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The Orbitals

Vertical logistics from orbit

Nichts fährt aus einer Halle: jedes Gebäude fällt als Kapsel in die Bauzone, jede Bodeneinheit wartet nach der Produktion in der Orbitalreserve ihres Landefelds und wird per Klick abgeworfen - mit Forschung überall dort, wo eigene Einheiten gerade hinsehen. Die Wirtschaft fliegt: Frachtfähren tragen halb so viel wie andere Sammler, brauchen aber keinen Weg und laden auf vier Landepads gleichzeitig ab.

  • Ort und Welle: Verstärkung landet dort, wo sie gebraucht wird, nicht wo die Fabrik steht
  • Sammler ignorieren Klippen, Mauern und Staus
  • Sentinelkapseln laufen ohne Strom, der Gravanker bremst Flieger aus
  • Landungsfestung: ein Titan mit vier unabhängigen Türmen, dessen Besatzung beim Verlust aussteigt
  • Kinetikstab: Wolfram aus dem Orbit, danach eine Nachglut-Zone
  • Jede Landung ist angekündigt - eine Flak in der Zone schiesst die Kapsel ab
  • Nur ein Bodentyp mit schwerer Panzerung, keine Bergung, keine Selbstreparatur
  • Ist die Orbitalreserve voll, steht die Produktion
  • Die fliegende Wirtschaft ist die verwundbarste im Spiel - jede Flak trifft Frachtfähren

Almost all of it sits behind research: every production building offers one combat unit to begin with, everything else you unlock in the tree.

Beacon Carrier

Cost
500 Fe · 255 Cu · 130 Ti
Structure
120
Speed
13.5
Armor
Tier 9

The Beacon Carrier is the Orbitals' MCV: it carries a folded Landing Beacon and unfolds it on the spot. Heavy, slow, unarmed - and the only rescue when the last beacon falls.

Bastion Walker

Cost
105 Fe · 45 Cu · 25 Ti
Structure
200
Damage
50 at 170
Deployed
70 at 210
Speed
20
Armor
Tier 21

The Bastion Walker is the Orbitals' heavy mech and the most heavily armored unit in the ground roster. Anchored (deployed) it becomes a field position with more range - mobile it is just a slow target.

Breach Walker

Cost
360 Fe · 190 Cu · 170 Ti
Structure
850
Damage
60 at 120
Speed
9.5
Armor
Tier 23

The Breach Walker is the Orbitals' demolition mech: ram shields, short-barreled gun, armor 23. Against buildings and walls it deals many times its damage, against units it is merely tough.

Field Technician

Cost
70 Fe · 30 Cu
Structure
100
Speed
27
Armor
Tier 12

The Field Technician is the Orbitals' repair truck: an aura that repairs vehicles and mechs nearby. It does not heal infantry and positions itself behind the front line on its own.

Cargo Ferry

flying
Cost
60 Fe
Structure
60
Speed
50
Armor
Tier 5

The Cargo Ferry is the Orbitals' flying harvester. It ignores cliffs, walls, and traffic jams, but carries only half of what other harvesters do and, at 60 hit points, is the most vulnerable economic unit in the game. Four can unload at the Cargo Terminal at once; out of combat it slowly self-heals.

Orbital Bomber

flying
Cost
200 Fe · 105 Cu · 35 Ti
Structure
150
Damage
40 at 175
Speed
18
Armor
Tier 6

The Orbital Bomber is the Orbitals' bomber: it drops a carpet of cargo containers that burst on impact. Slow, vulnerable, but devastating against buildings and dense formations.

Grav Net

hits air
Cost
110 Fe · 50 Cu
Structure
240
Damage
30 at 240
Speed
16.5
Armor
Tier 12

The Grav Net is the Orbitals' mobile flak: a vehicle that slows and damages aircraft with gravity pulses. It has no weapon against ground targets.

Grav Gunner

hits air
Cost
45 Fe · 20 Cu
Structure
48
Damage
34 at 165
Speed
12
Armor
Tier 3

The Grav Gunner is the Orbitals' flak infantry: its gravity shot hits only aircraft and leaves behind a zone that slows them down. It cannot fire at ground targets.

Grapple Mech

Cost
50 Fe · 25 Cu · 10 Ti
Structure
150
Damage
62 at 175
Speed
21
Armor
Tier 14

The Grapple Mech is the Orbitals' tank-buster: an armored walker with two guided-missile rails that reliably cracks light and medium tanks. It hits infantry poorly, and its effect tapers off against super-heavies.

