recursal/Fanatic-Fandom huggingface dataset:
Troop Crawler

## Introduction

The **Troop Crawler** is a basic Chinese transport vehicle used by Huang Lin Bao, Tsing Shi Tao and Leiong Leang.

## Overview

Contrarily to Ta Hun Kwai, who heavily relies on armored vehicles rather than infantry, and Shin Fai, who needs better armored APCs (equipped with their own armament) for his innumerable soldiers, other Chinese generals stick to the classic Troop Crawler.

It is a decently fast and armored transport vehicle that will do its job quite well. It also comes in game with passengers already on-board and can heal any wounded foot soldier who would garrison it. However, this APC cannot be expected to survive actual combat for long, this vehicle is not made for that. There are not even fireports for passengers to fire through so the best thing for you to do is to transport your troops as close to the battlefield as you can without putting the APC at risk and then call it back to transport more troops. Keep it as far from the enemy as possible; considering its high cost and late ingame unlocking, you wouldn't want to lose a single one of those.

## Assessment

Pros:

* Decently fast, ideal for transporting troops to the frontline.
* Spawns with passengers on board.
* Passengers will survive its destruction but not unscathed.
* Can heal wounded passengers.

Cons:

* Light armor.
* Mid-game unit.
* Very expensive (around $3000).
* Unarmed and no fireport for passengers to shoot through.
* Too fragile against AT to be in contact with the enemy.

## Quotes (In English)

### When Selected

* Troop Crawler signing in.
* They can't hide from me.
* Next stop: the front lines.
* China's armored transport.
* We have plenty of seats.

### When Ordered to Move

* That's an easy one!
* Anywhere else?
* Everyone ok back there?
* What's next?
* Fasten your seat belts.

### When Passengers are Leaving

* Don't forget your belongings!
* Use the hand rails on your way out.
* Watch your step!
About General's Promotion

**General's Promotion** is a key gameplay mechanics in Command & Conquer Generals Zero Hour: Contra.

## Overview

On the right most corner of the command bar, next to the window where the unit icon will normally appear, a vertical bar can be seen, by destroying enemy units and structures, the bar will slowly fill up, and once filled, the player will be "promoted". The player starts as a 1 star general and can be promoted into a 5 star general.

The player can be promoted up to four times, each promotion rewards one **Promotional Point**, except for the penultimate and final promotion, which reward two and three points respectively. The points can be used to unlock various General's Power, upgrades and units, each option costs exactly one point (apart from Laser general's "Elite Laser training" which costs three points). These upgrades are divided into three levels: 1 star, 3 star and 5 star. The player starts every battle with one point.

A major change from the base Zero Hour added by the Contra mod is the ranking system. All units, buildings and upgrades are divided into 3 classes: early, middle and late technologies. Early technologies are available from the start. Middle technologies are unlocked automatically after you reach rank 3. Late technologies are unlocked after you reach rank 5.

Thus, experience becomes a critical resource. You must protect your units to prevent the enemy from gaining experience and ranks while you kill more enemies to rank up faster. The one who gains 3rd rank first has a strong advantage as a Rank 3 army is significantly more powerful than a Rank 1. Like wise, Rank 5 is a substantial advantage. The 5th rank gives access to super weapons and super units which can level bases alone.

As such, whenever a player, be it human or AI, gains a rank in skirmish mode, the promotion will be announced across the board.

## Ranking Restrictions in Contra

* Technology buildings (Palaces, Propaganda Centers & Strategy Centers) are only unlocked when rank three is reached.
* Technology buildings are no longer required to build resource buildings (Black Market, Supply Drop Zone & Internet Center).
* Chinese airfield only unlocked when Rank 3 is reached.
* Super units (i.e. Omega Cannon, Guan Yu, Karkadann etc.) are unlocked when Rank 5 is reached.
* Super weapons (i.e. Particle Cannon, Nuclear Missile Silo, Elbrus Storm etc,) are unlocked when Rank 5 is reached. However, certain super weapons (such as Tomahawk Storm) do not follow this rule.
* Mini super weapons (i.e. Elbrus Launcher, Death Hand etc.) are unlocked when Rank 5 is reached.
DROSELA NOCTURNE

**DROSELA NOCTURNE** (ドロセラ ノクターン, *Dorosera Nokutan*) is the ARMANOX of Suishou Hakamada.

## Combat Characteristics

DROSELA NOCTURNE is a deceptively versatile and strong ARMANOX. It controls powerful magic through it staff, which it mainly uses to attack its enemies with various ranged spells. These can be anything from scattered shots or highly focused long range beams.

However, belying its somewhat wizened appearance, DROSELA NOCTURNE is also very formidable in close combat. Its staff can produce a blade from its tip, which can cut and impale other ARMANOX. It has also demonstrated the ability to form string barriers to protect itself from melee attacks.

## Spirits

* **Medusa**

'The one who crawls', Medusa is an enormous, towering spirit. This spirit attacks using many spiked tendrils which seek out Suishou's enemies and try to cut them down.
The Bell Tolls at the Full Moon

**The Bell Tolls at the Full Moon** (満月に鐘は鳴る, *Mangetsu ni Kane wa Naru*) is the 3rd episode of Granbelm.

## Synopsis

Mangetsu meets Anna at school in a chance encounter, and Anna tells her that Shingetsu ruined her family. During lunch the next day, Mangetsu tells Shingetsu that she wants to participate in GRANBELM. Shingetsu offers to help her, but at that moment, a car carrying Anna and some of her family passes by.
ATGM Operator

Need some heavy AT?

