Southern Contingent

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Southern Contingent
SouthernContingentLogo.png
Southern Contingent Logo
General
Playstyle Moving Glacier w/ Aerial and Naval Support
Faction Colour Navy Blue
Type Paradox Wannabe
Dev. Status Conceptual

"Just suffer in silence, speak no bitter words.
The world offers no sympathy.
Though trouble surrounds you, an' you long to be heard,
Just suffer in silence, like me."

- "Suffer in Silence" by Willie Nelson

The Southern Contingent is a made up faction designed by Crj400, and later picked up by Weeb King and Flyboy254. The faction promotes an armored bedrock supported by air and naval support coupled with fast moving cavalry units.

Faction Rundown

Playstyle: 'Hold the Line' warfare. The Southern Contingent is almost an 'anti China'; both have short range and attack oriented vehicles, but similarities stop here. The Southern Contingent instead uses its ground force to storm through the opponent like a moving steel tsunami, while mopping them up with air support and naval units. Facing enemies they can be an unstoppable blockade; from behind, useless sitting ducks.

Advantages: Powerful attack strength, airforce only matched by Achilles, above average infantry, all infantry can swim, powerful frontal armour, very good navy.

Disadvantages: Short range, slow moving vehicles, VERY susceptible to flanking (slow turning/few tank turrets can turn), very weak rear armour, depends on airforce and navy to even battles, limited expansion abilities.

At a Glance

Faction Color Navy Blue.
Playstyle Moving Glacier w/ Aerial and Naval Support
Theatre of Operations Rough terrain
Strengths Powerful attack strength, all infantry can swim, very good air and sea support, good infantry
Weaknesses Weak rear armour, no ability to attack rear, all vehicles and aircraft have directional armour, bad expansion ability
Motives Survival, self protection
Themes 'Space Western' Asthetic: combination of futuristic, American old west, and Australian settlement for buildings. Blocky, angular shape for vehicles, rust common for vehicles.

Background

Southern Contingent Diplomatic Relations
Relationships
AlliedLogoThumb.png Allied Nations IconPeace.png Peace
ConfederateLogoThumb.png Confederate Revolutionaries IconPeace.png Peace
SovietLogoThumb.png Soviet Union IconHostile.png Hostile
EmpireLogoThumb.png Empire of the Rising Sun IconHostile.png Hostile
TalonLogoThumb.png Order of the Talon IconUnknown.png Unknown
ChinaLogoThumb.png Atomic Kingdom of China IconWar.png War
SyndicateLogoThumb.png Mediterranean Syndicate IconHostile.png Hostile
ProtectorateLogoThumb.png Electrical Protectorate IconUnknown.png Unknown
Southern Contingent Diplomatic Relations
Relationships
ARVNLogoThumb.png Army of the Republic of Vietnam IconFriendly.png Friendly
ReserveLogoThumb.png Allied Reservists IconWar.png Peace
BlueChinaLogoThumb.png National Revolutionary Army IconNeutral.png Neutral
RedChinaLogoThumb.png Communist China IconHostile.png Hostile
VietcongLogoThumb.png Vietcong IconWar.png War
GLALogoThumb.png Global Liberation Army IconHostile.png Hostile
IntIncLogoThumb.png International Inc IconNeutral.png Neutral
BlackHandLogoThumb.png Cult of the Black Hand IconUnknown.png Unknown
Southern Contingent Diplomatic Relations
Relationships
EmiratesLogoThumb.png African League IconFriendly.png Friendly
CombineLogoThumb.png Technocratic Combine IconFriendly.png Friendly
IndustryLogoThumb.png Industrial Guild IconAlliance.png Alliance
SouthernContingentLogoThumb.png Southern Contingent N/A
UnionistLogoThumb.png American Unionists IconHostile.png Hostile
Commonwealth.png Greater Indian Commonwealth IconHostile.png Friendly
FederationLogo.png Cybernetic Federation IconHostile.png Hostile
ImilkiLogoThumb.png Imilki Ecumene IconUnknown.png Unknown


Southern Contingent Diplomatic Relations
Relationships
PahitLogo.png Pahit Dictatoriat IconHostile.png Hostile
IconMigrationThumb.png Mongolian Migration IconUnknown.png Unknown
InkarriLogoThumb.png Inkarri Theocracy IconUnknown.png Unknown
MIRLogoThumb.png Movement for International Revolution IconFriendly.png Neutral
NetworkLogoThumb.png Network of Truth Seekers IconMixed.png Mixed
PhoenixLogoThumb.png Phoenix Front IconPeace.png Peace
CoalitionLogoThumb.png Coalition of Arabian Monarchies IconHostile.png Hostile
ASGLogoThumb.png Arabian Socialist Government IconMixed.png Mixed

Inertia

"An object stays at rest until acted upon by an external force."

