recursal/Fanatic-Fandom huggingface dataset:
All Guns Blazing

**All Guns Blazing** is a side challenge in Commander's Challenge.

## Background

The Rising Sun's ever-enthusiastic Commander Takara is running maintenance on one of those gigantic floating fortresses, due to a software malfunction in the targeting systems of its Wave-Force Tricannons. This is the perfect opportunity to learn more about those foretresses, as we can get some your forces onto the fortress and rig some of the Tricannons to defend your position. Even still, approaching Takara's Tricannons by land would be tantamount to suicide. Stick to long-range naval bombardment or airstrikes.

## Overview

As with the regular Battlebase Quartus in Skirmish, each base has four Wave-Force Tricannons.

## Strategies

* While the Wave-Force Tricannons can instantly kill any ground or surface targets with their blasts, the player should not solely rely on them to defend their base as Takaya can send numerous ground forces to overwhelm the player's base which can outnumber the player's Tricannons due to their slow firing rate. Furthermore, the Wave-Force Tricannons can still be destroyed, particularly with aircraft such as the Chopper-VX. Thus the player should compliment the Tricannons with additional base defenses.
* The player ideally should use aircraft or naval bombardment units to attack the enemy bases with in order to complete this challenge.
* Another method is to capture the wave-force triguns with engineers and use them to destroy the enemy bases with. This can be accomplished more easily with the Empire of the Rising Sun as they can sneak disguised sudden transports carrying engineers into the enemy's bases.

## Quotes

* Start of the mission - Takara: "*Welcome to my island fortress! Just come over and visit anytime. Oh and don't mind the deck guns. They're harmless.*"

* End of the mission - Takara: "*I thought you were going to be a little bit easier.*"
Aircraft carrier (Tiberium Wars)

## Aircraft Carrier

The aircraft carrier GDS Pathe at Hampton Roads

## Notes

Unbuildable

An **aircraft carrier** is a large capital ship of the GDI.

## Overview

Larger than the GDI battleship, aircraft carriers are designed for supporting ground forces and amphibious operations. These ships are equipped with one launch deck for deploying fully armed Firehawk fighters and four VTOL landing pads for Orcas, advanced sensor equipment and command interfaces, as well as four light deck guns for dealing with close threats.

### Deployment history

During the Nod strike on Hampton Roads, a single Nod Commando managed to sink the GDS *Pathe*, the sole remaining supplier of air power on the eastern US seaboard. Later, another carrier was sunk by Nod forces off the Atlantic coast of Brazil. Two aircraft carriers were also used in the unsuccessful attempt to re-capture Doctor Alphonse Giraud from Nod Black Hand forces.

## Game unit

The carriers appear several times in singleplayer modes of *Tiberium Wars* and *Kane's Wrath*, usually acting as destructible airfields.

## Gallery

* Early carriers
* Ditto
* Deck
* Orca on Aircraft Carrier
* Aircraft Carrier and Battleship
* Under attack

## See also

* GDI battleship
* Nod battleship
Allied Coop Mission 2

## Outcome

Yuri bases in Cuba destroyed

Belligerents| * United States
* Great Britain
* France

**Allied Coop Mission 2** is a stub and needs your help. You can help by expanding it.

Yuri has managed to establish bases in the Hollywood Hills.
Commander 1 will take charge of the area around LAX.
Commander 2 will take command of the power and oil facilities just east of the freeway.*- Mission briefing*

This is the second cooperative mission of the Allied campaign in Command & Conquer: Red Alert 2 - Yuri's Revenge.

Sammy Stallion can be found in an enclosed area around the center of the map. He will join the player who finds him first.
Adela Baskova

## Adela Baskova  "Nitro"

**Adela "Nitro" Baskova** is a GLA general who was to appear in the cancelled *Command & Conquer*. She succeeds Rodall Juhziz as the Demolitions General of the Global Liberation Army.

Nitro prefers close-range attacks for her tactics to be effective. As such she will need to close the gap between her forces and enemies, giving her foes some time to prepare for her assault. This means that any enemy units with mid-range weapons (for example General Cleaver's railgun squad) will make it difficult for Nitro to attack. Once in range however, the results will decimate anything in a small area.

## Background

Born in a refugee camp on the Russian-Georgian border and orphaned soon after, Adela Baskova spent much of her young life begging on poverty stricken streets of Grozny. A chance encounter with a GLA bomb-maker led her in an entirely different direction; the terrorist took the young girl under his wing and trained her in the art of both making and placing high impact bombs. Following her mentor's death at the hands an EU special forces team, Adela crossed the border into Western Europe and launched a one woman campaign of explosive terrorism for over a year. Finally arrested and sentenced to death, Adela engineered her own escape using a series of improvised explosives and made contact with the local GLA terror cell. Today, she is the pre-eminent demolitions specialist within the terrorist organization, her skill, determination and toughness belying her small frame and quiet nature.

## Arsenal

### Units

* Terror technical
* Rabble squad
* Insurgent
* Terrorist
* Shadow Agent
* Black Market tank
* Sandstorm
* Nuke truck
* Toxin artillery
* Battle bus
* Infiltrator van

### Base defenses

* Toxin site
* Missile site
* Rocket site

## Quotes

* *You can pick the next bomb I use...*
* *Everyone thinks I'm quiet. But just wait until you hear my bombs!*
* *I've been on the run since I can remember... And I always survive!*

## Trivia

* Had the game been released, Nitro would have been the first female GLA member to have been introduced in the *Generals* series along with Muerta.

