Units¶
The roster, kept tied to the fiction. Landfall's arsenal spans scrap rifles to blades of light — and the thing that makes that range coherent is a single rule: humanity builds nothing exotic. It salvages it.
The salvage progression¶
The Colony's power curve is the story of the game:
Act 1 Act 2 Act 3
───── ───── ─────
SCRAP → RECOVERED → INHERITANCE
kinetic Progenitor tech Custodian allies +
guns, salvaged from the Seed-Heart power
walkers, Custodians:
jumpjets, blasters, blades,
turrets cloak, teleport
- You start near-future and grounded — the Colony's own tech. Kinetic weapons, scrap-built [walkers], jumpjets, deployable turrets, scanners, amphibious landers.
- You become futuristic by looting the world. Every energy weapon, light-blade, active-camo field, and teleport beacon is recovered Custodian / Progenitor technology — earned, not built.
- You end with inheritance. In Act 3, turned Custodians fight beside you and the Seed-Heart is in reach.
One rule, whole arsenal
Because nothing exotic is human-made, a refugee army with welded rifles and a future of teleporting blade-troops can share one game without breaking. The seams show on purpose — a trooper with a scrap carbine in one hand and a salvaged blaster in the other is the setting.
Example roster¶
| Unit | Faction | Role | Tech tier |
|---|---|---|---|
| Colonial Trooper | Colony | Frontline / generalist | Scrap → salvage |
| Custodian Sentinel | Custodians | Guardian; enemy → ally | Progenitor |
| Mara Zealot | Mara | Shock infantry | Corrupted maker-tech |
Other archetypes to build out: scrap walkers/mechs, jumpjet skirmishers, deployable turrets, scanner recon, salvaged cloak operatives, teleport raiders, heavy Lokapala biome-bosses, feral Yaksha swarms.
Adding a unit
Copy any example. Give the unit a role, a faction, and a tech tier on the salvage curve — then keep the exact balance numbers (HP, move, damage) in your combat data, not here. These pages own feel and fiction; the spreadsheet owns the maths.