recursal/Fanatic-Fandom huggingface dataset:
Nuclear Battlemaster

77 (Elite)

111 (Heroic)

231 (Heroic)

Nationalism

Radiation Defense

## Introduction

The **Nuclear Battlemaster** is General Tao's main battle tank.

## Overview

Revamped with nuclear engines, Nuclear Battlemasters have a substantial advantage in speed. Nuclear Battlemasters can easily chase down enemies or escape from a dangerous situation. However, its nuclear engines come with a downside. In a direct confrontation without Isotope Stability, the Nuclear Battlemasters can cause collateral damage to friendly units when destroyed. Although in some cases, the explosion detonated when a Nuclear Battlemaster is destroyed can be advantageous to the Nuke Player.

Similar to many other Chinese tanks, the Nuclear Battlemaster benefits from Horde Bonus when in groups of five or greater, increasing their rate of fire. However, unlike most Chinese MBTs, the Nuclear Battlemaster can be effective vs groups of infantry if Radioactive Shells are purchased, making it a very powerful tank against any ground units.

## Upgrades

**Isotope Stability**

* The Nuclear Battlemaster will no longer explode when destroyed, available at the Advanced Nuclear Reactor at Rank 1.

**Radioactive Shells** (available at the War Factory)

* The Battlemaster's shells will leave behind pools of radioactive contamination, increasing its effectiveness against infantry. Available at the War Factory at Rank 1.

**Nationalism**

* Increase the effect of horde bonus on the Battlemaster by 25%, available at the Propaganda Center at Rank 3.

**Radiation Defense** (available at rank 3)

* The Battlemaster becomes immune to radiation, available at the Propaganda Center at Rank 3.

## Assessment

Pros:

* Strong against vehicles and buildings.
* Relatively inexpensive ($800).
* Above-average speed and firepower.
* Effective against infantry once Radioactive Shells are purchased.

Cons:

* Less durable than a normal Battlemaster.
* Helpless against aircraft.
* Requires Isotope Stability upgrade in large engagements.

## Quotes (in English)

The Nuclear Battlemaster shares its English quotes with the classic variant.

## Quotes (in native Chinese language)

### When Selected

* 主战坦克报到。
* 战场在何处？
* 为红军而战。
* 我们是中国军队的主力。
* 在这呢。

### When Ordered To Attack

* 红军万岁，中国万岁！
* 坚决服从命令！
* 将敌军击溃！
* 进攻！
* 他们逃不掉的！
* 消灭中国的敌人！

### When Ordered To Move

* 执行命令。
* 转移阵地。
* 是的，将军。
* 祖国在召唤我们。
* 我们会坚守这片领土。
* 移动命令确认。

## See also

* **War Master**

* **Battlemaster Tank**
* **Dual Battlemaster**
Chinese Dozer

We build for China!

## Introduction

The **Chinese Dozer** is a Chinese generic construction unit. All of China's generals use it to build their structures.

## Overview

The dozer is the first unit to appear on the map along with the Command Center. He can build all kinds of Chinese structures, from the Nuclear Reactor to the Nuclear Missile Silo. He is, however, a fragile and unarmed unit (although he can crush most infantries) so if you need to build defenses away from your base for example, make sure to escort it appropriately for he can fall to enemy attack or worse: be hijacked or de-piloted so the enemy can have access to your arsenal.

## Assessment

Pros:

* Can build all Chinese structures.
* Can crush most infantries.
* Decently fast.
* Amphibious and tougher once Dozer upgrade is purchased.

Cons:

* Unarmed.
* Can be easily hijacked or depiloted.
* Very weak armor.
* Quite expensive (1000$).

## Quotes (in English)

The Dozer reuses the original *Zero Hour* quotes.

### When Selected

* China has been generous.
* I build for China.
* We have big plans.
* We will live in prosperity.
* Let's build.

### When Ordered to Move

* Ah, yes!
* That's a good start.
* Of course!
* Looks promising.

### When Ordered to Build a Structure

* It will look real nice when it's done.
* Hmm, nice location!
* That's a good choice.
* China will grow larger.
* A very good plan.
* A very good plan, general!

### When There is no Room for Construction

* Sorry sir, I can't build there...
* That's not a good spot, try another!
* I am unable to build there.
* There's not enough build space.

### When Construction is Complete

* Build orders complete, sir.
* Construction built to spec!
* Construction is complete.
* Building is complete.

### When Ordered to Repair a Structure

* Could use a little touch-up.
* No problem.
* Here, let me help!
* I know just what it needs!

## Quotes (in native Chinese language)

China Dozer's quotes still follow the vanilla ZH version. However, there is a twist: some quotes are in Cantonese, suggesting the driver might be from Macau.

Quotes marked with \* are spoken through a radio.

### When Selected

* 我们动工吧，首长。
* 我们要发扬中国制造。
* 中国将壮大起来。
* 有讲现有嘎嘛。(有国才有家嘛。)

### When Ordered to Move

* 知道了，首长！
* 畀我睇下先。(让我看下先。)
* 马上赶往施工现场。
* 哈哈哈，没问题！

### When Ordered To Build

* 那个基地真不错。
* 这个位置选的很好。
* 这个建筑完成以后是会很牛逼的。

### When Building is Complete

* 我们的工程已经顺利完成。
* 造好了。\*

### When Ordered to Repair

* 马上修理建筑！\*
* 修好了就像新的一样！\*
* 尽管交给我吧！\*

## Trivia

* General Leang's dozer can be found either on her Challenge map or on the following Skirmish maps:
	+ *Operation Hot Oasis* along with the USA and GLA bosses' (one each)
	+ *Operation Dry Storm*along with a GLA Boss' (one each)
* There is a glitch: once a dozer becomes amphibious thanks to the Pneumocushion upgrade and travels through water, it sometimes can be seen with water waves around it while moving on firm land.