Lift Ferry

flying
Cost
80 Fe · 30 Cu
Structure
110
Speed
46
Armor
Tier 5

The Lift Ferry is the Orbitals' transport - flying. Five infantry aboard, over any terrain, and if it is shot down the passengers bail out.

Hunter Mount

Cost
150 Fe · 65 Cu · 25 Ti
Structure
105
Damage
78 at 235
Speed
21
Armor
Tier 13

The Hunter Mount is the tank destroyer of the Orbitals: a rigid barrel in a casemate, no turret. It outranges every other ground vehicle of the faction and punches straight through medium and heavy tanks, while its effect tapers off against experimentals. Flank it and you have won - barrel and hull both turn slowly.

Hunter Walker

Cost
70 Fe · 35 Cu · 15 Ti
Structure
190
Damage
10.5 at 90
Speed
24
Armor
Tier 13

The Hunter Walker is the Orbitals' infantry hunter: fast, machine gun on the left, CLAW on the right - it grabs a soldier, crushes him after a second and hurls the body into the next rank. At the refit beacon it takes a gatling or a precision rifle (range 235).

Landing Capsule

flying
Structure
40
Armor
Tier 5

The Landing Capsule is not a buildable unit: it exists for the last two seconds of a drop as an airborne target. Shooting it down destroys the cargo - the owner gets half the cost refunded.

Landing Tank

Cost
180 Fe · 70 Cu
Structure
142
Damage
30 at 139
Speed
24
Armor
Tier 18

The Landing Tank is the Orbitals' battle tank and the faction's only ground unit with medium armor. It arrives in pairs per capsule - drop a wave and you get pairs.

Landing Fortress

Cost
460 Fe · 255 Cu · 325 Ti
Structure
1800
Damage
100 at 200
Speed
9
Armor
Tier 25

The Landing Fortress is the Orbitals' titan: a flying battle block with FOUR independent turrets that each pick their own target. When it is destroyed, the crew bails out - four Stormlanders keep fighting.

Orbital Hammer

Cost
380 Fe · 200 Cu · 190 Ti
Structure
700
Damage
140 at 300
Speed
9
Armor
Tier 22

The Orbital Hammer is the Orbitals' experimental artillery: every six seconds a shell from orbit with a 55-pixel blast radius. Range 300, so below siege towers - it needs cover, not distance.

Orbital Fighter

flyinghits air
Cost
110 Fe · 60 Cu · 25 Ti
Structure
85
Damage
22 at 165
Speed
56
Armor
Tier 6

The Orbital Fighter is the Orbitals' interceptor: fast air superiority against other aircraft, with a hull MG also useful against ground targets. It lands at the Orbital Port to reload.

Relay Mech

Cost
110 Fe · 50 Cu · 20 Ti
Structure
110
Damage
57.8 at 240
Speed
16
Armor
Tier 13

The Relay Mech is the Orbitals' artillery: a walker that calls down orbital shells in a high arc. Blind at close range, deadly against dug-in positions and infantry clusters.

Scout Trike

Cost
50 Fe · 10 Cu
Structure
60
Damage
21 at 80
Speed
36
Armor
Tier 10

The Scout Trike is the Orbitals' reconnaissance unit and their cheapest body: three wheels, an open frame, a twin machine gun. It sees further than any of their ground units except the Target Marker and outruns anything that could chase it - against armour it achieves nothing.

Jump Mech

Cost
40 Fe · 20 Cu
Structure
63
Damage
21 at 80
Speed
31.5
Armor
Tier 13

The Jump Mech is the Orbitals' light scout mech: fast, far-sighted, with a light rail gun. The entry point into the mech field.

Storm Colossus

Cost
400 Fe · 215 Cu · 255 Ti
Structure
900
Damage
70 at 170
Speed
10.5
Armor
Tier 24

The Storm Colossus is the Orbitals' experimental unit: a super-heavy tank with twin rail cannons that comes down entirely as a capsule. The landing impact stuns everything nearby.

Stormlander

Cost
15 Fe
Structure
50
Damage
10 at 80
Speed
15
Armor
Tier 2

The Stormlander is the Orbitals' basic infantry. It lands on thrusters: for the first three seconds after leaving the capsule it fires at half again the speed. Cheap, numerous, thinly armored.

Storm Walker

Cost
100 Fe · 40 Cu · 15 Ti
Structure
210
Damage
34 at 150
Speed
19
Armor
Tier 18

The Storm Walker is the Orbitals' line mech: medium cannon, armor 18, slow. It carries the front while the Grapple Mech and Relay Mech work behind it.