## Gallery

* Artwork
* Wallpaper
Allied barracks (Red Alert 2)

## Barracks

The **barracks** were the Allied infantry training structure during the first and second iterations of the Third World War. The building was a metal prefabricated building which houses living space for soldiers, a training center and a watchtower.

## Game building

### Production

The Allied barracks can train the following infantry:

#### Tier 1

Basic infantry, can garrison buildings, and can deploy into a HMG sandbags position

Base support infantry, can capture and repair structures, and can deactivate Crazy Ivan's bombs

Scout infantry, can detect enemy Spies, and is immune from mind control

Heavy infantry, can deploy into an uncrushable anti-armor/air position

#### Tier 2

Long-range support infantry, instantly kills troops with a single shot

Airborne assault infantry, can engage both ground and air targets

Elite infantry, can instantly kill infantry, swim, and can plant C4 explosives on buildings and ships

#### Tier 3

Infiltration unit, can disguise as enemy infantry, and infiltrate enemy buildings for certain effects

Elite support infantry, can teleport anywhere, and is uncrushable

Commando, can instantly kill infantry, swim, and can plant C4 explosives on buildings and ships; immune to mind control in *Yuri's Revenge*

#### Stolen tech

Elite infantry, can teleport anywhere, is uncrushable, can instantly kill infantry, and can plant C4 explosives on buildings

Demolition specialist, can teleport anywhere, is uncrushable, and can plant timed explosives on units and buildings

Elite psychic infantry, can mind control enemy units and is immune to mind control itself, and can plant C4 explosives on buildings

## Gallery

* Alpha appearance, with the flag positioned differently
* In a snow theater
* Buildup animation
* Unused destruction animation (with pre-release appearance)

## See also

* Soviet barracks
* Yuri barracks
Alcatraz Island

Psychic Dominator on Alcatraz Island

**Alcatraz Island** is a small island located in the center of San Francisco Bay in San Francisco, California. It once served as a military outpost and later became the site of one of the most infamous prisons in the United States. It hosted some of the most notorious criminals in the country, among them Chicago crime lord Al Capone. It served this purpose until its eventual closure in the 1960s.

## Red Alert universe

Two months after the end of the Third World War, Alcatraz Island was discovered by the Allies to be the location of one of Yuri's Psychic Dominators, where it was placed under the firm control of Yuri's Initiates. Upon its discovery, President Dugan ordered an airstrike to take out the Dominator before it was activated. A dozen Harriers were dispatched to attack the island, but were swiftly decimated by the numerous gattling cannons guarding the island. During the melee, one Harrier broke through Yuri's defensive lines before it was shot down, sending it crashing into the Nuclear Reactor powering the Dominator. Although the airstrike failed to destroy the Dominator, the loss of power from the reactor ensured that the Dominator could not function properly when it was deployed. Yuri activated his Dominator network regardless, but the loss of the Dominator in San Francisco meant that there would be enough Allied forces left to travel back in time to halt Yuri's plans.

With help from Albert Einstein, the Americans travelled back in time to the beginning of the Third World War, where they halted the Soviet invasion of San Francisco. Agent Tanya then stormed Alcatraz and destroyed all of Yuri's forces stationed on the island, and then the Dominator itself. The loss of the Alcatraz Dominator granted the Allies an advantage in their fight against Yuri.

### Time Shift

65 million years ago, Rexy the T-Rex was trapped in this island which is smaller at that time.
All Brains, No Brawn

Tertiary

* Eliminate Nod Resistance
* Commandeer the Nod Stealth Tank

## Minimap

**Mission Transcript**

**All Brains, No Brawn** is the tenth mission of *Command & Conquer: Renegade*.

## Plot

After defeating the mutant Raveshaw, Havoc frees Ignatio Mobius from his cell but his daughter is nowhere to be found. He also finds Sakura's cell, where she escaped on her own. Damage to the room caused by Havoc's fight triggers a mass uprising among the Initiates in the facility, who turn on all Nod personnel. Unable to call for backup from GDI underground, the two have to reach the surface and Mobius proposes to reclaim his prototype suit that has a built-in radio.

Havoc escorts Doctor Mobius to his suit, and the duo fights their way to the surface against large numbers of enraged Tiberium mutants in addition to the surviving Nod soldiers attempting to contain the situation. After pushing back a large group of officers, Havoc and Mobius meets up with Gunner and escape via helicopter.

## Objectives

 **Escort Mobius to GDI**Now that you have reached the surface, you must make your way to the GDI front lines, with Dr. Mobius in tow. Keep him alive and reach the GDI front for helicopter evacuation.

 **Commandeer the Nod Stealth Tank**The Nod Stealth Tank is a formidable weapon. Fortunately, you've managed to acquire one of your own.

## References

1. ↑ Westwood Studios, *Command & Conquer: Renegade*. Mission 10: "All Brains, No Brawn".
American supply center

## Supply Center

The **Supply center** is the processing center for supplies of American armies in Generals 1.

## Background

The building is intended as a supply drop site (beside the more exclusive supply drop zone), material processing center, and supply storage facility. As with the Chinese and GLA counterpart, the structure can be used to call in additional Chinooks (Combat Chinooks in the case of General Malcolm Granger).

The building is capable of storing a large amount (if not unlimited) of materials. Materials gained from paradropped supplies are also stored here. The structure may cater friendly supply trucks and workers.

Due to its standardized management system (that include cheap but less secured software) it is susceptible to sabotage and hacking to retransfer some of stored supply for embezzlement.

