Crossbowman
Crossbowman
- Health
- 10
- Attack
- 5
- Defense
- 3
- Damage
- 3–4
- Initiative
- 5
- Speed
- 3
- Morale
- 0
- Luck
- 0
Animal handling has always been a challenge for humans. However, those with a talent for ranged combat forge such strong bonds with their hawks that they move as one, guiding each other against their foes.
Passive abilities
- Ranged Attack Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage. Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
- View from the Heavens Increases the hero’s sight radius by 1 while this creature is in their army. This effect does not stack.
Active abilities
-
Fine Bolts Deals +20% Ranged Damage. Duration: 2 round(s).
Immunities
About class "Living"
A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.
Austringer
- Health
- 10
- Attack
- 5
- Defense
- 4
- Damage
- 3–4
- Initiative
- 5
- Speed
- 4
- Morale
- 0
- Luck
- 0
Austringers and their falcons possess razor‑sharp instincts, striking in perfect unison at a single call. This rare bond makes them invaluable to the Temple’s forces — though some zealots question the purity of their souls.
Passive abilities
- Ranged Attack Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage. Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
- Double Shot Strikes twice when performing Ranged attacks.
- View from the Heavens Increases the hero’s sight radius by 1 while this creature is in their army. This effect does not stack.
Active abilities
-
Fine Bolts Deals +20% Ranged Damage. Duration: 2 round(s).
Immunities
About class "Living"
A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.
Marksman
- Health
- 10
- Attack
- 6
- Defense
- 3
- Damage
- 3–4
- Initiative
- 7
- Speed
- 3
- Morale
- 0
- Luck
- 0
Neither blessings nor gentle arts win wars — metallurgy does. The Church teaches self‑perfection in all forms — soul, body, and steel. With a heavy crossbow in hand, the Order of the Anvil ensures their prayers strengthen the very weapons and armor they forge.
Passive abilities
- Ranged Attack Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
- Sharpshooter Ranged attacks deal full Ranged Damage at any range.
- View from the Heavens Increases the hero’s sight radius by 1 while this creature is in their army. This effect does not stack.
Active abilities
-
Fine Bolts Deals +40% Ranged Damage. Duration: 2 round(s). -
Piercing Shot Deals 50% basic attack Damage ([ 2–2 × amount of units ]). The target takes +25% Damage until the end of the round.- Of attack damage:50%
- Target:single
Immunities
About class "Living"
A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.