Propaganda Center

45 (Elite)

60 (Heroic)

232 (Heroic)

Armor Vests

Tandem Charge Warhead

## Introduction

The **ATGM Operator** is a Chinese anti-tank infantry unit belonging to the Infantry General Fai's arsenal. It is a very powerful anti-tank unit unlockable after reaching Rank 3.

## Overview

Armed with a PF-98 ATGM Launcher, this soldier is literally the second most powerful anti-tank infantry unit in Contra after the Nuke Tank Hunter. Operated the same way as an American FGM-148 Javelin ATGM Launcher, the weapon fires an anti-tank guided missile powerful enough to shred most enemy tanks in one blow and barely a few more against the most durable tanks. The ATGM Operator is indeed a powerful unit but he has considerably disadvantaging flaws: he is slow and has an extremely low rate of fire, which can prove dangerous - even deadly - for him if any enemy unit gets too close.

## Upgrades

**Nationalism**

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

**Fanaticism**

* Boosts the effect of Horde Bonus by an additional 25%. available at the Propaganda Center at Rank 3.

**Armor Vests**

* Increases the ATGM Operator's durability, available at the Barracks at Rank 1.

**Tandem Charge Warhead**

* Increases ATGM Operator's damage output by 25%, available at the Propaganda Center at Rank 3.

## Assessment

Pros:

* Very powerful against vehicles and structures, can destroy most light vehicles in 1 shot.
* Has longer firing range than the Tank Hunter.
* Gains horde bonus when grouped in numbers equal or greater to 5.
* Can be trained in groups of 4.

Cons:

* Takes up two transport slots in vehicles.
* Cannot attack airborne enemies.
* Low rate of fire makes it easy for enemies to overwhelm them.
* Slow movement speed, and needs to deploy before he could fire.
* Mid-Late game unit, requires rank 3 and Propaganda Center to unlock.

## Quotes (In English)

Prior to the release of the second patch for 009 FINAL version, the ATGM Operator had the same voice lines as the *Dawn of War* Imperial Guard's Heavy Weapons Team.

### When Selected

* Ready to fire the shot.
* ATGM Operator on standby.
* Nothing will get through our field of fire!
* Need riddance of enemy armor?

### When Ordered to Move

* I'm going, I'm going.
* Heavy weapons on the move.
* Of course.
* Moving to location.

### When Ordered to Garrison a Building

* Going inside.
* Into the building.

### When Ordered to Attack

* I will shred their armor!
* Opening fire.
* Going for the weak spots.
* Guiding missile.
* Enemy acquired: firing!

### When Wounded

* Ow! Help!
* I... I can't move...

## Quotes (in native Chinese language)

### When selected

* 是，首长！
* 专打大型目标！
* 为了中国！
* 我们是重型反坦克步兵！

### When Ordered to Move

* 遵命！
* 马上移动！
* 选好伏击位置！
* 随时可以投入战斗！

### When Ordered to Attack

* 打击目标！
* 开他们的罐头！
* 发射！

## Trivia

* Originally the AGTM operator was a rank 5 unit much like the Sniper.
* The unit's cameo shows two soldiers whereas there is only one soldier operating the weapon in the game. It's actually the same cameo as for the *Rise of the Reds*' Chinese Disruptor Team.
Aconite Gris

**Aconite Gris** (アークナイトグリス, *Aakunaito Gurisu*) is the Armanox of Granbelm participant Anna Fugo.

## Combat Characteristics

Befitting a descendant of the Carmine Witch, Aconite Gris is a regal machine specialising in temperature control magic, allowing Anna to deploy incredibly powerful flame attacks. It is also equipped with a long halberd for close-quarters battle. Furthermore, Aconite Gris is able to summon 'Embers', spirits which she can deploy to assist her in battle or act as decoys to lure out other combatants.

She specializes in her family's trademark magic of temperature control, allowing her to manipulate both fire and ice. She is also able to make decoys to fight her battles for her.

## Armaments

* **Invierno**

ACONITE GRIS' close combat weapon, the halberd has a longer range compared to a sword, and high destructive potential when swung powerfully. Anna also uses it to direct some of her fire spells.

* **Bala Escudo**

A shield mounted on one of ACONITE GRIS' arms, it also has offensive capabilities used in two of Anna's spells: Bala Escudo Penetracion has the shield come apart and attack with a spike, and Bala Escudo Explosion projects an explosive blast.

* **Embers**

Summoned spirits Anna deploys to assist her in battle. Individually weak, but stronger in groups. Summoning these requires a fair amount of magical power. It is possible for Anna to exhaust her reserves by overusing them.
"Mirror" Counterstrategy - by Creator

This strategy is meant for countering 3 attack strategies: "Siege", "Aggressive Defense" and "Long Arms".

And so, we have typical situation. One player builds his defenses around the base of another one. When the opposing player sees it, he usually makes the same error - tries to level that defenses. And even after first unsuccessful attempt he tries to do it again and again. It is loss.

If you want to exit this situation, you need to understand that enemy can not defend everything and everywhere. He directs all his forces to one defense line, while other places remain undefended. At first, you need to estimate the situation. If you have noticed Designator or Missile Fire Base building in time and see only a couple of units defending the building site, then just destroy it. But everything becomes different if enemy has strong and fully functional defenses near your base. Do not attack them. Direct your main forces to enemy base and destroy it.

