Hi there, welcome to this week’s Planetfall Journal! Today we’ll take a deeper look at the Unit Mod(ule) system which allows you to create your own customized arsenal of units. You can upgrade weapons, install bionics or even infect your troops with alien parasites, all for the greater good of course.
Unit Module System Purpose:
So, why Mods and not a unit construction system? This question was raised in the forums and it’s a good point to raise in this journal. There is a lot of fun, crazy and creative stuff possible with unit mods; but we specifically didn't go for a unit *construction* system for Planetfall as this would blur the lines between unit categories – and between units and heroes. For this game we made a large set of units with clear functions, personalities and art styles, which you can develop further in multiple directions, but with some constraints coming from their role and faction origin. Treating every base unit (of which there are 100++) as a mere "chassis", would undermine this.
Mods are organized in 2 base types
You can mix and match any type. You could make a versatile jet pack marine or a glass cannon, with adding three offensive mods on a single unit. For example, going all in on laser mods would all you to make a unit that negates armor, sets units on fire and has a chance to Disintegrate tier 1 and 2 units with each shot.
Mod Origins.
Mods are a game mechanic that lets you synergize between your choice of Faction, Secret tech and NPC relations.
Weapon Group Mods: These contain your bread and butter weapon augmentations. Weapon groups are dominated by a single damage channel (laser=thermal), but weapon groups also contain mods that allow you to change damage channel. For example, the Volatile Infusion Bio mod changes the damage type from biochemical to Thermal and adds Burning.
Faction Mods: These mods emphasis the core abilities of the faction. For example, the Kirko can mutate their carapace armor, allowing them to cloak, or grow glands that spray assailants with damage or the following:
Secret Tech Mods: Secret Mods are generally part of a bigger gameplay theme in which mods interact with Operations; For example, Xenoplague mods insert mutant parasites into their hosts, these parasites can then be strengthened using combat operations, granting their hosts regeneration and other buffs.
Dwelling Mods: Mods transfer some of the abilities of the NPC units into mods so they can be used by your units. Like your marine can be made to extrude Psychoactive Plant love Pheromones.
Unit Variant Manager
The Unit Variant Manager allows you to track all the unit variants you have fielded. You can see the number of units using a template and you can disable or renamable their visibility in the production list. It is also possible to do mass upgrades and mass disbands using the Variant Manager.
Or course it is possible to upgrade existing individual units in the field and a premium cost. This temporally places a status effect on the unit, reducing its damage and disabling all of its mods for a short time..
Unit Variant Presentation
Unit variants can be given a unique glyph and name to go with them. Each Mod Origin has a set of icons associated with it. A system will suggest a name and icon that fits a unit (the AI will use this too), this will help you identify units in the field.
Hero Items
Heros can also be equipped with standard Issue mods and weapons, in addition to those they can also find unique mods in that can only be equipped by heroes. More on Heroes and their equipment in a future journal!
Unit Module System Purpose:
- Units Modules allow you to tailor your arsenal to shifting threats.
- Make lower tier units relevant in the end game by giving them mods of increasing strength.
- Mix and Match: An elegant way to fuse abilities originating from Secret technologies, and NPCs to units from your main faction (and vise versa).
- Replay Value: There are a huge amount of combinations possible - you’ll discover things that we as developers have never thought about and that we then have to nerf (A Kirko Xenoplague Frenzied has up to 21 different mods available from Faction and Secret Tech for example!)

So, why Mods and not a unit construction system? This question was raised in the forums and it’s a good point to raise in this journal. There is a lot of fun, crazy and creative stuff possible with unit mods; but we specifically didn't go for a unit *construction* system for Planetfall as this would blur the lines between unit categories – and between units and heroes. For this game we made a large set of units with clear functions, personalities and art styles, which you can develop further in multiple directions, but with some constraints coming from their role and faction origin. Treating every base unit (of which there are 100++) as a mere "chassis", would undermine this.

Mods are organized in 2 base types
- Offensive Mods. Increases accuracy, add status effects on enemies, change damage channel. All offensive mods give a stacking base % damage bonus to all the unit’s attacks; in addition to other bonusses.
- Defensive Mods. Armor, shields, healing abilities, auras, movement abilities. All defensive mods give a base bonus to Armor, Shields, or Health depending on the technology type and individual mod.
You can mix and match any type. You could make a versatile jet pack marine or a glass cannon, with adding three offensive mods on a single unit. For example, going all in on laser mods would all you to make a unit that negates armor, sets units on fire and has a chance to Disintegrate tier 1 and 2 units with each shot.
Mod Origins.
Mods are a game mechanic that lets you synergize between your choice of Faction, Secret tech and NPC relations.
Weapon Group Mods: These contain your bread and butter weapon augmentations. Weapon groups are dominated by a single damage channel (laser=thermal), but weapon groups also contain mods that allow you to change damage channel. For example, the Volatile Infusion Bio mod changes the damage type from biochemical to Thermal and adds Burning.
- Laser: Shield Breaking, Blinding, Burning, Disintegration.
- Bio: Armor Melt, Slowdowns, Infections.
- Arc: Stagger, Bouncing Projectiles, Anto-Mechanical
- Kinetic: Anti-Organic, Bleeding, Smart Bullets
- Psionic: Buffs, Debuffs, and Mind Control
- Explosive: Various Payloads augment projectiles. Example:

Faction Mods: These mods emphasis the core abilities of the faction. For example, the Kirko can mutate their carapace armor, allowing them to cloak, or grow glands that spray assailants with damage or the following:

Secret Tech Mods: Secret Mods are generally part of a bigger gameplay theme in which mods interact with Operations; For example, Xenoplague mods insert mutant parasites into their hosts, these parasites can then be strengthened using combat operations, granting their hosts regeneration and other buffs.

Dwelling Mods: Mods transfer some of the abilities of the NPC units into mods so they can be used by your units. Like your marine can be made to extrude Psychoactive Plant love Pheromones.
Unit Variant Manager
The Unit Variant Manager allows you to track all the unit variants you have fielded. You can see the number of units using a template and you can disable or renamable their visibility in the production list. It is also possible to do mass upgrades and mass disbands using the Variant Manager.
Or course it is possible to upgrade existing individual units in the field and a premium cost. This temporally places a status effect on the unit, reducing its damage and disabling all of its mods for a short time..

Unit Variant Presentation
Unit variants can be given a unique glyph and name to go with them. Each Mod Origin has a set of icons associated with it. A system will suggest a name and icon that fits a unit (the AI will use this too), this will help you identify units in the field.

Hero Items
Heros can also be equipped with standard Issue mods and weapons, in addition to those they can also find unique mods in that can only be equipped by heroes. More on Heroes and their equipment in a future journal!