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Explain Shardok command mechanics (#8560)
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@@ -15,7 +15,7 @@ Source map for Shardok command requirements/costs:
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- Charge: terrain-entry cost from BattalionType::GetCostToEnterTerrain(...); allowsMoveAfterCharge is true for Light Cavalry and Heavy Cavalry in src/main/resources/net/eagle0/shardok/battalionTypes.tsv; stun settings are baseStunChanceOnCharge and trainingDifferenceMultiplierForStunChanceOnCharge in the same file; src/main/cpp/net/eagle0/shardok/library/command_factories/ChargeCommandFactory.cpp.
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- Move: per-hex terrain-entry costs, plus extraCostForZocMovement=1; src/main/cpp/net/eagle0/shardok/library/command_factories/MoveCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/MoveCommand.cpp.
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- Lightning Bolt: lightningActionPointCost=5 and lightningRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/LightningBoltCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/LightningBoltCommand.cpp.
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- Meteor: meteorStartActionPointCost=5, meteorTargetActionPointCost=0, meteorCancelActionPointCost=0, meteorCastActionPointCost=1, meteorCastVigorCost=20, and meteorRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/MeteorStartCommandFactory.cpp, MeteorTargetCommandFactory.cpp, src/main/cpp/net/eagle0/shardok/library/util/MeteorRangeCoords.cpp, src/main/cpp/net/eagle0/shardok/library/commands/MeteorStartCommand.cpp, MeteorTargetCommand.cpp, MeteorCancelCommand.cpp, and src/main/cpp/net/eagle0/shardok/library/actions/MeteorCastAction.cpp.
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- Meteor: minimumVigorForMeteor=30, meteorStartActionPointCost=5, meteorTargetActionPointCost=0, meteorCancelActionPointCost=0, meteorCastActionPointCost=1, meteorCastVigorCost=20, meteorRange=3, meteorSplashFactor=0.4, and meteorCastWisdomXp=5; src/main/cpp/net/eagle0/shardok/library/command_factories/MeteorStartCommandFactory.cpp, MeteorTargetCommandFactory.cpp, src/main/cpp/net/eagle0/shardok/library/util/MeteorRangeCoords.cpp, src/main/cpp/net/eagle0/shardok/library/commands/MeteorStartCommand.cpp, MeteorTargetCommand.cpp, MeteorCancelCommand.cpp, and src/main/cpp/net/eagle0/shardok/library/actions/MeteorCastAction.cpp.
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- Start Fire: startFireActionPointCost=5; hero start-fire thresholds are Mage or agility >= 70 and wisdom >= 70 in src/main/cpp/net/eagle0/shardok/ai_battle_simulator/AiBattleSimulator.cpp; src/main/cpp/net/eagle0/shardok/library/command_factories/StartFireCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/StartFireCommand.cpp.
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- Extinguish Fire: extinguishActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/ExtinguishFireCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/ExtinguishFireCommand.cpp.
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- Freeze Water: freezeWaterActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/FreezeWaterCommandFactory.cpp.
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@@ -23,22 +23,22 @@ Source map for Shardok command requirements/costs:
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- Blow Bridge: blowBridgeActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/BlowBridgeCommandFactory.cpp.
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- Placement: no AP cost in setup commands; src/main/cpp/net/eagle0/shardok/library/actions/PlaceUnitCommand.cpp and PlaceHiddenUnitCommand.cpp.
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- Scout: scoutActionPointCost=5 and scoutRange=4; src/main/cpp/net/eagle0/shardok/library/command_factories/ScoutCommandFactory.cpp.
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- Raise Dead: raiseDeadActionPointCost=5 and raiseDeadRange=2; src/main/cpp/net/eagle0/shardok/library/command_factories/RaiseDeadCommandFactory.cpp.