Like many stories, the Southern Contingent's beginnings are in a far off land; Australia. Although part of the Allies, the continent-country was not as affected as other countries were by the Red Menace, thus Allied Command's plans and campaigns were more focused towards Europe and the United States in order to prevent invasions. Australia, relatively far from Russia, was mostly left alone.

Despite this, the Australians were a vital source of manpower to the British military, since Australia is even today technically part of the Commonwealth of Nations, meaning that it often fights alongside them. Vital to the Allied North African and Middle East campaigns, the Australian troops were the men fighting on the front in the Sahara and Empty Quarter. The Australian military learned how to fight against the Soviets in harsh and unforgiving terrain, and gained many new veteran officers capable of leading the next generation of soldiers and sailors.

Post-War, the Australians focused on their economic and social improvements. Though lacking the sheer industrial scale of Europe, Australia did have such immense raw mineral reserves that the people prospered and advanced. Australian cities began to rival and even equal those in Europe, as the people were continually given greater comforts and benefits. Ignored for the most part as the Allied Nations began to solidify, the Australian people and government had little issue. To them, Europe was still a far away land filled with thinkers and politicians. With the world secure in the knowledge that Australia and the surrounding nations were solidly anti-communist, the local region enjoyed relative prosperity post-war.

That peacetime period would end when Cherdenko's forces marched into Europe, kick-starting WWIII.

Acceleration

"A force applied to an object at rest causes it to accelerate in the direction of the force."

Again, ANZAC forces were mobilized and mustered to be sent to Europe to support the Allies. Predicting another long grinding struggle, Australian forces were moved primarily to Central Europe. Divisions were, of course, placed in the Middle East, but ACIN figured out that Cherdenko would try to crush Europe before the Allies could solidify against him. What they couldn't have predicted was the Red Army deflecting the enemy's counterattacks and enveloping their defenses to well. ANZAC forces were rapidly swept up in retreats and rear-guards, as garrisons in the Middle East faced down Iranian and Soviet armor sweeping across the desert. Commanders desperately tried to lick the wounds, losing men so fast that the ships from back home could barely arrive in time to bring in reinforcements.

By the Battle of Brighton, the ANZAC forces still operating were battered to near-exhaustion. Fortunately, they were able to take a breath after the Soviets were repulsed. But when Europe was starting to push back, the Empire attacked Oceania with their massive floating fortresses. Any chance the ANZAC forces in Europe had to get back home was dashed, and so they decided to fight on. Meanwhile, the ANZAC civil governments were essentially left on their own with only sparse communications between Canberra, Wellington and Geneva. As the Empire rapidly constructed a naval blockade, there needed to be a new plan to stand their ground against the Emperor's dreams of conquest.

The solution was simple; it is, in fact, surprising that it was not done before. Australia and New Zealand banded together and pledged to support each other militarily. Australia had long been a testing ground for Allied vehicles, abandoned designs left in Outback storage huts. Plans were immediately made to turn these prototypes into serviceable weapons capable of standing against the Empire. However, multiple mecha divisions landed in Oceania to supplement Imperial soldiers, and in spite of fighting to the last man, many ANZAC divisions were crushed, with many more forced to flee southward. Indonesia and New Guinea fell to the Japanese earlier, too.

Knowing that Japan is truly after their vast mineral resources, and would slaughter thousands to capture a single mine, Australian generals enacted the Brisbane Line Plan. Although a few towns and cities in the north have been occupied by the Empire after the bombing of Darwin, this painful decision to concede swathes of Australian territory north of Brisbane to the enemy was done. Civilians living there evacuated the safer areas in the south such as Melbourne, and the remaining ANZAC forces were ordered to stubbornly hold the lines to prevent the Imperials from taking more land.

Interaction

"For every action, there is an equal and opposite reaction."

