recursal/Fanatic-Fandom huggingface dataset:
Fortress Octopuss

### Weapons

BASILISK Cannon Mk III, ARCHON Precision Cannon Mk III (4), TALOS Siege Mortar Mk II (2), VIPER Fire Missiles Mk III

### Utilities

Active Defense Control III, Ballistic Radar & EWS III, Elite Forces Armory, Clandestine Operations II, Fleet High Command III, Scrambler Signal Relay Mk II

### Defenses

Autocannon Defense Turret, Flak Defense Tower, Laser Defense System
ALASTOR Siege Cannon

## Alastor

**ALASTOR Siege Cannon** is a cannon weapon in REDCON.

Forged in the fires of thousand battles, this 50 tons siege cannon strikes perfect balance between rate of fire, precision, destructive power and ammunition efficiency. Its greatest strength lies in the ability to fire potent CRU shells carrying all types of payload.

**Operator** reduce **reload** time by *-40%* (to 9.6 second)

### Firing Mode

* **Flash Grenade** incapacitates target personnel for **20 seconds**. (AMMO: 9)

* **Incendiary Shell** sets the target zone ablaze. (AMMO: I-II: 12, III: 13)
* No gas mask can protect against the deadly **Neurotoxin Shell** which makes the target zone lethal for **30/32/35 seconds**. (AMMO: I-II: 12, III: 13)

### Variants

* ALASTOR Siege Cannon Mk II: **Mk II**'s reinforced support offer *10%* better **durability** and the ability to fire modified CRU shells for even greater *damage*, *fire* strength and *toxin* duration.
* ALASTOR Siege Cannon Mk III: **Mk III**'s use of titanium alloys provides *25%* better **durability** and the ability to fire special modified CRU shells. Their significantly enhanced *effectiveness* results in a slight increase of *ammunition* cost for **incendiary** and **Neurotoxin** shells.
SIRIUS Scorcher Platform

The Fire, that is engulfing this platform, is a evidence how powerful the laser weaponry is. The Fuhrer himself built this platform and shot it (presumably for testing), and then, BOOM! Everything is engulfed in flames, including his platform. After that, it's up to the Strike Commander to handle what the Fuhrer has done, and defend the platform from the city of Ramses.

## Equipment Used

### **Weapon**

* **SOLARIS Heat Ray**
* **SIRIUS Scorcher Beam**
* **PYTHON Missiles**

### **Utility**

* **Medical Ray Station**
* **Nuclear Reactor**
NYX Neurotoxin ICBM

## Nyx

**NYX Neurotoxin ICBM** is a missile weapon in REDCON.

Biochemical weapon of mass destruction. Precise and nearly unstoppable by standard defense systems, **NYX** kills all target personnel at the target zone and releases large quantities of lethal compounds, seeping into the neighboring zones.

ICBM Silo serves as a *SHELTER*, protecting stationed infantry by mitigating some of the incoming damage.

The affected areas are lethal for **36-60**.

**Two operators** reduce the pre-launch preparation time by *-36%* (to 64 second)

*Leak chemicals when destroyed.*

### Variant

NYX-X Neurotoxin ICBM: Chemical attack of Type **X** warhead takes longer to disperse. More efficient missile engine decrease *ammunition* costs. Reinforced launch pad improves **durability** by *+10%.* (The affected areas are lethal for **40-64 seconds**.)

### Note

* Due to it's smart targeting system, the weapon is precise against the target, no matter how deep the target is located.
* Due to it's enormous size, the weapon can take utility room slot even though it was a weapon.

### Trivia

* In Greek mythology, Nyx is the goddess of the night – a shadowy figure who stood at or near the beginning of creation and gave birth to a number of personified gods. Nyx is therefore the emotion of light as a natural evolution of the dark.
ORION Blaster Test Site

ORION Blaster Test Site is the 3rd level of the game, and consists of a small tower with the ORION EMP Blaster housed in a dome on top. There is a scaffold-like structure which attaches the ORION EMP Blaster to the ground, presumably to conduct away excess electricity, or to serve as an emergency evacuation route. It is the first time the player encounters the Blast Engine, the Medical Ray Station, and the ORION EMP BLASTER. It is intended to teach the player how to use the Fleet Command and Airship in combat.

## Strategy

**Loadout:**

The loadout for this mission is preselected and cannot be changed.

* Fleet Command
* Medical Ray Station
* Armory
* Blast Engine

As soon as the round starts, pause and move all your Soldiers to the Fleet Command. Then wait 20 seconds for the Airship to be prepared. Load 4 of your soldiers into the Airship, leaving 1 in the Fleet Command. Assign the Airship to drop the Soldiers at the ORION EMP Blaster, and wait for them to kill the Krux forces and destroy the Blaster. Then move down to the Blast Engine at the bottom, and wait for them to destroy that as well. Then move them up to the Medical Ray Station, and wait for them to destroy it. After that, you will win via Takeover.
Krux Listening Outpost

**Krux Listening Outpost** is the first mission in the game. This mission is also part of the tutorial where player is learned key aspect of the game.

### Gameplay

The outpost is defenseless and harmless. Only two utilities there that basically do nothing, the three enemy soldiers have expendable perk make them easier to kill.

The Strike Commander station's Basilisk have clear shot with no mean of retaliation from the opposing fort given all the time needed for the player to try and tested the game mechanic.

### Story

It all begin with the introduction of Bella Warren, a First Lieutenant officer, positioning herself as second-in-command of the Strike Command. From she we know the main character is known only as Strike Commander.

The story follow with the report of Krux listening outpost in the sector where is under Strike Comander's responsibility,

From his station Strike Commander respond with no quarter given and later dispatching recon squad to recover intel which later become critical to turning the tide of the war which at the time the Empire State is at the brick of lose with Krux insurgents begin guerrilla on the State territory.

