35 (Elite)

48 (Heroic)

30000 (Heroic)

## Introduction

The **AIDE** (stands for *Anti-Infantry Defense Emplacement*) is an anti-infantry defense used by all US generals except Ironhand.

## Overview

In a recent battlefield assessment, it's been determined that the Patriot Missile Battery, while an effective and versatile weapon, is ill suited at countering large hordes of enemies, especially against infantries. A simple, cost effective weapon is needed to be installed alongside the Patriots to fend of infantries and light vehicles. And thus, the AIDE is born.

The AIDE is incredibly simple. The turret is armed with a .50 cal M2 Browning machine gun and 4 flashbang grenade launchers, which are extremely effective against infantry, and performs adequately against light vehicles. Its low caliber ammunition is however ineffective against heavily armored targets such as tanks. The turret is placed on a square metal platform.

The AIDE has fast rate of fire which makes it effective at countering infantry or biker rushes, but has little durability and a short range, it can be easily outranged by artillery. The structure can further be upgraded with flashbangs to be more effective in later stages.

It is cheap and requires a short building time so it can form a defensive line relatively fast.

## Upgrades

* **Flash-Bang Grenades**: AIDE gains Flash-Bang grenade launchers, capable of dealing splash damage.

## Assessment

Pros:

* Good against infantry and light vehicles.
* Very cheap ($500).
* Short build time.
* Does not consume power.
* Can be upgraded with Flash Bangs to increase its effectiveness against grouped enemy infantry.

Cons:

* Very ineffective against armored vehicles.
* Has much shorter range compared to the Patriot.
* Helpless against aircraft.
Weißer Stern Akademie

Weißer Stern Akademie is a private college that caters almost exclusively to the rich and famous. Its graduates tend to have a more traditional focus with a keen mechanical understanding of the classics and their commonly accepted interpretations. They're commonly sought after to play at high class galas and are well regarded for their reliability, if not their flexibility. The most common criticism towards WSA alums, besides the elitism that seems to be almost a prereq for graduation, is that they're for the most part fairly interchangeable. For all their skill and training, WSA has never produced a truly classic artist of their own. In a word, they lack creativity.
Tech Heavy Reinforcement Pad

## Introduction

The Tech Heavy Reinforcement Pad is the larger, less common variant of Tech Reinforcement Pad, it only appears in certain skirmish maps and drops heavier, more powerful units than its smaller counterpart.

## Overview

The Tech Heavy Reinforcement Pad is much less common than the regular reinforcement pad, it can be identified by the concrete wall and several UN supply crates surrounding it. As its name suggests, the heavy reinforcement pad drops heavier vehicles, usually two rank 3 heavy tanks and a rank 3 heavy artillery unit. This makes the heavy reinforcement pad more contested over in a skirmish battle.

For balancing reasons, the Tech Heavy Reinforcement Pad drops off units once every 3 minutes compared to the regular pad's 2 minutes.

Just like for other neutral tech buildings in *Contra*, the Tech Heavy Reinforcement Pad benefits from the ability to rebuild itself a while after it was destroyed. Although, it is more advisable to take-and-hold it rather than destroy it. This is a precious building which can provide you with powerful units, so protect it well and do not let the enemy capture or destroy it.

## Reinforcements

### USA

* General Ironhand: 3 Guardian Droids & 1 Drone Controller.
* General Alexander: 1 Patriot Defence Core, 1 Ion Defence Core & 1 Hummer.
* General Towns: 2 Laser Paladins & 1 Libra.
* General Granger: 1 Comanche, 1 Combat Puma & 1 Pave Low.
* General Ironside: Nothing.

### China

* General Fai: 1 Mobile Barracks.
* General Kwai: 1 Emperor & 1 Earth Shaker.
* General Tao: 1 Overlord Tank & 1 Nuke Cannon.
* General Bao: 1 Immolator & 1 A-100 MLRS.
* General Leang: Nothing.

### GLA

* Dr. Thrax: 1 Scolopendra, 1 Sturm-S & 1 Luna.
* General Juhziz: 2 Demo Ratels & 1 Luna.
* Prince Kassad: 2 Ratel IIs & 1 Rocket Buggy.
* General Huchum: 2 Marauder Tanks & 1 Katyusha.
* General Deathstrike: Nothing.

