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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

Frontier Age units at a glance

UnitRoleGoldHPDamageEveryType
Colonial MarineLine infantry30115190.8 sMelee
SpecterRanged, anti-air50115211.7 sRanged
VaulterRegenerating brawler55195180.85 sMelee
BreakerAnti-cavalry60220231 sMelee
Bastion TrooperShield wall75355151 sMelee
Pyro TrooperDuelist110400460.85 sMelee
Field MedicSupport12024001 sMelee
SkyhoundAir interceptor140370451.1 sFlying
Night WraithAir superiority140260341.9 sFlying
EntrencherSiege160390441.5 sRanged
TinkerSummoner160330541.55 sRanged
IroncladGiant220560521.6 sRanged
DreadnoughtAir superiority300500552.2 sFlying

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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