recursal/Fanatic-Fandom huggingface dataset:
Dual Battlemaster

Double up!

54 (Elite)

72 (Heroic)

277 (Heroic)

Uranium Shells

## Introduction

The **Dual Battlemaster** is General Leang's main battle tank unit.

## Overview

It's essentially China's tried and trusted Battlemaster fitted with a simple upgrade: a second cannon, effectively doubling the tank's firepower. However, the design does come with the drawback of reducing the tank's rate of fire, as both cannons need to be loaded and fired simultaneously or the asymmetrical recoil will throw off the tank's aim.

Similarly to many other Chinese tanks, the Dual Battlemaster benefits from Horde Bonus when in groups of five or greater, increasing their rate of fire.

## Abilities

* Gains horde bonus when grouped in five or more.

## Upgrades

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

* Researched at General Leang's Propaganda Center. Available at Rank 3.

**Nuclear Tanks**: Increases the Dual Battlemaster's speed by 25%.

* Researched at General Leang's Nuclear Missile Silo. Available at Rank 5.

**Uranium Shells**: Increases the Dual Battlemaster's damage by 25%.

* Researched at General Leang's Nuclear Missile Silo. Available at Rank 5.

## Assessment

Pros:

* Effectively double the fire power of a regular Battlemaster.
* Reasonably priced at $800.
* Short creation time.
* Effective against armor and structures.

Cons:

* Ineffective against infantry, especially anti-armor types.
* Helpless against aircraft.

## Quotes (in native Chinese language)

The Dual Battlemaster shares its quotes with other Battlemaster variants.

### 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。

## Trivia

* The Dual Battlemaster bears a slight resemblance to the Warlord Tank in the cancelled C&C Generals 2.

## Gallery

Leang's arsenal back in 2009, here we can see an older, less detailed model of the Dual Battlemaster.Rear view.Cameo.Cameo (old).
## See also

* **War Master**
* **Nuclear Battlemaster**
* **Battlemaster Tank**
"General Janus" Team Play Strategy - by Kur-zaz

For all generals.

This strategy is possible if you have Nuke or Stealth general in your team. The gist is to combine multiple technologies with one general. Stealth general can snipe allied Dozers with Assassin, but can not present his technologies to allies. Nuke general has neutron shells. They allow to kill driver in allied Dozer and capture it, or kill driver in your own Dozer to present it to allies. When enemies see nuclear tank hunters loaded into infantry general's Helix or tank general's Emperor - they surrender.

- Kur-zaz
Phobos

We will destroy the enemy.

53 (Elite)

71 (Heroic)

60000 (Heroic)

## Introduction

The **Phobos** is a US Cyber General Ironhand's Tier 1 artillery mech.

## Overview

The Phobos is similar to General Alexander's AMOS, albeit in "mech-tank" form:A futuristic-looking round trapezium chassis with hover engines to "float" itself for about 2 meters from the ground. It's a track-motion mech armed with two mortar cannons that are used for long-range bombardment purposes. Its serves as a self-propelled light artillery unit, which is convenient to bombard an area with shells and defend the base against long range units until the Cepheus is ready to be built (requires Rank 3) and/or Hadriels/Dominators are produced. However this unit has a poor rate of fire, there it is best to escort it with Guardian and Repair Droids and Lancers. The Phobos is also an unmanned unit with no cockpit where to fit a pilot into, therefore it cannot be depiloted nor hijacked but it is vulnerable to EMP and ECM attacks and its weak armor can't protect it for long, although an upgrade exists to let it more resistant to such disturbances.

Despite being an unmanned mech, the Phobos can equip a support drone to assist it in the battlefield.

## Upgrades

**Advanced Data Transmission**

* Makes the Phobos more resistant to ECM and EMP. Available at the Strategy Center at Rank 3.

## Assessment

Pros:

* Early access artillery unit.
* Very good at defense.
* Long firing range, can damage armored columns and destroy structures from a safe distance away.
* Unmanned unit, cannot be hijacked or depiloted.
* Immune to toxins, neutron and radiation.
* Can equip its own drone to increase combat efficiency.
* Decent mobility.

Cons:

* Poorly armored, easy to kill with AT weapons.
* Low rate of fire.
* Cannot gain veterancy as it's an unmanned unit.
* Vulnerable to ECM and EMP.

## Quotes

### When Selected

* Phobos.
* We will destroy the enemy.
* Awaiting combat instructions.
* Where do you need us?
* This unit is ready for battle.

### When Ordered to Move

* So shall it be.
* It will be done.
* Deploying to new sector.
* Departing from point A to point B.
* Moving to new position.

### When Ordered to Attack

* Programming for assault.
* Initiating combat interface.
* Triangulating attack coordinates.
* Firing shells.
* Enemy detected. Lethal force engaged.

## Trivia

* Phobos means "Fear" in Ancient Greek and is also the name of a deity and son to Ares/Mars (God of War) and Aphrodite/Venus' (Goddess of Love) sons. Along with his twin brother Deimos ("Terror"), they accompany their father on the battlefield.
* Originally, the Phobos is designed as a quadrupedal mech instead of a hover unit.
* Due to a glitch, unmanned artilleries like the Phobos can gain veterancy like normal units. This has been patched in Contra 009 FINAL's first patch.
* Before 009 FINAL Patch 3, the Phobos shared its voice lines with the *Warhammer 40000: Dawn of War* Space Marines Whirlwind, along with the AMOS.
Salvage Plant

## Introduction

The **Salvage Plant** is the tech building owned by General Mahmud al Huchum, it is a giant factory creating scrap metal for other units to use.