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- Dismiss Unit: requires remainingActionPoints > 0 in src/main/cpp/net/eagle0/shardok/library/command_factories/ControlCommandFactory.cpp; execution zeroes both units in src/main/cpp/net/eagle0/shardok/library/commands/DismissUnitCommand.cpp.
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- Raise Dead: raiseDeadActionPointCost=5, raiseDeadRange=2, raiseDeadStartingSize=100, raiseDeadWisdomXp=1, and raiseDeadCharismaXp=2; src/main/cpp/net/eagle0/shardok/library/command_factories/RaiseDeadCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/RaiseDeadCommand.cpp.
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- Dismiss Unit: dismissBaseOdds=60 and requires remainingActionPoints > 0 in src/main/cpp/net/eagle0/shardok/library/command_factories/ControlCommandFactory.cpp; execution zeroes both units in src/main/cpp/net/eagle0/shardok/library/commands/DismissUnitCommand.cpp.
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- Holy Wave: holyWaveActionPointCost=5, holyWaveVigorCost=10, holyWaveInspireBonus=25, maxInspireOverBase=10, holyWaveVigorBuf=5, holyWaveDamagePercentage=0.7, and holyWaveCharismaXp=5; src/main/cpp/net/eagle0/shardok/library/command_factories/HolyWaveCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/HolyWaveCommand.cpp.
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- Stop and Rest: stop posts no AP cost; rest zeroes AP in src/main/cpp/net/eagle0/shardok/library/commands/UnitRestCommand.cpp; stop implementation in UnitStopCommand.cpp.
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- Challenge Duel: challengeDuelActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/ChallengeDuelCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/challenge_duel_command/ChallengeDuelCommand.cpp.
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- Fear: fearActionPointCost=5 and fearRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/FearCommandFactory.cpp.
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- Repair: repairActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/RepairCommandFactory.cpp.
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- Reduce: reduceActionPointCost=5 and reduceRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/ReduceCommandFactory.cpp.
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- Stop and Rest: stop posts no AP cost; actionCostToVigorCost=0.5 and rest zeroes AP in src/main/cpp/net/eagle0/shardok/library/commands/UnitRestCommand.cpp; availability and stop implementation are in ChargeCommandFactory.cpp and UnitStopCommand.cpp.
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- Challenge Duel: challengeDuelActionPointCost=5, minimumVigorToAcceptDuel=30, duelDeclinedMoraleAdjustment=-15, duelWonMoraleBoost=15, and duelWinnerCharismaXp=20; src/main/cpp/net/eagle0/shardok/library/command_factories/ChallengeDuelCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/challenge_duel_command/ChallengeDuelCommand.cpp.
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- Fear: fearActionPointCost=5, fearRange=3, fearDebuf=-25, fearFailedBuf=10, and fearCharismaXp=2; src/main/cpp/net/eagle0/shardok/library/command_factories/FearCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/FearCommand.cpp.
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- Repair: repairActionPointCost=5 and repairBuf=25; src/main/cpp/net/eagle0/shardok/library/command_factories/RepairCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/RepairCommand.cpp.
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- Reduce: reduceActionPointCost=5, reduceRange=3, and reduceForestBonus=50; src/main/cpp/net/eagle0/shardok/library/command_factories/ReduceCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/ReduceCommand.cpp.
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- Flee and Retreat: fleeActionPointCost=5 and retreatActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/FleeCommandFactory.cpp and RetreatCommandFactory.cpp.
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- Control: requires remainingActionPoints > 0 in ControlCommandFactory.cpp; execution zeroes acting unit in src/main/cpp/net/eagle0/shardok/library/commands/ControlCommand.cpp.
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- Reinforce: reinforceActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/ReinforceCommandFactory.cpp.
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- Brave Water: braveWaterActionPointCost=8; src/main/cpp/net/eagle0/shardok/library/command_factories/BraveWaterCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/BraveWaterCommand.cpp.
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- Brave Water: braveWaterActionPointCost=8, braveWaterRangerBonus=20, and braveWaterMaxLoss=0.2; src/main/cpp/net/eagle0/shardok/library/command_factories/BraveWaterCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/BraveWaterCommand.cpp.
