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Colonial Trooper

[!quote] "Scrap rifle, salvaged sidearm, and a planet that wants me gone. Standard kit."

The backbone of the Colony roster — a colonist under arms, not a career soldier. The unit that best shows the salvage progression: they start with what humanity brought and become what humanity finds.

Role

Frontline generalist — holds ground, screens specialists, and carries the tutorial. Draws entirely on the Colony's grounded doctrine at first: kinetic weapons, cover, and grit.

Fiction-driven kit

Design intent

The Trooper should feel like a person, not a super-soldier — improvising, salvaging, and visibly upgrading over the campaign. Their gear is a running progress bar of the whole story.

Ability Fiction Design note (numbers live in your combat data)
Kinetic rifle Colony-made, reliable, unglamorous Baseline ranged attack
Field salvage Strip a downed Custodian for parts Unlocks/loads exotic gear mid-campaign
Dig in Colonist reflex — build cover from anything Deployable cover / entrench
Salvaged sidearm (unlock) A recovered Progenitor blaster First taste of the exotic tier

[!note] As the campaign advances, the Trooper's loadout slots fill with salvaged tech — blasters, a cloak field, a teleport beacon. The chassis stays human; the tools become the makers'.

See also