With northern Australia in firm Imperial control, they immediately set up Japanization programs once enacted in Siberia and California as well. Imperial families were encouraged to migrate to Darwin and other towns, where local structures have been demolished to rebuild the city with Japanese architecture. Japanese became the medium of instruction in schools, and resistance was heavily cracked down upon by secret police. Not even New Zealand was spared when it was occupied during the war, as refugees reported a complete cultural annihilation. From the Maori traditions to Auckland's art museums, the Empire was keen on transforming Oceania to another Philippines, 'uplifting' the natives while exploiting their resources.

Despite this, the ANZAC had to fight what essentially became a two-front war. While the line was held in Brisbane (or what's left of it), the remaining forces stubbornly hunkered down, refusing to further give up a single inch of land. Perth became the sole point of connection to the outside, and the Contingent were losing options on how to beat the Empire back. By '65, Dr. Ruby Payne-Scott had made a vital discovery. Seconded to work on a means to turn what was abandoned by the Allies in terms of the theoretical, Payne-Scott discovered that through manipulation of what she called 'gravitons', the Contingent was able to create and even cancel out gravity. The discovery had profound implications. Quickly the ANZAC started using this new technology to sink enemy shipping off the coast, to flatten tanks in seconds. Only the fact that the equipment tended to quickly burn out prevented them from marching back against the Empire.

Eventually, the last of the prototypes were sent into the frontlines, and from below the Brisbane Line, the ANZAC finally began to press the invaders back. Anticipating an Allied counter-offensive in Australia, it took months until peacekeepers have arrived and when they did, only few of them even helped out the ANZAC forces. As the rest of the Peacekeeping Divisions were preparing to invade mainland Japan, along with ANZAC soldiers who stayed behind in Europe, the defenders south of Brisbane felt that they were essentially hung out to dry. Even when because of them, the Imperials were starting to pull back due to heavy casualties, drawn-out fighting, and bee stings they've sustained during their stay.

Gravitation

"Any two objects exert a gravitational force of attraction on each other."

As WWIII concluded, the governments of Australia and New Zealand had an epiphany. The Allied Nations, which should have assisted them from the very start, has essentially thrown them under the bus. While relief aid did come, it was minimal compared to the resources sent to Europe during the war or to Allied forces in the US. It was decided that to truly heal the wounds inflicted by the Empire on their lands, they would gather who and what's left of Oceania to rebuild it with their own two hands. Cities such as Darwin and Auckland were rebuilt, but the Japanese who preferred to live in Australia rather than to leave were permitted to, although with distrust. Convicts were brought straight out of Goulburn to be made 'browncoat' workers as Aboriginal natives were trained along with ranchers and war veterans to serve as the newborn Southern Contingent's 'border protectors' for the time being against Japanese holdouts, organized crime, and pirate bands.

Despite calls from Allied Command, the Contingent has not disbanded. Although they have promised to contribute to Allied efforts, in reality this is to smoke-screen themselves from suspicion. Some independent battalions have saw fighting in the jungles of Vietnam or the lowlands of Indonesia, although the latter is merely for show, and the Guild manages to win more battles when they're around. They have also graciously opened their doors to Chinese and other refugees, vetting them before offering them citizenship in exchange for valuable expertise. More and more failed Allied experiments are 'requisitioned' for scientific purposes; a visiting German scientist has described their technology as "ten steps forward, fifteen steps back", noting that their aircraft can only manage to reach the upper atmosphere - the perfect area to stash away their true plans.

As 1969 approaches, Contingent leaders have only noticed that the world around them gets more insane as time passes. Aircraft factories have attacked by pointy-eared soldiers who vanish quickly, observatories have reported sightings of strange UFO's, and a scientific expedition sent into the Australian Antarctic Territory has never returned. Adelaide is the epicenter of a religious revival, its locals seemingly opposed to Contingent leadership. All the more reason to leave this planet and head straight for Mars when their spacecraft technology is sufficient enough to reach it.

Gameplay Mechanics

Build System

Buildings are manufactured high above the battlefield, in the upper atmosphere. They are constructed there until half done, and then taken down via gravity funnel. Once they hit the ground, they start unpacking.

Defences are also dropped to the battlefield, but constructed entirely on the field.

Tech System

The technology system for the Contingent is unusual.

First level is unlocked by the launch pad, which constructs air and upper atmosphere units

Second level is where it gets tricky. A support unit can be built from the launch pad, and as its ability construct a Gravity Conduit. This costs money to do, but allows flexibility.