### Transcript

- Bella Warren

- Bella Warren

- Bella Warren

- Bella Warren

- Bella Warren

### Trivia

This is the only fort where ADC is still function despite no defense turret is manned this however do not work for the player.
HARD SHELL

**HARD SHELL** is a perk in REDCON.

The perk increases the toughness of the ordnance against defense systems. There is only one variant of this perk which gives an extra 20%. This perk can be used to make heavier weapon shells (such as TYPHON's or OMEGA's) more durable against all types of turret defense systems, making them harder to shoot down.

### Notable Fortress

This listed all known opposing fortress that using HARD SHELL perk.

* Falcon Fortress
* Railroad Nexus
* Wrath Capital Destroyer
* Tribune Missile Pod
* Janus Viaduct
* Remus Factorium
* Fortress Rubicon

### Trivia?

* The perk is useless against Kinetic Shield[unconfirmed]
Fort Sycamore

### Weapons

ALASTOR Siege Cannon, BASILISK Cannon, HYDRA Assault Cannon, TALOS Siege Mortar, ORION EMP Blaster

### Utilities

Active Defense Control, Munitions Depot, Ballistic Radar & EWS

### Defenses

Autocannon Defense Turret

At this point in the game, Fort Sycamore can and will easily overpower you. It has a EMP launcher as well plus a Alastor cannon. After taking out these 2 artillery pieces, focus on what you feel necessary.

In the game it was described that Fort Sycamore North was belong to the Empire State before Krux launch a take over effort. Krux then equipped or reuse Orion EMP blaster among its armament.

It the player's hand Fort Sycamore has atleast 4 cannon hardpoint, one mortar hardpoint, one defence hardpoint, and three standard chamber for ammenities. Fort Sycamore' original purpose was to break through Krux's defence wall. In the free version (which only have 18 mission limits) the mission end after the Krux wall are broken.
Jericho Fortress

### Weapons

ALASTOR Siege Cannon Mk II, ALASTOR Siege Cannon Mk III, BASILISK Cannon Mk III, ARCHON Precision Cannon Mk II, TALOS Siege Mortar Mk II (2), HYPERION EMP Blaster Mk II, TAIPAN Toxin Missiles Mk II

### Utilities

Active Defense Control II, Ballistic Radar & EWS III, Enhanced Gear Armory, Fleet Command II, Scrambler Signal Relay

### Defenses

Autocannon Defense Turret, Flak Defense Tower
General Leibholz

### Weapons

BASILISK Cannon Mk III (2), ARCHON Precision Cannon Mk III (2), TARTARUS Heavy Mortar Mk II (2), ORION EMP Blaster Mk II (2), HYPERION EMP Blaster Mk II

### Utilities

Medical Ray Station III, Blast Engine Mk III, Munitions Depot, Ballistic Radar & EWS III, Elite Forces Armory, Fleet High Command III, Advanced Kinetic Shield Core, Scrambler Signal Relay Mk II

**General Leibholz**
Fort Apocalypse

Using the attack by Tribune XXIX as a distraction, the *Apocalypse* attempts to launch sneak attack on your fortress

## Fort Apocalypse

### Weapons

BASILISK Cannon Mk III (3), HYDRA Assault Cannon Mk III, NYX Neurotoxin ICBM, NEMESIS Tactical Nuke ICBM, OMEGA-X Capital Destroyer

### Strategies

First, I like to bring multiple Archon Precision Cannons and a Kinetic Shield. I have the shield fully manned, and at least 3 Archons. Then, I first take out the Neurotoxin ICBM. After that, I would take out the Nemesis Tactical Nuke, and finally just roll up their line. I take the Archon because the laser turrets can't track it fast enough, and the Kinetic Shield repels the shells from the Basilisks and Hydra Assault Cannon.
Propaganda Tower

### Weapons

ALASTOR Siege Cannon Mk II, BASILISK Cannon Mk II (2), HYDRA Assault Cannon Mk II, TALOS Siege Mortar Mk II (2), PYTHON Missiles

### Utilities

Medical Ray Station, Active Defense Control II, Munitions Depot II, Ballistic Radar & EWS

### Defenses

Autocannon Defense Turret, Laser Defense System

**Propaganda Tower**'s an Krux tower that spread propaganda against Empire State.
Mount Naraka

### Weapons

BASILISK Cannon Mk III, HYDRA Assault Cannon Mk III, ARCHON Precision Cannon Mk II, TARTARUS Heavy Mortar Mk II, HYPERION EMP Blaster Mk II, SOLARIS Heat Ray Mk II, VIPER Fire Missiled Mk II (2), NEMESIS Tactical Nuke ICBM

### Utilities

Blast Engine Mk III, Active Defense Control III, Munitions Depot II, Fleet Command II

### Defenses

Autocannon Defense Turret, Flak Defense Tower
REDCON Wiki

## Greetings, Strike Commander!

Welcome to the REDCON Wiki, a collaborative site for all fans of the game REDCON by Hexage.
This wiki has **237** article pages and **289** images uploaded to date, the REDCON Wiki is the number one resource for game data!

Please, ensure that any unofficial or fanon information is clearly marked when editing pages.
**The Wiki is currently in the middle of a rehaul, and many pages may be unpolished or missing information, aswell as lacking proper grammar. And we will be glad if you help us solve these problems.**

## About **REDCON**

REDCON is a 2016 game by Hexage. Set in a war-torn world where the First World War never ended, gigantic Fortresses tower out of the wasteland like concrete mountains, firing at each other in a chaotic orchestra of whistling shells and booming mortars. Looking out above it all, you take the role of one of the Strike Commander, and with your leadership and tactics, you will climb up the ranks and put an end this war, and bring peace to The Empire State!

