Field manual · Age 2 of 7
Modern Age: every unit, price and counter
Powder and armor. 14 units, from 30 to 300 gold.
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
- Earlier ages stay in your hand, with the upgrade levels you bought for them. Cheap medieval troops are still good line-holders.
- On Frostpeak the hill swallows low, flat shots. Grenadiers and howitzers lob over it.
- Battle tanks never shoot at aircraft. Keep something that can look up on the field once helicopters and jets appear.
Modern Age units at a glance
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.
- 76 HP
- 13 damage every 0.8 s
- Range 34
- Speed 72
- Melee
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.
- 125 HP
- 11.5 damage every 0.9 s
- Range 34
- Speed 65
- Melee · Regenerates
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.
- 75 HP
- 13 damage every 1.6 s
- Range 420
- Speed 60
- Ranged
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.
- 135 HP
- 14 damage every 3.5 s
- Range 360
- Speed 55
- Ranged
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.
- 225 HP
- 10 damage every 1 s
- Range 32
- Speed 45
- Melee · Blocks arrows
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.
- 290 HP
- 37 damage every 1 s
- Range 40
- Speed 58
- Melee
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.
- 185 HP
- 90 damage every 2.8 s
- Range 42
- Speed 55
- Melee · Cannot hit fliers
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.
- 265 HP
- 31 damage every 1.1 s
- Range 190
- Speed 122
- Flying · Ranged
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.
- 260 HP
- 35 damage every 0.95 s
- Range 46
- Speed 130
- Melee
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.
- 200 HP
- 72 damage every 3.2 s
- Range 380
- Speed 40
- Ranged
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.
- 250 HP
- 40 damage every 3.4 s
- Range 540
- Speed 30
- Ranged
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.
- 245 HP
- 44 damage every 1.55 s
- Range 320
- Speed 45
- Ranged
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.
- 410 HP
- 38 damage every 1.6 s
- Range 250
- Speed 42
- Ranged · Cannot hit fliers · Regenerates
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.
- 330 HP
- 33 damage every 2.2 s
- Range 260
- Speed 135
- Flying · Ranged
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