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Australia


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Australia is a nation descended from criminals, and also their gaolers. Most of the population embraces Meora's authoritarian rule. The hardy folk instead brave the savage Outback frontier, valuing their freedom and learning how to survive in the wilderness, without passive income to support them. Mateship is a key value of the Australian armed forces: no infantryman works alone. Instead they use a combination of light vehicles and infantry squads to secure victory.


Australian Structures

Australian structures


Junkyard


Cost: N/A
Role: Base Construction

The Junkyard is a poor substitute for a Construction Yard, yet it serves as Australia's centre of operations and allows the construction of other buildings. The most vital structure of a base; it must be protected at all costs. Destruction or seizure of the Junkyard will shut down further base expansion.


Outback Outpost

Cost: $600
Role: Generates 100 Power, Base Defence

Outback stations such as these are designed to be self-sufficient, able to hold their own in the most extreme conditions. The facility generates power for itself and other Australian buildings, and is equipped with a long range artillery cannon to eliminate encroaching threats. While flexible, this structure should be placed carefully, as power output is directly proportional to the building's condition.


Airstrip

Cost: $1000
Role: Produces Squads

Australian infantry operates in tightly cohesive squads which are flown in via transport plane to this structure. Squads do not instantly appear when an order is placed—they must be flown in, so plan accordingly. Building multiple Airstrips will decrease the amount of time it takes to order a squad, or produce a unit from the Weapons Factory.


Gun Turret


Cost: N/A
Role: Base Defence

Constructed by deploying an LCV, Gun Turrets are heavily-armoured and dispatch enemy vehicles with ease. A potent defence against armoured enemy units, however they are vulnerable to infantry who can outmanoeuvre them.


SAM Site


Cost: $750
Role: Anti-Air Defence

Fires surface-to-air missiles at airborne enemy units. While the launcher is recessed into the ground the site's armour keeps it well protected from enemy attacks. While firing, the vulnerable missile launcher is exposed and easily damaged.


Prison

Cost: $1500
Role: Tech Structure, Base Radar & Communication

Australia makes frequent use of detention facilities such as these for holding asylum seekers and peaceful protesters. Captives are interrogated here, providing Australian commanders with a steady supply of intelligence and potential recruits. Building a Prison will grant access to advanced structures, such as the Weapons Factory, along with revealing a free Communications Centre.


Weapons Factory


Cost: $2000
Role: Produces Vehicles

This structure constructs Australia's vehicles. Building multiple Weapons Factories will decrease the amount of time it takes to create a vehicle, or order a squad from the Airstrip.


Helipad


Cost: $600
Role: Produces Helicopters

This strucure constructs and reloads Australian helicopters. A Helipad can be set as primary to determine where additional helicopters will spawn. Building multiple Helipads will decrease the amount of time it takes to construct a helicopter.


Repair Facility


Cost: $1000
Role: Restores Squads, Repairs Vehicles

Allows for the repair of damaged units and healing of damaged squads. Moving a squad or vehicle onto the repair pad will begin the process. Note that repairs and healing drain credits over time and that damage to the repair facility will lower the pace of work.


Australian Units

Australian units


Dingo Pack


Cost: $200
Role: Reconnaissance Squad

Trained dingoes in a pack of three. Ideally suited for scouting the terrain and scouring the landscape for resources. Although unarmored and easy to kill, they can pick off stragglers with relative ease, and shrug off any damage at a Repair Facility.


Diggers

Cost: $600
Role: General Purpose Squad

Australia's finest infantry, working as a 3 man squad. Armed with high powered rifles, these sturdy infantry can deal with infantry threats with ease, while standing toe-to-toe against armoured units. Only specialised anti-infantry measures are a great danger to them, and even then they can always be patched up at a Repair Facility.


All Terrain Vehicle (ATV)

Cost: $800
Role: Anti-Vehicle & Anti-Air

Designed to handle the harshest environments, the All Terrain Vehicle is equipped with dual rocket launchers with a powerful armour piercing payload. Best thought of as a high damage, low durability tank which can tear through defences in seconds—provides it survives along enough to fire, that is. Should be used in conjunction with other units which can shield it from enemy reprisal.


Light Construction Vehicle (LCV)


Cost: $600
Role: Base Expansion, Entrenchment

This light construction vehicle allows for base expansion and entrenchment of defensive positions. Once a suitable location is found, double click on the LCV to deploy it, unpacking the LCV and constructing a Gun Turret in its place.


Longbow


Cost: $700
Role: Anti-Tank Air Superiority

Fast and highly mobile, the Apache Longbow is equipped with a salvo of six armour-piercing rockets. Best used against enemy armour; the helicopter can also be effective against structures when used in groups. After firing its rockets, it must return to a helipad for reloading.


Comanche

Cost: $1500
Role: Elite Air Superiority

Developed in conjunction with American military engineers, the Comanche helicopter is a breathtaking leap forward in helicopter design. Faster than other helicopters, and equipped unique armour plating highly resistant to standard surface-to-air missiles, the Comanche can avoid anti-aircraft fire and unleash a deadly barrage of napalm on unsuspecting targets.



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