## Overview

The Salvage Plant is a giant scrap metal factory used to process scraps for further military uses. Its base floor is square-shaped but houses three small buildings: a chimney, conveyor belts and hanging claws with motorized transport lines. First, the disposed metals will be collected at the "heart" (middle right) of the building and a giant claw will take a small amount of it and put it in a conveyor belt. Then, the metals will enter the raw material compartment in which the metals are cut, shredded into pieces and compacted into cubes. The cubes will then be transported via hanging claws to the recycling/salvaging compartment where the metals are processed into various items such as plate armor, gun tubes, wheel axes and others. Finally, the finished product will be packed into boxes and roll out from the factory. The finished products in the box can be used to upgrade most GLA's vehicles. The metals can be resold via deep web to provide additional funds. It provides an upgrade which enables GLA vehicles to have on board materials and tools to allow emergency reconstruction of destroyed vehicles in the battlefield (although the general has to authorize it in order to avoid loss of life, if unauthorized, surviving driver will get out of the vehicle).

The Salvage Plant is an ultimate scrap metal producer to upgrade most GLA vehicles. Since it is a scrap metal factory, the improvised metal products are unlimited, giving the player the ability to upgrade their vehicles to the max. One of the most useful tactic is to place the factory near an Arms Dealer so that any newly rolled out vehicle will almost instantly upgrade, giving an advantage against the enemy. The Recycling upgrade grants the player the ability to recycle any destroyed vehicle of the GLA. When a vehicle is destroyed, the smoldering wreckage will display a recycling symbol above it for a few seconds. Then, the player can use the ability on it as long the symbol is still hovering above (if it disappears, it means the pilot escaped/was killed or that the damage is beyond restoration). A "makeshift support beam structure" will rise up from the vehicle and start the reconstruction process. After a while, the vehicle will become just like how it looked originally. The earlier you use it on a wreckage, the more armor it regenerates.

## Upgrades

* **Recycling** - Gives the ability to recover destroyed vehicles.

## Assessment

Pros:

* Produces unlimited scraps for free, can easily power-up your otherwise mediocre GLA vehicles.
* Recycling Upgrade gives players to use "11th hour resurrection power" on any GLA vehicles.

Cons:

* Not so durable; a full level artillery barrage can destroy it.
* Mid-late game structure, requires Rank 3.

## Trivia

* There is a building with a similar functionality in *Warhammer 40 000: Dawn of War III*: such a building is known as the Ork Waaagh! Tower.
Bobcat

53 (Elite)

71 (Heroic)

159 (Heroic)

## Introduction

The **Bobcat** is an engineering vehicle that is used by both Generals Granger and Alexander.

## Overview

The Bobcat is, along with the Eye Target Designator, a Stryker-class IFV that provides support to the US Military. With dozer blades on its front and a water cannon on its rooftop, this unit is able to clear the ground from all kinds of battlefield hazards, whether it be land mines, toxins or radioactive contamination. This vehicle is very convenient when you need to quickly get your base rid of chemical attacks triggered by a nuclear or an Elbrus strike or when you are engaging a GLA Demolitions base that would be likely protected by numerous land mines and demo traps.

Nevertheless, you need to take its status as a non-combatant in account as well as its fragility against AT weapons. Make sure it is well escorted or kept away from danger.

## Assessment

Pros:

* Can clean toxins and radiation.
* Can disarm mines.
* Surprisingly inexpensive (650$).

Cons:

* Unarmed.
* Vulnerable to AT.

## Trivia

* Bobcat is originally a name that designates a feline wild animal.
* In the *008 Beta* version, there used to be a third Stryker vehicle, the Hydra, an EMP artillery unit that was designed to counter ECM Tanks. However it has been removed from the game since *008 Beta 2* due to EMP being hardcoded to disable all units and buildings, making it overpowered against most units and structures. It could even disable super units.
* The Bobcat reuses the Surveyor voice lines form Tiberium Wars and KW .

## See also

* **Eye Target Designator**
* **SLID**
Ion Power Plant

## Introduction

The **Ion Power Plant** is General Alexis Alexander's main power supplying structure. It's responsible for keeping her super weapons, defensive structures and fleet of Centurion hover tanks online and functional.

## Overview

The Ion Power Plant is a third generation power plant that was shaped like a palm tree with four main leaves, albeit without the feathery small leaves connected to a small X-shaped support base. It's a power plant that combines both solar power and tesla generator. First, the power plant absorbs sunlight which will then be converted into electricity. Next, the current flows to a built-in tesla generator which acts as a step-up transfomer to increase its voltage. The power is then supplied to every building avaible via underground lines.

This cool looking, tree-like structure is currently the weakest power plant in the entire game, it supplies only 5 points of power, like an unupgraded Cold Fusion Reactor, so if the player has a large amount of power hungry defences, super weapons and tanks, he/she will have no choice but to build an entire forest of these power plants. The structure is also rather frail and will not take much punishment unless the player purchases the Composite Armor upgrade for it.

However, it's also the cheapest of all USA power plants, it also takes up the least amount of space and is the quickest to build. Therefore it allows the player to quickly build up a large amount of these power plants and recover quickly if some of them are destroyed and the base suffers from low power.

While the Ion Power Plant cannot be upgraded to produce more power, the Solar Panels upgrade can reduce the power consumption of defences, units and super weapons, thus lessening the strain put on the Ion Power Network.

When destroyed, however, the Ion Power Plant will emit an EMP explosion, damaging nearby units and structures and disabling vehicles caught in the blast for a short period of time.

The Ion Power Plant cannot have its own security systems, but it's possible to place EMP landmines around it to prevent infiltration.