You can lose your own base in such case. It is nothing bad with it because you go to exchange: he destroys your base, you destroy his base. You must prepare to it beforehand. Build second Command Center far from you base or take a Dozer with you to build up on ashes of enemy base.

This strategy works well on large maps, where you have many exits from you base. It is difficult to implement it on small maps and impossible in such case when you have only one exit from your base.

- Creator
ECM Trooper

28 (Elite)

40 (Heroic)

83 (Heroic)

Nationalism

## Introduction

The **ECM Trooper** is a Chinese support infantry unit who can disable enemy vehicles pretty fast. He serves under all Chinese generals except Kwai and Leang.

## Overview

The ECM Trooper is basically an infantry version of the ECM Tank, although he has more limited abilities. Even if he cannot deviate enemy missiles, he is very effective against vehicles, especially in groups. His long range gives him the ability to disable an enemy vehicle almost safely and rapidly too. He also can switch between disabling vehicles or jamming enemy communications and render them uncontrollable. Another advantage of his is if you send him garrison a Bunker or a civilian building, he will be harder to kill and will become an effective defender against approaching enemy armor. Let's assume that a Bunker is garrisoned by two Tank Hunters and two ECM Troopers, they would effectively repel motorized threats. Now if a whole line of Bunkers garrisoned by the same amount of aforementioned troops is built, it will turn into an almost impenetrable defensive line that only infantry (unless there are anti-infantry defences too) and artillery can deal with. You should overlook his skills nor his cheap price of 400$. If you play as General Fai, you can even train them in groups of 4. Just make sure he won't have to deal with anti-infantry weapons since he is considered "unarmed".

## Assessment

Pros:

* Cheap ($400).
* Can disable enemy vehicles.
* Can jam enemy communications and make targeted units uncontrollable.
* Long range.
* Very effective in groups.
* Can be trained in groups of four (Fai only).

Cons:

* Unarmed.
* Cannot deviate missiles like the ECM Tank.
* Vulnerable to anti-infantry weapons.
* Helpless against infantry and aircraft.

## Quotes (in English)

Prior to Contra X, the ECM Trooper uses the voice set of Red Guard.

### When Created

* Portable Jammer ready for field testing!

### When Selected

* Jamming systems ready to go!
* Technician at your service!
* The Jammer looks good for now.
* Frequencies calibrated!
* Chinese experimental technologies!
* They're not gonna harm me, right?
* Batteries fully charged!
* Let's test the equipment!

### When Ordered to Move

* Moving the jammer there!
* Oh, okay! Don't let them shoot me!
* Let's find a good subject!
* With haste!
* Let's not shake it though!
* Careful! This thing is fragile!

### When Ordered to Garrison

* Looks like a good cover!
* Moving equipment to structure!
* Keep the windows open!

### When Ordered to Attack

* Hope it won't overheat again!
* Interrupting communications!
* Don't worry, they won't feel anything!
* No countermeasures for this!
* Should be just like in the lab!
* Let's freeze 'em!
* Enabling jamming systems!

### When Under Fire

* Should be making phones instead!
* I was just looking for a test subject!
* I'm just a scientist!
* It's not lethal! Don't shoot!
Red Arrow

Who will win? Aircraft or anti-aircraft?

### Experience Value

Leang: 13, 17 (Veteran), 23 (Elite), 31 (Heroic)Tao and Fai: 15, 20 (Veteran), 27 (Elite), 36 (Heroic)

### Experience Required

Leang: 39 (Veteran), 52 (Elite), 69 (Heroic)Tao and Fai: 45 (Veteran), 60 (Elite), 80 (Heroic)

### Notes

Can attack ground targets but will be less effectiveCan garrison buildings

### Upgrades

NationalismFanaticism (Fai)

Armor Vests (Fai)

Radiation Defense (Tao)

## Introduction

The **Red Arrow** is a Chinese anti-air infantry unit Command & Conquer Generals Zero Hour: Contra.

## Overview

With Contra taking away the Tank Hunter's ability to fire at aircraft, the Red Arrow is a unit specializing in just that. Although he deals less damage to tanks, small groups of them can take out aircraft easily, although they need protection inside bunkers, garrisons, troop crawlers, Suan Nis or listening outposts or they are easily killed by aircraft such as Helixes and Comanches. The Red Arrow also moves a bit faster than the Tank Hunter.

Although the Red Arrow can attack land units in desperation, his effectiveness against land units is decreased.

## Assessment

Pros:

* Cheap AA infantry (300$).
* Gains horde bonus when grouped in numbers equal or greater to five.
* Effective against General Granger's AT aircrafts as they cannot target infantry.
* Can attack mines like artillery units.

Cons:

* Low health.
* Weak against ground targets.

## Quotes (In English)

### When Selected

* Eyes on the sky!
* A bad day to be a pilot...
* Red Arrow standing by.
* No plane is safe from us...
* Ready to fight enemy aircraft.
* Who will win? Aircraft or anti-aicraft?

### When Ordered to Move

* Is it safe to go?
* Look up there!
* I'll track them down.
* Looks safe, let's move.
* On the move.
* Following orders.

### When Ordered to Garrison a Building

* Looks safer in there.
* It offers a nice view.

### When Ordered to Attack

* Blow them to pieces!
* Lock on in progress.
* I see them!
* Firing missiles.
* Try and catch this one!
* A gift from us down here!
* This is not your playground!

### When Wounded

* I have to escape!
* Get me out of here!