## Trivia

* For some reason, a UN crate is dropped alongside the units, but this crate doesn't do anything.
* Normally, the units are airdropped by a cargo plane, with the exception of General Kwai who uses Bixis and General Granger who summons helicopters which simply descend from the skies.
Grenadier

Our equipment is superior!

Propaganda Center

34 (Elite)

46 (Heroic)

103 (Heroic)

Armor Vests

## Introduction

The **Grenadier** (or AGL Trooper) is the Chinese Infantry General Fai's grenade infantry unit.

## Overview

His weapon of service is a Norinco QLZ87 Automatic Grenade Launcher (or AGL) and his primary function is to clear enemy garrisons by shooting volleys of grenades at them. he can also take out multiple enemies with this very same weapon.

Overall, the Grenadier can be viewed as a superior version of the Demo Rebel, with superior fire rate and attack range. However, since both of these units mainly utilize fragmentation grenades, they won't do much damage against vehicles or structures.

## Upgrades

**Nationalism**

* Increase the effect of Horde Bonus of the by 25%. Available at rank 1 at the Barracks.

**Fanaticism**

* Increases the effect of Horde Bonus further by 25%. Available at the Propaganda Center at Rank 3.

**Armor Vests**

* Increases the durability of the AGL Trooper by 25%. Available at the Barracks at Rank 1.

## Assessment

Pros:

* Decent rate of fire.
* Effective against infantries.
* Decent movement speed for an infantry unit.
* Deals splash damage, effective against grouped enemies.
* Can clear garrisoned civilian structures from a safe distance.
* Gains horde bonus when grouped in numbers greater or equal to 5.
* Can be trained in groups of 4.

Cons:

* Ineffective against armor or structures.
* Mid-late game unit, requires Rank 3 + Propaganda Center to unlock.
* Vulnerable to toxins and radiation.

## Quotes (In English)

### When Selected

* Their troops have no chance!
* Grenadier on duty.
* Locked and loaded.
* Our equipment is superior!
* I am heavily trained.
* Specialized infantry.
* Our spirit is unmatched!
* I have plenty of ammo!

### When Ordered to Move

* Right on.
* Marching to location.
* Grenadier in route.
* Left, right, left, right!
* Together!
* Let's get it done!
* Left, right, left, right...

### When Ordered to Clear a Garrisoned Building

* Clear this building!
* Aim for the windows!

### When Ordered to Attack

* Exploding time!
* Grenades outgoing.
* Now, NOW!
* Do not spare them!
* \*laughs\* I like this!
* Take them out!

### When Wounded

* Get down!
* Argh! Stick with me!

## Quotes (in native Chinese Quotes)

The AGL Trooper has the laid back personality of a middle-aged Chinese citizen.

### When Selected

* 啊，机枪不够给力了吗？
* 洗地专家为您服务！
* 哥射的不是榴弹，是寂寞！

### When Ordered to Move

* 别催，我又不是送外卖的！
* 这里不是-
* 嫌老子慢就给老子配辆车！

### When Ordered to Attack

* 让暴风雨来的更猛烈些吧！
* 战壕和掩体，全都是浮云！
* 歪打也能正着！
White Dragon

The Wing of Death has arrived!

107 (Elite)

142 (Heroic)

320 Heroic)

## Introduction

The **White Dragon** (originally known as the Iron Dragon) is an aircraft serving under General Tsing Shi Tao. It is a gunship that can pursuit any land units.

## Overview

The White Dragon is a medium gunship aircraft with the shape of a typical jet fighter, an aerodynamic chassis and slightly tougher armour. It has two nuclear-powered afterburners to keep it on working without having to return to the airfield to refill. Its main weapons are two blasters capable of firing particle-based nuclear beams (Tao possibly learnt from Townes' methods) that can lock on a target to pursuit any land units with ease. Since its ammo is particle-based, the gunship does not need to fly back to the airfield to reload. When not in use, the weapon is hidden within its wings (cruise mode) and can be revealed by switching its wings into battle mode.

White Dragon is possibly one of the most simple aircraft to use. It can just hover on an area to keep an eye on any land units without the need to restock. However, it is still vulnerable to AA and interceptor fire so do not rely on them solely to assault the base, especially when the aircraft cannot fire at aircraft after Contra 009 Patch 1.

## Assessment

Pros:

* Has unlimited ammo.
* Surprisingly effective against all land units, including infantries.
* Doesn't need to rearm at the airfield, thus an unlimited amount can be built.