Third level is unlocked by another support air unit, unlocked from second level. It can construct the last tech structure, the battlefield control.

Notable Technologies

Some notable advances made by the Contingent are:

Scramjets

Gravitic Control

Metalstorm Ammunition

UAO (Upper Atmospheric Orbit) and LEO (Low Earth Orbit) technology

Standard Weapons

Depleted Uranium: The standard anti-armour weapon of the Contingent, this substance's high density lets it punch through armour easily. This substance is created by separating the useless 'enriched' Uranium from the ore, which has been proven to have no useful properties, or sourced from periodic shipments from an unknown overseas source. The enriched Uranium is normally buried in the desert or sold to American research colleges, whom show particular interest in the substance.

Metalstorm Rounds: A powerful anti-infantry or anti-aircraft armnament, metalstorm rounds are generally passable against most targets in a pinch. These rounds, upon hitting their target, split, releasing shards of depleted Uranium in a manner similar to a shotgun. This smashes airplane turbines and thin plating, and its effect on infantry is best left to the imagination. The bullets are, however, heavier and larger, so can not be shot as far.

Gravity Weapons: Avoid gravity weapons at all costs. Although rare as primary weapons, they are incredibly destructive. Gravity is more often used as support or in the Contingent's vehicles' secondary functions, and have incredibly useful and diverse functions.

Units & Structures

Buildings

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ACU Hub The center of any Southern Contingent Base, this building requests Atmospheric Command to prepare buildings for construction.
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Solar Plant Who needs fuel? This structure generates the least power of any faction, and has the least armour, but is the cheapest built.
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Refinery You know what this does.
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Saloon Your troop Barracks. Pretty much normal.
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Stables Produces your Cavalry units.
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Livery Constructs Ground Vehicles for your battle.
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Harbour Constructs ships, brings victory!
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Launch Pad Builds air units. Also acts as a tech structure.
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Gravity Conduit Second Tech structure. Constructed by a unit.
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Battlefield Control Third tech structure. Constructed by a unit.
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Antigravity Array Defensive superweapon. Disrupts gravity around enemy vehicles, leaving them temporarily unable to attack, move, or use abilities, and floating in the air as an air unit. Combine with a fighter for great fun.
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LEO Landing Beacon What better way to annihilate your foes other than dropping a small (by Contingent standards) suborbital ship over them? The Landing Beacon can call on said ship to park it right over the battlefield, where it will fry most anything under the vented heat and counterthrust of its enormous engines. The Beacon has a smaller radius than other superweapons, but can be manually lifted and dropped down on other parts of the battlefield while active.

Defenses

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Jetty A flat piece of 'land' that can be constructed on water. Position tanks on it!
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Frontier Wall The Contingent's standard wall. Nothing particularly special about it.
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Town Gate The gate used by the Contingent. Works as normal.
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Gravity Wall Hub The Contingent support wall, the Gravity Hub creates a 'wall' of distorted gravity between hubs, slowing units passing through to a crawl. Note that they are more expensive than most support wall hubs. This can be toggled on or off.
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Bunker This bunker can hold up to 4 infantry, who can fire out. Great for holding a location!
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L1A1 Metalstorm Turret Anti-infantry base defence. Secondary switches it to a slow-firing but decent damaging anti-air platform.
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F1 Grenadier Turret Anti-Tank base defence. Secondary launches a magnesium grenade, blinding enemy tanks.
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Gravity Control Tower T2 base defense. Decreases or increases the pull of gravity in an area around it, either forcing nearby units up in the air or slowly crushing them under the sheer weight of gravity. Take heed that this tower does not discriminate between friend or foe. Secondary allows the Tower to switch between modes.
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Gravity Cannon Site Advanced base defense of the Contingent. Very slow tracking, but does absolutely massive damage to anything it hits, and decent damage to other nearby units. Cannot fire at air.