## Quotes (in native Chinese Quotes)

### When selected

* 红箭在呢！
* 红箭是不错的单兵防空装备。
* 您需要什么？
* 我们随时注视着的天空。

### When Ordered to Move

* 嗯，能先找个隐蔽的地方最好。
* 去那儿？
* 好。
* 红箭移动。

### When Ordered to Attack

* 唉，发现目标！
* 瞄准，锁定，发射！
* 红箭，去吧！

## Trivia

* In real-life, the PLA does indeed deploy a series of missiles carrying the name "Red Arrow". Most of these missiles, however, are designed for anti-tank purposes. Only the HJ-10 (红箭-10) is capable of locking on to helicopters.
* The weapon that the Red Arrow uses is the FN-6 (飞弩-6, "Flying Crossbow 6"), the unit is also referred to as the "FN6" in the mod's .ini files.

## Gallery

A PLA soldier wielding a FN-6 MANPAD, the real-life counterpart of the Red Arrow.
Zombie Wave Minigame

**To start this minigame, first grab the zombie head laying at the floor at home.**

**The Zombie head's abilities**

The zombie head has 2 abilities.

1. For one, it allows you to view the new zombie minigame shop.

2. The zombie head allows you to visit the zombie wave minigame

**Viewing the Shop**

**Prices:**

The Zombie Mechanism costs 3,500 zombie tokens to purchase

Melting Boxes cost 2,500 zombie tokens each.

**To play the Minigame**

Click Play Minigame from your Zombie head.

**Previewing the Minigame**

**Recommendations for Minigame**

It is recommended to bring Armour in the Torva stat range along with a weapon that's at least an Icy Whip or Whip of Rejuvenation. A divine spirit shield or offhand would be helpful.

Bring overloads and brews for healing as the zombies hit hard! If you need additional healing, the Book of Immortality from the vote shop offers 100 heals of 20 hp+prayer for 7 vote points.

Head to the northern most portion of the map to help reduce the amount of zombies you have to face at one time.

**Rewards at End of 16 total zombie waves**

After 16 zombie waves, you will earn 100 zombie token & one bill. The first initial defeating of the minigame will reward you with the Zombie Torva Set. This Special Torva set is very tanky and has rechargeable godmode. Here is a picture of the set. This set is untradeable. Although untradable, it is very effective against bosses that deal lots of damage. This set is obtainable by most players.
Listening Outpost

I will tell you everything I hear.

### Experience Value

Leang: 27, 39 (Veteran), 58 (Elite), 83 (Heroic)Bao, Tao, Kwai and Fai: 27, 36 (Veteran), 48 (Elite), 64 (Heroic)

### Experience Required

Leang: 81 (Veteran), 118 (Elite), 173 (Heroic)Bao, Tao, Kwai and Fai: 81 (Veteran), 108 (Elite), 144 (Heroic)

### Upgrades

Subliminal Messaging (Fai)Radiation Defense (Tao)

## Introduction

The **Listening Outpost** is an early game stealthed Chinese scouting and long range radar vehicle.

## Overview

The Listening Outpost is an important unit on the battlefield thanks to its ability to extend the player's sight line and to detect stealth units while remaining stealthed itself. If for example, a player needs to defend a position with artillery, he/she can deploy some of these scouting vehicles to allow the artillery to see further where it can fire, a tactic that is very effective when the player needs to defend a choke point. But the player must take in account two things:

* The Listening Outpost is an unarmed and lightly armoured vehicle, therefore it is fragile and cannot retaliate except for running over infantry. An adequate protection would then be paramount for its safety. However, General Fai's Listening Outpost can garrison four other infantries to enable the vehicle's ability to protect itself.
* It needs to deploy in order to extend the player's line of sight, detect stealthed enemies and become stealthed in its turn. It is advised to make sure no harm will be done upon the unit. Once it is deployed, it should be safe most of the time until the enemy detects it. Their troops would move past it and would not even notice its presence.

## Assessment

Pros:

* Early game unit.
* Has a long sight line.
* Remains stealthed once deployed.
* Can run over most infantries when needed.

Cons:

* Very fragile unit.
* Needs to deploy.
* Unarmed.

## Quotes (in English)

The Listening Outpost reuses its vanilla voice lines.

### When Selected

* I think I can hear them...
* Tune in to the enemy.
* Adjusting frequency.
* We'll get their location.

### When Ordered to Move

* Relocating.
* Moving operations.
* Ah, yes! Better!
* Do you hear something?
* Let's go where the chatter is!

## Quotes (in native Chinese language)

The vehicle is piloted by two operators: one male and one female.

### When selected

* 侦查连报道！
* 有何指令？
* 探测器，开启！
* 等等，好像有什么动静。。。

### When Ordered to Move

* 遵命！
* 马上移动！
* 哈哈，敌人将很快现形。
* 侦查任务交给我们吧！
Camryn Bridges

**Camryn Neveah Bridges** (born May 11, 2002) is a dancer from B. Elite Dance Academy in St. Louis, Missouri. Her mother is Camille Bridges.

## *On Dance Moms*

Camryn made her first appearance on the show in Season 4 during the Atlanta auditions in *No One is Safe*. She would not make another appearance until Season 7, where Camryn was invited to join the elite team, after being called back from Abby's and Dance Moms audition process.

She was eventually made a permanent team member and remained on the team until *Ashlee's Big Decision, Part 1* where she and the other elite dancers (minus Brynn) decided to leave the ALDC and form The Irreplaceables.