## Gallery

Chinese Dozer upgraded with PneumocushionDozer's ability to move on water thanks to the Pneumocushion upgradeWe build for China!CameoWith Dozer Upgrade (note the armor plating around it).
Ironside's Supply Truck

Something for everyone!

## Introduction

Lacking Chinooks to collect supplies for his bases, General Ironside relies heavily on these **Supply Trucks**.

## Overview

Whilst an individual Supply Truck does not do the job of collecting resources as effectively as a Chinook, their cheaper price can largely compensate that flaw as you can build more Supply Trucks than Chinooks for the same price. They can collect as many ressources as Chinese Supply Trucks (300$). Also, these units, despite their slower speed, can harm enemy infantry by crushing them in last resort. Beware though: they are slower and less durable. Protect them at all costs.

## Assessment

Pros:

* More replaceable than the Chinook.
* Can crush infantry if it has to.

Cons:

* Slower and less durable than the Chinook.
* One truck collects half as much as one Chinook.
* Vulnerable to AT weapons.

## Quotes

Ironside's Supply Truck reuses the Chinook's voice lines.

## Trivia

* The American Supply Truck was the intended supply collector for the USA in the early stages of *Command & Conquer: Generals*' development before it was replaced by the Chinook. It originally had a desert yellow texture.
* In the *Shockwave* mod, General Ironside also utilizes the Supply Truck as his supply gatherer, and has the ability to equip them with drones.
* During the challenge against Ironside, if the player manages to capture one of his dozers and builds a Supply Center, the first free-of-charge Supply Trucks will come by two. This does not apply to skirmishes however.
Stix

101 (Elite)

134 (Heroic)

### Notes

Not very effective against vehiclesAlmost impenetrable defense when paired with EMP Towers

## Introduction

The **Stix** is General Ironside's anti-infantry/air defense structure.

## Overview

The Stix is arguably one of the best conventional anti-infantry and air defensive structure in *Contra* thanks to the high quality of its ammunition that can quickly bring down any foot soldier or aircraft. After all, Ironside wants the best equipment and can afford it. However such ammunition is powerful and therefore requires to be fired carefully so the Stix's rate of fire is rather low compared to other defences of its category but hopefully still high enough to supress any incoming infantry. Also, do not expect it to counter vehicles effectively, its bullets do not have enough power to penetrate through a tank's plating, thus making the Stix an absolutely useless weapon against armored vehicles in addition with its low durability.

Once you reach Rank 3 and build a Strategy Center, feel free to build EMP Towers around your base for anti-vehicle and air protection and then build Stixes around each tower to repel assaulting infantry. This way, your base will turn into an ultimately impregnable stronghold and the enemy will have close 0% chance of success in trying to conquer it without the use of General's Powers and Superweapons. You won't even have to worry about artillery as the EMP Tower's area of effect outmatches their firing range. One thing is certain: General Ironside surely read Sun Tzu from A to Z if he can fortify his territory that well.

## Assessment

Pros:

* Effective against aircraft and infantries.
* Deals splash damage.
* Decently high rate of fire.
* Works wonders when paired with an EMP Tower.
* Early game defensive structure.
* Can repair itself like most other USA structures.

Cons:

* Not very durable for a defensive structure.
* Expensive (1,500$).
* Consumes 3 points of power.
* Highly ineffective against vehicles.

## Trivia

* The Stix is named after a river in the Greek Mythology's Underworld.
"One For Everybody" Team Play Strategy - by Kur-zaz

Allies choose the most skillful player as commander. Then they build up economy and send money to him (Money Drop ability is available in Supply Center). Commander fights on all fronts and defends his allies. This strategy is effective because one player gains 5th rank faster than whole team. When enemy team will get rank 2-3, your commander is at rank 5. Thus, you invest your money into technological superiority. But this strategy has one big disadvantage: too high responsibility lies on one player. If he makes an error - all is lost.
Warrior

The Higher Order shall reign!

13 (Elite)

17 (Heroic)

39 (Heroic)

 Introduction

**Warriors** are an exclusive set of GLA basic infantry serving under Prince Kassad.

## Overview

Kassad's warriors are pretty unique GLA fighters: they're among the best trained soldiers the terrorist faction has to offer as well as the deadliest, thanks to their sophisticated spec ops training and their gear.

These soldiers are equipped with a sawed-off Mossberg 590A1 12 gauge pump action shotgun, a firearm that can shoot multiple pellets which cause serious damage. A Warrior is therefore extremely effective against other infantries at close range but his effectiveness will degrade with distance, thus making him absolutely helpless at long range. Not only that but his reload time is longer than with other Rebel variants since he must reload his weapon each time he shoots a round, consequently his rate of fire is utterly low and can be a serious drawback when fighting soldiers armed with assault rifles.

Furthermore, as their general's doctrine dictates, Warriors are trained to blend in so they do not require any stealth upgrade because they have already mastered the arts and wear a camouflaged uniform as well as a balaclava to hide themselves from enemy sight, especially in dark corners or at night. Besides, their price is more than affordable for the quality they offer; therefore a player could train them in large numbers. Their stealth ability allows them to move safely to an enemy unit and only expose themselves to take it down with a well placed shot then go invisible once more.

However, it is ill-advised to send these men to a frontal assault: due to their low rate of fire and durability, they will be unlikely to survive an open battle. A wise general would rather use them like commandos and order them to perform special operations, harrassment and backdoor attacks. It is also unwise to send a Warrior attacking an armored enemy vehicle. They might have a powerful shotgun but even it wouldn't put a dent in thick steel plating.