Thermite Launcher

Cost
35 Fe · 15 Cu
Structure
55
Damage
18 at 105
Speed
13.5
Armor
Tier 3

The Thermite Launcher is the Orbitals' area weapon: a burning thermite cloud that catches a whole rank of infantry at once. Against armour it achieves almost nothing - it is the answer to numbers, not to steel.

Vacuum Pioneer

hits air
Cost
35 Fe · 15 Cu
Structure
50
Damage
60 at 170
Speed
12
Armor
Tier 3

The Vacuum Pioneer is the Orbitals' anti-tank infantry: a guided weapon against vehicles and mechs, nearly useless against infantry.

Target Marker

Cost
45 Fe · 20 Cu
Structure
40
Speed
16
Armor
Tier 2

The Target Marker is the Orbitals' scout: very long sight range, no weapon. Around its marker, dropped capsules land with a shorter warning time - it is the one who sets up the wave.

Troop Field

Cost
140 Fe
Structure
220
Armor
Tier 13
Power
-30

The Troop Field trains the infantry. Finished squads wait in the Landing Beacon's Orbital Reserve and are set down by drop - Stormlanders land with thruster boost and fire faster for the first few seconds.

Relay Beacon

Cost
50 Fe
Structure
120
Armor
Tier 13
Power
-10

The Relay Beacon extends the build zone with a second landing circle. Buildings can only be dropped where a beacon has surveyed the ground.

Ground Relay

Cost
130 Fe · 80 Cu · 55 Ti
Structure
220
Damage
66 at 360
Armor
Tier 15
Power
-35

The Ground Relay is the Orbitals' siege turret: it directs orbital fire at distant targets (range 360), but has a blind spot up close (200). Getting in close is safe.

Bunker

Cost
110 Fe · 30 Cu
Structure
900
Armor
Tier 15

Der Bunker ist selbst unbewaffnet, kann aber mit bis zu 5 Infanteristen besetzt werden (Rechtsklick, wie beim Transporter): Jeder Insasse feuert mit seiner EIGENEN Waffe aus den Schießscharten heraus - +40% Reichweite, dafür etwas weniger Schaden. Wähle die Besatzung nach dem Feind (Schützen gegen Infanterie, Panzerabwehr gegen Fahrzeuge). Die Insassen sind unangreifbar, solange der Bunker steht - fällt er, sterben sie mit. Benötigt eine Kaserne.

Landing Beacon

Structure
900
Armor
Tier 13
Power
50

The Landing Beacon is the Orbitals' command center. It marks the build zone that buildings drop into as capsules, and it holds the Orbital Reserve: every finished ground unit waits here in orbit until it is dropped in with a click. If the last Beacon falls, the link to orbit is gone.

Detector Tower

Cost
80 Fe · 35 Cu
Structure
180
Armor
Tier 15
Power
-20

Der Detektorturm ist ein Anti-Stealth-Sensor: er enttarnt getarnte Feind-Einheiten (Phantom, Geist, Schemen und andere) in einem weiten Radius, sodass deine Einheiten und Türme sie sehen und beschießen können. Selbst unbewaffnet - ein reiner Aufklärungsbau gegen die Tarn-Meta. Benötigt ein Radar.

Shipyard Link

Cost
300 Fe · 215 Cu · 255 Ti
Structure
450
Armor
Tier 13
Power
-80

The Shipyard Link opens orbit to heavy cargo: it unlocks the Storm Colossus and is a prerequisite for the Orbital Shipyard.

Mech Field

Cost
190 Fe · 80 Cu
Structure
350
Armor
Tier 13
Power
-50

The Mech Field builds the Orbitals' two mechs: the Jump Mech as a scout, and the Bastion Walker, which anchors into a field position. Both are dropped, not driven out.

Grav Anchor

hits air
Cost
110 Fe · 55 Cu
Structure
300
Damage
28 at 340
Armor
Tier 15
Power
-25

The Grav Anchor is the Orbitals' flak: it drags aircraft down with a gravity field - every hit leaves behind a zone that slows flying craft. It ignores ground targets without research.

Orbital Port

Cost
190 Fe · 85 Cu
Structure
350
Armor
Tier 13
Power
-40

The Orbital Port is the landing site for Orbital Fighters and Orbital Bombers. Aircraft arrive by normal approach like anywhere else, not from the reserve.

Kinetic Rod

Cost
400 Fe · 255 Cu · 340 Ti
Structure
550
Armor
Tier 15
Power
-80

The Kinetic Rod is the Orbitals' superweapon: a tungsten rod that drops vertically from orbit after a brief targeting phase. The impact hits everything nearby, then leaves a glowing afterglow zone that damages anyone who walks into it. No missile, no flight - just a point and five seconds of warning.

