Field manual · Age 5 of 7
Frontier Age: every unit, price and counter
The colonial war machine. 13 units, from 30 to 300 gold.
The Frontier Age is a specialty ruleset of marines, cloaked night wraiths and dreadnoughts. It skips the knight and mage doctrines altogether and debuts something no other age has: a field medic who never carries a weapon.
With no cavalry to dive the back line and no caster to pierce shields, Frontier battles are decided by sustained fire, stims and who keeps their line patched up longest.
The Frontier Age is a specialty age: it is picked on the setup screen and both sides play it for the whole battle. Spells cast in this age deal 1.75× their base damage. The fliers of this roster are Skyhound, Night Wraith, Dreadnought — troops without a ranged attack cannot touch them.
How to fight in the Frontier Age
- Stims trade a marine's own health for tempo. Fire blocks the injection and cuts an active surge short.
- Protect the medic. It cannot fight back, and the line it stands behind lasts far longer than the same line without it.
- Three fliers share this roster. Bring anti-air before the second one arrives, not after.
Frontier Age units at a glance
Every Frontier Age unit
In card order, with the description the game shows when you hold the card. Stats are for a level-0 unit; each upgrade level adds 12% HP and damage to future spawns.
Colonial Marine
Line infantry30 gold
Powered-suit fireteam that fires while closing and finishes with the gun butt — and every engagement injects a stim: faster blows, faster boots, PAID FOR IN HIS OWN BLOOD (8 HP an injection; a stimmed wave without a medic kills itself winning). Swarms in staggered ranks and runs down wounded enemies 20% faster (+20% flanked hits). Fire cooks the stim off, shields block his rounds, and he still can't touch the sky.
- 115 HP
- 19 damage every 0.8 s
- Range 34
- Speed 76
- Melee
Vaulter
Regenerating brawler55 gold
Jump-jet skirmisher: the fastest boots on the frontier. A blocker between him and his prey isn't fought — it's VAULTED, jets flaring, so he lands where the medics and gun crews live. Nano-mesh knits his wounds closed BETWEEN fights only — three quiet seconds after the last hit taken, never during the brawl — and taking hits throws him into a spitting-mad flurry. Fire stops the mending, and splash catches what the jets can't dodge.
- 195 HP
- 18 damage every 0.85 s
- Range 36
- Speed 92
- Melee · Regenerates
Specter
Ranged, anti-air50 gold
Cloaked sniper: takes the field as a heat-shimmer nothing can target, and stays that way until the first shot cracks out — and that first shot is the OVERWATCH ROUND, a charged slug chambered on a slow clock that strikes at triple weight. The rifle is planted on its bipod: he never backpedals, and the documented answer is the dive a kiting archer would have escaped. His scope DETECTS other ghost suits within 300: an enemy wraith or specter inside it is a target for the whole team. A sensor sweep strips his own shroud for good; fire keeps it down.
- 115 HP
- 21 damage every 1.7 s
- Range 440
- Speed 60
- Ranged
Breaker
Anti-cavalry60 gold
Heavy assault armor with both arms ending in grenade launchers: giant-class prey still closing eats slow, watchable Punisher grenades on the approach, then the launchers work as rams up close — +40% to giants, a set stance that impales any charge, and every blow CONCUSSIVE: the target staggers slowed while the next swing is already coming. Shoot him before he plants; swarms of small blades wear him down.
- 220 HP
- 23 damage every 1 s
- Range 44
- Speed 55
- Melee
Bastion Trooper
Shield wall75 gold
A slab of starship plating on powered arms: blocks frontal fire for himself and shelters the ranks behind, and the exo-frame keeps the wall GRINDING FORWARD while braced — escorting the push instead of planting. Strikers who hammer the plate eat a kinetic feedback jolt. Magic ignores the wall, and fliers simply go over it.
- 355 HP
- 15 damage every 1 s
- Range 32
- Speed 46
- Melee · Blocks arrows
Pyro Trooper
Duelist110 gold
Walking furnace in a sealed suit: the wrist-thrower's sweep cleaves through the rank, and EVERYTHING it touches burns — and on the frontier, burning means no regeneration, no field medicine, no stims. The duel is his native ground; crowds of chaff melt. Keep him at arm's length: artillery, snipers, and the sky never feel the heat.