## Assessment

Pros:

* Cheap to build ($500).
* Very short build time.
* Occupies very little space.

Cons:

* Produces little energy (5 power points).
* Low durability.
* Explodes when destroyed.

## Trivia

* Originally, Rangers will emerge from destroyed Ion Power Plants, this was removed in Contra 009 FINAL's first patch, as it makes no sense how did the rangers fit into such a tiny building.
Avenger

Scanning for enemy aircraft.

55 (Elite)

74 (Heroic)

166 (Heroic)

## Introduction

The **Avenger** is an American anti-air and tactical support vehicle that is part of Malcolm "Ace" Granger, Alexis Alexander and Ironside's arsenal.

## Overview

Mounted on a Hummer chassis, the Avenger does marvels on behalf of the US Military, especially among the Air Force and the Marines. With its dual anti-air laser cannon mounted on its rear part and its target designating laser on top of its roof, the Avenger is among the best tactical support vehicles in *Contra*. The Avenger is an ideal unit against incoming aircraft and its target designating ability can help allied units inflict 30% more damage.

It is important to bear in mind however that Avengers are fragile vehicles and will fall easily to anti-tank units, especially main battle tanks. Other than that, the Avenger is overall a pretty good support unit if not precious for one's army.

## Assessment

Pros:

* Effective against aircraft.
* Can highlight targets, thus increasing nearby allies' firepower by 30%.
* Reasonable price ($900).
* Fast speed.

Cons:

* Fragile against anti-tank weapons.
* Not very durable.

## Quotes

The Avenger uses its *Zero Hour* voice lines.

### When Selected

* Aircraft targeting ready.
* Defensive laser systems.
* Scanning for enemy aircraft.
* Targeting cursor set.

### When Ordered to Move

* Re-calibrating.
* Confirmed.
* Yes, Sir!
* Advancing.
* Analyzing terrain effects.

### When Ordered to Use Target Painter

* Designating the target.
* Flush them out!
* Targeting for rapid fire.
* They may not like the attention...
* This will help keep an eye on them!

### When Ordered to Attack Aircraft

* Charging up.
* Commencing light array.
* Acquiring target.
* Initiating laser strike.
* Cut them clean!

## Trivia

* This unit is named after the real life M1097 Avenger anti-aircraft and anti-missile system. The real vehicle uses Stinger missile launchers instead of lasers. However, prototype laser weapons have successfully been mounted on and tested with Avengers.
* Prior to the release of Patch 2 for Contra 009 FINAL, General Granger had a different variant of the Avenger, it's armed with two power cannons instead of lasers and a machine gun to defend itself against infantries. It lacks the target designator. General Ironside also used this variant of the Avenger. It bears a more notable resemblance to the real-life Laser Avenger.

## Gallery

The Laser Avenger prototype in real-life.The old Air Force General's Avenger.Cameo.Cameo (old).
Laser Defender

Laser systems online.

19 (Elite)

25 (Heroic)

80 (Heroic)

48 (orange beam)

52 (red beam)

## Introduction

The **Laser Defender** is a special American anti-tank infantry unit serving under General "Pinpoint" Townes.

## Overview

Laser Defenders are, name-wise, anti-tank infantry that use a laser under the codename "Defender". They are covered with ceramic armor to resist against the heat generated by their weapons. Laser Defenders are armed with a powerful portable two-handed, leaf blower-looking laser cannon that uses the same principles as the Laser Defence Turret: it packs enough punch to destroy a light vehicle in one shot or two and can also tear a tank asunder with a few more shots but it was also conceived to not lethally harm infantrymen (at least not on the first shot) by decree of the Geneva Conventions, so loathed by Townes. The weapon is connected to a large backpack battery to power it. The battery's lifespan is long enough for the soldier to afford more than a thousand shots before he must go back to base and replace his battery which will be brought to a supply room to be reloaded (the process takes half a day). In the game however, once these infantry units are trained, their lasers will last until the end of the game.

The differences between the Laser Defender and the classic Missile Defender are mostly aesthetic but their firepower and role as anti-tank units are more or less the same.

The Laser Defender will be a great threat to enemy armor, especially in groups, but he will not be as effective against enemy infantry and anti-infantry vehicles will be the death of him unless he is backed up by more of his type or he is garrisoning a building or a Valanx. It is also important to note that his laser cannon and the battery he carries on his back are particularly heavy, as heavy as the FGM-148 Javelin carried by the other variants, and because of that, the Laser Defender will move quite slowly. The best use of his potential would be in a combination with the Valanx. The two units will help each other in that matter: as the Valanx will provide the Laser Defender higher speed, the Laser Defender will provide the Valanx a higher firepower against enemy vehicles, this would be a total win-win for both. Warning: if the Valanx is down, the Laser Defender will go with it.

## Assessment

Pros:

* Effective against tanks, especially in groups.
* His cheap price ($350) will allow a massive training.
* Can garrison buildings.
* Lasers are pinpoint accurate and will always hit their mark.
* Can provide better firepower against tanks for the Valanx.

Cons:

* Slow movement speed.
* Ineffective against infantry, unless in groups.
* Vulnerable to anti-infantry units.

## Quotes

The Laser Defender uses the same voice lines as the Missile Defender but says "Laser systems online" as his creation quote.

## Trivia

* The unit's weapon somehow bear similarities with the *Ghostbusters* Proton Pack.
Hijacker

Let's go car shopping!

### Experience Value

Kassad: 17, 32 (Veteran), 42 (Elite), 59 (Heroic)"Deathstrike": 29, 42 (Veteran), 52 (Elite), 69 (Heroic)

## Introduction

The **Hijacker** is the GLA Stealth General's infiltration unit specialized in the art of stealing enemy vehicles. Mohmar "Deathstrike" also has them as part of his army.