Infantry

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Croc The Contingent's animal scout. The slowest scout on land, it moves quite quickly in water, and has quite high armour. Its secondary ability reduces speed and lets it stealth while in water, by pretending to be a log.
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Browncoat Your basic infantry, armed with a revolver filled with metalstorm bullets, this unit has low range and a slow rate of fire, but has impressive damage. Secondary lets it deploy, giving it workable range and making it uncrushable, but preventing movement and lowering firing speed. Cannot use secondary on water.
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Frontierman Your anti-armour trooper. Armed with a grenade launcher, this does splash damage, but less attack and less range. Secondary shoots a magnesium grenade, which blinds pilots and slows their movement speed. Cannot attack air units or use its ability in water.
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Hunter Armed with a metalstorm sniper rifle, this unit can snipe enemies from far off, but has the slowest rate of fire of any sniper. Secondary deploys her, a process taking one second, but switches her to anti-air attacking instead of ground attacks. Cannot deploy on water.
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Zambuck Healthkit and a handgun. This unit has two modes; first slowly heals infantry in a radius around it, keeping the human blockade running. Second mode is a low damage handgun to support attacks. Secondary switches modes.
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Adaluma The Contingent appear to have taken a lesson from the Japanese Shinobi for their infiltrator. These women are the fastest infiltrators, and can either attack barefisted to stun enemies of with knives to kill enemies. However, Adalumas are slowed significantly while utilising knives. Secondary switches between knives and fistfighting.
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Techie Engineering division. This is the only contingent infantry to not damage enemies directly. This engineer can swim faster than she can walk. Secondary is 'Fix It!', allowing her to slowly heal tanks near her for free, but prevents her moving.
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Independent Advanced infantry. These troops can operate alone, quickly taking out infantry. Secondary places a det pack on a building, doing decent damage to it after a short delay.
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Tanami Commando. Nicknamed after her birthplace. Raised in the Australian outback, she has a powerful rapid-fire metalstorm rifle, which is effective against all targets. Secondary is an experimental jetpack, allowing her to avoid defences and walls in a quick jump.

Cavalry

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Redback Platform This gravity platform is defended by a single frontal metalstorm turret, designed for anti-infantry work. It can also transport a single passenger. Although it is faster than the Wanderer, it is still far slower than other cavalry.
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Groundrunner Gravcycle A gravcycle with a single depleted uranium turret, the Groundrunner acts as the anti-tank cavalry of the Contingent. As it has exchanged speed for armour, it is not as fast as cavalry for other factions. Secondary gives a slight speed boost, at the cost of reduced turning speed.
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Skyfall Platform The Skyfall is armed with a weapon identical to that of the Hunter, designed to hunt aircraft. Its secondary has it activate a gravity platform to hover over water, but at the cost of speed.
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Predator Gravcycle A hovering 'bike', the Predator is armed with dual grenade launchers. These grenades deal splash damage, and are effective against both tank and infantry, but do less damage to both than the more specialised cavalry. Secondary drops a single gravity mine: stealthed, but capable of absorbing a single shot from an enemy weapon.
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Yowie Track An anti-cavalry cavalry unit, the Yowie's weapons debuff the speed of enemy cavalry, allowing them to be chased down. Secondary allows an enemy cavalry to be forcibly boarded, although both the Yowie and the new acquisition will be damaged by this.
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Flinders Platform The Flinders is the bombardment option for Contingent cavalry. Capable of launching powerful but highly inaccurate Depleted Uranium cannonballs via gravity slingshot to decent ranges, it is an ideal support element. Its secondary allows it to make a jump over terrain, although at a surprisingly slow speed.
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Repair Wallaby Despite flying in the face of practicality, this cavalry unit has a repairman on a small, kangaroo-esque mecha. The robot can punch any enemy infantry that come into melee range for considerable damage. The secondary lets the repairman on the robot's back begin slowly repairing a tank or building for free.
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Barramundi Gravboat The Barramundi is the subhunter for your aquatic cavalry. The Barramundi is unarmed on land, but on water it can launch metalstorm torpedoes to take out enemy submarines. Its secondary uses a gravity burst to force submarines in a small radius to surface.