## Game building

The center costs $2000, and comes with a single Chinook (or Combat Chinook in Malcolm Granger 's case) with the ability to call more.

Chinooks gather supplies with a net and bring the goods back to the Supply Center, giving $600 with each trip.

The Supply Center is vulnerable to Black Lotus/Super Lotus who can steal money from the Supply Center, as well as the Chinese Cash Hack.

### Production

Aerial supply collector and transport, can perform combat drop Rangers into a garrisoned building.

Aerial supply collector and transport, infantry can fire out of the unit, and can perform combat drop into a garrisoned building.

### Upgrades

Increases profit generated by the Supply Center by 10%. Chinooks still gather $600, but each delivery generates an additional $60.

## Changelog

* *Zero Hour* patch 1.03: now displays upgrade cameo for supply lines (Granger only)

## Gallery

* Concept art
* Prototype model
* Render
* Prototype model texture 1
* Prototype model texture 2

## See also

* Chinese supply center, Chinese counterpart
* Supply stash, GLA counterpart
22nd Infantry Division

The **22nd Infantry Division** is GDI's premier infantry division in the Tiberium Wars novel.

## Background

Under the Command of Battle Commander Michael McNeil, the division participates in actions in San Diego, Portugal, Madagascar, and Australia. Being the premier unit of GDI, the 22nd is often first to test out several new combat technologies before being produced for regular use.

### Organization

* Battalion 1: Armour Battalion, responsible for operating Predator and Mammoth tanks.
* Battalion 2: Infantry Battalion.
* Battalion 3: Air support unit operating Orcas and AC222 Makos. Battalion 3 was also responsible for operating Cranes, and aiding in construction.
* Battalion 4: Infantry units, including Rifleman Squads and Sniper teams. Occasionally supported by Juggernauts and armour from local GDI forces.

### G10 Bull Armoured Personnel Carrier

Appearing in the latter stages of the Third Tiberium War, the **G10 Bull APC** was a new unit tested out by the **22nd Infantry Division**. It's most notable difference from the Guardian APC was the portholes were designed to allow infantry to operate the EW1 from within the unit. It saw limited use during the conflict, and was used only at the last battle of the war.
AA battery

## Anti-Air Battery

* Basic
* With Tungsten ammo

The **Anti-Air Battery**, or simply **AA Battery**, was GDI's anti-air base defense structure in *Tiberium Wars* and *Kane's Wrath*.

## Background

The AA Battery boasted twin 30mm Gatling guns loaded with depleted uranium shells (which could be replaced with tungsten shells). Like other GDI base defenses, it was equipped with next-generation sensors capable of detecting stealth units. With a deadly accurate fire control system and a staggering rate of fire, the AA Battery was very effective against any form of aircraft.

## Game Structure

AA Batteries served as GDI's main defense against hostile air targets. While not as potent as its rivaling Nod and Scrin counterparts, they utilize hit-scan shells which do not lose track of the target even if it gets out of range or engages stealth. Their virtually nonexistent reload time also meant that they continuously pounded their target with shells, as opposed to Nod and Scrin designs which had to reload (and potentially left the structure vulnerable for a brief window).

In *Kane's Wrath*, they can be upgraded with Tungsten shells to improve their firepower.

It is worth noting that their choice of weapon meant that the AA battery's shells only damaged one opponent at a time, and did not deal minor splash damage like that of the missiles fired by the rivaling SAM Turret.

## See also

* SAM turret, Nod AA emplacement
* Plasma missile battery, Scrin AA emplacement
* Slingshot, vehicular counterpart (KW only)

## References

1. ↑ Electronic Arts Los Angeles, *Command & Conquer 3: Tiberium Wars*. GDI Weapons, Tactics, and Systems, "GDI Base Defenses".
Airfield (Tiberium Wars)

## Notes

* Holds 4 landing pads for Orca/Zocom Orca and Firehawks
* Can repair and rearm stored aircraft

The **airfield** was GDI's forward operating base for aircraft during the Third Tiberium War.

## Background

The modular GDI Airfield can be established to maintain up to four combat aircraft indefinitely. The facility is capable of refueling, repairing, and rearming Orca aircraft, but can also sustain Firehawks with the addition of advanced technical equipment. Airfields each directly control a small element of aircraft, so without an Airfield these craft may suffer guidance failure and the inability to maintain extended operations considering global ion storm interference.

## Game building

An airfield has four pads and each pad may only be occupied by one Orca or Firehawk at a time. The pad is considered occupied even if the aircraft is in flight. Once a pad become unoccupied the airfield may construct another Orca or Firehawk. This means fielding more than four Orcas or Firehawks requires more airfields or combat support airfield to be built. Captured air units from other factions can also land for repair and rearm (if they need to do so and can fit in by sizes).

On the other hand, the airfield may support an unlimited number of Hammerheads. Hammerheads do not need to land to rearm.

### Production

Gunship, can emit Pulse Scan and deploy Sensor Pods

Advanced gunship, can emit Pulse Scan and deploy Sensor Pods

Transport gunship, can garrison 1 infantry squad

Multirole fighter, can change between anti-ground and anti-air loadouts

### Upgrades

Orcas and Firehawks carry 50% more ordnance when equipped with additional hardpoints.

Orcas, Hammerheads, and Firehawks gain a significant degree of protection when protected by ceramic armor.

Stratofighter Boosters provide Firehawks with the ability to quickly accelerate into the stratosphere and fly almost instantaneously to any location.