This is a real-time strategy game. There are 7 forts with different layouts at your disposal. Equip them with weapons and utilities and go into battle. 100+ missions are waiting for you. Your task is to give orders to the soldiers and objects of the fort in order to win in this war. The traitor General must DIE!

Game trailer
## Description on the official website

**Welcome back, Strike Commander!**

Command your own battle fortress! Lead the Empire State offensive against Traitor General and his foul rebellion. Assemble the mightiest artillery force and bombard your foes into oblivion!

Set in the dystopian future in which the First World War never ended, humanity knows only war and bombardment.
You are a Strike Commander, tasked by Fuhrer of the Empire State to spearhead an artillery offensive against Traitor General Kranz. You might be the one to end all wars.

**Customize and manage your battle fortress.** Grow and upgrade your arsenal of weapons and utility facilities, then place them in different slots of your fortress layout.

**You are in command.** Target your guns and command your soldiers. Active Pause allows you to freeze time and issue multiple orders simultaneously. Put out fires, repair damaged weapons and unleash orchestrated assaults on your opponent.

**Get rewards for victory.** Gain new fortress layouts as you conquer the rogue state of Krux, earn medals and perks to aid you in battle.
Mount Sepulcher

A WMD silo armed with many chemical weapons, along with some regular ballistic pieces.

## Mount Sepulcher

### Weapons

ALASTOR Siege Cannon Mk III (2), BASILISK Cannon Mk III, HYDRA Assault Cannon Mk III, TAIPAN Toxin Missiles, TAIPAN Toxin Missiles Mk III, NYX-X Neurotoxin ICBM

### Utilities

Medical Ray Station III, Blast Engine Mk III, Active Defense Control III, Ballistic Radar & EWS III, Elite Forces Armory, Clandestine Operations II, Fleet High Command III

### Defenses

Autocannon Defense Turret (2), Flak Defense Tower, Laser Defense System
Siege Brigade

### Weapons

BASILISK Cannon Mk II, TYPHON Heavy Cannon, TALOS Siege Mortar, ORION EMP Blaster, TAIPAN Toxin Missiles

### Utilities

Active Defense Control, Ballistic Radar & EWS II, Armory, Fleet Command

### Defenses

Autocannon Defense Turret

Krux **Siege Brigade** is one who responsible of the defeated of West Strike Command. Before engage, Siege Brigade is under.
Cannons

Cannons are one of the main sources of firepower for a Fortress (The others being Mortars and Missiles) and make up the majority of a Fortress' health. They can also be upgraded for faster reload times and more durability.

### Energy Cannons

Energy Cannons are Cannons that use less ammunition but instead use power, and are decent strategic weaponry. These can also be upgraded.
FORTRESS RESOLUTION

**FORTRESS RESOLUTION** is a Fortress in REDCON.

## History

The fortress used to be known as Jericho Fortress, the toughest and most technologically advanced Krux installation at the time.

Strike Commander Triumphant, commanding Fortress Falcon at the time, received a transmission from the Fuhrer that he needed a new fortress. A fortress that can shoot as far as the Krux capital, Remus.

The strike command instantly sets their eyes on Jericho. The Sergeant is distraught at this, and says that they can't ever take the fortress over. Bella Warren tells him that they can and they will, but whether the Sergeant will survive this encounter is a different matter.

Triumphant's forces did end up taking over Jericho, and it was renamed to Fortress Resolution after the battle.
Fleet Command

**Fleet Command** is an utility equipment in REDCON.

Calculates the flight path and navigates airships through the thick soup of poisonous clouds and static storms that our war-torn skies have become. Under the impossible conditions of violent atmospherics and zero visibility, our fleet is wholly dependent on the remote control provided by the **Fleet Command**'s supercomputer.

Calls on one jet-propelled **transport airship** which can carry up to **4 paratroopers**, or a **bomber airship** carrying single extremely potent **EMP bomb**.

**Airships** may travel back for repairs, to return wounded soldiers, bring reinforcements or to replenish a payload.

**Navigator** doubles the airships' *speed*, reducing their *time* of arrival by *80%* (to 72 seconds from 360 seconds).

### Upgrade

* Fleet Command II: Increase HP by 20%, reduce arrival time by 30 from 360 to 330 seconds, and operator by 6 from 72 to 66 seconds.
* Fleet High Command III: 50% more resilient, further reducing arrival time by 30 to 300 seconds, and operator to 60 seconds.

### Tips and Tricks

* Unlike fixed weapons, EMP bomb can cause area of effect that felt on the adjacent rooms which can neutralize multiple equipments at once in one sorties.
* When damaged instead of calling out the airship you can recall back to the fortress where the airship's HP will start to recovering.
* It's important to neutralize autocannon turrets at all cost as they are only and the most dangerous threat to airship.
* Soldiers that still boarding into the airship even above the enemy fottress' not counted as takeover victory, you need to order the soldier to enter the enemy fortress to claim it.
* In some fortress like the Great Bulwalk where some section of the fort is unreachable by walking, airship can provides air transport for your soldier.
* It is **much** better when a soldier is stationed on the Fleet Command, as it is +400% faster for the Airship to arrive and be ready to attack with a soldier in the Fleet Command than without.
Petra Gate

Petra Gate was a major part of the Supply line for the krux into State Territory most likely bringing Ammo Building supplies Etc. and was also a fall back option in case their foothold in state territory fell it is pretty even with Fort Raptor having 5 soldiers 1 Alastor 2 basilisks 1 mortar and finally 1 Missile launcher for utilities it has a medical room and a Fleet command its a even fight so i recommend to hit the alastor first then the little secluded area he can't escape so it's easy from there on it's a cakewalk.