Cons:

* Vulnerable to AA units and interceptors.
* Cannot fire at aircraft.
* Nuclear Beams aren't exactly powerful.
* Mid-late game unit, only available at Rank 3.
* Almost leaves no radiation field.

## Quotes (in native Chinese language)

### When selected

* 嘘，小声点！
* 收到，请讲。
* 死神之翼在此。
* 空中支援，二十四小时服务。

### When Ordered to Move

* 调整机翼。
* 全速前进！
* 电闪雷鸣！
* 白龙在咆哮！

### When Ordered to Attack

* 锁定机翼至战斗状态。
* 再来一发！
* 进入攻击航线。
Wahres Wort College

Wahres Wort College is a small, respected, but highly specialized school of bards that focuses less on creative works, and more on journalistic reporting and critical analysis. These bards do compose music and pen manuscripts, but their work always focuses on events as current and practically important to the common citizen of Völkervier as possible. While other bards may seek to compose their magnum opus, or to find a brilliant song to woo crowds of every kind, the Warts of society (as they're "affectionately" called by the council houses of Völkervier) tend to pen new songs, plays, and oh so many, many pamphlets every month. While recycling a melody or musical arrangement over and over again might be considered hack composition by other bards, the Warts have no qualms with doing so. A single melody might be utilized for over a hundred songs with new lyrics, each set specific tailored to current events, before a new one is composed. The result tends to be as effective as it is annoying. Often playing on street corners or pubs of the lower classes, the droning melodies of the Warts are the very definition of earworms, digging their way into the minds of the people as easy to remember, easy to sing, and easy to digest pieces of news. Or at least that's the supposed intent. Critics of their methods claim that while the melodies of their songs are easy to remember, the words become too easily lost to time, and their meaning is often ignored altogether by their audiences. Yes they may learn the new lyrics of the week or month, and sing with all the vigor and passion of an angry mob, but without time to consider what it is they're actually saying, critics say that at most the songs become a rote din of discontent among the masses without the sharp point of specific grievances.
Chapter 5

Me! Daughter of All Might! tied to a chair. I don't feel like getting up because we just got teleported and my kidneys might have switched sides.

Dabi-Nii-San: “I'm just going to inject you with Fairy and Demon blood.”

Me: "My friends will find me."

Dabi-Nii-San:" Sure...I should've injected you with something to make you not use my magic and quirks. But the only way for me to make it go in is the eye."

Me: "Aah! That feels like lava!”

Dabi-Nii-San: " How fascinating!"

Me: “Egg of the Black Goat… It was a story I read when I was younger… It’s about a serial killer and her only son. The son is the main character. That’s why it’s called Egg of the Black Goat… Does this make me the egg of a Demon and Fairy?”

Dabi-Nii-San: “You’re a fan of Sen Takatsuki-San… She’s a good author. You have great taste in literature. I guess you could say that.”
Ripping and snapping, ripping and snapping, ripping and snapping. What the... My hair turned white.
Combat Puma

95 (Elite)

128 (Heroic)

286 (Heroic)

## Introduction

The **Combat Puma** is General Malcolm Granger's heavy support helicopter in *Command & Conquer Generals Zero Hour: Contra*. It replaces the original *Zero Hour* Combat Chinook.

## Overview

As the Combat Chinook's replicant in *Contra*, the Combat Puma shares some similarities:

* It has fireports where infantry can shoot from.
* It can perform a rope drop to clear garrisoned buildings.

However the Combat Puma has a few differences compared to the Combat Chinook:

* It doesn't need garrisoned infantry to fight, it can defend itself thanks to its front-mounted grenade launcher.
* It cannot collect resources, as its purpose is combat-only.
* It has only 4 transport slots for infantries instead of 6.

Overall, the Combat Puma is similar to General Fai's Assault Helix, albeit available earlier and with a smaller passenger capacity. As a heavy support helicopter, it is more durable than a Comanche and extremely effective against enemy infantry and garrisons. If it is garrisoned by Missile Defenders, the Combat Puma will become an extremely effective tank killer. The speed of the Combat Puma is notably lower than the Comanche's, and is on par with the Chinook and the Thor, but still faster than the Helix or the Pave Low. Even so, its slower speed and lack of stealth capabilities make it an easy target for grounded AA defense and interceptors. Make sure that the way is clear for them or use garrisoned infantry to increase their survivability. Should you send them over garrisoned buildings with little to no AA defense or a poorly defended base, they will be an excellent tool for harassment tactics.