### Support powers

Three fast-moving Orca craft fly in to pummel a target with explosive ordnance from the skies. The Orca Strike fires 2 missiles per aircraft for a total of 6 missiles.

Calls in two veteran APCs and two veteran Pitbulls, deployed from V-35 Ox Transports.

Calls in two veteran Wolverines and two veteran Pitbulls, deployed from V-35 Ox Transports.

## Gallery

* Early airfield concept (recycled as the air tower for Nod)
* Ditto
* Ditto
* Near final concept art
* Airfield with open hangars
* With Hardpoints and Stratofighter Upgrade
* ZOCOM Airfield with Ceramic Armor and Stratofighter Upgrade

## See also

* Air tower
* Gravity stabilizer

## References

1. ↑ Electronic Arts Los Angeles, *Command & Conquer 3: Tiberium Wars*. GDI Weapons, Tactics, and Systems, "Airfield".
A-10 strike

* Level 1
* Level 2
* Level 3

Three A-10s carrying out a strike

## Function

### Abilities

One or more A-10 aircraft fly to the target and attack it with heavy missiles and chaingun fire. Very effective against buildings, but also against other targets that are nearby.

The **A-10 Strike** can be ordered by US generals who reached a rank of three star general.

## Game effect

This support power unleashes A-10 Thunderbolt attack planes at a designated target to unleash a barrage of Gatling gun fire and missiles. Each A-10 carries 6 missiles (3 on each wing) and Gatling rounds. The strength of the strike depends on the support power's level:

* Level 1: Single A-10 Thunderbolt ground attack aircraft.
* Level 2: Two A-10 Thunderbolts
* Level 3: Three A-10 Thunderbolts

At the highest level, an A-10 strike can reduce nearly every building to rubble. It is also useful against massed enemy units - particularly those lulling in an enemy base. If an enemy ECM tank is located near the strike area, the blast radius will be increased (due to the mistargeting of missiles fired from A-10).

Although the A-10s can be shot down by enemy anti-aircraft fire, they are heavily armored and much more resilient than, for example, a Raptor, or even a Tomahawk missile (the missile itself, not the launcher). The aircraft is, in fact, designed to fly with one engine, one tail, one elevator and half a wing torn off.

This is one of the few aircraft that is completely immune to EMP effects, allowing it to continue the attack run even if hit by EMP weapons.

### Counters

* If playing as a branch of the USA military, a sufficient counter will prove to be Avengers. It usually takes two or three Avengers can slice a single A-10 to shreds. The Avenger's point defense laser can also neutralize the A-10's missiles.
	+ Townes would have little to fear... as long as his power was online (with sufficient Laser Turrets defending him​) and/or if he has spammed Avengers**.**
* If playing as China, utilize Gatling Tanks or Mini-Gunners (Fai) to saturate the A-10 with bullets, and hope it goes down. Chain guns upgrade will aid in this task.
* If playing as the Global Liberation Army, purchase the Armor-piercing bullets upgrade ASAP, and then spam the feared Quad cannon.
Allied Commander (Retaliation)

## Classified

In the latter stages of the Second World War, the United States of America joined the allies, sending needed resources and reinforcements. Among those sent was General Carville and an Allied Commander under his command. *"The Commander"*, as often referred to by Carville, would soon proved to be one of the most skilled strategists during the conflict.

## Biography

### Second World War

First seeing action in Greece, the Commander neutralized the Soviet's sarin capabilities and successfully evacuated any civilians. Carville, highly impressed, gave him a field promotion to Sergeant. The Strategist was deployed to Siberia, conducting a series of missions that rescued Col. Nikos Stavros and eliminated the Soviet's nuclear capabilities. Following the mission, the Commander eventually became an officer. Carville then sent the Major to destroy a new series of Soviet submarines. Following the rescue of civilians, the Major was awarded the Medal of Honor. As a Colonel, the Commander was sent to Poland to deal with a number of crises that had arisen. During the Poland missions, the Commander saved London from nuclear attack, gaining the attention of the Allied Forces command. Following the end of the conflict, the Commander was finally promoted to General.

## See also

* Field Commander A9
* Soviet Commander (Red Alert 1)
* Field Commander S7
Airstrip (Renegade)

## Airstrip

The **airstrip** was a Nod vehicle deployment structure during the First Tiberium War. Instead of being produced in the field as was the case with the GDI weapons factory, Nod vehicles were delivered by cargo planes from undisclosed locations. The cargo plane can kill players and destroys any vehicle in the red circle when flying in.

## Overview

The airstrip consists of two buildings: a wide airstrip for vehicle drop-off and a control tower where the Master Control Terminal is located. The airstrip is the vehicle production structure for Nod. Should it be destroyed, the Nod team will lose the ability to purchase vehicles.

### Vehicles

The airstrip can deploy the following vehicles:

Fast attack scout, armed with M60 machine gun

Armored infantry transport, armed with M60 machine gun

Long range ballistics, armed with 155 mm cannon

Close-range support tank, armed with dual flamethrowers

Main battle tank, armed with 75 mm SABOT cannon

Advanced stealth support tank, armed with Dragon TOW rockets (x2)

#### Flying vehicles

On flying maps, the airstrip can also deploy flying vehicles:

Aerial infantry transport, unarmed

Advanced stealth support tank, armed with M60 machine gun and Dragon TOW rockets (x2)

#### Extras vehicles

The following vehicle is only available on servers with the extras variable enabled. To access the vehicle, one needs to hold ALT while selecting the vehicles menu.