## Assessment

Pros:

* Deadly efficient against infantry, especially at very close range.
* Stealthed when not attacking.
* Stealth is an inherent ability and thus does not require an upgrade.
* Can capture buildings.
* Cheap and massively produceable ($250).
* Early game unit.

Cons:

* Low durability.
* Can be crushed.
* Ineffective against armored vehicles.
* Has the shortest attack range amongst basic infantry units.
* Quite helpless if enemy targets are in a far distance.
* Low rate of fire.

## Quotes

His voice lines are the same as the classic Rebel's.

## Trivia

* The Warrior used to be called "Jihad Warrior" but the name was eventually changed to avoid religious conflations.
Contra's voice actors cast

### **Gaëtan Cione**

* General Mahmud al Huchum

* Widow
* Saturn
* Karakurt
* Yan Wang
* Hadriel
* Uriel
* Remiel
* Assassin

### **Matthew Vanston**

* General Huang Lin Bao
* Leonidas
* Seraph
* Efreet
* Wyvern
* Omega Cannon
* Guan Yu
* Suan Ni
* Zhu Rong
* Terminator
* Heavy Dozer
* ATGM Operator
* Chinese Sniper
* Luna
* Demo Ratel
* Ratel II
* Irradiator Tank
* Challenger II
* Eye Target Designator
* F-6 Fighter
* BTR-50 Driller
* BTR-50 Engineer
* BTR-50 Transporter
* Command Truck
* Death Hand
* Immolator
* Mobile Barracks
* Propaganda Officer
* RoboRaptor
* Zipper

### **George Exley**

* Karkadann
* Hazael
* Desert Cruiser

### **Ki McKenzie**

* General Algrin A.I. Ironhand
* Alshain
* Rig Launcher
* Coyote
* Vortex Tank
* Dong Feng
* Pave Low
* Sniper Cannon

### **Connor Miranda**

* Grenadier
* Scolopendra
* Red Arrow
* Builder Mech
* J-10

### **Nick Gickas**

* Mortar Buggy
* Dolphin
* Mobile Supply Depot
* Navy SEAL
* Demolisher
* Drone Controller
* F-16XL
* Katyusha
* Sturm-S
* Wasp

### **Cari Scholtens**

* Super Weapons Ranger
* SLID

### **Forrest McGilvray**

* Manticore
* Earth Shaker
* A-100 MLRS
* Banshee
* F-35 JSF
* Z-9 Harbin
* MiG-31 Interceptor
* Phobos

### **Cliff Davenport**

* Chimera
* Libra
* Missile Cyborg

### **TryToEpic**

* Crab
* Spider Tank
* Dominator

### Haubibban

* Dana
* Shandian
* ECM Trooper
* Crop Duster
Scorpion II

The Scorpion Mk II, from left to right: stock, upgraded once, upgraded twice.

53 (Elite)

76 (Heroic)

159 (Heroic)

80 (Level 2 Salvage Upgrade)

6,000ms (Level 2 Salvage Upgrade)

7 (Level 2 Salvage Upgrade)

## Introduction

The **Scorpion II** is a modified variant of the Scorpion Tank fielded by the GLA stealth general Prince Kassad. These tanks are lightly armored and very agile, and are armed with powerful recoilless rifles.

## Overview

Originally, Prince Kassad developed the Missile Scorpion, light and maneuverable tank hunters capable of destroying enemy vehicles using anti-tank missiles. However, several skirmishes with the Chinese and American forces ended disastrously, thanks to China's ECM technology scrambling the missiles' aim and USA's point defence lasers and SLIDs intercepting the missiles before they can even reach their mark. This forces Kassad to rely on more conventional weapons, thus he redesigned the Missile Scorpion into the Scorpion Mk II, a light tank armed with a powerful recoilless rifle.

In order to make room for the bigger cannon, the Scorpion II sacrificed some of its armor and reload speed. However, the increased power per shot combined with Kassad's access to GPS Scrambler technology means that he can convert the Scorpion II into excellent ambush predators.

Like normal Scorpion tanks, the Scorpion II can upgrade itself by collecting salvage from destroyed enemy vehicles.

## Upgrades

### Junk Repair

* Allows the Scorpion II to repair itself on the battlefield, available at the Palace at Rank 3.

### Salvage Upgrades

* Level 1: Larger caliber main gun.
* Level 2: Even larger main gun.
* Any subsequent salvage create will be automatically converted to either cash ( $100 per crate) or veterancy ranks.

## Assessment

Pros:

* Cheap and easy to produce en mass (500$).
* Packs more punch per round than the standard Scorpion tank.
* Fast and maneuverable for a MBT unit.
* Can upgrade itself by collecting salvage from destroyed vehicles.

Cons:

* Poor armor, very easy for AT units to destroy.
* Longer reloading time than standard Scorpion tanks.
* Ineffective against infantry.
* Helpless against aircraft.

## Quotes (in English)

The Scorpion II uses the same voice lines as the Scorpion Tank.

## Trivia

* In reality, the Scorpion Mk II's design would have been highly impractical. As the tank's turret is simply too small for the large recoilless rifle, leaving virtually no room for the gunner and the loader to operate.

## See also

* **Scorpion Tank**
* **Suicide Scorpion**
GLA Barracks

The GLA Barracks as it appears Prior to Patch 3 and for General Mohmar "Deathstrike"

### Notes

An upgrade is required to train bike units

## Introduction

The **GLA Barracks** are the GLA infantry training structure for all GLA Generals.

## Overview

The **GLA Barracks** is a seemingly innocent shop looking building at first glance, but don't let that fool you, the Barracks is a place for Rebels and other determined GLA soldiers to train and erase the stains caused by battle if they got wounded by the enemy.