## Trivia

Despite the fact there is a walk way the small area off to the left the soldier there won't move to the main area even if he is the last one alive.
The Spire

### Weapons

ALASTOR Siege Cannon, BASILISK Cannon Mk II, HYDRA Assault Cannon Mk II, ARCHON Precision Cannon, TALOS Siege Mortar Mk II

### Utilities

Nuclear Reactor, Active Defense Control II, Munitions Depot, Armory, Clandestine Operations

### Defenses

Laser Defense System

**The Spire** is an the last two tower that turn out to be one of Krux intelligence cell hideout.
Aurelia Airbase

### Utilities

Blast Engine, Active Defense Control, Munitions Depot, Ballistic Radar & EWS, Armory, Fleet Command

# Aurelia Airbase

Aurelia Airbase is the 12th level in the campaign, and consists of a large ATC Tower behind a small trench with weapons. It is the first time the player encounters the Airship, and is intended to serve as a way to show the player the danger which they pose.

## Strategy

**Loadout:**

* 1 TALOS Siege Mortar
* 1 ALASTOR Siege Cannon
* 2 BASILISK Cannon
* 1 Autocannon Defense Turret
* Active Defense Control
* Ballistic Radar & EWS

Despite its name, the Airship which is sent to bomb your base is not the biggest threat,as it can be easily dealt with using the Active Defense Control, as long as an operator is present. However, this will only work if the Autocannon Defense Turret is focused only on the airship, not on any incoming shells. To facilitate this, focus on taking out the enemies guns, especially the HYDRA Assault Cannon and the TALOS Siege Mortar. After taking out the guns, unpower one of the BASILISK Cannons and use the Shredder Bomb on your TALOS Siege Mortar to take out the enemy infantry. After this you can simply destroy the remaining rooms and win via Annihilation.

## Trivia

* Despite the fact that General Kranz ordered an invasion in the cutscene, the Airbase will eventually request EMP Bombers rather than Transports ( most likely due to concern of Fort Raptor's defense system)
TALOS Siege Mortar

## Talos

**TALOS Siege Mortar** is an mortar type weapon in REDCON.

Crude and savage, the ancient technology of a bombard mortar has repeatedly proven itself over several millennia of warfare. Now with the harsh environmental conditions limiting our ability to dispatch bomber planes, mortar remains as one of the simpler ways to rain death from above.

The impact of heavy free-falling bomb deals increased *structural damage* to the enemy fort.

**Operator** reduces the **reload** time by *-25%* (to 6 second) and calibrates the weapon for *+5%* **accuracy.** The indirect ballistic nature of the weapon enable it to be placed on a hardpoint that blocked from line of sign.

### Firing Mode

* **Shredder Bomb** fills the target space with lethal **anti-personnel** shrapnel, dealing only surface damage to the equipment.
* **Flash Bomb** incapaticates target personnel for **12 seconds.**

### Variant

TALOS Siege Mortar Mk II: **Mk II**'s fortified stabilizers increase *durability*, add *+5%* accuracy and allow for heavier bombs dealing more *damage*.
Upgrades

**Upgrades** are the method through which you can improve the power of your existing weapons and utilities. Upgrades cost additional money, proportional to the initial cost of the module, and the level to which it is being upgraded to. After an upgrade, most weapons and utilities will receive the designation MkII (MK2) for the second variant, and MkIII for the third variant, however, a few stray from this model. Namely, the Kinetic Shield Core becoming **Advanced Kinetic Shield Core,** Armory becoming **Elite Forces Armory,** and the Omega-X becoming the **OMEGA-Z Capital Destroyer.** Upgraded weapons will fall into a different group in the weapon select menu to their base counterparts. To denote an upgraded weapon, a small emblem appears at the bottom edge, depicting the rank the module is upgraded to, in roman numerals. When fully upgraded, this turns to gold.

## Effects

#### Upgrading a weapon usually has the effect of:

* Increasing **Damage**
* **Decreasing** Reload time
* Increasing **Accuracy**
* Increasing **Special ammunition** potency (Flash stun/Toxin duration)
* Increasing **Splash Damage**
* Increasing **Stun**
* Increasing Weapon **Durability**
* Decreasing **Ammo** Cost
* Decreasing **Power** Cost
* Other Attribute gained

#### Upgrading a utility can have the effect of:

* Increasing **Effect** Strength
* Increasing Room **Durability**
* Increased **Space** for **Operators**
* Increasing **Recharge** Rate
* Increased **Power** Gain
* Increased **Ammo** Gain
* **Decreasing** Prep time
* Decreasing **Power** Cost
* Other Attribute gained
Ballistic Radar & EWS

**Ballistic Radar & EWS** is a Utility equipment in REDCON. Technically available at the start of the game.

In the world where danger hides behind the curtains of smoke clouds, dust blizzards, and static storms, where ceaseless artillery shelling constantly transforms both the landscape and the troposphere constantly, only the radar and sonar technologies speak truth about enemy positions.

**Early Warning System** (EWS) predicts the impact zones of enemy projectiles and flashes the targeted rooms in red.

**Ballistic radar** provides our guns with reliable targeting data, adding *+5%* to their *accuracy*.

**Operator** clarifies the readings for another *+10%* **accuracy** added.

### Upgrade

* **Ballistic Radar & EWS II**: **Ballistic radar II** provides our guns with reliable targeting data, adding +8% to the **accuracy**, **operator** clarifies the readings for another +12% **accuracy** added.
* **Ballistic Radar & EWS III**: **Ballistic radar III** provides our guns with reliable targeting data, adding +10% to the **accuracy**, **operator** clarifies the readings for another +15% **accuracy** added.