## Overview

The Hijacker is a passive-aggressive infantry unit mainly used to seize enemy vehicles. He has a camo suit and a portable GPS scrambler to conceal his presence from the enemy. Then, he will approach a targeted vehicle. When he finally makes contact with the vehicle in question, he will find an opening, most certainly the entrance to the driver's compartment. After that, here comes the messy part: He will kill the pilot with his hidden knife and then use his equipment to take over the vehicle.

The Hijacker is a master of grand theft auto and a formidable asset for a general specialized in stealth operations like Prince Kassad. They have the particularity of remaining constantly stealthed, thus being able to approach an enemy vehicle without fear of being mowed down. Once they are close enough, you can order them to hijack a vehicle that will then be under your control. One could say that an opponent is fought best by using his own weapons. If you are even lucky enough to encounter an enemy dozer and capture it, you will have access to your enemy's entire arsenal.

Be advised however: they are unarmed, slow and if the enemy has stealth detectors (i.e. Sentry Droids) and spots them, their chances of survival will be close to zero so be careful how you use them. Make sure that the way is safe for them; should there be stealth detectors, deal with them before sending out your Hijackers otherwise they won't make it to their target.

Side note: the Hijacker CANNOT CAPTURE ENEMY SUPER UNITS.

## Assessment

Pros:

* Stealthed permanently (Kassad only).
* Can hijack enemy vehicles for his general's own benefit.
* He is the player's best way of accessing his/her enemy's arsenal.
* Doesn't need vehicles to be disabled in order to steal them.

Cons:

* Unarmed.
* Slow.
* Mid-late game unit (requires Rank 3 to be unlocked).
* Low health points.
* Cannot hijack super units.

## Quotes (In English)

The Hijacker reuses his vanilla *Zero Hour* voice lines.

### When Selected

* How about a test drive, huh?
* Need a new vehicle?
* I can drive anything.
* They won't expect anything.

### When Ordered to Move

* Excellent plan!
* Step by step.
* Well-calculated move.
* I'll mix among them...
* Shh, I can't be seen...
* Sight unseen.

### When Ordered to Hijack an Enemy Vehicle

* Always wanted one of those!
* I'll take control.
* It will be mine!
* I'll just drop in!
* I don't need keys...

### When Wounded

* I've been found!
* We didn't plan for this!
* No place to hide!
* I just wanted to borrow a car...
Eye Target Designator

Who needs armor when we got range?

103 (Elite)

148 (Heroic)

309 (Heroic)

### Notes

Target designating can help allied units inflict 30% more damage.Any nearby allied F-16XL or Pave Low gain an attack range bonus.

## Introduction

The **Eye Target Designator** is one General Granger's tactical support units along with the SLID.

## Overview

The Eye Target Designator is, along with the Bobcat, a Stryker-class IFV that provides support to the US Military. Its specialty is target designation: with its tactical laser on its rooftop, the Eye Target Designator basically does the same job as the Avenger or the SLID, that is to say highlighting an enemy target so that it will take 30% more damage. Also, it will give any nearby allied F-16XL or Pave Low an attack range bonus.

Be careful though: this unit has no means of self-defense and is very vulnerable to anti-tank weapons. Keep it under armed escort.

## Assessment

Pros:

* Very efficient tactical support unit.
* Decently durable.
* Rather cheap (950$).
* Paints enemy target who will receive 30% more damage.
* Give nearby F-16XLs and Pave Lows a bonus attack range.

Cons:

* Vulnerable to AT.
* Unable to fight.

## Quotes

### When Selected

* Ground spotter.
* No distance is too far.
* Supporting US Air Force.
* Who needs armor when we got range?
* Recommend me a target.

### When Ordered to Move

* As you lead.
* I know the drill.
* Affirmative.
* Aye aye, General.
* On the way.

### When Ordered to use Target Painter

* Marking enemy.
* He's on the spotlight...
* So this is the HVT.
* Oh, poor guy, he's tagged...
* Focus attack on this one!

## Trivia

* In the *008 Beta* version, there used to be a third Stryker vehicle, the Hydra, an EMP artillery unit that was designed to counter ECM Tanks. However it has been removed from the game since *008 Beta 2* due to EMP being hardcoded to disable all units and buildings, making it overpowered against most units and structures. It could even disable super units.

## See also

* **Avenger**

* **SLID**

* **Bobcat**
Demo Ratel

My Bombs will strike fear in their hearts!

Turbodiesel

Junk Repair

## Introduction

The **Demo Ratel** is an anti-armor unit used by General Rodall Juhziz. It serves as his tank destroyer and transport vehicle unit.

## Overview

The Ratel is a transport vehicle armed with a powerful 90mm cannon that can punch through lightly armored vehicles with little effort. What make this unique is that like its smaller cousin the Suicide Scorpion, the Demo Ratel can switch between its AT cannon and Demo packs. Upon detonation, it creates a bigger explosion that packs more punch. Its survivability can also be improved by upgrading itself with salvage.

## Upgrades

**Turbodiesel Engine** (Juhziz only)

* Increase the speed of Demo Ratel by 25%, available at the Arms Dealer at Rank 1.

**High Explosives**(Juhziz only)

* Increase the damage output of the Demo Ratel by 50%, causes the Ratel to scatter additional explosives when detonated. Available at the Elbrus Storm at Rank 5.

**Toxin Shells**

* Lace the Ratel's shells with anthrax and increase their effectiveness against infantry. Available at the Arms Dealer at Rank 1.

