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The Orbitals

Vertical logistics from orbit

Nichts fährt aus einer Halle: Stationsmodule wie Truppenfeld, Uplink oder Orbitallabor werden im Orbit gefertigt und mit [TAB] an die Station angebaut, Gebäude für die Karte fallen als Kapsel in die Bauzone. Jede Bodeneinheit wartet nach der Produktion in den Abwurf-Reihen und fällt per Klick, als ganze Reihe oder am Sammelpunkt ihres Landefelds - mit Forschung überall dort, wo eigene Einheiten gerade hinsehen. Die Wirtschaft fliegt: Frachtfähren tragen halb so viel wie andere Sammler, brauchen aber keinen Weg; ein Frachter bringt die Ladung vom Frachtterminal hinauf zur Station.

  • 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
  • Nur zwei Abwurfkapseln, danach eine Minute Abklingzeit
  • 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.

3D

Beacon Carrier

Cost
750 Fe · 385 Cu · 195 Ti
Structure
120
Speed
9 km/h
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.

3D

Bastion Walker

Cost
160 Fe · 65 Cu · 35 Ti
Structure
216
Damage
54 at 62 m
Deployed
75.6 at 77 m
Speed
13 km/h
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.

3D

Breach Walker

Cost
540 Fe · 285 Cu · 255 Ti
Structure
918
Damage
64.8 at 44 m
Speed
6 km/h
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.

3D

Field Technician

Cost
105 Fe · 45 Cu
Structure
100
Speed
17 km/h
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.

3D

Cargo Ferry

flying
Cost
90 Fe
Structure
60
Speed
24 km/h
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.

3D

Orbital Bomber

flying
Cost
300 Fe · 155 Cu · 55 Ti
Structure
150
Damage
40 at 47 m
Speed
12 km/h
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.

3D

Grav Net

hits air
Cost
165 Fe · 75 Cu
Structure
240
Damage
30 at 81 m
Speed
11 km/h
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.

3D

Grav Gunner

hits air
Cost
65 Fe · 25 Cu
Structure
48
Damage
34 at 56 m
Speed
6 km/h
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.

3D

Grapple Mech

Cost
75 Fe · 35 Cu · 15 Ti
Structure
162
Damage
67 at 64 m
Speed
14 km/h
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.

3D

Lift Ferry

flying
Cost
120 Fe · 45 Cu
Structure
110
Speed
30 km/h
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.

3D

Hunter Mount

Cost
225 Fe · 100 Cu · 35 Ti
Structure
105
Damage
78 at 79 m
Speed
14 km/h
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.

3D

Hunter Walker

Cost
105 Fe · 55 Cu · 20 Ti
Structure
205
Damage
11.3 at 33 m
Speed
16 km/h
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).

3D

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.

3D

Landing Tank

Cost
270 Fe · 105 Cu
Structure
142
Damage
30 at 47 m
Speed
16 km/h
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.

3D

Landing Fortress

Cost
690 Fe · 385 Cu · 485 Ti
Structure
1944
Damage
108 at 73 m
Speed
6 km/h
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.

3D

Orbital Hammer

Cost
570 Fe · 295 Cu · 285 Ti
Structure
756
Damage
151.2 at 131 m
Speed
6 km/h
Armor
Tier 22

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

3D

Orbital Fighter

flyinghits air
Cost
165 Fe · 90 Cu · 35 Ti
Structure
85
Damage
22 at 45 m
Speed
36 km/h
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.

3D

Relay Mech

Cost
165 Fe · 75 Cu · 30 Ti
Structure
119
Damage
62.4 at 105 m
Speed
11 km/h
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.

3D

Scout Trike

Cost
75 Fe · 15 Cu
Structure
60
Damage
21 at 27 m
Speed
23 km/h
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.

3D

Jump Mech

Cost
120 Fe
Structure
68
Damage
22.7 at 29 m
Speed
20 km/h
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.

3D

Storm Colossus

Cost
600 Fe · 320 Cu · 385 Ti
Structure
972
Damage
75.6 at 62 m
Speed
7 km/h
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.

3D

Stormlander

Cost
25 Fe
Structure
50
Damage
10 at 27 m
Speed
7 km/h
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.

3D

Storm Walker

Cost
150 Fe · 60 Cu · 20 Ti
Structure
227
Damage
36.7 at 55 m
Speed
13 km/h
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.

3D

Thermite Launcher

Cost
50 Fe · 20 Cu
Structure
55
Damage
18 at 35 m
Speed
7 km/h
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.

3D

Vacuum Pioneer

hits air
Cost
55 Fe · 20 Cu
Structure
50
Damage
60 at 57 m
Speed
6 km/h
Armor
Tier 3

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

3D

Target Marker

Cost
70 Fe · 30 Cu
Structure
40
Speed
8 km/h
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.

3D

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.

3D

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.

3D

Ground Relay

Cost
130 Fe · 80 Cu · 55 Ti
Structure
220
Damage
66 at 97 m
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.

3D

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.

3D

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.

3D

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.

3D

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.

3D

Grav Anchor

hits air
Cost
110 Fe · 55 Cu
Structure
300
Damage
28 at 92 m
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.

3D

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.

3D

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.

3D

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.

3D

Solar Array

Cost
80 Fe
Structure
250
Armor
Tier 13
Power
100

The Solar Array feeds the orbital station first - that is where assembly and resupply come from - and distributes the remainder to the facilities on the ground. It has no turbine and no reactor: a field of mirrors that takes nothing else down with it when destroyed. Each upgrade adds another row of panels.

3D

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.

3D

Rail Pile

Cost
90 Fe · 35 Cu · 15 Ti
Structure
240
Damage
50 at 72 m
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.

3D

Cargo Terminal

Cost
400 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.

3D

Sentinel Pod

Cost
75 Fe · 25 Cu
Structure
160
Damage
14 at 66 m
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.

3D

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.

3D

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.

3D

Trägersegment

Cost
80 Fe · 35 Cu
Structure
260
Armor
Tier 13
Power
-5

Das Trägersegment ist reine Struktur: es produziert nichts und lagert nichts, sondern verstärkt die Orbitalstation. Jede angrenzende Zelle trägt danach mehr Gewicht - erst damit lassen sich die Flügel über und unter der Mittellinie mit schweren Modulen bebauen. Selbst ist es leicht und hat vier Anschlüsse, es ist also der Verbinder, an dem die Station weiterwächst.

3D

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.

3D

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.

3D

Target Mirror

Cost
75 Fe · 25 Cu · 15 Ti
Structure
180
Damage
42 at 73 m
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.

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