### Tips and Tricks

* Useful for early game as the guns like Basilisk and mortars lack any meaningful accuracy.
* Early warning system kick off automatically, operator only buffing accuracy further.
* Useful for deep strike on strategic target or assasinating wounded soldiers as the accuracy buff from the radar is permanent, with max upgraded and manned the radar can guarantee 25% accuracy.
* Can't track incoming laser beam as the laser travel in speed of light.
* Be caution when facing Archon as the shell travel faster than usual guns shell making evacuation time limited, in some circumstances Typhon able launch its shell unusually faster that the hit was inevitable.

### List of Emplacement

1. Krux Listening Outpost
2. 973rd Aux Light Artillery Station (upgraded)
3. Derelict Observatory
CONDENSED NAPALM

This perk hasten fire to spread faster than usual. Please note that this perk does not hasten small fire to grow faster into big fires and small fire can not spread.

By default, fire spreads every 30 seconds. This perks applies diminishing stack as multiplier. The formula is
`"100 / (100% + total percent) x 30 seconds"`
For example, white + green for total 25% will only shorten to 24 seconds.

 Green
 Blue
Status Effects

### Fire

Fires **damages** rooms and can **destroy** them. Fires initially start small, but if not extinguished, will increase in size and eventually spread to neighboring rooms, causing *even more* damage; However, the perk BLAST DOORS reduce the time it takes for it to spread.

Soldiers in the room where the fire has broken out attempt to put out the flames with an fire extinguisher. If there are more soldiers in the same room, they will put out the fire **faster**. Large rooms take a **longer time** to extinguish than smaller ones. Fire also hurts soldiers, although the damage can be mitigated by using the ASBESTOS COATING perk.

Soldiers who are burned alive have a special death animation, they turn into dust whilst waving their arms in the air.

### Neurotoxins

Neurotoxins do not damage **equipment**, only enemy **soldiers**. Neurotoxin cannot spread to other rooms. Neurotoxin dissipates over time, where larger caliber shells have a longer effect duration than smaller ones.

Soldiers who are caught in the same room where the Neurotoxin effect is active will take on **massive** amounts of damage, and can kill them in **seconds**. This effect can be very deadly if the soldier is **stunned**, making them unable to evacuate the area, causing them to take on damage and die. Using the perk MICROFILTRATION will make soldiers immune to this effect.

Soldiers in a toxic room will start choking. Soldiers who die by neurotoxin have a special death animation, where their face turns green and fall over to the left.

**Stun**
NEMESIS Tactical Nuke ICBM

## Nemesis

**NEMESIS Tactical Nuke ICBM** is a missile weapon in REDCON.

Atomic blasts all over the world concluded the great Unification War, thus laying the foundations for the Empire State. To this day, nuclear weapons are tightly controlled and their proliferation strictly limited. Only a select most trusted State generals hold power to unleash their terrifying might.

**NEMESIS** obliterates target and its neighboring zones, setting fires to the ruins.

**Two operators** reduce the pre-launch preparation time by *-36%*

*Ignites when destroyed.*

ICBM Silo serves as a *SHELTER*, protecting stationed infantry by mitigating some of the incoming damage.

### Variant

NEMESIS-X Tactical Nuke ICBM: Type **X** warhead causes stronger nuclear blast. More efficient missile engine decreases *ammunition* costs. Reinforced launch pad improves **durability** by *+10%.*

### Note

* Due to it's smart targeting system, the weapon is precise against the target, no matter how deep the target is located.
* Due to it's enormous size, the weapon can take utility room slot even though it was a weapon.
* If an enemy fortress has a fully prepared nuke, but you have a charged scrambler system, the enemy will not launch their nuke, as long as the scrambler is charged. Thus, it is advisable to use this strategy on levels where the enemy possesses multiple nukes.
* After failing a level several times, Bella will propose launching a Nuclear Strike, which will send a Nemesis at the enemy base after 20 seconds. This can only be done 3 times per campaign.

### Trivia

* In Greek mythology, Nemesis, also known as Rhamnous, was the spirit of divine retribution. She deals out justice, evening out fortune by inflicting loss and tragedy to bring equilibrium.
* Tactical (Nuclear) Weapons. Refers to those "theater" weapons, more precisely termed "short-range" and "battlefield" weapons, whose purpose is to directly affect the course of a tactical maneuver or a battle.
* Which directly conflicts with the massive size of the missile, designation of "Inter-Continental Ballistic Missile", and description saying they detonated all over the world, concluding the war (a strategic victory).
ELEMENT OF SURPRISE

ELEMENT OF SUPRISE is a positive weapon perk. This perk is obtainable.

This perk increases the stun duration of your guns and Concussion shells. Do note that it only works on guns that already has a stun effect, such as the TYPHOON Heavy Cannon or the CHARON ICBM. When the enemy is hit, they will be stunned longer. A higher stun percentage will yield a higher stun effect duration.

This perk comes in three different grades, with each grade having an increased stun duration:

 Green
 Blue
Krux Guard Camp

### Weapons

ALASTOR Siege Cannon Mk III, BASILISK Cannon Mk III (2), TYPHON Heavy Cannon Mk II, TARTARUS Heavy Mortar Mk II, TAIPAN Toxin Missiles Mk II

### Utilities

Medical Ray Station III, Blast Engine Mk III, Active Defense Control III, Munitions Depot III, Ballistic Radar & EWS III, Elite Forces Armory, Clandestine Operations II, Fleet High Command III
Blast Engine

**Blast Engine** is an utility equipment in REDCON.

Burning and beating iron heart of nigh every sizeable battle fortress.