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- Release Unit: requires remainingActionPoints > 0 in ControlCommandFactory.cpp; execution zeroes both units in src/main/cpp/net/eagle0/shardok/library/commands/ReleaseUnitCommand.cpp.
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- End Turn and Setup: no command AP cost; end turn zeroes player unit AP in src/main/cpp/net/eagle0/shardok/library/commands/EndTurnCommand.cpp; setup end in src/main/cpp/net/eagle0/shardok/library/actions/EndPlayerSetupCommand.cpp.
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- Hide: hideActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/HideCommandFactory.cpp.
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- Fortify: fortifyActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/FortifyCommandFactory.cpp.
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- Fortify: fortifyActionPointCost=5 and fortifyDamageTakenMultiplier=0.9; src/main/cpp/net/eagle0/shardok/library/command_factories/FortifyCommandFactory.cpp, src/main/cpp/net/eagle0/shardok/library/commands/FortifyCommand.cpp, and the commands/actions that clear fortified status.
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- Become Outlaw: uses fleeActionPointCost=5 through src/main/cpp/net/eagle0/shardok/library/command_factories/FleeCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/BecomeOutlawCommand.cpp.
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- Evacuate Prisoners: evacuatePrisonersActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/EvacuatePrisonersCommandFactory.cpp.
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-->
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@@ -127,13 +127,13 @@ The follow-up list is a planning aid, not a complete list of everything the unit
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### Meteor
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<b>Unit requirements:</b> [Mage](/heroes/#mage) attached to Light Infantry, Light Cavalry, or Longbowmen, with enough vigor to start the spell. Heavy units and Undead cannot cast.
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<b>Unit requirements:</b> [Mage](/heroes/#mage) attached to Light Infantry, Light Cavalry, or Longbowmen, with at least 30 vigor. Heavy units and Undead cannot cast.
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<b>Action Point cost:</b> start costs 5 AP and consumes all remaining AP; target and cancel cost 0 AP; the automatic cast step is configured as 1 AP but resolves by setting the caster to 0 AP.
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<b>Available when:</b> the caster can begin the spell, choose or change a target within 3 hexes, cast the pending meteor, or cancel the pending meteor.
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<b>Effect:</b> Begin a delayed meteor spell, choose where it will land, then resolve the strike when the cast step becomes available. You can cancel while the meteor is still pending.
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<b>Effect:</b> Begin a delayed meteor spell, then choose a target within 3 hexes on the following round. When the meteor resolves, a unit on the target hex takes a fire attack based on the Mage's Wisdom. Units on the six adjacent hexes take 40% as much. The impact damages castles, bridges, ice, and snow; may start fires on the target and adjacent hexes; and removes fortification from units it hits. Destroying supporting ice or a bridge can also drop a unit into the water. The Mage spends 20 vigor, gains 5 Wisdom XP, and is stunned for 2 rounds after the strike. You can cancel while the meteor is still pending.
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<b>Selection:</b> choose the caster, spell target, or cancel option depending on the current meteor step.
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@@ -229,21 +229,21 @@ The follow-up list is a planning aid, not a complete list of everything the unit
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<b>Available when:</b> there is an empty, undead-traversable target hex within 2 hexes.
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<b>Effect:</b> Create or restore undead forces through necromantic action.
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<b>Effect:</b> Make the displayed success roll. On success, create a battalion of 100 Undead on the target hex, controlled by the Necromancer. The new battalion starts with 50 morale, 0 training, and 0 armament. On failure, no unit is created. Either result spends the action; the Necromancer gains 1 Wisdom XP and 2 Charisma XP.
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<b>Selection:</b> choose the necromancer unit and target.
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### Dismiss Unit
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<b>Unit requirements:</b> a unit that is allowed to be dismissed.