## Unit Created

### Infantry

* **Rebel** **(Huchum and "Deathstrike")** - Basic infantry.
* **Toxin Rebel** **(Thrax only)** - Basic infantry, armed with a toxin sprayer.
* **Demo****Rebel** **(Juhziz only)** - Basic infantry, armed with grenades, can clear garrisons.
* **Warrior** **(Kassad only)** - Basic infantry, armed with a shotgun, stealthed.
* **RPG Trooper** - Anti-armor infantry.
* **Terrorist** **(all except Thrax)** -Suicidal infantry.
* **Toxin Terrorist (Thrax only)** - Suicidal infantry. Leaves a small toxin puddle on death.
* **Stinger Trooper** **(all except Juhziz and Kassad)** - Anti-air infantry.
* **Hijacker** **(Kassad and "Deathstrike")** - Steals vehicles, stealthed permanently (Kassad only).
* **Saboteur** **(all except Thrax and Huchum)** - Stealthed infiltration unit.
* **Assassin** **(Can be trained by "Deathstrike" only)** - Sniper. Stealthed at all times unless under attack.
* **Jarmen Kell** - Hero unit, can kill vehicle pilots.

### Bikes (Requires an Arms Dealer)

* **Rebel Biker (all except "Deathstrike")** - Freedom fighter.
* **RPG Biker** **(all except "Deathstrike")** - Anti-tank biker. Fires in bursts of three rockets.
* **Suicide Biker** **(all except "Deathstrike")** - Suicide bomber.
* **Stinger Biker** **(Thrax and Huchum)** - Armed with portable anti-aircraft missile launcher.
* **Hijacker Biker** **(Kassad only)** - Can capture any enemy vehicle unit except robots and super units.
* **Saboteur Biker** **(Juhziz and Kassad)** - Non-combat infiltration unit.

## Upgrades

* **Capture Building** - Allows basic infantries to capture enemy and neutral structures.

## Assessment

Pros:

* Cheap structure ($800).
* Can be built unlimitedly.
* Heals infantry when they are ordered to get inside.
* Leaves behind a GLA hole when destroyed, has higher survivability than other Barracks.
* Does not need any requirements to be built.
* Can train unit on bikes (requires an Arms Dealer).

Cons:

* Can easily be destroyed.
* If destroyed, all training infantries will also perish.
Minigunner

The Minigunner with Chain Guns upgrade.

19 (Elite)

29 (Heroic)

73 (Heroic)

### Notes

Horde bonus in groups of 5 or moreBecomes slower after purchasing the Chain Guns upgrade

### Upgrades

Capture BuildingNationalism

Fanaticism

Chain Guns

Armor Vests

## Introduction

The **Minigunner** is General Fai's basic infantry unit. He is best known as a more powerful variant of the regular Red Guard.

## Overview

The Minigunner is armed with a general purpose machine gun, packing more punch than the standard Red Guard's QBZ-95 automatic rifle.

Upon purchasing the Chain Guns upgrade, the Minigunner ditches his old machine gun for a powerful hand held Gatling cannon, making him one of the most powerful and versatile basic Chinese infantry units in Contra, posing a threat to both infantry, light vehicles and helicopters alike. However, the heavy Gatling gun weighs him down and greatly reduces his movement speed.

The Minigunner is capable of gaining horde bonus when grouped with other Chinese combat infantry in numbers equal or greater than five.

The Minigunner can be trained in groups of four.

## Upgrades

**Capture Building**: allows Minigunners to capture neutral and enemy buildings.

* Can be researched at the Barracks at Rank 1.

**Nationalism**: Increase the effect of horde bonus by 25%.

* Can be researched at the Barracks at Rank 1.**Fanaticism**: Increase the effect of horde bonus by an additional 25%.
* Can be researched at the Propaganda Center at Rank 3.

**Chain Guns**: Replaces the Minigunner's machine gun with a Gatling gun, increases their firepower by 25% and allowing them to attack air but reduces their movement speed.

* Can be researched at the Propaganda Center at Rank 3.

**Armored Vests**: Increases the Minigunner's durability by 25%.

* Can be researched at the Barracks at Rank 1.

## Assessment

Pros:

* Much more powerful than a regular Red Guard.
* Can attack aircraft after upgraded with Chain Guns.
* Great survivability for infantry after Armored Vests are researched.
* Gains horde bonus in groups of five or more.
* Can be trained in groups of 4.

Cons:

* Quite expensive for basic infantry (320$).
* Somewhat slow after Chain Guns upgrade.

## Gallery

The Minigunner as he appears before Chain Guns upgrade
ICBM

### Notes

Can be upgraded with security systems for self defense (does not apply to General Ironside)Can be upgraded with EMP Mines (Alexander)

### Upgrades

EMP mines (Alexander)Security Systems (Alexander)

## Introduction

The **ICBM** is General Alexander's Tier 5 super weapon along with the Weather Manipulation Device.

## Overview

Another creation of Alexander's, the ICBM is also one of her efforts to acquire collateral damage superweapons within a tight budget. She made it by purchasing various ICBM units and put MOAB warheads onto it and build a maintenance hole out of a Particle Cannon fire port. The result is a compact missile silo that at first caused Chinese Generals to laugh at it as they think the ICBM was copied from their Nuclear Missile Silo even though the USA has been accusing China of IP theft for years.

The Intercontinental Ballistic Missile is a small missile silo fitted with an ICBM which is armed with a 8.5 kilotons of Composition H6 High Explosive. The missile silo is just a hollow cylinder buried underground to house the ICBM. Before launch, it is fed with fuel, fitted with HE warheads and checked thoroughly. The missile will be launched when it is ready by inputting secret codes owned by Alexander and it will fly to the target.