The age-old technology of a blast engine consumes *ammunition* to generate substantial amounts of *+3 power*.

**One** **stoker** doubles the machine's power output

*Destruction of the blast engine will cause fire*

### Upgrade

* **Blast Engine Mk II**: 10% more resilient. Increase power outpur by 1 to 4 but also increase ammunition cost by 1 to 4.
* **Blast Engine Mk III**: 25% more resilient. Further increase power output to 5 and increase ammunition cost to 5.

### Tips and Trick

* While the destruction lit a fires it also temporarily cut any (max +20) surplus power to zero make the equipment across the fortress susceptible to EMP attack.
* A soldier in the blast engine can generate more power than nuclear reactor that's as long as nobody distrupt its work.

### Location

1. Airforce Transit Depot 73 (player)
2. ORION Blaster Test Site
Downtown Guard Tower

### Weapons

HYDRA Assault Cannon Mk III, ORION EMP Blaster Mk II, SOLARIS Heat Ray Mk II, PYTHON Missiles Mk II, TAIPAN Toxin Missiles Mk II, VIPER Fire Missiles Mk II, CHARON Impact-Landing ICBM

### Utilities

Medical Ray Station III, Active Defense Control II

### Defenses

Autocannon Defense Turret, Flak Defense Tower

**Downtown Guard Tower**
SUPERCONCRETE

**SUPERCONCRETE** is a perks in REDCON

**SUPERCONCRETE** perks increase durability/hit points of the Fortress. The perks start with **+4%** for white, **+6%** for green,and **+8%** for blue.

### Statistic Table

This tables comparing durability performance of the Fortress with all perk variations and fortress layout combination possible.

#### FORT RAPTOR

NOTE: Standard Layout(S) with 900 HP; Extra Weapon & Concrete Layout(W&C) with 1000 HP; Extra Defense & Power Layout(D&P) with 900 HP; Extra Manpower & Cover Layout(M&C) with 800 HP.

#### FORT SYCAMORE

NOTE: Standard Layout(S) with 1100 HP; Extra Weapon & Concrete Layout(W&C) with 1300 HP; Extra Defense & Power Layout(D&P) with 1100 HP; Extra Manpower & Cover Layout(M&C) with 1000 HP.

#### THE SPIRE

NOTE: Extra Weapon & Concrete Layout(W&C) with 1500 HP; Extra Defense & Power Layout(D&P) with 1300 HP; Extra Manpower & Cover Layout(M&C) with 1200 HP.

#### FORTRESS SCARABEUS

NOTE: Extra Weapon & Concrete Layout(W&C) with 1600 HP; Extra Defense & Power Layout(D&P) with 1400 HP; Extra Manpower & Cover Layout(M&C) with 1300 HP.

#### FORTRESS FALCON

NOTE: Extra Weapon & Concrete Layout(W&C) with 1700 HP; Extra Defense & Power Layout(D&P) with 1500 HP; Extra Manpower Layout(M) with 1400 HP.

#### FORTRESS RESOLUTION

NOTE: Extra Weapon & Concrete Layout(W&C) with 1800 HP; Extra Power Layout(P) with 1600 HP; Extra Manpower & Cover Layout(M&C) with 1600 HP.

#### FORTRESS RUBICON

NOTE: Extra Weapon & Concrete Layout(W&C) with 2000 HP; Extra Defense & Power Layout(D&P) with 1800 HP; Extra Manpower & Cover Layout(M&C) with 1800 HP.

### Notable Fortress

This table listed of all known opposing fortress that using SUPERCONCRETE perk.

 Capital Destroyer XVII |  | ×
LEX Ammo Factory

### Utilities

Blast Engine, Active Defense Control, Munitions Depot (2), Ballistic Radar & EWS

### Defenses

Autocannon Defense Turret (2)

This ammo factory is producing lots of LEX light shells if it were destroyed it would seriously hinder Krux ammo supply in the Region it also has pretty much a token security force. Its best thing it has is a Hydra it should be very easy if you just overwhelm the two auto cannons.

## Trivia

It is only after this mission that you get an **Autocannon Defense Turret**, so maybe the tech corps salvaged one of the defense systems from the ammo factory.
Prologue

Prologue AKA also known as the start of your story. Ehem. Set in the dystopian future in witch uh... \*checking script\* the First World War that never ended and wont ended...humanity knows only war and bombardment Even a baby [rill] You are the Main character Also Known As...strike Commander [the main Protagonist] Tasked by the Big boi Fuhrer of the empire state to spearhead an artillery offensive Against Traitor General Kranz [the main Antagonist] You might be the one to end all wars....Maybe? And one more thing...The Traitor...**Must. Die.**

[Please Fill this page and dont forgot put your name below my name ya cya.]

-Chaos [the first one create this page]
CHARON Impact-Landing ICBM

**CHARON Impact-Landing ICBM** is a missile weapon in REDCON. The weapon is available at level **10** at a price of **$1500** and can be upgraded further at level **16** by paying extra **$1000** credits.

Transport module inside a large inter-continental ballistic missile carries **2** brave **soldiers** to the target destination. All enemy personnel at the impact zone and the neighboring zones will be **stunned**, providing missile crew with a precious element of surprise.

**CHARON** needs to be launched manually. **Soldiers stationed at the silo** (even stunned) **will automatically board the missile at the moment of the launch.**

ICBM Silo serves as a *SHELTER*, protecting stationed infantry by mitigating some of the incoming damage.

Stun effect duration: **9-15/12-20 seconds**

**Two operators** reduce the pre-launch preparation time by *-36%* (to 96 seconds)

### Variant

**CHARON-X Impact-Landing ICBM**: Type **X** warhead causes longer *stun* effect duration. More efficient missile engine decrease *ammunition* costs. Reinforced launch pad improves durability by *+10%*.