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<b>Unit requirements:</b> a hero who currently controls a summoned unit, such as Undead raised by a Necromancer.
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<b>Action Point cost:</b> requires the controlling unit to have more than 0 AP; execution sets both the controlling unit and dismissed unit to 0 AP.
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<b>Available when:</b> dismissal is valid for the current tactical state.
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<b>Available when:</b> the controlling hero has more than 0 AP and still has a controlled unit.
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<b>Effect:</b> Remove the unit from the tactical battle.
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<b>Effect:</b> Make the displayed success roll, based on the controlling hero's Charisma and Wisdom. Success disbands the controlled unit. Failure still ends the control relationship, but the unit remains on the battlefield uncontrolled and targets its former controller.
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<b>Selection:</b> choose the unit to dismiss.
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<b>Selection:</b> choose Dismiss Unit on the controlling hero; the controlled unit is the target.
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### Holy Wave
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@@ -261,25 +261,25 @@ The follow-up list is a planning aid, not a complete list of everything the unit
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### Stop and Rest
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<b>Unit requirements:</b> a unit that can stop or rest.
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<b>Unit requirements:</b> a unit with an available charge.
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<b>Action Point cost:</b> Stop costs 0 AP; Rest consumes all remaining AP.
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<b>Available when:</b> the unit can end movement or spend its action resting.
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<b>Available when:</b> Stop is offered outside an enemy zone of control; Rest is offered inside an enemy zone of control.
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<b>Effect:</b> `UNIT_STOP_COMMAND` stops a unit. `UNIT_REST_COMMAND` has a unit spend its action resting instead of acting aggressively.
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<b>Effect:</b> Stop declines the available charge without spending the unit's remaining AP. Rest declines the charge, ends the activation, and restores an attached hero's vigor by half of the AP given up. For example, resting with 4 AP restores 2 vigor.
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<b>Selection:</b> choose stop or rest for the acting unit.
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### Challenge Duel
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<b>Unit requirements:</b> [Champion](/heroes/#champion).
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<b>Unit requirements:</b> [Champion](/heroes/#champion) challenging an adjacent known enemy unit with an attached hero. A challenge cannot enter a castle.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> an opposing unit can be challenged.
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<b>Available when:</b> the target hero has at least 30 vigor, or the Champion does not know enough about the target to know otherwise.
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<b>Effect:</b> Challenge an opposing unit to a duel. The tactical action emits accepted or declined outcomes directly.
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<b>Effect:</b> The target's chance to accept depends on Bravery and its assessment of the two battalions and heroes. A target that declines normally loses 15 morale; a target known to have less than 30 vigor declines without that penalty. If accepted, the heroes exchange attacks until one falls or 30 exchanges pass. A winner's battalion gains 15 morale and the winning hero gains 20 Charisma XP. Participating heroes can also gain Strength and Agility XP.
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<b>Selection:</b> choose the champion unit and duel target.
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@@ -291,7 +291,7 @@ The follow-up list is a planning aid, not a complete list of everything the unit
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<b>Available when:</b> a known enemy that uses morale is within 3 hexes.
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<b>Effect:</b> Use a fear effect against the target.
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<b>Effect:</b> Make the displayed success roll. The Necromancer's Charisma and Wisdom improve the chance, while a target hero's Charisma resists it. Success reduces the target battalion's morale by 25 and stuns it for 1 round. Failure instead increases its morale by 10. The Necromancer gains 2 Charisma XP either way.
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<b>Selection:</b> choose the necromancer unit and target.
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@@ -301,11 +301,11 @@ The follow-up list is a planning aid, not a complete list of everything the unit
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> a damaged unit or battlefield object can be repaired.
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<b>Available when:</b> a damaged friendly or unoccupied bridge or castle is on the Engineer's hex or an adjacent hex. The Engineer cannot repair from water or repair a structure occupied by a known enemy.
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<b>Effect:</b> Repair the damaged target.
