Sunstalkers
Anointed: Spike
Dry ridges. Spike swaps into formation; the landing burst hits everyone adjacent.
In the field
Spike. Spends Energy to swap with a unit in range, then lands hard. Everyone beside the landing tile takes a hit — friends included. Timing is the whole trick.
Anointed stats - Spike
Ability: Swap with any unit within 3 hexes, then deal 1 damage to every other unit adjacent to Spike's new tile.
| Unit | Cost | HP | Move | Attack / Damage | Range | Vision |
|---|---|---|---|---|---|---|
| Spike | 7 | 2 | 3 | none (burst only) | Swap 3 | 3 |
Special powers
- Spend 1 Energy to select any other unit within three hexes and exchange positions. The swapped unit takes no damage from the swap or landing burst.
- After landing, Spike deals 1 damage to every other unit adjacent to the new tile, including allies. That burst is Spike's only attack.
- The ability spends Spike's action for the turn. Movement remains available if unused.
Field company. Scout, Soldier, Heavy, Archer, and Monk share the same rules across every Order. See the field roster.