## Upgrades

**Countermeasures**

* Give the Combat Puma the ability to evade missiles and a 20% resistance to AA weapons, available at the Levitation Pad at Rank 1.

## Assessment

Pros:

* Effective against infantries.
* Can grapple down rangers just like the Chinook.
* Versatile transport, can carry up to four infantries who can fire their weapons from inside.
* Available as early as Rank 1, requires only the Levitation Pad.
* Can be upgraded with countermeasures to increase survivability.
* Surprisingly well-armored.

Cons:

* Vulnerable to anti-air units and defenses.
* Ineffective against structures and armor when empty.
* Fully loaded Puma can be expensive.
* Rather expensive ($1,500).

## Trivia

* The Combat Puma shares its voice lines with the Combat Chinook.
* The Puma helicopter is originated from the French SA 330 Puma, whose conception inspired many other countries such as the UK or the USA to build their own.

## Gallery

French SA 330 PumaAmerican PumaSwedish PumaBritish PumaSpanish PumaGerman Puma
## See also

* **Helix**
* **Harbin**
Republic Calendar

The Republic Calendar is the calendar most commonly used on the continent of Unsere, particularly within the Völkervier Republic. Its year 0 begins with the Assertion of Autonomy made by the historical city of Vondemburg (now Völkervier), officially separating itself from the mountain dwarves of Eisenholde as its own independent political body. Every year following the Assertion is marked as a "Jahr der Freiheit" (shortened to JDF), or "Year of Freedom" in dwarvish. Each year preceding the Assertion is marked as a "Jahr der Kindheit" (shortened to JDK), or "Year of Childhood." Year 0 is sometimes colloquially referred to as the "Jahr der Aussage", or Year of Assertion, though this is a rare thing to hear.

The current year is 547 JDF.
Attack Basics - by Kur-zaz

> "Yeah Suzzie, I've read Sun Tzu too. Greater enemy, retreat. Smaller enemy, attack. Is that all you've got for me?"
>
>

> —General Ironside
>
>

Let's assume first we are fighting an equally matched opponent. If we both fight to the death we can expect one of two results:

1) Our Forces are destroyed and a few of the enemy units remain. We switch to defense in this case or counterattack with new units to finish enemy forces.

2) We destroy the enemy, but few of our units remain. The enemy has opportunity to perform a counterattack with minimal losses in this case.

In both cases we profit nothing. Both we and our enemy received equal experience and equal losses. This how most beginners will learn to play, but it has no potential for long term success.

### Attack with retreat

If we win a local battle we must not allow the enemy to perform a counterattack. Hence, we can retreat for repairs and regrouping. We get bonus in experience and strength in this case. Our new attack will be more powerful with reinforcement units plus survivors from the previous attack. In the next battle we will sustain fewer losses and can then retreat again. The Enemy will loose both experience and money. It becomes a war of attrition in our favor as our enemy will be leveled with larger army sooner or later. Thus, it is better to retreat after successful battle.

Advantages:

* We sustain fewer losses.
* Enemy gets less experience, we get more experience.
* The difference between our army strength and enemy army strength increases continuously. And it increases in our favor.

Drawbacks:

* Enemy builds his army while we move to his base. The longer we spend moving - the bigger army he has.
* We loss control over the situation and allow enemy to recover when we retreat.

### Attack with supply lines

There is yet another way of attacking. We create supply lines of constant inflowing vehicles and infantry. In order to do so, order your factories to build new units and set rally points properly before attack. Build new units at factories and reset rally points while moving forward. Assign factories to teams to make this process more convenient. To say, factories can be assigned with Ctrl+7, Ctrl+8, Ctrl+9 and selected quickly with 7,8,9 keys on keyboard. Thus, we get constant reinforcements.

The enemy who lost a local battle must build a new army to defend himself. But our army grows constantly and moves forward without retreating. He needs to have a large force to defend from it. But large force needs much money and time.

Advantages:

* All advantages of previous attack method are kept;
* Attack gets a piercing property: our forces move forward after each battle and never retreat;
* This attack is very hard to defend against. It brings victory in the most of cases.

Drawbacks:

* Supply line is vulnerable: enemy attack from the back can end very sadly;
* Base defense is weakened;
* High risk: whole supply line and whole base is in danger if at least one local battle is lost.

- Kur-zaz
In-game Screenshots

This page is dedicated to In-game screenshots, pictures and overall generic gameplay photos. If you decide to upload some more, please make sure the pictures are of reasonable quality.