**Junk Repair**

* Allows the Demo Ratel to repair itself on the field. Available at the Palace at Rank 3.

### Salvage Upgrades

* Level 1: Reinforced armor.
* Level 2: Further reinforced armor.
* Any subsequent salvage create will be automatically converted to either cash ( $100 per crate) or veterancy ranks.

## Assessment

Pros:

* Packs a bigger punch per round than the standard Suicide Scorpion.
* Somewhat decent mobile tank destroyer unit. Can be somewhat made faster with Turbodiesel upgrade.
* Can upgrade itself by collecting salvage from destroyed vehicles.
* Can transport 6 passengers.
* Can be used as a suicide bomber.

Cons:

* Poor armor, very easy for AT units to destroy.
* Weapon does not upgrade from collecting scraps.
* Ineffective against infantry without Toxin Shells upgrade.
* Helpless against aircraft.
* Does not explode when destroyed unlike the Suicide Scorpion.

## Quotes (In English)

### When Selected

* I will destroy their armor!
* Tank Destroyer bolted in!
* Demo Charges ready!
* Ratel waiting for your command.
* My bombs will strike fear in their hearts!
* What?
* Is it time yet?
* Demo Ratel.
* Yes, General?

### When Ordered to Move

* Seems to be a good plan! Hehehe!
* One way trip!
* Transporting explosive material.
* I'm on fire!

### When Ordered to Evacuate

* Get out of here!
* Go there and eliminate the infidels!

### When switching to Cannon

* Now is the time for action!
* Loading the cannon!
* Ready to use the big gun!
* AP shells loaded!

### When switching to Demo Charges

* I am ready for the sacrifice!
* Let's go with a bang!
* I will be remembered!

### When Ordered to Attack

* I will tear you to shreds!
* Reduce him to scrap metal!
* It will be an explosive ending!
* Blow him up!
* Fire! FIRE!
* Kaboooooom!

## Trivia

* The Demo Ratel is based off the real life Infantry Fighting Vehicle with same name used by the South African Army.

## Gallery

Demo Ratel salvage upgrades (from background to foreground): at stock, upgraded once, upgraded twice.Cameo.
GLA Airfield

## Introduction

The ***GLA Airfield*** is where General Juhziz constructs suicide planes and train the pilots that will fly them.

## Overview

Facing the increasingly powerful US and Chinese Forces,the GLA was forced to take on the skies for greater survivability of the organization since both nations starting to impose air superiority in their respective battlefields.Juhziz,being invested in creating a aerial suicide squad,decided to spend his new funds to realize the GLA Air Force by designing a crude but useful airfield.

GLA's airfield is pretty crude compared to other nations' counterparts:Two cuboid hollowed buildings built very close to each other on the end of a rectangular base.The two buildings act as the hangar where the aircrafts are produced and maintained by human engineers.A small tent holding vital resources such as bomb creates and tools can be seen at the below-left of the structure.When the aircrafts are ready to take off,they directly move along the runway and simply takeoff just like the usual ones.There is also a control tower that monitors the landing and takeoff of aircrafts.

Compared to its American and Chinese counterparts, the GLA airfield can only house two aircraft which can't be repaired if damaged, and cannot build any helicopters. The aircrafts this structure produces are: the F-105 "Zipper" and the L-29 Dolphin, are both aircrafts designed to make one way trips, meaning that they can remain up in the air for as long as they like until they find a target to crash into or are shot down. If the player manages the airfield properly, he/she can easily field a large amount of suicidal jets in the air.

## Variants

General Mohmar "Deathstrike" can build his own airfield. However, he can only build Zippers, and his Zippers are armed with cannons, allowing them to dogfight the enemy aircraft. In his General's Challenge, Deathstrike also has access to a Demo airfield, which allows him to build suicidal Zippers and Dolphins.

## Gallery

An alternative design of the GLA airfield, this one was discarded as the fans found it unappealing.
ECM Tower

## Introduction

The **ECM Tower** (stands for *Electronic Counter-Measures*) is a passive defense used by General Kwai. It can deflect missiles that enter its radius.

## Overview

General Kwai wanted a stationary jammer for his defenses, instead of having to leave behind his ECM Tanks often to defend against the GLA's fast rocket attacks. Thus, Kwai ordered his engineers to try and create a stationary ECM defense, the engineers decided to mount the double jammer along with 2 broadcasting antennas on a Speaker Tower.

ECM Tower is a Support Defense Turret that has a very small square base with a tall "grid tower".Its only armament is two ECM dishes capable of firing a "ECM stream" that can disable incoming vehicles in a short time. It also can create a jamming field that interferes with the guide system in the missiles and redirects it away from the tower. It's jamming systems are more advanced than that of the ECM Tank, so it's useful if combined with Gauss Cannons.

The ECM tower is extremely effective against Rocket Buggies' missile attacks. Despite being able to deflect and jam missiles, those deflected ones can risk hitting friendly units stationed very close to it. However, it cannot deflect artillery shells, will not stop Scud/Luna missiles, and can't jam Yan Wang's nuclear missiles.Besides, the ECM tower is unarmed, as it is passive. So never let these towers defend your base all by themselves and bring in effective offensive units/turrets.

## Assessment

Pros:

* Deflects missiles that enter its radius.
* Cheap ($500).
* Consumes just 1 power.
* Available early on at Rank 1.
* Extremely effective against General Granger & General Ironhand due to a sizable portion of their arsenal being missile-based.

Cons:

* The missiles that get deflected still has a chance to hit your own units.
* Does not stop artillery-based shells and Scud/Luna missiles.
* Only deflects Infantry launched rockets/missiles, aircraft launched missiles & Rocket Buggy projectiles.