Compared to the Chinese Nuclear Missile, the ICBM is notably weaker, due to its conventional explosive warhead. Unlike the Nuclear Missile which deals damage over time, the ICBM deals all of its damage in one blast, making it ineffective against GLA structures. The explosion generated is quite powerful enough to take down most production facilities and technology providers and halve the health of a superweapon structure.

The ICBM is a pretty small superweapon structure just like the Ion Power Plant so it can fit itself in small, tight locations. Its missile is also very powerful enough to pack a punch on a small base. But it needs 6 minutes to build and requires rank 5 and a Strategy Center to be unlocked.

General Ironside, being particularly meticulous with the US Military budget, ordered Alexander to give him the ICBM site's blueprints in order to build some for his own use.

## Assessment

Pros:

* Very Powerful.
* Compact, larger to destroy with weapon strikes.

Cons:

* Expensive (4500$).
* Power hungry (8 points).
* Only available in Tier 3 (Rank 5) with a Strategy Center.
* Still can be captured or infiltrated.

## Trivia

* The ICBM might be based upon the LGM-30 Minuteman.
* The ICBM Silo was originally known as the Cruise Missile Silo, and is a super weapon cut from General Alexander's arsenal from *Zero Hour*'s beta.
* Originally the ICBM Silo provided the MOAB upgrade.
Cyclone

Strategy Center

250 (Elite)

320 (Heroic)

30000 (Heroic)

## Introduction

The **Cyclone** is a multipurpose defense structure made by General Alexis Alexander. It is a giant turret able to deal with both aerial and surface threats.

## Overview

The Cyclone is a hybrid anti-infantry/tank/aircraft MIRV Ballistic Missile Turret that consists of an unusually shaped turret installed on a square support base. It has two rocket launch tubes installed at the turret's sides to fire a big canister round in the shape of a bullet. Then, when it is about 25 meters from the target, the canister will then burst, splitting into six smaller missiles and lock on the enemy at the same time to take down vehicles and aircraft. The lock-on effect also makes it slightly more effective against infantry than the Patriot Missile Battery. It can be upgraded with Repair Drones to repair itself, a Scout Drone to detect stealth units and emitters to release neutron radiation to take down infantry.

The Cyclone is a multipurpose unit, meaning it could take down anything else thrown at it. However, be warned that its fire rate is slower and cannot attack artillery units from afar, so be sure to have an Ion Tower or an Atlas to backup this turret.

## Assessment

Pros:

* Effective against aircraft and vehicles.
* Can repair itself like most other USA structures.
* Slightly more effective against infantry than Patriot Missile Batteries.
* Energy Emitters increase its effectiveness against infantries further.
* Can equip itself with drones.

Cons:

* Consumes power (4pts).
* Vulnerable to rush tactics due to its low rate of fire.
* Highly ineffective against ECM and PDL.
* Only available in Rank 3 + a Strategy Center.
Radar Van

180

### Notes

Can be upgraded with Camo Netting (Comes with by default for Kassad)Can reveal any portion of the map (requires upgrade)

### Upgrades

Junk RepairRadar Scan

Camo Netting

## Introduction

The Radar Van is the Scouting vehicle for all GLA Generals.

## Overview

Made completely out of junk, the Radar Van provides GLA Generals with information needed to reveal enemy's stealth units in order to make it easier to eliminate them. It can also be used to reveal any part of the map after purchasing the The "Radar Scan" upgrade from the Black Market. one last fact is that the Radar Van can upgrade itself with Camo Netting making it stealthed even when not moving, However lacks the long detection range of the Listening Outpost due to the outdated radar the van had.

## Abilities

**Radar Scan**: Reveals target area (detects stealth infantries/buildings/spider nests).

## Upgrades

**Junk Repair**:

* Allows The Radar Van to repair itself.

**Radar Scan**:

* Allows the Radar Van to reveal undiscovered terrain and uncover stealth units.

## Assessment

Pros:

* Early game unit.
* Can be upgraded with Camo Netting in order to be stealthed even when moving (Unlike the Listening Outpost).
* Can run over most infantries when needed.
* Does not need an Arms Dealer to be built (Unlike other vehicles that can be trained from the Factory).
* Can use The Radar Scan to reveal any portion of the map (requires upgrade).
* Kassad's Radar Vans is built with Camo Netting by default.

Cons:

* Very fragile unit.
* Needs an upgrade to be stealthed.
* Unarmed.
* Cannot reveal or disarm mines.
* The stealth detection range is shorter than the Listening Outpost.

## Quotes

The Radar Van reuses its vanilla voice lines.

### When Selected

* Let us tune in.
* GLA radar services.
* What station you need General?
* Let us see what they are up to...
* Nothing is private!

### When Ordered to Move

* Let's go where it's safe.
* We get signal from any where!
* Better reception there?
* Keep me out of sight!

## Trivia

* In the original game, there was a cut ability associated with the radar van, called the "radar jammer". It allowed the radar van to cast a shroud in the surrounding area, similar to the mobile gap generator from the original *Red Alert*.
ABL

## Introduction

The **ABL** (stands for **A**ir**b**orne **L**aser) is the US Boss General's air pinpoint defense against enemy missiles. It is a modified C-27 Spartan.

## Overview

The ABL is an anti-air aircraft that was originally improvised from C-27 Spartan cargo plane. It has a quite heavy armour plate and uses two propeller engines to move. Its main weapons are two Point Defense Lasers that can intercept any incoming missiles easily. It is mostly used to guard aircrafts from heat-seeking AA missiles.

Due to not having any weapons to reload, it can stay in the air indefinitely. Thanks to it being airborne, it is very mobile and can do the Avenger's job easily and safely, as it will be out of kill zone of most ground units. Even anti-air missiles are not much of a threat to it thanks to the power of its laser.

However, non-missile based AA units will destroy an undefended ABL quite easily, and never forget about interceptors like the Raptor.

