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In war, one should seek to take and hold the high ground. From there, the enemy's movements are clearly visible, and he will struggle just to reach you, let alone fight you. High orbit is the highest ground there is.
The Codex Astartes, Warhammer 40000

"SH-1-0-1-5-1.
This is the serial number of our orbital gun.
SH-1-0-1-5-1.
You better be sure before you leave me for another one...you can hurt me.
I can hurt you."

— "2Wicky", Hooverphonic

When it absolutely, positively, has to be destroyed on time, nothing beats your own remote-controlled, satellite-mounted laser cannon.

A variation of the "Wave Motion Gun", Kill Sats have the added advantage that you don't need to be anywhere near either the weapon or the target. Instead, you can fire it from the safety of your headquarters: your satellite will move into position and unleash a shiny descending Pillar Of Light on your unsuspecting target. Power/accuracy on Kill Sats vary, ranging from "lone vehicle" to "entire building" to (rarely) "town or small city." Planet busters are another category entirely, as firing them remotely from anywhere on the surface is inadvisable.

Since it's considered poor form to snipe your opponent from such a risk-free distance, Kill Sats are generally the realm of villains. So-called good guys who resort to these will, at best, fail miserably. If Everything Is Online in their world (and you know it is), there is always the risk of control falling into the wrong hands. In video games, Kill Sats are frequently used by the good guys (ie the player) but usually requiring some sort of targeting system on the ground in the vicinity of the target (distance varies from a few meters to a few miles). If the good guys do have one, its precision and accuracy are emphasized, often by providing the bad guys with a less precise weapon of equivalent power (such as a nuclear missile).

Of course, in the hands of either side, it would end the story in a hurry if these could be used repeatedly — none of the opposing side could poke their nose into the open without risking vaporization. Therefore:
  • It's prohibitively expensive, time-intensive, and/or just plain difficult to get it moved over the target and charged, making it something that can't be used regularly or that can be avoided.
  • Or It Only Works Once, because there was only enough power/ammo to fire it the one time, or because the heroes sabotage it or its control system before the villains can shoot again.
  • Or, most often, some combination of the two, the former giving the opportunity for the heroes to do the latter.

Alternatively, it's not active at all yet, in which case the story centers around making sure it never gets off its first shot. In these cases it generally leans toward the powerful end of the scale.

Kill Sats sometimes display the orbital properties of their more benign counterparts, the Spy Satellites, able to move themselves over any target in record time and then park themselves there to get off as many shots as they please. More often, thankfully, the writers actually pay attention to how satellites work and incorporate that into the plot ("we've got two hours to destroy the control center before the satellite is in position over our headquarters!")

Any villain seeking to get their private space program off the ground (pun most definitely intended) is probably doing so to put one of these bad boys in orbit (never mind what it actually gets used for). Spy villains love these things. The Ancient Conspiracy may already have a full network of Death Ray Sats secretly in orbit, but they're careful about using it regularly, lest someone catch on.

The Standard Sci Fi Fleet can and will take this Up To Eleven, with the heavier ships turning their guns on a helpless planet below.

An early test fire of these may create the Doomed Hometown.

The trope name is a parody of "TelSat", the TV satellite system.

A popular way to rain Death From Above.

The Kill Sat is fundamentally a tool of modern societies:

Compare Wave Motion Gun, BFG, BFB, There Is No Kill Like Overkill.
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