Melee vehicle, armed with a blade grinder

## See also

* Airstrip at the Renegade Wiki (archived)
* Weapons factory, GDI counterpart

## References

1. ↑ CnC Source: "Renegade Multiplayer Fun Mode".
Air Force General Challenge

General Granger is capable of fast and deadly air strikes against the enemy, and with the point defense laser system that is mounted on almost all his aircraft along with the defensive flare upgrade one of his aircraft can fend off a ridiculous amount of anti-air missile fire before even being hit. The USA patriot missile system, GLA stinger site, and all missile infantry and missile based units are unable to hit his aircraft except in overwhelming numbers. His aircraft are still vulnerable to anti-aircraft lasers, Gattling weapons, machine gun fire, and mass production of either one is the bane of Granger's forces.

He is easily capable of what he quotes as "Dozer hunting", rushing into an enemy base with aircraft and destroying the enemies construction units, rendering them unable to build any structures. Granger's King Raptors are incredibly dangerous to all ground vehicles, as one pair of fully upgraded King Raptors can easily destroy an Overlord Tank with their pay load, and 2-4 can destroy most buildings except super weapon structures and command centers. His Comanches can become stealthy to protect vital sections of his base, ambush enemies at choke points or devastate his opponents with hit and run attacks. Granger's Combat Chinooks can not only be filled with 8 infantry, but they can fire from the ports down onto any enemy within range, making Granger's Chinooks a force to be reckoned with.

In terms of upgrades and abilities, he can get the ability to carpet bomb from the beginning, and gain the Spectre Gunship earlier. He can also get higher levels of the Spectre Gunship ability, allowing it to pepper a target area for a longer duration than what other generals can do.

His primary weaknesses are his inability to mount a ground based offensive on par with most other generals, and his extreme vulnerability to anti-aircraft weapons, despite his point defense laser system. Another, less obvious weakness is the amount of units he can make, as he requires a large amount of area to create air fields in order to make a large amount of king raptors, aurora bombers, or stealth bombers.

Granger requests reinforcements from a nearby aircraft carrier, the USS *Olympia*, if his base is invaded.
Airfield

This is a disambiguation page: a list of articles associated with the same title.

The **airfield** is a building that produces, houses, and maintains aircraft.

## Tiberium universe

### Tiberian Dawn

* Airstrip (Tiberian Dawn), Nod runway for supplies during the First Tiberium War

### Tiberium Wars

* Airfield (Tiberium Wars), used by GDI during the Third Tiberium War
* Air tower, Nod equivalent
* Gravity stabilizer, Scrin equivalent

## Red Alert universe

### Red Alert

* Airfield (Red Alert 1), used by the Soviets to construct and maintain aircraft during the Second World War

### Red Alert 3

* Airbase, Allied structure during the Third World War
* Airfield (Red Alert 3), used by the Soviets to construct and maintain aircraft
* Airport (Red Alert 3)

### Red Alert iOS

* Airbase (Red Alert iOS)
* Soviet airfield (Red Alert iOS)
* Imperial airfield

## Generals universe

### Generals

* Chinese air field
* American air field

## Cancelled games

* EU airfield
* APA airfield
Ace in the Hole

## 18Ace in the Hole

Pierre Legrand interrogating Jarmen Kell

**Ace in the Hole** is the title of an animatic for *Generals 2*, given to the eighteenth in its sequence. It is one of the nine animatics publicly released by CnCSaga in 2014.

## Plot

Kell wakes up to see himself locked in an interrogation room with Legrand. Legrand accuses Kell of a terrorist attack (likely of an event involving EU and APA leaders) without his knowledge, but Kell denies his involvement. He argued Legrand would have also easily blamed Zhao, who survived the attack.

Legrand hopes such an event would start an all-out war between the EU and the APA, and wants Kell to be his "ace in the hole" in winning such a war. Legrand then orders his guards to release Kell.

## Characters

* Jarmen Kell
* Pierre Legrand
* Zhao (mentioned)

## Transcript

 *Kell wakes up tied to a chair in a darkened room, seeing Legrand in front of him.*

  **Jarmen Kell**: Why do you hold me prisoner?! Have I not honored our agreement?

  **Pierre Legrand**: Honor you say? You should have warned me that you are going to attack Pax Globus. I was supposed to be there!... or was that your intent?

  **Jarmen Kell**: I had not part in that.

  **Pierre Legrand**: If it wasn't you and it wasn't me, then who was it?!

  **Jarmen Kell**: You were more than ready to blame Zhao.

  **Pierre Legrand**: Don't be foolish, Zhao was lucky not to be killed in the blast. That was propping on the... the thrust, and opening to start a war. A war in which they, the APA, would appear to be the antagonists. A war that you will to help me win!

  **Jarmen Kell**: Am I your prisoner?

  **Pierre Legrand**: No Kell, you are my - how do you say? - my ace in the hole.

 *Legrand turns to his guards before leaving.*

  **Pierre Legrand**: Free him.

## References

1. ↑ CnCSaga: Retour des vidéos storyboard de Generals 2
Allied tech center (Red Alert 1)

## Tech Center

Allied **tech centers** were top-tier technology structures during the Second World War.

They allowed for the employment of thieves, who required advanced communications uplinks to transfer funds, as well as housed blueprints for Cruisers, mobile gap generators and their stationary versions and the Allied superweapon, the Chronosphere. Additionally, upon completion launch preparations would begin for a GPS Satellite, which would allow a total overview of the battlefield and overrode radar feed. However, if the satellite control in the Technology Center was destroyed, the uplink would be lost. It was advanced into the battle lab during the first and second iterations of the Third World War.