## Screenshots

All of Toxin General's Units and Buildings in Contra 009 BetaAll of Tank General's Units and Buildings in Contra 009 BetaAll of Superweapon General's Units and Buildings in Contra 009 BetaAll of Stealth General's Units and Buildings in Contra 009 BetaAll of Nuke General's Units and Buildings in Contra 009 BetaAll of Laser General's Units and Buildings in Contra 009 BetaAll of Infantry General's Units and Buildings in Contra 009 BetaAll of Flame General's Units and Buildings in Contra 009 BetaAll of Demolition General's Units and Buildings in Contra 009 BetaAll of Cybernetic General's Units and Buildings in Contra 009 BetaAll of Assault General's Units and Buildings in Contra 009 BetaAll of Air Force General's Units and Buildings in Contra 009 FinalDoes not count as a screenshot, but still nice. This was an early design of the GLA Boss challenge map. Made by WWB2
Akreena

Hand of Akreena, simplified

## Basic Information

### Symbol

Dismembered hand of bronze, palm out and open, fingers down (The Mother). Hand of gripping an upright smith's hammer (The Smith)

### Status

Active, major god

Akreena is a majority deity in Wyneira.

## **General**

Akreena (known as "Opfern" by the Dwarves) is the highest and most commonly revered dwarven deity. She is associated with the domains of Life and the Forge. Depending on the the tradition and epithet in question, her symbol is a a bronze hand, either open with fingers down and palm presented, or a clenched fist grasping a raised smith's hammer. In both Dwarf and Folk traditions, Akreena/Opfern is said to have sacrificed her own hand so that her children might gain the power to forge tools of their own.

### **Forms/Epithets**

Whether as Akreena or Opfern, she is most commonly depicted as a powerful dwarven golem of pure bronze, sometimes with feminine features.The open-handed Opfern is more common on the surface of Unsere in both Folk and Dwarven places of worship. This is also the Opfern most associated with the common Folk name and epithet of "Akreena, the Mother." This form of Opfern is focused primarily (but not exclusively) on fertility, both in the literal sense of procreation as well as the more figurative sense of producing and sharing one's craftwork. New creations including fresh tools, inventions and especially children are seen as loved by the open-handed Opfern.

The close-handed Opfern, while hardly unheard of on the surface of Unsere, is more common in the halls of Eisenholde under the stones of the Eisenaxt Mountains. Though the Folk do have an epithet for this form of Akreena as well (Akreena, the Smith), it is rarely used in practice as the Mother epithet is generally deemed sufficient for the needs of most worshipers, or has been otherwise conflated with the Smith, assuming an epithet is used at all. While the open-handed Opfern/Akreena, the Mother is primarily concerned with the fruits born of labor, the close-handed Opfern/Akreena, the Smith is primarily concerned with the quality of the labor itself. Refined technique, perserverance and dedication to one's craft are seen as loved by the close-handed Opfern.

### **Worship**

Traditionalist Dwarven sects (most common in Eisenholde) generally only accept other dwarves as Opfern's true children. Following literal interpretations of the stories surrounding her and the sacrifice of her hand, they see a tangible connection to Opfern as the basis for what they believe to be inherently superior dwarven craftsmanship.

Worshipers among the Folk and more progressive Dwarves (more common on the surface) believe Opfern/Akreena's "children" refer to any who revere and worship her. These followers take a more symbolic view of her sacrifice, believing that while the sacrifice certainly happened, the blessing of craftsmanship were derived from the divine act of sacrifice itself rather than from the power of her disembodied hand.
Unsere

**Unsere** (pronounced UN-ser) was a major continent on the planet of Wyneira.

Pictorial map of Unsere as drawn by the Cartographic Society of Völkervier c. 543 JDF

## Society

### Inhabitants

Hill Dwarves, Mountain Dwarves, Folk, Krovi, Wood Elves, High Elves, Forest Gnomes, Shifters, Tabaxi, Warforged

### Major Cities

Völkervier, Prothyra, Eisenholde, Lle Ystyriol, Cariad Melys, Jäämuk
Orna & Isna

The Duplicitous Coin

Orna & Isna are a major deity in Wyneira.