Wall

Cost
25 Fe
Structure
550
Armor
Tier 20

Die Mauer wird als LINIE gebaut: 1. Klick setzt den Anfang, dann ziehst du die Mauerlinie und ein zweiter Klick baut sie; mit Shift+Klick setzt du einen Knick und baust weiter. Jedes Segment beginnt bei nahezu 0% HP und wächst über einige Sekunden hoch - eine frisch vor den Gegner gesetzte Mauer ist also erst verwundbar. Sehr hohe Panzerung (Beton): Kleinwaffen kratzen kaum, erst Belagerung knackt sie. Blockiert Wege und kanalisiert Angriffe. In eine Mauer lassen sich Tore und Türme setzen, die das Segment nahtlos ersetzen.

Orbital Shipyard

Cost
460 Fe · 300 Cu · 360 Ti
Structure
520
Armor
Tier 13
Power
-110

The Orbital Shipyard is the Orbitals' titan hall. It assembles the Landing Fortress - a flying battle block with four independent turrets that falls from orbit like everything else.

Solar Array

Cost
80 Fe
Structure
250
Armor
Tier 13
Power
100

The Solar Array powers the Uplink, the Lab, and other facilities. It has no turbine and no reactor - a field of mirrors that takes nothing else down with it when destroyed.

Uplink

Cost
70 Fe · 30 Cu
Structure
200
Armor
Tier 13
Power
-75

The Uplink is the Orbitals' radar - and the gateway to drop research: with "Forward Landing", units can land anywhere friendly units are currently looking.

Rail Pile

Cost
90 Fe · 35 Cu · 15 Ti
Structure
240
Damage
50 at 265
Armor
Tier 15
Power
-30

The Rail Pile is the Orbitals' cannon turret: an accelerator driven into the ground that punches through tanks at range. Slow, hard-hitting, power-hungry.

Cargo Terminal

Cost
100 Fe
Structure
400
Armor
Tier 13
Power
-25

The Cargo Terminal is the Orbitals' refinery and has FOUR landing pads: four Cargo Ferries unload at once, each in five seconds. In exchange the ferries carry only half the load of other harvesters - the throughput comes from the pace, not the payload.

Sentinel Pod

Cost
75 Fe · 25 Cu
Structure
160
Damage
14 at 245
Armor
Tier 15
Power
-15

The Sentinel Pod is the Orbitals' MG nest: it drops fully built from the sky (12s), runs without power, and fires fast against infantry. Cheap, available instantly anywhere in the build zone.

Cargo Depot

Cost
100 Fe
Structure
300
Armor
Tier 13
Power
-5

The Cargo Depot increases storage capacity. A container stack under the beacon - cheap, iron only, no power draw.

Orbital Lab

Cost
150 Fe · 85 Cu · 25 Ti
Structure
250
Armor
Tier 13
Power
-60

The Orbital Lab researches the Orbitals' tech trees: cargo logistics, the drop chain, unit classes, and defensive installations.

Gate

Cost
55 Fe · 15 Cu
Structure
520
Armor
Tier 20

Das Tor wird wie die Mauer als LINIE gebaut (1. Klick Anfang, 2. Klick Ende, Shift für Knick) - so breit, wie du es brauchst. Es lässt deine eigenen Einheiten passieren: Jedes Segment versenkt sich im Boden, wenn eine eigene Einheit nah ist, und bleibt zu, sobald ein Feind daneben steht - deine Mauerlinie bleibt also durchlässig für dich, aber dicht gegen Angreifer. Setzt du es über eine bestehende Mauer, ersetzt es die Segmente dort. Sehr hohe Panzerung wie die Mauer; jedes Segment wächst beim Bau von ~0% HP hoch.

Vehicle Field

Cost
250 Fe
Structure
300
Armor
Tier 13
Power
-50

The Vehicle Field produces ground vehicles and the flying economy: Cargo Ferries, Lift Ferries, and the Beacon Carrier. Ground vehicles go into the Orbital Reserve and fall as a capsule.

Orbital Dock

Cost
200 Fe · 85 Cu · 25 Ti
Structure
350
Armor
Tier 13
Power
-50

The Orbital Dock repairs vehicles and mechs. The Orbitals salvage no wrecks and do not self-repair - the Dock is their only way to recover damaged materiel.

Target Mirror

Cost
75 Fe · 25 Cu · 15 Ti
Structure
180
Damage
42 at 270
Armor
Tier 15
Power
-20

The Target Mirror is the Orbitals' sniper turret: a mirror array that focuses orbital light into a precision beam. Hits almost every time, but needs time between shots.

Nothing found.