## Trivia

* The ECM Tower has a bug where it's considered as a normal structure instead of a defensive structure like it should be. Therefore, to defeat an opponent in Skirmish mode, all the ECM Towers need to be destroyed along with the opponent's structures.
Laser Avenger

Tactical lasers online.

72 (Elite)

103 (Heroic)

450 (Heroic)

## Introduction

The **Laser Avenger** is General "Pinpoint" Townes's tier 1 anti-aircraft unit. It's armed with dual laser cannons that can accurately strike down enemy aircrafts as well as a point-defense laser module which is capable of intercepting rockets and missiles.

## Overview

The Laser Avenger is a small anti-aircraft and defensive role light tank that has a round trapesium chassis with a standard light tank armor. It is armed with two laser cannons: an AA laser cannon and an advanced point defense laser Cannon pointed about 60 degrees form ground level and joined together from below. Unlike most smaller main battle tanks, the AA Laser Cannon fires a stream of continuous hot laser to take down enemy aircraft while the PDL cannon intercepts incoming rockets and missiles. However, the AA laser cannon's ability to be able to continuously fire a hot beam has caused the tracking system to be unable to have an advanced targeting system (Townes originally wanted it to be like the GLA's Quad Cannon) and the fact that the prism used to reflect lasers to a target cannot be moved or that the laser will move to a different location has caused this tank to be able to only position its cannon upwards. Interestingly, the tank comes with its own lithium-ion cells and emergency piloting system so that in case the main base's power cuts off, it can still be operational to deter any enemy aircraft trying to use the chance to ignore AA defenses and starting a bombing run.

Built on a specially made tank chassis, the Laser Avenger is far more durable than the other Humvee based variants. Its dual laser cannons are highly precise and can easily cut through the thin alloy armor of military aircrafts. However, due to limitations in the unit's target tracking systems, the Avenger needs to keep its guns trained skyward at all times.

While the Laser Avenger lacks a laser target painter, it retains the Laser Paladin's PDL module, which can be used to intercept enemy rockets, missiles and even ballistic missiles launched by Lunas and Tomahawk Launchers. Making it a rather useful support units in certain circumstances as well.

Like most of General Townes' series of advanced laser units, the Avenger consumes base power, however, unlike most other units, the Avenger will not go offline if base power is insufficient or cut off.

## Assessment

Pros:

* Tank armour combined with AA armor makes it resistant to bullets and air strikes.
* Lasers are deadly against air units and are very accurate.
* Can intercept missiles and rockets.
* Can fire on the move.
* Remains operational even when power is low.
* Can equip its own drone to increase effectiveness.

Cons:

* Consumes power (1 point).
* Useless against ground units without support drones.
* Deals no splash damage unlike most other AA units.

## Quotes

The Laser Avenger uses the same voice lines as the classical Avenger.

## Trivia

* It's possible that the developers intended to make the Laser Avenger a drone, however the idea was probably scrapped as the unit can gain veterancy.
Flamethrower Turret

123 (Elite)

165 (Heroic)

## Introduction

The **Flamethrower Turret** is a stealthed anti-ground defensive structure built by General Huang Lin Bao.

## Overview

At first sight, the Flamethrower Turret appears to be a rather basic structure. It's simply a large flamethrower mounted on a defensive turret. Fueled by Black Napalm, the Flamethrower Turret is highly effective at scorching infantries and destroying light vehicles, but its effectiveness against armor is more limited and its short firing range makes it particularly vulnerable to artillery units.

However, what makes the Flamethrower Turret truly stand out is that it's the only Chinese defensive structure that is stealthed when not attacking. And being a defensive structure that's stealth by default, it has a "hold fire" option. In conjunction with Fuel Tubes, the Flamethrower Turret can be made into a particularly nasty trap when micromanaged properly.

## Assessment

Pros:

* Effective against infantries and light vehicles.
* Stealthed when not attacking.
* Can be made into an intricate trap with fuel tubes.

Cons:

* Limited effectiveness against armor.
* Short firing range.
* Fast units can out run its sweeping flame.
* Cannot attack aircraft.
Mobile Supply Stash

A Mobile Supply Stash waiting for a Worker to bring supplies

## Introduction

The **Mobile Supply Stash** is a mobile supply center fielded by all GLA generals except for "Deathstrike" who has a building where supplies can be stored.

## Overview

The Mobile Supply Stash is a supply collecting vehicle built on a civilian large-sized truck. It has only thin armor plates and uses four wheels to move. Most of the time, the truck will drive to a Supply Pad with workers following it and when it finally reaches its destination, the workers will start to carry boxes of supplies into the truck. The storage compartment is modified so that the workers can process all the materials and resources needed to fund GLA's cause.

In order to make the GLA a trickier faction to deal with - thanks to its high mobility - *Contra*'s developers removed the original *Zero Hour*Supply Stash in order to have a mobile version which will be harder to take on. That way, GLA's enemies will have a much harder time to disrupt its economy because it is much easier to destroy a target that can't move after all. But that isn't the only ability of that unit: it can also train Workers and transport infantry. However, qualities don't come without flaws. Although the Mobile Supply Stash can move, it is slow, unarmed (can only be garrisoned by Workers) and poorly armored and thus it will be an easy prey for the enemy, unless it is infantry that can be crushed or unless you escort it.

It should be noted that since it's a vehicle, the Mobile Supply Stash cannot be hacked or infiltrated to have cash stolen from it. Instead, cash can only be stolen from the GLA Factory, which is a lot less accessible, but leaves the GLA vulnerable to the Cash Hack General's Power.