### Note

* A missile weapon. No obstruction penalty applied.
* Any soldiers in the silo whether its stunned will still able to onboard the rocket before launch.
XXII Field Hospital

S - After the Strike commander´s recent success the Fuhrer himself gave the strike commander a mission we are taken back to the chem plant we ¨liberated¨ a few missions ago our target is sadly a field hospital - well, orders are orders.

Q - Do not be deceived however, the enemy facility is not completely defenceless. If you fail to maliciously gas every man in the building before they prepare their airship, make no mistake, they will attempt an invasion, and it will not be pretty.

### Tips

It's recommended you fire the missiles wait till they have disappeared off-screen then fire your basilisk to fake out the flak cannon. The moment the flak cannon has fired the missiles have appeared on screen again, thus rendering the defence useless and you get two free hits off, easily baiting the enemy.
Personnel

The people in your fort, they protect against invaders, reload weapons, and keep the fortress alive and running. The minimum amount of people in a fort is 2, and the max is 11 or 12. State soldiers wear red gas masks and gloves and wear a greenish cloak, Krux rebellion soldiers wear yellow gas masks and gloves and have a blueish cloak.
Лялькова алхімія

Одного разу мені набридло, що мої ляльки нічим не відрізняються від тих, що стоять в магазині.

На поличці.

## Дума перша

Якщо чесно - набридати це мені стало одразу, оскільки перше, що я
роблю з новою лялькою - це міняю їй одяг. В ідеалі - придумую для кожної ляльки свій гардероб, як каже моя мати - "збираю своїй доці придане". Якось виклала фото на одному ляльковому форумі... А потім мені доповіли, що моє фото випливло в ВК, з підписом, що "Маттел", фірма, що виробляє брендові ляльки. Почала випускати ляльки в новій серії "В нашому світі". Чи вважати це компліментом моїй творчості? Мабуть так.

Потім стався нещасний випадок... Одна з моїх ляльок зламала ногу. Що робити? Інтернет видавав таке, що на голову не налазить. Після таких "переробок" лялька перетворювалась на... Інваліда. В усякому разу кар'єра фотомоделі для неї скінчилася б... Прийшлося вигадувати самій.

А ще мене дуже засмучують очі... Не сприймаю я фабричні наклейки як дзеркало душі. Тому в свій час бралася за різні експерименти. Перемальовувала очі, вирізала отвори, вклеювала вії... Для цього купляла більш дешеві підробки. Що, до речі, мало й хороші наслідки у вигляді розширення гардеробу, особливо взуття. А ще у підробок є проблеми з волоссям. Тому прийшлось навчитися перешивати їм макітру.

## Дума друга

Якось попалася мені на очі одна лялька. Надмірно велике нешарнірне тіло, голова на ньому виглядала надто куцою. Але очі... В неї були не наклейки, а саме очі. Очі вставлялися в спеціальні отвори (очниці), вони виглядали досить реалістично, але їх можна було міняти, оскільки мені вона здавалася надто вилупастою. А ще їй можна було вклеювати вії. Спочатку брала накладні вії в косметичних магазинах, подрібніше та подешевше, оскільки величезні вії-опахала на ляльці виглядали занадто, а вже потім вдалося знайти треси вій для ляльок, шкода, що в магазині вони швидко скінчилися. Але спочатку була заміна тіла. Тоді в магазинах на полицях були дуже популярні підробки "Монстер Хай", а разом з ними лежали ще підробні "Братсзіллас", вони відрізнялися великими округлими головами з вставними очами (у вигляді сердець або котячі, були ще й надто їдучих віддінків з відсутніми роговицями), виглядали вони надто гротескно, але тіла, за винятком ступень були досить непогані.

     Тому я взяла і поміняла їм голови. Ассоль (таке ім`я я дала своїй першій Химері), набула шарнірне тіло, а "Братсзіллас" стала більш дорослою.

Наступним кроком стала зміна очей. Я вже згадувала, що як на мене - очі у ляльки надто вилупасті. Знайшлися дещо дрібніші четвірки (4 мм) в відділку "Муліне", що в "Метрограді". Напочатку було три кольори, блакитні, сірі та карі. Зараз ще можна знайти карі або сірі, а от блакитних нема. Однак є самі роговиці 5-6 кольорів та відтінків.

Спочатку очі вільно ходили в очницях. Але згодом силікон осів і очі стали на свої місця. Настав час вклеювати вії.
Iron Wall

### Utilities

Medical Ray Station, Blast Engine, Munitions Depot (2), Ballistic Radar & EWS, Armory

**Iron Wall** is the 18th mission in REDCON.

This Wall protecting Krux territory from invaders, as a last line defense before entering Krux territory has turn this wall into impregnable fort thus dubbed **Iron Wall** for it's massive structure and heavy armaments.

### Trivia

Despite having a Ballistic radar and EWS room, the Iron Wall has no defences, but still has a Armory, so airship raids should still be done with careful inspection and decision making (and a Armory of your own to level the playing field).

This battle also concludes the free trial, and youre going to have to buy at least Redcon one for more battles.
Інарі МХ

Якось, прогулюючись петрівським "Ашаном"...

Йду я повз полички з ляльками...

І тут зустрічаюся поглядом з нею. Майнула вона мені рожевим волоссям, показала своє кривеньке вушко, стрільнула своїми оченятками... Та назавжди оселилася на моїй поличці.

