Every Order

Field roster

Scout

Cost
1
HP
1
Max HP
2
Move
5
Attack
1
Range
1
Vision
5

Soldier

Cost
2
HP
3
Max HP
4
Move
3
Attack
2
Range
1
Vision
3

Heavy

Cost
4
HP
4
Max HP
6
Move
2
Attack
3
Range
1
Vision
2

Archer

Cost
3
HP
1
Max HP
2
Move
1
Attack
3
Range
3
Vision
3

Priest

Cost
2
HP
1
Max HP
2
Move
3
Attack
0
Range
1
Vision
3
Special
  • Heal. Spend Energy to heal an adjacent damaged ally by up to 2 HP. If the ally is already at full HP, add 1 current and maximum HP instead. Scout, Soldier, Priest, and Archer may receive that max-HP boost only once. Heavy may receive it twice, but never more than once in the same turn. Shields are not Health; Priests cannot heal or regenerate shields.
One per Order

Anointed

Queen Bee

Cost
7
HP
2
Move
2
Attack
0
Range
0
Vision
2
Special
  • Spawn Drone. Once per Queen turn, spend 1 Energy to create one Drone on an adjacent empty tile. Drones are permanent until killed; there is no team-wide Drone count cap. Drones can attack units and bases, capture Energy spaces, and act like ordinary units. They cannot use the Queen's ability. Drones can receive the Priest's one-time +1 maximum-HP boost. Destroying a Drone awards the normal kill reward.

Spike

Cost
7
HP
2
Move
3
Attack
0
Range
0
Vision
3
Special
  • Swap. Spend 1 Energy to select any other unit within three hexes and exchange positions. The swapped unit takes no damage from the swap or the landing burst. This spends Spike's action; unused movement remains available.
  • 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.

Puffer

Cost
7
HP
1
Move
2
Attack
2
Range
3
Vision
3
Special
  • Lob. Cannot attack within two hexes. Legal centers are tiles on the exact three-hex ring (including empty). Lobs may pass over intervening obstacles. Center takes 2 damage. Every unit, destructible tree, and base adjacent to the landing tile takes 1 damage, including allies. A multi-tile base is damaged once per bomb even if several of its tiles touch the blast.

Chomp

Cost
7
HP
4
Move
2
Attack
1
Range
1
Vision
2
Special
  • Shield. Spend 1 Energy and one action to grant one shield point to an adjacent friendly unit that has no shield. Or spend 1 Energy and the action to eat an adjacent bush: the bush becomes plain terrain and Chomp gains one shield (maximum one). A shield absorbs one point of incoming damage before Health, then is removed. Shields are not Health. Priests cannot heal or regenerate them.

Serum

Cost
7
HP
1
Move
3
Attack
0
Range
0
Vision
3
Special
  • Convert. Serum cannot attack or damage bases. Spend 1 Energy to convert an adjacent enemy: ownership transfers to you and the target drops to 1 HP. Conversion spends the action; unused movement may still be used afterward. Serum may also convert an adjacent living tree: it keeps its terrain type, has 1 HP, reveals its tile and the surrounding one-tile ring to your team, and cannot be damaged by allies. Enemies destroy it with normal tree rules; at 0 HP it becomes a stump.

Warden

Cost
7
HP
4
Move
2
Attack
2
Range
1
Vision
3
Special
  • Consume. Spend 1 Energy and one action to consume an adjacent normal or Carthusian tree. Restore 1 Health up to maximum. The tree becomes a walkable stump even if Warden was already full. Warden cannot attack trees; an adjacent living tree is handled by Consume or Cancel.
  • Plant. Spend 1 Energy and one action to plant a tree on an adjacent empty passable tile. Each team may have at most two living planted Carthusian trees. Planted trees have 1 Health, block movement and vision like normal trees, and may be attacked by either team. Destroyed planted trees become stumps and do not award unit-defeat Energy.

Hammer

Cost
7
HP
4
Move
2
Attack
1
Range
1
Vision
2
Special
  • 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. Unused movement remains available.