## Assessment

Pros:

* Can transport infantry.
* Can train Workers.
* Mobile supply depot.
* It will be harder to disrupt a GLA player's economy.
* Can crush most infantries.
* Cannot be infiltrated to steal cash.

Cons:

* Slow.
* Fragile armor.
* Vulnerable to AT units.
* Unarmed.
* Cannot be garrisoned with combat infantry.

## Quotes (In English)

Before 009 Final Patch 2 release, its voice lines were the same as the Chinese Supply Truck.

### When Selected

* Supply storage of the GLA.
* This stash is big enough!
* Need some supply storage?
* Show me the supplies.
* Let us stash those supplies.
* We are harmless.
* We are the engine of our noble cause!
* GLA's economy on wheels.

### When Ordered to Move

* More supplies there?
* Follow me, workers!
* Let's relocate.
* New supply source?
* Setting up in new area.
* Our cause needs more funding!
* Collect, collect, collect!
* Uh... Aha...

### When Entering a Tunnel

* We need to get inside.
* Get in, quickly!

### When Passengers are Leaving

* It's safe, you can get out now.
* They're not going to collect themselves!
* Get out, that's an order!

## Trivia

* The Mobile Stash functions similarly to the Slave Miner from *Yuri's Revenge*, both being resource depots on wheels and using "cheap" labor to gather resources.
Advanced Nuclear Reactor

### Notes

Self-destruction can cause damage to nearby unitsOvercharge causes damage to the reactor

## Introduction

The **Advanced** **Nuclear Reactor** is Tao's main power plant. General Leang also use them to power her bases.

## Overview

Since Mankind learned to master the science of the atoms, 31 countries (including the United States and China) invested into nuclear energy as a source of electricity production. Some of those countries such as France (known as the world's second largest nuclear electricity producer after the USA), Slovakia, Ukraine and Hungary even made it their major source of electricity production.

In accordance with Tsing Shi Tao's nuclear doctrine, his Nuclear Reactors were improved to supply his bases with even more power (18 points), thus making it the most productive power plant in the game. As for its design, it is not much different from classic variants except for the reinforced cooling tower and two chimneys on top of the control booth. This version is also more durable and the player can purchase an Isotope Stability upgrade to prevent most collateral radiation left by destroyed vehicles from harming friendly units. However this Advanced power plant comes more expensive than normal ones. Tao's modifications on this power plant caught General Leang's attention who borrowed his blueprints and began building her own nuclear reactors.

## Upgrades

* **Isotope Stability** (Tao only) - Prevents most collateral radiation from harming friendly units when vehicles are destroyed.

## Assessment

Pros:

* It's the most productive power plant in the game (produces 18 points).
* Occupies decently small space.
* Can increase its power supply rate with Overcharge option.
* More durable than the original Reactor.

Cons:

* Rather expensive ($1,200). Leang's variant is less expensive however ($1,000).
* Explodes when destroyed.
* Leaves radiation when destroyed.
* Overcharge option damages it continuously and will eventually destroy it.
Contra OST

All Contra soundtracks are composed by Charlie Lockwood. Please note that these videos play the music a little bit faster than in the actual game. Please also note that some of these soundtracks might have been withdrawn from the game.

## China Music

C&C Zero Hour "Contra Modification" - Soundtrack - China 1C&C Zero Hour "Contra Modification" - Soundtrack - China 2C&C Zero Hour "Contra Modification" - Soundtrack - China 3This track will always play at the beginning of General Leang's challenge.C&C Zero Hour "Contra Modification" - Soundtrack - China 4C&C Zero Hour "Contra Modification" - Soundtrack - China 5C&C Zero Hour "Contra Modification" - Soundtrack - China 6C&C Zero Hour "Contra Modification" - Soundtrack - China 7C&C Zero Hour "Contra Modification" - Soundtrack - China 8C&C Zero Hour "Contra Modification" - Soundtrack - China 9C&C Zero Hour "Contra Modification" - Soundtrack - China 10C&C Zero Hour "Contra Modification" - Soundtrack - China 11C&C Zero Hour "Contra Modification" - Soundtrack - China 12C&C Zero Hour "Contra Modification" - Soundtrack - China VictoryC&C Zero Hour "Contra Modification" - Soundtrack - China Defeat
## GLA music

C&C Zero Hour "Contra Modification" - Soundtrack - GLA 1C&C Zero Hour "Contra Modification" - Soundtrack - GLA 2C&C Zero Hour "Contra Modification" - Soundtrack - GLA 3This track will always play in General Rodall Juhziz's challenge.C&C Zero Hour "Contra Modification" - Soundtrack - GLA 4C&C Zero Hour "Contra Modification" - Soundtrack - GLA 5C&C Zero Hour "Contra Modification" - Soundtrack - GLA 6C&C Zero Hour "Contra Modification" - Soundtrack - GLA 7C&C Zero Hour "Contra Modification" - Soundtrack - GLA 8C&C Zero Hour "Contra Modification" - Soundtrack - GLA 10C&C Zero Hour "Contra Modification" - Soundtrack - GLA 11C&C Zero Hour "Contra Modification" - Soundtrack - GLA 12C&C Zero Hour "Contra Modification" - Soundtrack - GLA VictoryC&C Zero Hour "Contra Modification" - Soundtrack - GLA Defeat
### Note

**GLA Theme N°9 had the vocals withdrawn from the track for reasons of religious and moral matter.**

## USA music

C&C Zero Hour "Contra Modification" - Soundtrack - USA 1C&C Zero Hour "Contra Modification" - Soundtrack - USA 2C&C Zero Hour "Contra Modification" - Soundtrack - USA 3C&C Zero Hour "Contra Modification" - Soundtrack - USA 4C&C Zero Hour "Contra Modification" - Soundtrack - USA 5C&C Zero Hour "Contra Modification" - Soundtrack - USA 6C&C Zero Hour "Contra Modification" - Soundtrack - USA 7C&C Zero Hour "Contra Modification" - Soundtrack - USA 8C&C Zero Hour "Contra Modification" - Soundtrack - USA 9C&C Zero Hour "Contra Modification" - Soundtrack - USA 10C&C Zero Hour "Contra Modification" - Soundtrack - USA VictoryC&C Zero Hour "Contra Modification" - Soundtrack - USA Defeat
Fuel Truck

## Introduction

The **Fuel Truck**, is a mobile fuel cistern utilised by General Bao. Upon command, the fuel truck can spill a small puddle of fuel.