## Assessment

Pros:

* PDL can deviate most AA missiles.
* Can stay in the air indefinitely.
* Provides protection for allied units.
* Quite fast.

Cons:

* Unarmed.
* Vulnerable to bullet-based and shell-based anti-air weapons.
* Vulnerable to interceptors.
* Mid-late game unit (requires Strategy Center).

## Trivia

* Because the ABL is a large aircraft that's built on a regular sized airfield, when two ABLs are parked side by side, they'll be clipping into each other.
* The ABL is likely inspired by the Boeing YAL-1 Airborne Laser Testbed, which is a Boeing 747 with a laser module mounted one the nose designed to intercept ballistic missiles.
Cepheus

227 (Elite)

303 (Heroic)

## Introduction

The **Cepheus** is General Ironhand's fortified long range base defence.

## Overview

The Cepheus is an artillery defense turret that consists of a futuristic-looking turret fitted on a round square base. It is fully A.I. controlled and using an antenna to detect enemy units from afar. It has a high-caliber cannon to make a quick cleanup for groups of units. To make things better, the shells are in fact "air driven rockets" that have a basic A.I. to let the shells fly towards the target. This turret has four fireports to let the garrisoned infantry fire from inside for close combat support.

The Cepheus is probably one of the most effective Tier 2 defensive structures in all of *Contra* besides Alexander's and it is very simple to find out why:

* This artillery gun is powerful and causes a lot of damage to those unlucky enough to be in range.
* Its shells are semi-guided. Thus it has better accuracy than most other artillery defences.
* Its firing range is pretty long.
* It is very durable like most other defences of its category.
* It takes fairly little room to be built and thus a player can build a whole defensive line of these.
* It can self-repair.
* It can equip itself with drones.
* Although it has a minimal range like other artillery defences, it can be garrisoned by six infantry units to make up for close combat.

Be advised though: the Cepheus requires a Strategy Center at Rank 3 to be built, it is power hungry, its rate of fire is pretty low and it cannot attack aircraft (unless equiped with a Stinger Drone). Also beware of ECM/EMP attacks; the Cepheus is very vulnerable to those types of attacks like most other Cyber units and structures, not only that but it is expensive to build, unless you have enough money to build a real Line of Torres Vedras of Cepheus for best defence.

## Assessment

Pros:

* Powerful weaponry.
* Long firing range.
* Shells are guided and thus more accurate than conventional artillery.
* Durable.
* Does not require base power to remain operational.
* Can self-repair.
* Can equip itself with drones.
* Can be garrisoned by 4 infantries. Infantries inside are also fully protected, unlike the Target Designator or the Atlas.
* Launches a Scout Drone at enemies, useful for uncovering stealth units.

Cons:

* Has minimal range.
* Ineffective against very fast units, despite the guided shells.
* Consumes a lot of power.
* Expensive (2,500$).
* Mid-late game structure (requires Strategy Center).
* Its occupants will not survive the destruction of the structure.
* Cannot attack aircraft.
* A rather low rate of fire.

## Trivia

* Cepheus is the name of an Aethiopian king in the Greek Mythology. It is also the name of a constellation.
Special Levitation Pad

## Introduction

The **Special Levitation Pad** is General Malcolm "Ace" Granger's advanced aircraft production building, it is a smaller airfield holding 3 larger aircrafts.

## Overview

The Special Levitation Pad is just like the usual Levitation Pad but scaled down into three magnetic levitation pads joined together to form a smaller rectangle. Unlike its usual counterpart, the pads have even more sophisticated blueprints and delivery systems to produce and maintain bigger aircrafts. (See Levitation Pad article for its working principle).

This airfield can produce and maintain advanced aircraft that a Levitation Pad is unable to do. It also can provide an emergency landing site for other low tier aircrafts that lost an airfield. It is also quite smaller and can fit in smaller places. However, it does share the same weakness of the original version such as banishing all aircrafts when destroyed and fragile. It also has less capacity than the original counterpart and needs the general to earn Rank 3 + a Strategy Center.

## Units Produced

* **C-27 Spartan** - Medium cargo plane, provides free paratroopers.
* **B-4 Chimera** - Heavy bomber, launches cruise missiles at enemies.
* **B-3 Wyvern** - Super unit, supersonic stealth bomber, cannot be intercepted by enemies until payload is dropped, drops high-explosive bombs at enemies.

## Assessment

Pros:

* Builds and maintains advanced aircrafts.
* Repairs and rearms aircrafts.
* Can fit in smaller places.

Cons:

* Aircrafts docking on it can be destroyed if the structure is destroyed.
* Quite fragile.
* Less capacity.
* Requires Rank 3 with a Strategy Center.
Cylon

80 (elite)

95 (heroic)

60000 (heroic)

WARNING: This unit has been removed from the game in 009 Final Patch 2 for balance reasons.

## Introduction

The **Cylon** is an elite infantry unit available to General Ironhand. This commando unit is not directly producible but instead spawns in-game as a Nemesis V2 passenger, much like Air Force's Navy SEAL.

## Overview

Cylons are Ironhand's exclusive combat androids. These units originally were guards that patrolled in the United States Space Station used to conduct cosmic and military experiments. The Cylon is shaped like a religious figure wearing a cape and almost every part of its body is covered with sturdy titanium-quartz armour. It uses advanced sensors and AI to sense its surroundings just like other robots. Its main weapon is a pre-final plasma rifle that, unlike their Terminator counterpart, fires more rapidly with slightly improved firepower. Due to its secrecy and high production costs, Cylons are not produced directly from the Cyborg Factory, they enter the battlefield via Nemesis V2 as assistance units.