Vehicles

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Bendigo Mine Truck A modified truck, this vehicle is the slowest ore truck, but is the most heavily armoured and carries more per load (although this only evens out to normal ore production level...) Secondary creates a gravity bubble, which levitates the truck for several seconds above the ground. This unit can now only be targeted as an air unit, but cannot mine. Secondary cannot be cancelled, either, so think carefully.
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Bushmaster Tank Your basic battle tank. Slower and less armoured than other tanks, this tank fires depleted uranium shells, and so does above average damage. This tank was not designed for direct battle, though; secondary deploys the tank, increasing armour and using a gravitic singularity to direct all fire to this tank!
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Rata Tank Named after a hero from Maori mythology, the Rata fires metalstorm bullets at enemy infantry. secondary deploys the Rata for five seconds, whereupon it fires experimental metalstorm shells at enemies; highly innaccurate, but cause splash damage!
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Jakaranda Track Australia's best! The Jakaranda uses a gravity manipulation beam to destroy the delicate machinery inside enemy aircraft. The secondary function allows the Jakaranda to target ground units as well, allowing other Contingent units nearby to do more damage. Though similar to other units secondaries, the Jakaranda can't move during while operating in this manner.
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Tiddalik Artillery This is the shortest ranged of all artillery; base defences have range to hit it! However, this tank uses a powerful gravitic pull, ripping materials out of buildings, rapidly reducing them to rubble. Secondary switches mode to a gravity 'tractor beam'; the Tiddalik loses the ability to damage buildings, but gains large range and enemies can be pulled in range of your units!
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Wanderer Transport This transport uses a gravity manipulation device to great effect; it can hover over any terrain, and all attacks are automatically drawn to the armoured front, making it immune to flanking. However, it is fairly slow, and experiences a massive drop in armour when picking up or dropping off infantry.
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Deviation Mobile Guardian The Deviation Mobile Guardian is designed to help keep the unit blockade running. In normal mode, it creates random gravity bubbles, deviating projectile's acceleration, slowing them, and thus reducing their damage. Secondary creates a powerful gravity 'force field', similar to the aegis. However, the Guardian can not move while doing so, and cannot reduce damage while doing so or for several seconds after.
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Wasteland Superheavy Tank This tank is the pinnacle of the Contingent's ground force. Painfully slow, and armoured only slightly more than a guardian tank from the back, it is nethertheless dangerous; near invunerable from the front, and armed with twin metalstorm turrets for anti-infantry work, and a massive anti-structure giant mortar which can fire continuously. This tank can smash buildings and mop up an entire army of infantry. Secondary deploys it, creating a gravity bubble that reduces damage to half, but drags tanks in towards it, and crushes the bones of infantry that get too close!

Aircraft

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Kea Interceptor This New Zealand plane is one of the finest fighters in the world. Its scramjet engine allows it speed unseen in other basic fighters, and its metalstorm bullets can destroy turbines easily, but it is far less maneuverable (you try turning at mach 3!) Secondary allows it to return to the Launch pad at supersonic speed, at the cost of an armour reduction.
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Meteor Bomber Bombers don't come much simpler. In theory. This plane flies in at supersonic speeds and drops dense pieces of metal, smashing armour and crushing soldiers. In fact, the 'bombs' has a modified gravity field, making it accelerate much faster then expected. Secondary returns to base at supersonic speed, with a reduction in armour.
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Wedgetail Fighter Keas not doing the job? The Wedgetail uses high-speed metalstorm shards to cut apart enemy aircraft, and is even faster and more maneuverable than the Kea. It is, however, less armoured, and can only fire in short bursts. Secondary causes the Wedgetail to jump higher into the atmosphere, and return back to base unharmed.
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Settler This plane is a support plane. Unarmed and slower than other contingent aircraft, its secondary constructs a gravity conduit, allowing you acess to Tier Two technology.
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Galah Transport Copter This helicopter is slower than other copters, but is armed with a gravity manipulation device that allows it to slow enemies, or carry vehicles on its underside. It cannot slow enemies while carrying a vehicle, however. Secondary disembarks the carried vehicle.
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Perentie Gunship A safer alternative to the Galah, the Perentie is much slower than the Galah, and holds less units, but has more armour. Units inside can also fire out. Secondary disembarks passengers.
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Shatterer Gunship This is the premier gunship of the Contingent. It is capable of shooting gravity bombs at ground targets in short bursts, destroying them quickly. As well as this, due to a gravity bubble, it does not need to land. It can only fire is short bursts, however, and is surprisingly slow. Secondary overloads the gravity suite, lifting up nearby units momentarily, but damaging the Shatterer slowly.
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Endeavour Your second support aircraft. It is armed with a gravity negation ray, allowing it to levitate an enemy vehicle to be destroyed by fighters. Secondary constructs a Battlefield Control, which allows you acess to Tier Three.
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Peregrine Superiority Fighter The absolute best fighter in the world! Well, except the Achilles. It moves even faster than the Achilles, capable of appearing anywhere near instantly. However, it moves so fast that it must stop to shoot, lest it fly into its own bullets! This makes it a powerful anti-aircraft unit, but weak to nimble fighters. Secondary is an ultrasonic return to base; so fast that it stuns planes that were near the Peregrine!
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Ngalyod Bombardment Platform When you absolutely need to destroy everything in the area, consider a Ngalyod! This unit uses a gravity 'slingshot', similar to that used to accelerate sattelites to far planets, to accelerate depleted uranium cannonballs at an area. Secondary launches all cannons at once at a single target, but the Ngalyod must reload afterwards.