## Units unlocked

The Allied Technology Center had additional functionality compared to its Soviet counterpart in that it manufactured and launched a GPS satellite on site after completion. It also provided parts for:

* Thief
* Cruiser
* Mobile gap generator
* Gap generator
* Chronosphere
* Chrono tank (*Aftermath* only)
* Nuclear missile silo (multiplayer only)
* Tanya (multiplayer only)
Munchy Munchy Hellbeast

**Munchy Munchy Hellbeast** is a **fighter** in **Fight League**.

## Summary

**Munchy Munchy Hellbeast** is the style-changed version of Hungry Hungry Hellbeast. Her benefits include greater HP and the addition of a skill, which isn't seen anywhere else in the game right now. While her low Attack makes this ability neglectable, if paired with Attack-increasing members or bursts she can become quite useful.

*This article is a stub. You can help Fight League Wiki by expanding it.*
Advanced rocket pods

**Advanced Rocket Pods** is an upgrade for Striker-VX, Rocket Angels, Sea-Wing, whose weapon are rockets. This upgrade can be accessed via Top Secret Protocol menu.

It increases the clip size but the extra rockets slow down the firing rate.

## See also

* High Technology - Allied upgrade for some specific units.
* Terror Drone Surprise - Soviet upgrade that equips for all Soviet vehicles that release Terror Drone when being destroyed.
Adaptive armor

## Adaptive Armour

A Titan and a Mammoth tank refitted with adaptive armour

**Adaptive armor** was a Steel Talons-exclusive vehicle upgrade. It was normally retrofitted onto Titans battle walkers and Mammoth tanks.

The armour was not a passive system. Upon activation it conferred greatly improved durability and immunity to EMP at the expense of the vehicle's rate of fire and mobility. This could be advantageous or disadvantageous depending on the situation.

## Game effect

Once researched, Adaptive armor is an activatated ability that bestows outstanding defensive bonuses to Titan Mk. II battle walkers and Mammoth Tanks, at the cost of substantially lower firing rates and slightly impaired mobility.

When activated, the ability effectively reduces all incoming damage by 30% - equivalent to an approximate 43% boost to overall health (almost equivalent to the full heroic veterancy health bonus of 50%). This acts as a substantial boost to the Titan's already strong armour, but really shines when activated on Mammoth Tanks: whose massive health pool makes exceedingly good use of the ability—possessing resilience that puts even GDI's own Mammoth tanks to shame.

The armour bonus is so substantial, that in a pitched battle between identical units - with and without the armour active, the armoured variants often come out on top, even with the 25% reduction to their rate of fire and 15% slower movement speed.

Adaptive armour also importantly allows Titans and Mammoths to completely ignore the disabling effects of EMP: whose primary usage lies in disabling high-value units for ease in bringing them down. All these advantages combined with support from repair units available to the Steel Talons such as Mobile Repair Transports and Rigs easily make Steel Talons mechanized forces among the most exceedingly difficult in the game to destroy.

Adaptive armour may be used in conjunction with railgun accelerators to negate the slower firing rate. With this approach, the armour is able to partially mitigate the damage inflicted on the vehicle by the accelerator. Though in general, the armour should only be activated on units that are being focused down by the enemy, since railgun-equipped units with inactive armour benefit far more from the Accelerators, and their very limited active duration.

## Changelog

* *Kane's Wrath* patch 1.02: cost reduced to $1000

## Gallery

* A Titan upgraded with adaptive armour
* A Titan with adaptive armour activated
* A Mammoth Tank upgraded with adaptive armour
* A Mammoth Tank with adaptive armour activated
African Warlords campaign

## Outcome

Allied bases in Mediterranean destroyed

**African Warlords campaign** is a stub and needs your help. You can help by expanding it.

Seize the oil fields of North Africa. Players control Iraqi and Libyan factions, fighting European Allies. Difficulty is MODERATE.*- Campaign briefing*

This is the fourth cooperative campaign in Command & Conquer: Red Alert 2.

## Mission 1

Your legions have invaded Italy. Destroy all who oppose you.*- Mission briefing*

Italy: While the Russians managed to persuade a few pariah warlord states to join their cause, most were only in the war for their own gain. It was a chance for many warlord nations to prey upon their neighbors, to expand their borders and to seize the resources they needed to maintain their failing economies. While Soviet forces fought around the globe, Iraq and Libya seized the opportunity for a joint invasion of southern Italy. Only a pitiful few French and English forces opposed them.*- Commander's Log*

## Mission 2

Greece is our next target. Destroy any Allies who dare to oppose our conquest.*- Mission briefing*

Greece: As the English and French rallied their forces at the Alps the combined forces of the Iraqi and Libyan armies smashed into Greece. The Grecian army was overrun in a matter of days but a combined French and British force brought by boat from India and French Malaysia managed to put up a token resistance.*- Commander's Log*

## Mission 3

The French and English have counterattacked in Italy. Destroy their advanced bases.*- Mission briefing*

Italy: Their supply lines overextended and their armies scattered across southern Europe, the Libyans and Iraqis were vulnerable to an Allied counterattack. In the 3rd week of the war the French and English attacked, striking at the ports of southern Italy in an attempt to cut-off Iraqi forces from their naval supply lines.*- Commander's Log*