## Other Information

* Camryn models for the activewear called True Joy, which is founded by AUDC winner McKaylee True and her mother.
* Alongside Daviana Fletcher and Maesi Caes, Camryn was one of the dancers who was called back from Abby's and the Dance Moms audition process.
* Camryn is the third dancer to be made a permanent member of the team after being selected from auditions. The first being Kendall in Season 2 and the second being Brynn in Season 6.
* Camryn is the fourth POC dancer to feature on the elite team. The first being Nia, the second being Nicaya and the third being Asia. Coincidentally, like Nicaya, Camryn is also from Missouri.
* Camryn said in an Instagram live stream that her best friend on the show was Daviana.
* She started dancing at the age of nine years old.
* Camryn expressed on a YouTube Video that Abby remarked about how the tops of her feet were brown and the bottoms white.
* Camryn is the second dancer to be from Missouri, the first being Nicaya.
Feng Shui Master Lin Fen Fen

**Feng Shui Master Lin Fen Fen** (風水師リンフェンフェン, *Mangetsu ni Kane wa Naru*) is the 4th episode of Granbelm.

## Synopsis

Mangetsu experiences her second GRANBELM. As the battle grows more intense with all the girls' emotions running high, Mangetsu and Shingetsu struggle against Nene's ARMANOX, JI GUAN LONG. But all along, another mech is approaching them
Target Designator

Strategy Center

311 (Elite)

449 (Heroic)

## Introduction

A **Target Designator** is a special variant of the Fire Base once utilized by US Air Force General Malcolm "Ace" Granger. It has since been replaced by the Colossus, likely due to balancing issues, and is now a defensive structure exclusive to General Ironside.

## Overview

The Target Designator visually resembles a standard fire base, except that the howitzer has been replaced by a communications uplink antenna. When an enemy target is in sight, the Target Designator will relay the enemy's coordinates to the US Air Force command who will send an A-10 Thunderbolt to bombard the area will depleted uranium rounds and missiles, the area where the A-10 will strike is marked with an orange cross hair, similar to the one used for the A-10 strike general's power. The Target Designator has a very long detection range and is the bane of pretty much every artillery unit, it can be used to its full potential when cooperating with a scout unit.

Like the Fire Base, the Target Designator provides cover for four infantry, but not complete protection from damages. Soldiers stationed inside the Target Designator base will receive healing.

However, the Target Designator is not without faults. First and foremost, the location where the A-10 strike will hit is marked for ALL to see, just like the Mobile Barrack's artillery strike ability. This gives the enemy commander a small amount of time to order his/her units evade the A-10 strike and minimize casualties. Also, the A-10 will take a couple of seconds to arrive, therefore highly mobile targets such as Mortar/Rocket Buggies can take out an poorly protected Target Designator without suffering much losses.

But the worst part is, the Target Designator can make an infiltration situation messy, if an enemy unit manages to sneak inside or spawn within the base the Target Designator is guarding, the Target Designator will mark the enemy's position for airstrike nonetheless, and demolish a couple of structures and units its supposed to protect in the process. A sly commander will soon learn to use this to his/her own advantage.

## Assessment

Pros:

* Longest range in *Contra* for a defense structure, can even be used as a siege weapon if built close enough to the enemy's base.
* A-10s pack very heavy firepower and deal high splash damage.
* Can provide cover for four infantries.
* A-10s arrive quickly and leave little room for evasion or time to shoot it down.
* A-10s provide sight, can be used as free forward recon.

Cons:

* Expensive ($2,500).
* Consumes large amount of power (5 points).
* Ineffective against fast units.
* A-10 strike target is marked for everyone to see.
* Can cause severe friendly fire.
Overlord Headquarters

## Introduction

The **Overlord Headquarters** is General Ta Hun Kwai's secondary tier 3 technology access building.

## Overview

The Overlord Headquaters is a three-part building that looks like a Chinese Temple. It is mainly used to store information papers and monitor Overlord/Emperor Tanks' cost. The building acts like a stock exchange monitoring center that monitors the expenses of the main base especially on vehicles. Its main ability is to reduce the cost of Overlord-based Tanks. How to do it? The staff inside will act as a "bargainer", bargaining for cheaper prices when they want to purchase the materials needed to build such heavy tanks from suppliers in order to be able to get them with a reduced cost. The staff will also provide robotic production sets for the War Factory to reduce the tanks' overall cost by cutting labour costs (light tanks are an exception to avoid the engineers from getting put out from their jobs). Besides, the building provides two upgrades: a nuclear-powered engine developed to increase the tanks' speed and depleted uranium shells for more AT firepower.

The Overlord HQ functions somewhat similarly to a tech oil refinery as it reduces the production costs of all Overlord based tanks (the Emperor, Manticore, Banshee, Earth Shaker and Guan Yu) by 15%. Making it easier for General Kwai to field them en mass as conflicts escalated.

The Overlord HQ also provides the Nuclear Tanks and Uranium Shells upgrade, meaning that players who had constructed the Overlord HQ early on can research the two upgrades the moment they reach rank 5, instead of having to wait for their Nuclear Missile Silo to finish construction.

However, like a super weapon, the location of the Overlord HQ will be revealed for all the players to see when it has been constructed. Making it somewhat of a high priority target (although it's generally more viable to target the Propaganda Center as its destruction will cut off the player's ability to built Overlord based tanks in the first place). It also consumes 2 points of power.

## Assessment

Pros:

* Unlocks powerful upgrades for Overlord based tanks.
* Reduces the cost of Overlord based tanks by 15%.