Cylons are one of the most durable infantry to deal with any land units. their weaponry is strong enough to challenge infantries and even vehicles in any time given that the numbers are enough. By hovering Nemesis V2 underneath them, their rate of fire increases even more. Their sturdy armour makes them resistant to many weapons, not even artilleries that originally can kill infantry easily can barely penetrate their armour. Keep in mind that they only can be produced via at least one Nemesis V2 (8 Cylons per spaceship), so try to not rely on the Cylon groups alone and always escort them with at least a Nemesis V2. If you disable "Super Unit limitation", you can have a horde of Cylons with a small fleet of Nemesis, effectively demolishing an enemy base without need of any other unit.

## Assessment

Pros:

* Powerful weapons.
* Insanely durable.
* Resistant to any weapon, even nuclear artillery shells.
* Ideal for ambush or causing trouble in an enemy base.
* Can equip itself with drones.

Cons:

* Quite vulnerable to amassed advanced anti-infantry units.
* Late game unit , Requires the Nemesis V2 General's Power to be usable.
* Cannot be trained via a Cyborg Factory, requires a Nemesis V2.
* You can only get 8 Cylons at a time for one Nemesis V2.

## Trivia

* The Cylon's name and model are both originated from a 2004 sci-fi TV series known as *Battlestar Galactica*. In the series' universe, Cylons are robots created by Mankind who turned rogue and almost annihilated their makers' species.
* The Cylon, along with the Nemesis, was removed in the second patch of 009 FINAL version probably because of its incredible durability. Also, the dev team considered Cyber Faction simply had too many Tier 3 units, which would cause an imbalanced game match, and thus decided to remove it completely from the game.
* Cylon is also the name of a VIIth Century B.C. Greek nobleman who attempted to seize power in Athens.

## Gallery

An unused Cylon model, notice the missing blaster rifle.
Pathfinder

I see everything...

27 (Elite)

37 (Heroic)

82 (Heroic)

## Introduction

The **Pathfinder** is an American sniper unit under General Alexander and General Granger's command. He also serves General Ironside.

## Overview

Issued with an Accuracy International AX50 precision rifle, the Pathfinder is the Skirmisher of the US Military. Although he can't destroy a structure or kill a vehicle's pilot like his Chinese and GLA counterparts, he is the Pathfinder still a very effective anti-infantry unit. He was trained to aim and shoot at a fast rate, making him a valuable base defender for Alexander and Granger against incoming enemy infantry. He also has the same stealth abilities as the other factions' snipers as long as he stands still. Furthermore, he can be trained via a Barracks unlike the Assassin, deployable only via a General's Power (unless fielded by General Mohmar).

However the Pathfinder is very vulnerable to anti-infantry weapons and will be in the greatest danger if he is detected. Stick him to defense purposes rather than attack, unless you know what you are doing with him and send him to an isolated location. You may also use him for harassment tactics against enemy infantry and perhaps perform scouting and spotting missions.

## Assessment

Pros:

* Can one-shot most infantries.
* Surprisingly high rate of fire.
* Cheap skirmisher (700$).
* Stealthed when not moving.
* Can be trained unlimitedly.

Cons:

* Vulnerable to anti-personnel weapons.
* Cannot attack structures.
* Cannot depilot vehicles.
* Mid-late game unit (requires Rank 3 and a Strategy Center).
* Unlikely to survive if detected.

## Quotes

The Pathfinder shares his voice lines with the vanilla *Zero Hour* version.

### When Selected

* Sniper here.
* Hidden identity...
* I see everything...
* I'll be your spotter.
* I know my way around...

### When Ordered to Move

* They won't notice me...
* Hope no one's looking...
* On the path.
* Getting a better view.
* I'll scout ahead.

### When Ordered to Garrison a Building

* Heading for cover.
* I'll sneak into that building.
* That building should work.
* Should have a good view.

### When Ordered to Attack

* Got a clear shot.
* He's in full view.
* Can't miss...
* Out of the shadows...
* Leaving no trace.

### When Wounded

* I'm in the open here!
* They got my position!
* Looks real bad...
* Nowhere to hide...
* I'm in trouble!

## Trivia

* In real life, the US Military does not use AX50 sniper rifles. This British weapon was actually a shared asset with another ZH mod called *Untitled*.

## See also

* **Chinese Sniper**
* **Assassin**
Propaganda Crawler

39 (Elite)

52 (Heroic)

116 (Heroic)

 Introduction

The **Propaganda Crawler** is a modified troop crawler equipped with a propaganda tower.

## Overview

The Propaganda Crawler is a basic APC with the shape of a long and slim trapesium. It moves with eight wheels and is plated with standard APC armor. It is unarmed, but it has 4 sitplaces and fireports to enable any infantry to garrison it and attack from inside. It has a propaganda tower to boost allies' morale as well as letting injured soldiers "ignore" their wounds and keep fighting for the motherland's cause.

As a support vehicle, the Propaganda Crawler increases the morale of nearby friendly units. As a result, friendly units benefit from passive healing and an increase in fire rate. While the Propaganda Crawler itself does not possess any weapons, its propaganda effect is extremely influential. In small and large engagements, the presence of a Propaganda Crawler can make a difference.

Currently, only General Kwai and General Bao have access to this unit.

## Abilities

* Passive healing and firepower boost from the propaganda tower.
* Transports up to four soldiers.

## Upgrades

**Subliminal Messaging**: Increases the healing rate and fire rate bonus of the propaganda towers

* (available at rank 3, researched at the Propaganda Center)

**Nuclear Tanks**: Increases speed by 25%

* (available at rank 5, researched at the Overlord Headquarters for Kwai or the Scientific Laboratory for Bao)

## Assessment

Pros:

* Transport option for infantry.
* Mobile propaganda tower, boosting morale of surrounding friendly units.
* Inexpensive ($650).

