§ Guide
Ranged units
Every unit that attacks at distance. Shooters lose damage per hex beyond their comfortable range; full-range attackers hit at complete strength anywhere on the battlefield.
Shooters (35)
Damage falls off with distance — the note on each card shows the per-hex penalty and where it starts.
T1Faun
Grove· −10%/hex past 4
T1Faun Archer
Grove· −10%/hex past 4
T1Skeleton Archer
Necropolis· −10%/hex past 4
T1Stinging Ra’Shoth
Schism· −10%/hex past 4
T2Austringer
Temple· −10%/hex past 4
T2Crossbowman
Temple· −10%/hex past 4
T2Marksman
Temple· −10%/hex past 4
T2Halfling
Neutral
T3Aureate Dancer
Dungeon· −10%/hex past 4
T3Jasper Dancer
Dungeon· −10%/hex past 4
T3Onyx Dancer
Dungeon· −10%/hex past 4
T4Hierophant
Temple· −10%/hex past 4
T4Lightweaver
Temple· −10%/hex past 4
T4Sun Herald
Temple· −10%/hex past 4
T4Brumal Naiad
Grove· −10%/hex past 4
T4Naiad
Grove· −10%/hex past 4
T4Vernal Naiad
Grove· −10%/hex past 4
T4Starchild
Neutral· −10%/hex past 4
T5Medusa
Dungeon· −10%/hex past 4
T5Medusa Queen
Dungeon· −10%/hex past 4
T5Medusa Sculptor
Dungeon· −10%/hex past 4
T5Lich
Necropolis· −10%/hex past 4
T5Pestilent Lich
Necropolis· −10%/hex past 4
T5Sanguine Lich
Necropolis· −10%/hex past 4
T5Bewitcher
Schism· −10%/hex past 4
T5Concubus
Schism· −10%/hex past 4
T5Mistress of Chains
Schism· −10%/hex past 4
T6Pyroboros
Hive· −10%/hex past 4
T6Worldwatcher
Neutral
T6Arbitrator
Schism· −10%/hex past 4
T6Bloated Arbitrator
Schism· −10%/hex past 4
T6Rift Arbitrator
Schism· −10%/hex past 4
T7Angel
Temple· −10%/hex past 4
T7Apotheosis
Temple· −10%/hex past 4
T7Archangel
Temple· −10%/hex past 4
Full range (13)
No distance penalty — full damage across the whole battlefield.