Cons:

* Expensive structure (4000$).
* Mid-late game building.
* Consumes 2 points of power.
* Visible to the enemy, will become a high priority target.

## Trivia

* Back in Contra's 009 Beta 1 version, which introduced the structure, the Overlord HQ had the ability to provide repair to all Overlord based tanks (except for the Guan Yu) on the battlefield as long as it remains standing. This ability was removed in 009 FINAL.
* The Overlord HQ's selection sound is shared with the Chinese War Factory.

## Gallery

The old Overlord HQ model, used before version 009 FINAL.
M270 MLRS

Long range ballistics

68 (Elite)

91 (Heroic)

205 (Heroic)

## Introduction

The **M270 Multiple Launch Rocket System** (**M270 MLRS**) is an armored, self-propelled, multiple rocket launcher. It's General Ironside's Tier 1 artillery unit.

## Overview

Unlike most other US artillery units which all utilize precision striking, the M270 functions more like the GLA Assault General's Katyusha launcher, it's designed to saturate a target area with heavy firepower.

Compared to Ironside's Tier 3 artillery, the Tomahawk Launcher, the M270 is very inaccurate, it fires unguided rockets which will scatter across the target zone. According to the game files, the scatter rate of the M270 can reach up to 90.0 which is on par with the Katyusha and larger than the A-100's 60.0. But the large cluster of rockets deal a heavy amount of damage combined, especially against enemy infantry, making the M270 more suited for taking on grouped enemies.

The M270 can also severely damage large enemy structures such as War Factories or tech buildings, but against smaller base defences such as Chinese Gatling Cannons, the M270 is less effective as most of the rockets will end up missing the target and they do not deal much splash damage.

## How To Counter?

Dispatching the pesky M270s that Ironside constantly sends to bombard your base is best done with fast strike units, such as Mortar Buggies or Dragon Tanks. Try to get as close as possible to the M270, because as long as you position your units within its minimum range, it cannot retaliate, and nearby M270s may end up causing friendly fire. Air units can also be used, but one should be watchful of nearby AA units such as Avengers or Comanches.

## Upgrades

### Drones

Rank 1:

* **Battlefield Mechanic**: Repairs the M270 on the field.
* **Scout Drone**: Detects stealth units, does not detects mines.

Rank 3:

* **Jet Sniper Drone**: Anti-infantry drone, armed with dual sniper rifles.
* **Stinger Drone**: Anti-air drone, armed with two stinger missile launchers.
* **Hellfire Drone**: Anti-armor drone, armed with two hellfire missile launchers.

## Assessment

Pros:

* Powerful for a Tier 1 artillery.
* Large spread makes it effective against grouped enemies.
* Very effective against enemy infantries.
* Effective against large structures.
* Can safely destroy most defensive structures from a safe distance away.
* Inexpensive for a siege unit ($1,000).

Cons:

* Poor armor.
* Exploitable minimum range.
* Longer deployment time and shorter range than the Tomahawk Launcher.
* Less effective against tanks.
* Helpless against aircraft without the Stinger Drone.
* Rockets can be jammed by ECM or intercepted by PDL.
* Poor accuracy, long reload time combined with unguided rockets makes it difficult to hit smaller targets.
* Can cause friendly fire.

## Gallery

An M270 firing rockets.A real-life M270 MLRS.
Nuclear Charge

## Introduction

The **Nuclear Charge** is a trap wielded by General Rodall Juhziz. It is an explosives-filled camo net that can set off nuclear explosions.

## Overview

The Nuclear Charge at first glance looks like an innocent tent used for campings and carnivals. But in fact, it is a nuclear-based explosive booby trap that consists of four supporting metal pillars and a giant net as a roof. The tent houses 7 barrels containing approximately 100 kilotons of highly enriched uranium in total just like the Efreet. To lure any enemy to the nuclear death trap, a Worker will be sent to build this structure in strategic points such as chokepoints and neutral tech buildings. Since the structure is simple to build (setting up the tent and arrange barrels of HEU), it is possible to finish its construction before any enemy enters the "lure zone". As the enemy gets into its range, the hidden radar emitter inside it will notify the enemy's presence. Then the commander can use a radio controller to set the booby trap when the time is right. This trap will then generate a medium nuclear explosion and leave a radiation field behind for area denial. It can be stealthed by covering it with camo netting to conceal itself for nasty surprises.

The Nuclear Charge is the sole defensive structure that can detonate itself to cause collateral damage to nearby units. However, some tricks are required to exploit its full potential:

* AI opponent: It is advised to put it in the range out of your base's defensive structures' firing range. You can then choose whether you want to let it stealthed or not: if you decide to let it stealthed, you can then lure a giant wave of enemy units into its range and then set of off when the time is right; if you decide to let it visible, you can leave it as an "AI crippling mechanics": any incoming AI units will shoot at the trap and cause it to explode.

* Human opponent: since the human brain can avoid destroying it foolishly, the #2 AI tactic will not be of any use. Instead, use the #1 tactic or just simply place it near neutral tech buildings you have captured. It will then act as a "mutually assured threat": the bomb will eventually set off upon the player's command if the opponent tries to capture it.

However, this defensive structure is quite expensive. Also, the structure will explode the same way it was set off when destroyed unlike its mobile counterpart. So do not place it near or in your base. As shown in the opening cutscene of General Juhziz's challenge, a poorly placed Nuclear Charge will end up destroying your base.