## **General**

Orna & Isna are (depending upon the tradition) revered as either two aspects of a single deity or twin deities who, while always paired, are distinct entities. Regardless of specific tradition, Orna governs the domain of Trickery, while Isna governs that of the Tempest.
Shifters

**Shifters** are a race of humanoids, primarily found in the Vanemwood of Unsere, with animalistic traits and can transform into even more bestial forms.

## History

### Chapter 1: Protectors of the Vanemwood

In the vast Vanemwood of northern Unsere, there exist many druidic circles, ancient Krovi burial sites, hunting grounds of numerous beasts of every description, and of course the ever beautiful (and ever ominous) presence of the fey. Among these exist the Shifters. While their exact origins are unclear, it is generally accepted that Shifters have a deep connection with the fey, with many mistakenly believing them to be creatures of the Feywild themselves. Others believe them to be the result of some god's (usually Wodea's) curse or blessing.

Broadly similar to lycanthropes (though both groups would generally deny it), Shifters are humanoids who bear the traits of beasts. Unlike lycanthropes however, a Shifter always bears a least some traits of an animal, with those bestial traits only becoming more pronounced when they transform, or "shift." Moreover, unlike lycanthropes, Shifters are fully in control of their transformations, and they do not pass their nature on by way of biting or the transferance of blood. Shifters procreate primarily in the same manner as most mammals. Children born with at least one Shifter parent are always Shifters themselves, though they may share some physical traits from both parents. Most Shifters bear some resemblance to dwarves, elves, Folk or Krovi, though there have been instances of Shifters with traits from other races as well.

Shifters do not have a single unified society, instead existing as various tribes scattered throughout the Vanemwood. Unlike the Krovi clans, who while independent generally share a unifying culture and set of beliefs, each Shifter tribe is individually distinct with their own dialects, social customs, religious and politicala beliefs, artwork, traditions both martial and marital, and even fashion. Indeed, if there is any one unifying cause between the Shifter tribes, it is that the Vanemwood is to be protected from outsiders. The reasons for this protection vary from tribe to tribe, with some believing the Vanemwood to be theirs by birthright or a matter of superior blood, while others believe it is their sacred duty. Others still simply do not like the idea of rowdy neighbors moving in and cutting down the neighborhood. Some tribes will allow outsiders to travel through their lands so long as they do so respectfully and don't overstay their welcome, while other tribes have a strict policy of kill on sight when it comes to foreigners. Whatever their particular reasons and wherever they fall on the spectrum of tolerance, the Shifters of Vanemwood are one of the greatest contributing factors to the region's lack of colonization by the great nations of Unsere.
Gods & Deities

Gods, also known as deities, are worshiped personifications of principles and ideals in Wyneira. There are several major gods known across the world by various names, as well as countless minor gods, spirits and other beliefs sprouting from every culture. In the world of Wyneira, Cleric domains are associated with specific umbrella principles. In Unsere, for instance, there are six major gods representing the six principles of Understanding, the Cycle, Chance, Challenge, Creation, and Control. Most of these gods either also bear worship beyond Unsere, or at least have comparable gods in other cultures, albeit with differing modes of worship and tradition. Even within Unsere, there are differences in how gods are seen and worshiped not only across cultures, but even across different sects of belief within the same larger culture.

## **Pantheon Majoris of the Estakoss Isles**

### **Minor Gods**

While the major gods and belief systems surrounding them are commonly recognized, if only by name, there are hundreds if not thousands of minor gods and other beliefs focused around specific regions, communities, or even families and individuals. These gods, while not boasting the same prestige or fame as their major cousins, should not be disregarded. The faith of their followers can often be as zealous or even more so than that of the major gods' followers, and the power they draw from their faith is no less potent. What these gods often lack in the theological attention necessary to establish widespread canon and dogma, they boast in mystery and variety in personality. They are in many ways as numerous and eclectic as the people of Wyneira themselves.
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Steinlied College

While Krahenlied Akademie and Weißer Stern Akademie hold rival positions for the most prestigious bard colleges of Völkervier, for their own reasons. Steinlied College is in a close third position, boasting a smaller campus than either of the two larger schools, but cuts something of a middle ground between them. Their reputation is deservedly more wholesome than Krahenlied's, with a strong focus on individualized learning, creative expression, and critical interpretation. Steinlied has a respect for the classics, but doesn't teach the commonly accepted interpretations or arrangements in the same gospel manner as WSA. Many alums tend to describe fellow graduates, current students and even faculty like extended family members. Professionally, they find themselves in a variety of locations, with many opting to travel in search of new stories and songs.