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Field manual · Age 2 of 7

Modern Age: every unit, price and counter

Powder and armor. 14 units, from 30 to 300 gold.

A Modern Age battle on Frostpeak: helicopters and riflemen fight over a frozen hill

Advance out of the Medieval Age mid-battle and the Modern roster arrives beside your old cards: riflemen, grenadiers, battle tanks and strike jets. Gunfire is instant, so cover and walls matter more than they did against arrows.

Advancing is a tempo sacrifice. The gold you bank to cross over is gold your opponent can spend on troops right now, and both sides' ages are announced on screen — there is no hidden power.

Advancing into the Modern Age costs 700 gold mid-battle, and adds this roster next to the ages you already hold. Spells cast in this age deal 1.15× their base damage. The fliers of this roster are Attack Helicopter, Strike Jet — troops without a ranged attack cannot touch them.

How to fight in the Modern Age

Modern Age units at a glance

UnitRoleGoldHPDamageEveryType
RiflemanLine infantry3076130.8 sMelee
MarksmanRanged, anti-air5075131.6 sRanged
Shock TrooperRegenerating brawler5512511.50.9 sMelee
AT TrooperAnti-cavalry60135143.5 sRanged
Riot TrooperShield wall75225101 sMelee
IED SapperCaster120185902.8 sMelee
CommandoDuelist125290371 sMelee
Attack HelicopterAir interceptor140265311.1 sFlying
Assault BuggyCavalry140260350.95 sMelee
HowitzerSiege160250403.4 sRanged
Drone OperatorSummoner175245441.55 sRanged
Rail CannonAnti-giant artillery210200723.2 sRanged
Battle TankGiant220410381.6 sRanged
Strike JetAir superiority300330332.2 sFlying

Every Modern 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.

Rifleman

Line infantry30 gold

Bayonet fireteam: cracks off covering shots while closing the distance, then finishes with the bayonet. Swarms in staggered ranks and runs down wounded prey 20% faster — prey a packmate is already fighting takes flanked hits (+20%). Shields block his bullets, and the sky stays out of reach.

Shock Trooper

Regenerating brawler55 gold

Stim brawler: slamming into a fight injects a combat stim — faster swings, harder sprint — until the rig needs to recharge, while the backpack pump slowly knits his wounds shut. Picks his scrap with the hardest hitter he can outlast; burst him down between surges or set him on fire: flames cook the stims and the healing both.

Marksman

Ranged, anti-air50 gold

Bipod sharpshooter: every round punches clean THROUGH its mark into the next body in the file, so tight columns pay double. Anti-air first, and the mount is planted — he never kites, so anything that reaches him keeps him: dive the bipod.

AT Trooper

Anti-cavalry60 gold

Bazooka team: kneels at long range and fires a smoke-trailing rocket, then reloads for the next heavy shot. Shaped charges deal +60% damage to giant-class armor; a planted gunner also denies a vehicle's ram with a point-blank counterblast. Fires unguided rockets at ground troops and walls, and heat-seeking missiles that track aircraft. Rush him during the reload.

Riot Trooper

Shield wall75 gold

Advancing wall: braces behind the ballistic shield when enemies close in (-40% damage) and keeps GRINDING FORWARD, escorting the line marching behind him — his shield soaks 40% of their frontal fire too. Magic ignores it, and the wall walks into whatever waits for it.

Commando

Duelist125 gold

Breaching duelist: opens every engagement by hurling ONE grenade into the fight — a blast a braced shield line soaks — then seeks out the most expensive enemy, the machete cleaving a second target on the follow-through. The charge is spent on entry: catch him after it and he is just a blade.

IED Sapper

Caster120 gold

Ground demolition: closes in and kneels to plant a visible IED. After a short arming delay, approaching ground enemies trigger a blast across the clump. Charges survive their sapper for up to 20 seconds; each sapper keeps his three newest charges. Allies and aircraft are safe. Shoot him before he plants; braced shields soak the blast.

Attack Helicopter

Air interceptor140 gold

Air interceptor: sprints to intercept enemy fliers and meets them at their own altitude — a held sprint arms a devastating opening burst. The chin gun fires real tracers: it shreds aircraft, only rakes at ground troops, and riot shields catch it head-on. Marksmen and lightning bring it down.

Assault Buggy

Cavalry140 gold

Drive-by cavalry: the mounted gun rakes ground targets the whole approach, then the ram lands — a full-throttle hit crits and bowls light troops backward — diving past the frontline to hunt marksmen, howitzers and drone operators. Set AT launchers, braced riot shields and battle tanks stop it cold.

Rail Cannon

Anti-giant artillery210 gold

The javelin doctrine as a towed rail gun: a hyper-velocity slug that hits armor-class prey for double damage (tanks, buggies, aircraft, commandos) and over-penetrates light troops for half. The capacitor bank takes seconds to charge each shot, so a swarm walks straight through the reload. Riot shields catch the slug; dive the crew.

Howitzer

Siege160 gold

Barrage siege: every reload walks a THREE-SHELL fan down the lane, carpeting the densest column instead of hammering one spot. Slower between salvos, can't hit fliers, and helpless inside minimum range, where it rolls away in a panic.

Drone Operator

Summoner175 gold

Fabricator: the rig prints a fresh skitter drone every few seconds — no corpses required, just uptime. He falls back when melee closes and his pack guards the retreat; the drones power down (and cook off) when he falls, so dive the operator and the whole swarm dies with him.

Battle Tank

Giant220 gold

Self-repairing assault gun that leads the push, firing on the move: HE shells burst among the ranks and throw the survivors back, and only fire keeps the repair rig down. The gun can't track the sky, and it rolls right into pike reach. Burn it, or bring a giant slayer.

Strike Jet

Air superiority300 gold

Fastest thing in the sky, and it fights like a real fighter: hostile aircraft come first and eat 1.5x air-to-air missiles, armor gets guided missiles, troops get napalm canisters dropped on low passes, and the enemy keep gets full bombing runs. Rifle fire glances off a diving jet — bring dedicated AA.

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