LABS TACTICS EXPERIMENT / 05
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SECTOR 05 · SHARD FIELD
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EXPERIMENT 05 / ORBITAL TACTICS

SHARDLINE

Blue versus red. One marine each to start.
Take the shards, hold the line, break their base.

  • Capture crystal shards for requisition, then train more marines.
  • Stop beside sandbags, crates, rocks or crystals and your marines drop into cover.
  • Every shot rolls a hit chance: range, movement and cover all count.
  • Fog of war hides the enemy until your squad or base can see them.
  • Machine gunners dig in before firing: fast behind sandbags, slow in the open.
Loads a 10 MB game engine on deploy · mouse and keyboard, or touch
FIELD MANUAL / 01

FIELD MANUAL

You command blue. Each side starts with a marine and an HQ with a roof turret. Capture the four crystal shards for requisition, train more marines, and destroy the red HQ before red destroys yours. Red plays by the same rules and only knows what its own units can see.

Click / drag
Select marines (Shift adds)
Right-click
Move, or attack an enemy or the red HQ
Shift + right-click
Attack-move: fight anything met on the way
Click your HQ
Build menu: marine or gunner (greyed out when you can't afford it)
Q
Train a marine (50 requisition)
G
Train a machine gunner (100 requisition)
T
Selected gunners set up facing the cursor
E
Select all marines
WASD / arrows / edge
Scroll the map
Mouse wheel, − / =
Zoom
Space
Center on your selection

On a touch screen:

Tap a marine
Select it (All selects every marine)
Tap ground / enemy
Move there / attack it (shows the hit chance)
Press and hold
Attack-move (or use the Attack-move button)
Tap your HQ
Build menu
Drag / pinch
Pan / zoom the map
Set up
Selected gunners dig in facing the nearest enemy

Machine gunners only fire once set up on the tripod: 1.2 seconds behind sandbags, crates or a barrier, 3.5 seconds on open ground. Set up, they cover a 100° arc with long bursts out to 7.5 tiles; an enemy outside the arc makes them swing the gun round, and they must pack up (1 second) before moving. Stop one behind low cover and it sets up on its own, facing the enemy.

Marines moved to a spot hold it: they shoot what they can reach but do not chase. Stop next to sandbags or a rock and they drop into cover and fire over the top. Hover an enemy with marines selected to see the hit chance and why.

Hit chance starts at 75%. Close range +10, long range −10, moving target −20, target hiding behind low cover (sandbags, crates, barriers) −40 or hard cover (rocks, crystals, wrecks) −30, target standing beside cover −15, firing over cover −5. Cover only counts when the shot has to cross it: fire from an open side or along a wall hits at the full chance. Requisition: +1/s, plus +2/s per shard held. Out of combat, marines heal near their own HQ.


Runs entirely in this browser. All artwork is generated in code. Godot engine license and third-party notices