- 400 HP
- 46 damage every 0.85 s
- Range 46
- Speed 58
- Melee
Field Medic
Support120 gold
The first soldier on any field with NO weapon at all: she shadows the line and channels a trauma beam into whoever is bleeding worst, retargeting the moment triage changes, and the beam washes chills and concussion off the patient as it mends. Flesh only — machines are beyond field medicine — and a burning patient can't be treated, so fire remains the answer to sustain. Kill the medic first, or fight an army that won't stay down.
- 240 HP
- 0 damage every 1 s
- Range 30
- Speed 70
- Melee
Skyhound
Air interceptor140 gold
Transforming air-superiority fighter: anything airborne outranks everything on the ground, crossed at full burn and torn apart at x2.4 — a held intercept dart arms a devastating opening volley. With the sky empty it LANDS: wings fold to legs and it fights on as a walker at full gun damage — where melee can finally reach it — lifting off again (vulnerably) the moment something enemy flies. Massed rifles and sniper fire bring it down either way.
- 370 HP
- 45 damage every 1.1 s
- Range 175
- Speed 122
- Flying · Ranged
Night Wraith
Air superiority140 gold
Stealth gunship: crosses the lane as a scanline shimmer nothing can target, then the rocket run breaks the shroud — dive, strike, and eight quiet seconds later it's gone again. Rockets rake the ground; in a dogfight it holds its own but that was never the plan. Anti-air punishes every decloak window; an ironclad, dreadnought or specter DETECTS it inside their sensor rings (targetable while it stays in), a tinker's sweep ends the game entirely, and fire keeps the shroud down.
- 260 HP
- 34 damage every 1.9 s
- Range 180
- Speed 95
- Flying · Ranged
Entrencher
Siege160 gold
Mode-switch artillery: on the move it's a mediocre assault gun — but give it prey in sensor range and the outriggers SLAM DOWN, the barrel telescopes, and it becomes a long-range siege piece bursting shells across half the lane. Planting takes two seconds and rising takes two more, it can't fire while transforming, and nothing it does reaches the sky or anything under the gun. Dive it, fly over it, or flood it with bodies cheaper than shells.
- 390 HP
- 44 damage every 1.5 s
- Range 210
- Speed 34
- Ranged · Cannot hit fliers
Tinker
Summoner160 gold
Fabricator and sensor mast in one rig: prints an auto-turret onto the line every few seconds — no corpses, just uptime — while the sweep strips every cloak within its ring FOR GOOD, and a shock lance keeps her dangerous at range. She falls back when melee closes and her turrets cover the retreat; when she falls, the whole network powers down with her. Kill the Tinker first, or fight the shadow war blind.
- 330 HP
- 54 damage every 1.55 s
- Range 320
- Speed 45
- Ranged
Ironclad
Giant220 gold
Walking weapons platform that leads the push firing on the move: its arm cannons alternate powerful ground blasts while the quad shoulder battery locks aircraft and ripples four HEAT-SEEKING MISSILES into the sky. Each proximity burst catches nearby fliers for half — the only machine on the frontier fighting both wars at once, and neither as well as a specialist. Its sensor suite DETECTS cloaked enemies within the seeker rack's reach — a shimmer inside the ring is a target for the whole team. Auto-foundry plating self-mends unless it's burning. Too slow to catch anything: burn it, bring a giant slayer, or simply walk away.
- 560 HP
- 52 damage every 1.6 s
- Range 250
- Speed 40
- Ranged · Cannot hit fliers · Regenerates
Dreadnought
Air superiority300 gold
Capital ship: holds the battle line at altitude and fires a three-gun mass-driver broadside, each visible shell converging on its chosen target. Every twenty seconds the PROW CANNON locks the biggest thing on the field — a swelling ball of light both players can read — then deletes it through any shield, brace or dome. Biggest by MAX HP, not by threat: bait the cannon with a cheap giant, that's the counterplay. Capital-grade sensors DETECT cloaked hulls within 300 — a night wraith or specter under the dreadnought's ring is a target for every gun on the team. Ponderous enough that committing one is a statement; massed cheap anti-air out-economizes it every time, and melee never touches it.
- 500 HP
- 55 damage every 2.2 s
- Range 260
- Speed 60
- Flying · Ranged
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