## Mission 4

The Allies have paradropped into the fertile plane just outside Baghdad. Destroy them.*- Mission briefing*

Iraq: After their failed attack, the Allies tried one last desperate gamble in the 4th week of the war. While Libyan death squads hunted down Allied troops in the Italy war-zone, the English and French took what forces they had remaining and made a massive airdrop in the fertile river basin outside of Baghdad, hoping to set up bases to siege the city.*- Commander's Log*

## Mission 5

The French have built a massive fortress in northern Greece. This is the last point of resistance.*- Mission briefing*

Greece: Assisted by French base defenses, the Allies built a massive fortress in their last remaining stronghold of northern Greece. The French and English held out for nearly three weeks before the Iraqi and Libyan armies sent in their most battle-hardened commanders to find a way to break through the Allied defenses.*- Commander's Log*

## Gallery

* Mission 1 map render
* Mission 2 map render
* Mission 3 map render
* Mission 4 map render
* Mission 5 map render
GGG

**GGG** is one of the five **Factions** in **Fight League**.

## Official Summary

You can't stop curiosity. You gotta act first and think second!

Stack the gears of knowledge and you'll feel what it means to be a G.

We are the masters of technology!

BGM: https://www.youtube.com/watch?v=YrzuD3Qi5wM

## The World of GGG

The inhabitants of GGG love their gadgets. They may all come from all walks of life, but their passion for technology units them.

In the constantly-evolving city of GGG, society has split into threee independent levels: Futuristic, Modern, and Retro.

### Skills and Talents

"GGG consists of many Long Range and supporting Fighters. Aiming for chains is the goal with them.

*This article is a stub. You can help Fight League Wiki by expanding it.*

"
A-10 ground support plane (Tiberian Dawn)

* A-10
* Airstrike

## A-10 Thunderbolt II

* Remastered
* Classic

## Notes

Does splash damage

The **A-10 Thunderbolt II**, also nicknamed *Warthog*, is a ground support aircraft used by GDI during the First Tiberium War.

## Background

The A-10 is built for high-survivability, featuring titanium construction and multiply-redundant systems, but its most distinguishable quality is the nose-mounted GAU-8/A Avenger Gatling gun, firing depleted uranium shells capable of shredding a tank in as little as a six-shot burst. It was used occasionally as precision attack weapon during the First Tiberium War, but GDI more often than not armed it with napalm bombs that can blanket area targets such as troop concentrations or fortification clusters with an intense firestorm, giving Nod an ironic taste of their highly-inflammable medicine. After the First Tiberium War, its battlefield presence would be displaced by that of the Orca bomber, a VTOL aircraft that can be deployed from bases much closer to the frontline and respond to any situation in a much shorter notice.

## Game unit

The A-10 airstrike consists of one to three A-10s flying in and attacking a designated area with napalm bombs. The airstrike is mostly effective against infantry, as well as lightly armoured buildings and vehicles.

In the GDI campaign missions, the A-10 airstrike becomes available if the player destroys all Nod *starting* SAM sites on the map. What this means is that if you destroy a SAM site and it is later rebuilt by the AI, the new SAM site will not count against you gaining the airstrike capability, only the ones which were present when the mission started. As a result, in the later GDI missions when the AI is more likely to rebuild SAM sites, you need only to destroy each SAM once in order to obtain the airstrike ability. A-10s can then be deployed against targets despite the presence of SAMs, and no penalty is incurred even if any are shot down.

In the Nod campaign missions, A-10s will periodically attack you. More often than not, the A-10s will attack whatever unit or structure you have closest to the upper-left corner of the map, so simply leaving a sacrificial minigunner (or a tank, which can be repaired) in that position can prevent damage to the rest of your forces. Also note that the computer-controlled A-10 will actually acquire a target and attempt to chase it down, unlike the airstrike in the GDI campaign which can only be directed against a target area. Destroying the GDI communications center in a given mission will prevent airstrikes from being directed against you.

## Gallery

* Render
* Cutscene render
* DOS manual render scan
* An A-10 pilot
* A-10 bombing run

## See also

* Fairchild Republic A-10 Thunderbolt II
* A-10 ground support plane, *Renegade* variant
Fight League Wiki/Top section

Welcome to the *Fight League* Wiki
the *Fight League* compendium by the players, for the players.
We are currently maintaining 765 pages (305 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

What is *Fight League*?

Two champions combine their strength and brilliance for the ultimate tag battle! Utilizing five unique brands, tag partners fuse their tactics and reach for the top.
This is Fight League! The rules are simple. Place your Fighters on the Field and defeat the Enemy Leader to win!

Factions

18th Avenue

GGG

Athlete Creatures

Justice Professionals

TOYS of the DEAD

Gameplay

* Arena
* Combos
* Charging
* Fight Bursts
* Tagging
* Perks

* Arena
* Combos
* Charging
* Fight Bursts
* Tagging
* Perks

Units

* Fighters
* Unreleased Fighter List
* Tier List
* Special Abilities

* Fighters
* Unreleased Fighter List
* Tier List
* Special Abilities

Guides

* FAQ
* Combat
* Beginner's Guide

* FAQ
* Combat
* Beginner's Guide

Register
* Feel free to register and join our user base by clicking **here**.
* There's a ton of great content at the Gamepedia Help Wiki that can help you get started!

Starting Out
* Find out more about the wiki on the **Community Portal** page.
* If you need help, you can always ask the admins at the Admin noticeboard.

New Content
* An edit doesn't have to be massive; just fixing spelling errors and broken links is enough.

