Oceanic Contingent

**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 Oceanic Contingent is the Blue Alert counterpart of the Oceanic Contingent featured in Echoes created by CRJ4000 and then adopted by Flyboy and Gears.

**Faction Rundown**

*Playstyle:* 'Hold the Line' warfare. The Oceanic Contingent is almost an 'anti China'; both have short range and attack oriented vehicles, but similarities stop here. The Oceanic 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 among the best in the world, 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

 **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

### 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 magnetic 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 magnetic 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.

**Magnetic Weapons**: The remnants of the Alliance's research into magnetic weaponry that have yet to be stolen by Epsilon combined with what has been found from the salvage gained in Epsilon's invasions of Australia and New Zealand, these weapons are frequently devastating to armoured vehicles in particular (though with the strength they're used at, infantry and structures aren't safe either) and have good range.