Mythos
Anointed: Hammer
Hard paths. Hammer opens routes through walls and units alike.
In the field
Hammer. Spends Energy to Batter an adjacent unit and shove it away. Enemies take the hit; friends do not. If something blocks the shove, the collision is ugly. Paths open. Bodies move.
Anointed stats - Hammer
Ability: Batter an adjacent unit, push it up to 2 hexes away; enemies take 1 damage; collision deals 3 additional to the pushed unit.
| Unit | Cost | HP | Move | Attack / Damage | Range | Vision |
|---|---|---|---|---|---|---|
| Hammer | 7 | 4 | 2 | 1 | 1 | 2 |
Special powers
- Batter costs 1 Energy and Hammer's action. Target one adjacent friendly or enemy unit and push it directly away by up to two hexes.
- The push stops at the first unit, tree, impassable terrain, map edge, or base footprint. An enemy target takes Hammer's 1 attack damage; a friendly target takes no initial damage.
- If a tree or unit blocks the push, the pushed target takes 3 collision damage. A blocking tree also takes Hammer's 1 attack damage; a blocking unit takes 3 collision damage. Units behind the first blocker are unaffected.
- If an enemy base blocks the push, the enemy target takes 3 collision damage and the base receives Hammer's 1 damage once. Hammer cannot launch faction uniques in the initial balance pass. Unused movement remains available.
Field company. Scout, Soldier, Heavy, Archer, and Monk share the same rules across every Order. See the field roster.