Cons:

* Unarmed.
* Lightly armored.

## Quotes (in English)

The Propaganda Crawler uses the same voice lines as the classic Troop Crawler.

## Trivia

* While the fact the Propaganda Tower does have the ability to boost an army's morale, It is impossible to heal infantry's wounds or even repair vehicles (this would be counted as supernatural) in real life.
Chemical Pump

## Introduction

The **Chemical Pump** is a trap used by Dr Thrax's army. It releases deadly toxins to kill the enemy coming in range.

## Overview

Chemical Pump is a a pump-styled trap that consists of a small "well pump" and two storage barrels. The barrels can store liquid agar-agar with Anthrax Pathogens and Fluoroantimonic Acid inside each barrel. The pump can be controlled by hand or remotely with a radio-controller. When an enemy enters the trap's range, the pumps can be opened and the chemicals will spill out via its four pipes, poisoning enemy infantry or corroding enemy vehicles.

The Chemical Pump is a stealthed liquid-spilling device that creates a pool of toxin and acid on the player's command. This device is very helpful to trap a large group of assaulting infantry and smother them in toxic chemicals for example. But it can also spread acidic liquid all over enemy tanks to make their armor melt. The device can also be built in groups of four.

However, despite functioning like a trap, it's still considered to be a regular defensive structure and therefore can be destroyed by conventional firepower.

## Upgrades

* **Anthrax Gamma**:Increases the toxic lethality by 25%.

* **Corrosion Catalyst**:Increases the acidic lethality by 25%.

* **Neutralizers**: Makes toxin and acid harmless to friendlies.
BTR-50 Driller

You won't believe the things I dig up sometimes!

53 (Elite)

71 (Heroic)

159 (Heroic)

## Introduction

The **BTR-50 Driller** is a GLA sapper vehicle belonging to the BTR-50 family of utility vehicles. This vehicle is available to General Huchum and Dr Thrax only.

## Overview

This BTR-50 amphibious utility vehicle, although unarmed and poorly armored, is very convenient for a reason: it can dig tunnels thanks to its mechanical drilling rig mounted on its back, all this for free; thus allowing you to save your money instead of having Workers build Tunnel Networks for 400$ each time. Besides, since it is an amphibious vehicle, you can sneak it into your enemy's base via water, where it would be least expected then order it to dig a tunnel and let hell loose upon your enemy that will be most certainly in shock and awe if unprepared for such a surprise attack.

Nevertheless, this is not a Rig Launcher: it can't dig tunnels from a distance so it is advised not to send it to the front without an escort. It is even better not to send it for a frontal assault at all. Instead, use it for backdoor attacks. Also this vehicle digs tunnels every 1:30min; try to sneak in a group of those for best effect and make sure to put them to safety until ready to operate again.

## Upgrades

* **Junk Repair** - The BTR-50 Driller can repair itself automatically.

## Abilities

* **Drill** - The BTR-50 Driller digs a tunnel exit for free every 1:30min.

## Assessment

Pros:

* Rather cheap (900$).
* Can dig tunnels for free.
* Amphibious.
* Early game unit.

Cons:

* Weak armor.
* Drilling ability resets every 1:30min.
* Needs to dig tunnels in situ.
* Vulnerable to anti-tank units.

## Quotes (in English)

### When Selected

* I once hit an oil field!
* Let's play this dirty!
* I can drill anywhere.
* Who needs a sneak attack when you have me?
* Redefining treasure digging!

### When Ordered to Move

* Moving to ambush location.
* Quickly, before they notice me!
* Driller on the way.
* Moving there.
* If you say so.
* Ah yes, a better location!

### When Ordered to Drill

* Is the ambush team ready?
* Over there?
* Reinforcing GLA territory control.
* New exit coming up!
* Who knows what I will find this time?
* You won't believe the things I dig up sometimes!
* Tunnels, tunnels, tunnels!

## Trivia

* BTR stands for *BroneTransporteR* (in Russian: *Бронетранспортер*), literally meaning "Armored transporter".

## See also

* **BTR-50 Engineer**
* **BTR-50 Transporter**
Gatling Defense System

90 (Elite)

121 (Heroic)

## Introduction

The **Gatling Defense System** is General Ironhand's basic anti-infantry and air defensive structure.

## Overview

Deemed as one of the weakest base defenses in *Contra*, the Gatling Defense System is nevertheless very effective against most infantry units, even the most powerful ones (i.e. Nuke Tank Hunter or Minigunner) and aircraft. However the bullets that feed this gun are of feeble caliber, thus this defensive structure is extremely ineffective against armored vehicles such as tanks.

Although this defense has overall little durability and can be easily outranged by artillery, do not overlook its convenience however: it has a very high rate of fire, making it a defense almost impossible to break by infantry rushes; it can also equip itself with drones to increase its combativity and provide a distraction for nearby AI controlled AA units; its affordable price and short building time will allow you to quickly build an entire defensive line if need be; last but not least, it can be upgraded with PELE Ammunition in order to increase its firepower. Think of it as a temporary defensive structure while you are building your base and growing strong enough to create your army.

Do not forget that USA Cybernetics General has one the game's fastest and most mobile armies but is also one of the weakest factions in early game so do everything that is in your power to give yourself the time needed to be strong enough.

## Upgrades

* **PELE Ammunition** - Increases the Gatling Defense System's damage output by 20%.
* **Advanced Data Transmission Codes** - The Gatling Defense System will be 4 times more resistant to EMP/ECM.

## Assessment

Pros:

* Effective against infantry and aircraft.
* Cheap ($900).
* Takes little time to be built.
* Can equip itself with drones.
* High rate of fire.
* Can self-repair

Cons:

* Very ineffective against armored vehicles.
* Low durability.
* Consumes 2 power points.