
Hurl
Tear a stone from the ground and hurl it at one foe: 3-5 damage, +15 aim. Shatters the half cover it hits.
Work in progress: numbers are still being tuned. Messalith is in development. This wiki is generated from the game's current build, so every figure here can change.
Force and terrain. The Shaper throws stone, drags and lifts foes, and raises walls out of the ground. Every form, rank by rank.

Shaper
Shapers move stone and earth by force: throw it, drag it, lift it, raise it, crack it. They are the squad's damage and its builders of cover. Because a thrown stone is a primitive weapon, every Hurl form carries the Shaper's conduction.
| Rank | What the exile has |
|---|---|
| Glimmer | Driving Force (passive) |
| Spark | Hurl |
| Flare | Scree Burst or Driven Stone, Raise Stone |
| Beacon | Rockfall or Wrench, Rampart or Upheaval |
| Zenith | Landslide or Aloft, Standing Ring or Fault Line |
The Shaper's first gift is passive. Driving Force multiplies their crown's conduction bonus by 2, on every primitive weapon they use, thrown stones included.
Hurl tears a stone from the ground and throws it at one foe. At the branch point it becomes either Scatter, which spreads the damage over a crowd, or Pierce, which goes after one dug-in target and then takes control of where foes stand.
| Branch | Flare → Beacon → Zenith |
|---|---|
| Scatter | Scree Burst → Rockfall → Landslide |
| Pierce | Driven Stone → Wrench → Aloft |

Tear a stone from the ground and hurl it at one foe: 3-5 damage, +15 aim. Shatters the half cover it hits.

The stone bursts on impact: 2-4 to the foe (+5 aim), and a 1-3 roll against every known foe beside it. Breaks no cover.

A narrow spike of stone, range 9: 3-5 damage, +15 aim, punching through half cover (it stays standing). Full cover holds.

Stones fall on a 3x3 patch you can see: a 2-3 roll at every known foe in it, cover ignored, and every half cover there is crushed.

Hook a foe within 6 and drag it up to 2 tiles toward you, out of its cover. No roll, no damage, 1 AP. Giants won't budge.

The ground gives way over 5x5: a 2-4 roll at everyone known inside, exiles too, cover ignored. Half cover and raised stones fall.

Lift a foe off the ground until your next turn: it loses its next turn, and your shots ignore its cover meanwhile. Giants won't lift.
Raise Stone builds cover where there was none. It comes a rank after Hurl and branches a rank later. Wall raises cover for a fighting line and a refuge for the hurt. Upheaval breaks the enemy's ground instead: foes thrown back and cracks run under them.
| Branch | Beacon → Zenith |
|---|---|
| Wall | Rampart → Standing Ring |
| Upheaval | Upheaval → Fault Line |

Raise a standing stone from open ground within 5 tiles: full cover that blocks sight.

A wall of three stones across the line from you to the chosen tile: full cover for a fighting line. It blocks your sight too.

The ground bucks under a known foe within 5: it is thrown a tile back and a stone rises where it stood. Pinned, it takes 2.

Four stones rise round a tile within 5 (an exile may stand on it): full cover from every side, a refuge for the hurt.

A crack runs 7 tiles from your feet toward a tile within 7, under rock and root: a 3-5 roll at known foes on it, who are thrown aside. Low rubble rises on open ground.