Navy

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Octopus This surprisingly intelligent sea creature has been painstakingly trained by the Contingent to act as a scout. So small it does not appear on radar or get automatically targetted by base defences, this unit is the ONLY reliable scout the Contingent has. Secondary allows the octopus to pull an enemy infantry underwater, drowning them if the octopus is not killed quickly enough.
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Waterspout Gunboat This gunboat is the Contingent's main naval anti-air. Firing metalstorm bullets upwards, this craft downs aircraft that stray too near. Secondary releases two unguided torpedoes in front of the Waterspout, to deter attackers.
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Bunyip Raider The Contingent's primary naval unit, the bunyip is capable switching between two modes. The first mode is a metalstorm torpedo, which has more damage, and is better against buildings. Secondary mode is two cannons that launch high-accelerating bombs, which do less damage, but have more range and can fire rapidly at two different targets.
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Speartooth Battleship This Battleship is armed with a gravity gun, which makes enemy ships too heavy to float, and structures collapse into the ocean. This unit's attack immobilises the unit and sinks it, a process which takes longer for larger targets. Secondary turns its gravity gun on itself 'sinking' for a few seconds to avoid damage.
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Sawfish Shock Boat The world thought they had seen everything... then the Contingent made a shotgun into a ship. The sawfish crashes into enemy ships, where its prow bursts in a metalstorm, destroying the enemy instantly. The pieces are then attracted back by a gravity field. Secondary is Ram!, which speeds the ship for this attack. The ship cannot turn while ramming, and cannot attack otherwise, but is a one-shot kill.
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Sweeper Subhunter This ship can traverse land as well as it does sea, due to a gravity drive, although it has reduced armour on land. The sweeper shoots depleted uranium shots to sink enemy submarines, or fend off land tanks. Secondary deploys the Sweeper, which gives it a large sight range, and the ability to detect stealth.
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Disruptor Gravsub This submarine is unarmed... mostly. Secondary causes the sub to surface and create a gravity bubble, stunning nearby ships by trapping them in place. While surfaced, the Disruptor cannot move, and is highly vulnerable to counterattack.
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Seadragon Battleship The Seadragon is the bombardment vessel of the Contingent navy and capable of launching a depleted Uranium cannonball into the atmosphere by gravity funnel. In precision mode, the cannonball will strike its target with massive force two seconds later, with high accuracy but slow rate of fire and range. In Bombardment mode, the Seadragon acts as a normal bombardment vessel, being highly inaccurate but slightly longer ranged and faster firing. Secondary switches modes.
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Whaleshark Battlecruiser The Whaleshark is massive, heavily armoured, and slower than you can imagine. Easily the slowest Contingent unit, and armoured even less then the Wasteland from behind, the Whaleshark is nevertheless the most powerful unit the contingent has, apart from their assassination target. Armed with high-caliber cannons, gravity manipulation devices, and metalstorm bullets, the Whealesharkalso sports the ability to nullify gravity in an area, creating a waterspout that damages and slows nearby ships.

Assassination Target

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"Serenity" Class UAC In particularly important battles, the heavily armed, heavily armoured atmospheric command units can be called to the battlefield. The most feared of these is the Serenity class. Armed with a giant tracking cannon that destroys anything in front of the ship, metalstorm turrets on the wings, and a powerful scramjet engine to make it surprisingly fast, anything in front of this ship is doomed. And don't think sneaking behind it will work; its secondary makes nearby planes fall from the sky and stuns tanks underneath it with a massive gravity burst.

Top Secret Protocols

Contingent Top-Secret Protocols

May be worked on.