## Overview

While harmless by itself, the fuel, when ignited, can cause destruction to anything in its vicinity. As a stealthed unit, the fuel truck is very deadly in the early game with the right combinations, but its weak armour limits its potential from mid-game onwards. However due to the truck's nature of carrying fuel, the vehicle is given a protective layer of coating that allows it to withstand extreme temperatures without igniting the fuel it carries making it surprisingly immune to fire.

## Abilities

* Spills fuel on command (1 minute cooldown)
* Stealthed

## Assessment

Pros:

* Cheap ($500).
* Ignited fuel deals great damage to infantry and buildings.
* Stealthed.
* Surprisingly immune to fire.

Cons:

* Some micromanaging is needed to exploit this unit's maximum potential.
* Weakly armoured.

## Quotes (in English)

Prior to Contra X, the Fuel Truck uses the Chinese POW Truck voice set.

### When Selected

* Mobile Gas Station.
* Here, the first one is free!
* Premium Quality Petroleum.
* I am but a Fuel Truck.
* Uh sorry, Diesel is out of stock.
* Huh? These are leaking again?
* Keep away all those flamethrowers you got, okay?

### When Ordered to Move

* Don't let the fuel spill.
* Logistics on the way.
* China needs fuel over there?
* To whom we deliver?
* A suitable path.

### When Ordered to Spill Fuel

* No! The petroleum spilled!
* Jeez! There goes my salary!
* Aieee! I told you to seal everything you idiot!
* What the!? How did the fuel spilled out?!
* Dear Lord! Petroleum is so expensive these days!

## Quotes (in native Chinese language)

### When Selected

* 我不是加油车！
* 你知道现在油价多贵吗？
* 我说了我不是加油车！
* 罐内压力正常。
* 随时待命。

### When Ordered to Move

* 正在前进！
* 收到，出发！

### When Ordered to Spill Fuel

* 打开闸门，喷射！
* 烧吧，烧吧，哈哈哈。。。。。。

## Trivia

* Unlike the Native Chinese version of this unit which sounded like a pyromaniac, the English version expresses disbelief when spilling fuel as if it's his only salary which is also true in real life as fuel is indeed expensive.
Tech Oil Derrick

## Introduction

The **Tech Oil Derrick** is the most common neutral tech building that can be found on skirmish and challenge maps. When captured by a regular infantry unit, the player receives an instant first income of 1,000$ from it, followed by a constant income of 200$ every 12 seconds.

## Overview

Whilst being the most common neutral tech building the player can find on a skirmish or a general's challenge map, it is nonetheless the most precious as it can be used as a secondary source of income besides Supply Drop Zones, Black Markets and Internet Centers (garrisoned by Hackers). Although its funding rate is pretty low compared to actual secondary economy buildings, it is constant, stable and it can be obtained for free because you do not need to build one, all you need to do it capture it.

At least one Oil Derrick can be found near the player's starting point, just like the Supply Source, which can help get a quick secondary source of income at early stage.

In *Contra*, like for every other neutral tech building, the Oil Derrick has the ability to rebuild itself after some time should it be destroyed, thus preventing the enemy from definitely cutting you off a source of income. Be advised though that it applies to an Oil Derrick captured by the enemy all the same. Only destroy an Oil Derrick if you can't capture it right away or if you want to temporarily cut the enemy of a source of income. Otherwise, try to capture as many Oil Derricks as you can and you will see your funds raise slowly but surely.

## Trivia

* According to one of his taunts, Dr Thrax needs oil to create his toxins.
Lieutenant Eva

## Introduction

**Lieutenant Eva** is the American primary Communications Officer in *Command & Conquer Generals Zero Hour: Contra*.

## History

Although her private life is unknown, Eva's military career is quite detailed: she entered the Military Intelligence Corps at age 18 after a training at Fort Belvoir, Virginia. Thanks to her skills in communication and intel regrouping, she earned a promotion as a 35D Intelligence Officer at age 22; that is precisely the age she was when the GLA declared war to both the USA and China three months later in 2013. She was assigned an important role in this war as she was the communications officer providing instructions to the Commander. After the end of the First GLA War, Eva (now a Lieutenant), she kept on working as an Intelligence Officer. Whenever she was offered a promotion, she refused, stating that she preferred action on terrain over a bureaucratic post. In 2023 however, the Second GLA War gave her back her role as a comms officer, although she only sticks to providing live reports on the battlefield this time.

She serves as the announcer for USA players.

## Trivia

* In the vanilla *Generals* and *Zero Hour* games, Lieutenant Eva also provided intel to the Commander during American campaign's briefing sequences.
* Lieutenant Eva's wiki portrait is based on a real life member of the US Air Force.

## See also

* **Lin Zhong** - Chinese primary Communications Officer.
* **Kanwar Khan** - GLA primary Communications Officer.