Create
To write a new article, just enter the article title in the box below or in the search box at the top of the page.
Bandage

**Bandage**

Information

Type
Defensive, Healing

Features
Heals a portion of health

Max Quantity
2

 Controls

Heal Self
 /  /
Heal Teammate
 /  /

The **Bandage** is one of the Field Items found in missions.

## Description

The run of the mill medical gauze that seems to take care of most minor wounds. Like all Field Items, they spawn in supply crates scattered around the map. With the Medic Minor Power, players can spawn with one Bandage. They can also be bought at Firework Stations and Contraband Lockers for 30 snacks.

### Usage

Players can use bandages to heal a large portion of their health after they've experienced fall damage or damage from escaping enemies. Each teammate can carry a maximum of two bandages and a chance to carry a third if they have the Lucky Loot Minor Power. Players can also use bandages on their wounded teammates to recover some of their health. Bandages must be applied standing still - they cannot be applied while walking or running.

## Trivia

* Bandages are the only item that can be used regularly on teammates (the exception being other Field Items used on a suppressed teammate to stun them).
Air tower

* Empty
* With four Vertigos

## Notes

* Holds 4 landing pads for Vertigo bombers
* Can repair and rearm stored aircraft

The **air tower** was the Brotherhood of Nod's aircraft production and maintenance facility during the Second Nod Reunification War and the Third Tiberium War.

## Background

The tower is a high building roughly in the shape of a square. The interior of the tower houses the automated manufacturing units that rapidly assemble Venom patrol craft and Vertigo stealth bombers, while the smaller tower that overlooks the construction pit acts as an air control tower for the squad of bombers and Venoms assigned to the tower. Each tower has four retractable landing pads, which can rearm and refuel one Vertigo each.

## Game structure

A single air tower can support 4 Vertigos and an unlimited amount of Venoms, as they don't need to return to the air tower to reload. To construct or queue more than 4 Vertigo bombers, however, a commander must assign some of them to another structure, either another air tower, or the air support tower (which is cheaper but only has rearming and refueling stations, and cannot build more aircraft). Once this is done more bombers can be constructed.

Construction of the air tower also gives access to the Call for Transport ability using Carryalls, allowing Nod forces to be ferried quickly around the battlefield by air. Additionally, the air tower has a complement of 3 repair drones to patch up any nearby damaged aircraft, whether they are landed or not (including Venoms, non-assigned Vertigos, and Carryalls). Note that landed Vertigos are part of the structure for combat interactions. If the air tower is destroyed while the Vertigos are still rearming, all the planes will be lost; and likewise if the air tower is captured while the Vertigos are rearming, they will also be captured.

The doctrine of the Black Hand subfaction does not include aircraft, so they cannot construct air towers.

### Production

Multipurpose aircraft, can detect stealth

Stealth bomber, can drop cloaking pods

### Upgrades

When equipped with Signature Generators, Venoms appear to be a large force on the opponent's radar.

This upgrade allows Vertigos to drop small stealth pods that emit a cloaking field. Anything in the pod's radius is cloaked for the pod's duration.

### Support powers

An Armageddon Bomber flies in to drop a large number of mines on the selected area, for a total of 21 mines. Each mine does 800 damage.

An Armageddon Bomber flies in to drop a large number of mines on the selected area, for a total of 21 mines. Each mine does 16 damage per second to any vehicle it latches on to as well as slowing its movement speed.

## Gallery

* An air tower with both upgrades (Kane's Wrath)
* Disruption Pods upgrade pod
* Signature Generator upgrade pod

## See also

* Airfield
* Gravity stabilizer
Adam Locke

* Lore
* Multiplayer

Brigadier General **Adam Locke** is a British officer in GDI service, serving as the chief commander of GDI Special War Operations during the First Tiberium War.

## Background

He is atypical, as he will often bypass regulations just enough to not receive a court-martial in order to achieve his goals. Due to his somewhat rogue attitude, he was placed in command of GDI special forces, most notably captain Nick Parker and the Dead 6.

He coordinated military operations from onboard his helicopter carrier, with lieutenant Adriana Maus as his aide.

## Overview

### Multiplayer

His model is available in multiplayer, on servers with the extras variable enabled. To access him, one needs to hold ALT while selecting the characters menu. Locke is equipped with the automatic pistol and grenade launcher.

## Gallery

* Concept art
* Locke onboard the helicopter carrier
* Locke with Havoc and Sydney
* Locke in the EVA Data Link

## References

1. ↑ CnC Source: "Renegade Multiplayer Fun Mode".
18th Avenue

**18th Avenue** is one of the five **Factions** in **Fight League**.

## Official Summary

If you start playing festival music around here, someone's bound to light up the fighting fireworks!

Now get those feet moving! It's time for some fun!

Only real warriors can get this party going!

BGM: https://www.youtube.com/watch?v=Di0mIegxXY4

## The World of 18th Avenue

18th Avenue is where past traditions meet the future innovations. Everyon's got a little piece of culture that they've made uniquely theirs.

From corobis and guardian toads to fix demons and giant goldfish, 18th Avenue is filled with fantastic and mysterious creature you won't find anywhere else!

Tall Corobis, Mini Corobis, Vicious Corobis, and more! It's said there's a family that has the power to call upon them in times of need...

### Skills and Talents

"18th Avenue is the perfect blend of offense and defense. Many Fighters have skills that strengthen with more allies on the field."

*This article is a stub. You can help Fight League Wiki by expanding it.*