## Upgrades

**Camo Netting**: Enables the structure's stealth ability. (available by default)

## Assessment

Pros:

* The GLA's most powerful booby trap.
* Leaves a radiation field after explosion.
* Unlimited build amount, can be used as booby traps in various places.

Cons:

* Causes massive friendly fire if positioned wrongly.
* Still explodes like when it is set to detonated, can cause trouble.
* Some tactics are required to exploit its full potential.
* Expensive for a booby trap (1,400$).
* Blast radius is shorter than high-end artillery units.
Pilot

I have experience.

$1,200 (Heroic)

16 (Heroic)

## Introduction

The **Pilot** is a support infantry unit commanded by General Granger. Unlike in the original *Generals* game, he can be trained at a Barracks instead of appearing randomly after an allied aircraft has been taken down.

## Overview

The Pilot is the core and soul of the US Air Force, an aircraft needs a well-trained pilot to drive it, and the Air Force does its best at using their potential in optimal conditions. To increase the potential of his aerial army, Granger adopted a shift policy: experienced pilots would swap camps on a regular basis and offer their help when needed. They would have to be temporarily housed in barracks, like regular infantry, which explains why they can be trained via a Barracks.

The Pilot's experience is precious because they arrive on the battlefield with a certain level of veterancy that landed aircraft can benefit from once they enter one. The most experienced ones - also known as Hero Pilots (level 3 veterancy) - are also available but only when the situation truly demands it (requires Strategy Center + Rank 5), they don't offer their services on a whim and certainly not to a disorganized army; the situation has to be extremely dire and the battle plan to be carefully coordinated for them to make their move.

An aircraft housing an experienced Pilot has everything to gain: it will become more durable and more powerful; this will be a significant advantage for an Air Force player. A Chimera with heroic veterancy makes a difference on the battlefield.

However it is important to know that the Pilot is an unarmed and fragile unit. He will easily get himself killed so once they've been trained at a Barracks, they should never expose themselves to the danger, instead they should spawn as close to a Levitation Pad or a Special Levitation Pad as possible and immediately be sent to occupy an aircraft. Finally, the Pilot comes with three levels of veterancy but each level will require the Strategy Center and a specific rank to be unlocked.

## Assessment

Pros:

* Can be trained at a Barracks unlike in the vanilla game.
* Comes with three levels of veterancy.
* Can share his experience with any landed aircraft that he enters.
* Aircrafts will benefit from a significant firepower and health bonus.

Cons:

* Unarmed.
* Very fragile unit.
* Each level of veterancy requires a Strategy Center + higher rank to be unlocked (if trained via a Barracks).
Tech Hospital

## Introduction

The **Tech Hospital** is a neutral tech building that can be found on various skirmish maps. When captured by a regular infantry unit, it will automatically heal all allied infantry units, regardless of their veterancy level.

## Overview

Being a soldier is an extremely risky profession, especially when serving in the infantry. In a warzone, there is always the risk of getting (seriously) injured or worse… getting killed. Fortunately, some skirmish maps offer a Tech Hospital to increase infantry's survivability. However, one needs to capture it to benefit from its services as this is a civilian hospital who will heal military personnel only if requisitioned by an army or the other. Nevertheless, if the player manages to capture a Hospital, all his/her infantry units will be automatically healed once they draw themselves away from a combat situation that could otherwise lead them to their death. Tech Hospital doctors will tend to every foot soldier's wounds for free, no matter what their veterancy level is; this guarantees your troops significantly higher chances of survival.

Just like for other neutral tech buildings in *Contra*, the Hospital 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 for your infantry so protect it well and do not let the enemy capture or destroy it.

One more thing to take in account is that despite looking like one of those standard civilian structures that can be garrisoned by infantry, the Tech Hospital is not garrisonable. If you want to have it well defended, build defences around it and deploy a contingent there.
Gatling Cannon

## Introduction

The **Gatling Cannon** defense system is an anti-infantry & anti-aircraft defense used by both Generals Fai and Leang.

## Overview

The Gatling Cannon is armed with a double Hua Qing minigun barrel, it can supposedly fire over 6000 rounds a minute. It uses 7.62×54mmR ammo. It's extremely effective against Infantry & aircraft. It's ineffective against armored vehicles such as tanks.

The Gatling cannon consists of a double minigun barrel attached to a rectangular-shaped box with an ammo-magazine on its side. It's placed on a round support-platform. It's effective against fast-moving targets since the gun can easily follow the unit and destroy it before it even manages to get past the defenses. The Gatling gun benefits from the Chain gun upgrade, which increases its damage by 25%. The defense is cheap and takes a short time to build, thus it can be amassed.

However, the Gatling Cannon is not a very durable structure, it can do little besides scratch damage against tanks, which is why it's often a better idea to build some bunkers alongside them. Also, artillery units can easily demolish it from a safe distance.

## Upgrades

* **Chain Guns** - Increases the damage output of Gatling weapons by 25%.

## Assessment

Pros:

* Effective against infantry, light vehicles & aircraft.
* Benefits from Chain gun upgrade which increases its damage further.
* Can be equipped with land mines to fend off suicide or infiltration units.
* Short build time.

Cons:

* Ineffective against heavily armored vehicles.
* Takes time to wind up to achieve maximum fire rate.
* Vulnerable to stealth units.
Kanwar Khan

## Introduction

**Kanwar Khan** is the GLA's primary Communications Officer in *Command & Conquer: Contra*.

## History

Little is known about Kanwar Khan other than his role as a primary Communications Officer and his long-time affiliation to the GLA (he's been active since 2013 and probably earlier). Although he was not known to be a fighter, he seemed competent enough to survive and hide from the American and Chinese intelligence for ten years until the GLA rose up again in 2023. Since then, he regained his role as the main communications officer.

