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.