Так, у моєї Інарі МХ теж є своя перлина.
Чому вона Інарі МХ? Взагалі це Хоулін Вульф, але гляньте на неї. Невже це - вовченя? Майже завжи компанію їй складають троє лисенят: Лі (Ліна), Пу (Пумася) та Ді (Діана).
Nuclear Reactor

**Nuclear Reactor** is a utility equipment in REDCON. In android version, it was lock behind the IAP system.

Silently humming behind the great seal, there lies an experimental core of immense atomic power.

**Nuclear reactor** does not need to be operated by a machinist and provides steady *+5* *power* at *zero ammunition* cost.

*Causes nuclear blast upon destruction*

### **Upgrade**

**Nuclear Reactor II**: Reactor is 20% more resilient, power output increased by 4.

### Tips and Tricks

* Production can be boosted with perk and the perk is more efficient than powercells.
* When destroyed temporarily cut any surplus power, max +20 power, to zero make the equipment across the fortress susceptible to EMP attack.
* WARNING nuclear explosion will kill all personnel in the reactor and igniting a huge fire that are ready to spread anywhere. Room that connected to the reactor will be inflicted with 100 damage and soldiers in it will be stunned.
* To reduce this effect, Reactor is best located in the corner with less entryway possible but avoid connecting it with important equipment.
Munitions Depot

**Munitions Depot** is an Utility equipment in REDCON.

In the underground factories all over the world, billions of civilian workers labor tirelessly day and night to keep the mighty hammer of State artillery pounding. Mechanized depots received factory-fresh *ammunition* and redistribute it quickly to all active weapons throughout the fortress.

Without a sufficient supply of **ammunition**, our overall **rate of fire** drops down to **75%**, **50%**, even to a staggering **25%**.

*Destruction of Munitions Depot will cause fire.*

**Munitions Depot** provides *+5* **ammunition.**

**Two workers** significantly speed up the process, contributing additional *+5* **ammunition** each.

### Upgrade

* **Munitions Depot II**: Increase HP by 10%, increase ammunition output to 6, operator increase ammunition output by 6 each.
* **Munitions Depot III**: Increase HP to 20%, output increase to 7, each operator increase output by 7 each.

### Tips and Tricks

* If using cannons and mortars try keeping a munitions depot in case of using special munitions that could increase the ammunition consumption.
Strike Commander

The Strike Commander looking at the Damocles Dam

The Strike Commander is the in-universe incarnation of the player, and serves as the main character of the game. They are never mentioned by name or gender, only being referred to as "Commander" or "Strike Commander" by others.

### Backstory

The Strike Commander began as a humble officer in command of the 973rd Aux Light Artillery Station, serving under the Empire State, ruled by Fuhrer Adler Grimm. The events of the game begin when a Krux Listening Outpost is found within range of their batteries. Quickly dispatching the small outpost, their tech corps uncovers a plot by the Krux to destroy the Damocles Dam using an Experimental EMP Weapon.

### The Krux Campaign

After a few more skirmishes in home turf, the Strike Commander was quickly posted to the frontlines to fight against the Krux Rebellion.

### The Empire State Campaign

After the Strike Commander is 'appointed' as the new traitor to the Empire State, they systematically eliminate each of the generals still serving under the Fuhrer.

After the final battle of the game, a short transmission plays where Bella contacts the Strike Commander and informs him of the Fuhrer's presence at Pompey, the town below the Damocles Dam. It is implied that the Fuhrer was killed after this transmission as during the end cutscene, the Strike Commander is seen standing next to a cannon pointed at the dam with a button in front of them, presumably to fire the cannon at the dam and flood the town, killing the Fuhrer in the process.

### Abilities

###### Master Tactician

The Strike Commander is an extremely gifted tactician, capable of astounding feats of leadership and strategy. Using this, they are often able to defeat more powerful and experienced foes through unconventional or unexpected tactics. They are capable of simultaneously commanding multiple gun batteries, managing the finances and logistics of a Fortress, syncing up weapons fire for devastating combos, and changing strategies on a dime.

###### Active Pause

This unique ability allows the Strike Commander to freeze time to issue orders to both Soldiers and the weapons of their Fortress. The Commander made liberal use of this ability during the events of REDCON, using it to great effect during his campaigns.

### Appearance

The Strike Commander is an individual of ambiguous gender and has slightly tanned white skin, who wears what can be assumed to be the standard uniform for officers of the Empire State, consisting of:

* 1 Gasmask ( Brick Red)
* 1 Peaked Cap (Russian Green)
* 1 Collared Trench Coat (Earth Brown)
* 1 Pair Of Jackboots (Charcoal)

### Trivia

* After the conclusion of the final battle, the end cutscene reads, "As long as Strike Commander Triumphant serves faithfully, the engine of prosperity never halts. The war never ends." This line of text could hint to the possibility that the Strike Commander is responsible for orchestrating the events of the game as opposed to the Fuhrer or Kranz.
Ammunition

The stuff that a gun shoots out it or a weapon that’s not a melee Weapon

This management is extreme important, yellow bar (surplus) means it had extra to be spend, while dark orange is being used, it can be increased by munition depots and perks. if ammunition is below 0, it might start slowing down the reloading time.

**-1** to **-10** ammunition shortage results in **75%** reload speed.

**-11** to **-20** ammunition shortage results in **50%** reload speed.

**-21** and greater ammunition shortage results in **25%** reload speed.
ONSLAUGHT

**ONSLAUGHT** is considered by many to be one of the broken perks. This is because every time you destroy an enemy target, your weapon reload speeds get BOOSTED by the percentage stated. This effect, when stacked, can make slow-yet-hard hitting weapons like the TYPHON and OMEGA to become almost machine-gun like. However, unless you get the green and/or blue one, the white one may be a bit underwhelming for new players.

 Green
 Blue