He serves as the announcer for GLA players.

## Trivia

* In the vanilla *Generals* and *Zero Hour* games, Kanwar Khan also provided intel to the Commander during GLA campaign's briefing sequences.
* He is the only male comms officer. This is due to the GLA not recruiting women.

## See also

* **Lieutenant Eva** - American primary Communications Officer.
* **Lin Zhong** - Chinese primary Communications Officer.
F-18 Hornet

107 (Elite)

148 (Heroic)

218 (Heroic)

Straight Flow Engines

## Introduction

The **McDonnell Douglas F/A-18 Hornet** is the USA Air Force General Malcolm "Ace" Granger's basic anti-armor aircraft.

## Overview

The F-18 Hornet is a 4th generation, multipurpose combat aircraft, capable of performing both air-to-air and air-to-ground attacks. However, with the introduction of the F-22A Raptor (a much more powerful and advanced interceptor), the F-18's design to carry out escort roles quickly became obsolete. As such, General Granger's F-18 Hornets were engineered to focus on ground targets only.

The F-18 Hornet is armed with 4 anti-tank missiles that can easily destroy any rank 1 MBT (even the mighty War Master falls to a single F-18). With its fast speed and short reload time, a squadron of F-18's can easily take out a platoon of tanks. Furthermore, the F-18 is a cheap unit with a short production time; meaning that lost aircraft can be quickly replaced.

While the F-18 is extremely effective in its role, it has very light armor and can easily be picked off by enemy AA weapons. To make matters worse, most AA vehicles have armor that are resistant to air-to-ground missiles, meaning that 2 fighters are usually required to take out a single anti-air vehicle (like the quad cannon and avenger). Finally, as the F-18 is an earlier fighter, it is incompatible with stealth coating (unlike 5th generation aircraft), which reduces its effectiveness in the midgame and late game.

## Upgrades

**Fighter Training**

* F-18's are built as veterans, unlocked via General's Promotion, available at Rank 1.

**Countermeasures**

* The F-18 can evade missiles, and becomes 20% more resistant to AA weapons. Available at the Levitation Pad at Rank 1.

**Frog Missiles**

* Allows remaining missiles to retarget, instead of being lost mid-air. Available at the Strategy Center at Rank 3.

**Straight Flow Engines**

* The F-18's speed is increased by 25%. Available at the Strategy Center at Rank 5.

## Assessment

Pros:

* Fast and agile, becomes faster with straight flow engines.
* Very strong against MBTs and light vehicles.
* Countermeasures increase the jet's overall survivability.
* Frog Missiles upgrade makes the Hornet less prone to wasting ammo and thus less micromanagement-intensive.
* Very cheap for an aircraft ($900).

Cons:

* Vulnerable to AA weapons and AA vehicles.
* Cannot attack infantry.
* Ineffective against buildings.
* Highly ineffective against ECM units.

## Trivia

* The F-18 Hornet reuses the voice lines of the *Tiberium Wars* GDI Orca.
* "Hornet" is also the name of an insect.

## Gallery

F-18 Hornets standing by on a Levitation PadThe F-18 Hornet in real life
Ironside's Supply Center

### Notes

Can spawn two Supply Trucks in challenge mode after it is built (does not apply in skirmish mode)

## Introduction

This special **Supply Center** is held by the American General Ironside. It is a storage for resources collected by Supply Trucks as well as the latter's production facility.

## Overview

Since Ironside would field trucks to collect supplies rather than Chinooks (likely by fear of losing them too easily to AA fire if voyaging outside of base), he adapted his supply centers in order to accomodate said trucks. Thus, instead of featuring a helipad like a classic variant would do, Ironside's is fitted with a vehicle lane in its center in order to allow Supply Trucks to drop the collected resources on a long conveyor belt located on the left side of the building. In order to keep the passage clear for trucks, the conveyor belt is designed to transfer the supplies to the storage facility (the long rectangular-shaped building with two silos and several crates on the right side) via an underground processing line.

Apart from building trucks instead of helicopters and these aesthetical details, Ironside's Supply Center does not differ much from the normal variant when it comes to its main function as resource storage, however it does come with its own pros and cons:

* First: this building cannot be upgraded with Security Systems in order to keep intruders at bay, thus it is preferable to build defenses nearby, though Ironside compensated for that lack by having his supply centers built with strong material so that they may withstand more punishment and be tougher to bring down, thus making this structure the most durable of its category in the game.
* Second: This variant of the American Supply Center is the most expensive supply storage in the game because of its superior durability. However, it builds supply collectors that are cheaper and more replaceable than Chinooks, even though they aren't as fast and can't collect as many resources.

Besides these specific pros and cons, Ironside's Supply Center shares the same pros and cons as any other stationary supply storage: it consumes very little electricity but it can be hacked or infiltrated.

On challenge mode, a Supply Center can automatically create two Supply Trucks after it was built. This advantage however does not apply on skirmish mode.

## Assessment

Pros:

* Can create two Supply Trucks after construction in challenge mode.
* The most durable supply storage in *Contra*.
* Consumes very little energy (1 power point).
* Builds supply collectors cheaper than Chinooks.

Cons:

* The most expensive supply storage in *Contra* ($2000).
* Cannot be upgraded with Security Systems.
* Can be hacked by Black Lotus.
* Can be infiltrated.