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Drunken Brawling Available from the Saloon. Targets a group of infantry, whom experience a rate of fire reduction, but also take less damage for a short time. Upgradeable.
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Blaze of Glory Available from the Saloon. Make your final stand count! Infantry affected by this protocol will buff other affected infantry upon death. This buff stacks; the more infantry die, the more powerful your remaining stuff becomes. Can not be upgraded.
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Blockade Available from the Tank Bunker. Select a group of tanks. These vehicles have reduced speed, but have an armour and damage boost. Upgradeable.
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Bar Brawl Available from the Tank Bunker. Select a production structure. A group of infantry will exit that building and join the fight. However, they start off drunk, with a slower rate of fire and speed. It will take them a while to sober up. Upgradeable.
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Typhoon Available from the Harbour. Creates a gravity well in an area, which causes water to fly up in a massive waterspout! Damages and slows all nearby units. Only targetable on water. Upgradeable.
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Gravity Well Available from the Launch Pad. Creates a gravity well that slows enemies and drags them to its epicenter if they stop moving. Creates a whirlpool on water! Upgradeable.
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Expansion Drop Available from the Launch Pad. Drops a Solar Outpost anywhere on the map. The Solar Outpost is the only expansion structure for the Contingent, but is quite tough and generates a small amount of power. Costs money to use.
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Scramjet Shock Available from the Launch Pad. Contingent scramjets zoom through an area at supersonic velocities, creating turbulence that stuns aircraft near them and inflicts minor damage. Upgradeable.
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Gravity Mines Available from the Gravity Conduit. These mines create detonate when run over, but also create a gravity burst that makes any vehicle which travels over it much heavier, slowing them significantly. They do stop working after a while. Costs money to use. Upgradeable.
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Metalstorm Missile Available from the Gravity Conduit. Drops an experimental metalstorm missile on an area. Infantry are killed instantly, and vehicles take heavy damage. Costs money to use. Upgradeable.
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Roof Over Your Head Available from the Gravity Conduit. Constructs a Bunker at the target location. This bunker is tougher than your standard bunker, and is capable of holding 6 infantry. It is, however, expensive, slow to build, and has a long cooldown. Costs money to use.
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Gravity Shot Available from the Battlefield Control. Select a single enemy vehicle. This vehicle is pulled into the air, then dropped back to where it was. This vehicle takes damage, and all vehicles around it are stunned!
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Shutdown Available from the Battlefield Control. Target an enemy structure. The gravity in this building is changed to the roof, stopping it from working while the technicians inside are stuck to the ceiling.
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Orbital Observation Available from the Antigravity Array. Atmospheric command scans the battlefield, revealing the ENTIRE battlefield for a few seconds! Wasn't waiting for a scouting protocol worth it!


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Southern Contingent Frontier Guardians
Paradox Fan-Faction.
Infantry CrocBrowncoatFrontiermanHunterZambuckAdalumaTechieIndependentTanami
Cavalry Redback PlatformGroundrunner GravcycleSkyfall PlatformPredator GravcycleYowie TrackFlinders PlatformRepair WallabyBarramundi Gravboat
Vehicles Bendigo Mine TruckBushmaster TankRata TankJakaranda TrackTiddalik ArtilleryWanderer TransportDeviation Mobile GuardianWasteland Superheavy Tank
Aircraft Kea InterceptorMeteor BomberSettlerWedgetail FighterGalah Transport CopterPerentie GunshipShatterer GunshipEndeavourPeregrine Superiority FighterNgalyod Bombardment Platform"Serenity"-class UAC
Watercraft OctopusWaterspout GunboatBunyip RaiderSpeartooth BattleshipSawfish Shock BoatSweeper SubhunterDisruptor GravsubSeadragon BattleshipWhaleshark Battlecruiser
Buildings ACU HubSolar PlantRefinerySaloonStablesLiveryHarbourLaunch PadGravity ConduitBattlefield ControlAntigravity ArrayParticle Wave
Defences JettyFrontier WallTown GateGravity Wall HubBunkerL1A1 Metalstorm TurretF1 Grenadier TurretGravity Control TowerGravity Cannon
Technology Gravity TechnologyDepleted UraniumScramjet TechnologyUAO and LEO Technology
Detailed Information Contingent Vehicle PlansContingent Aircraft PlansContingent Naval PlansAtmospheric CommandThe Final FrontierContingent Small Arms and EquipmentContingent Characters