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<b>Effect:</b> Restore 25 integrity to the bridge or castle, up to its maximum of 100. Repair does not restore troops or hero vigor.
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<b>Selection:</b> choose the engineer unit and repair target.
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<b>Selection:</b> choose the Engineer unit and the bridge or castle to repair.
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### Reduce
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@@ -313,71 +313,83 @@ The follow-up list is a planning aid, not a complete list of everything the unit
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> an enemy or damaged castle is within 3 hexes and the line is not blocked by mountains.
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<b>Available when:</b> a known enemy unit or a castle with remaining integrity is within 3 hexes and the line is not blocked by mountains. Friendly-occupied hexes and the Engineer's own hex cannot be targeted.
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<b>Effect:</b> Reduce the target's defensive or structural value.
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<b>Effect:</b> Bombard the target. The damage roll improves with the Engineer's Agility, Strength, and Wisdom, and gains a bonus when friendly forces have access to a forest. The result reduces castle or bridge integrity on the hex, damages any occupying enemy unit, and removes that unit's fortified status.
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<b>Selection:</b> choose the engineer unit and target.
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### Flee and Retreat
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### Flee
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<b>Unit requirements:</b> a unit that is allowed to leave or withdraw.
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<b>Unit requirements:</b> a unit with an attached hero that is allowed to flee.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> flight or retreat is valid for the current battlefield state.
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<b>Available when:</b> the hero can leave the battle and has enough AP.
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<b>Effect:</b> `FLEE_COMMAND` handles immediate flight from a tactical situation. `RETREAT_COMMAND` handles a more formal withdrawal command.
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<b>Effect:</b> Make the displayed success roll. Nearby visible friendly units improve the chance to escape; nearby visible enemies and impassable terrain reduce it. Units 2 hexes away have half as much effect as adjacent units. VIP heroes escape automatically. Success removes the unit from battle as fled; failure removes it as captured.
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<b>Selection:</b> choose the fleeing or retreating unit.
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<b>Selection:</b> choose the fleeing unit.
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### Retreat
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<b>Unit requirements:</b> a defending unit with an attached hero.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> the defending hero has enough AP. Attackers cannot use Retreat.
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<b>Effect:</b> Withdraw the unit from the battle as retreated. Retreat succeeds automatically and does not make the capture roll used by Flee.
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<b>Selection:</b> choose the retreating unit.
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### Control
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<b>Unit requirements:</b> a unit with access to a control effect.
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<b>Unit requirements:</b> a hero who already has a controlled summoned unit, such as Undead raised by a Necromancer.
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<b>Action Point cost:</b> requires more than 0 AP; execution sets the acting unit to 0 AP.
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<b>Available when:</b> a valid target can be controlled.
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<b>Available when:</b> the controlling hero has more than 0 AP and still has a controlled unit.
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<b>Effect:</b> Take control of the target when the command is available.
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<b>Effect:</b> Spend the controlling hero's remaining AP to command the linked unit this round. Control does not create a new controlled unit; Raise Dead establishes that relationship.
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<b>Selection:</b> choose the acting unit and control target.
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<b>Selection:</b> choose Control on the controlling hero; the linked unit is the target.
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### Reinforce
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<b>Unit requirements:</b> reinforcements available to enter the battle.
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<b>Unit requirements:</b> an on-map unit with enough AP and a friendly reserve unit available to enter the battle.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> the battle state allows reinforcement and there is a valid entry option.
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<b>Available when:</b> fewer than 10 friendly on-map units have attached heroes, and the reserve unit has an empty, non-burning hex in its designated starting area.
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<b>Effect:</b> Bring reinforcements into the battle.
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<b>Effect:</b> Spend the acting unit's activation and move the selected reserve unit onto the chosen entry hex as a normal active unit.
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<b>Selection:</b> choose the reinforcement option and entry placement.
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### Brave Water
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<b>Unit requirements:</b> a unit that can attempt brave-water movement. [Ranger](/heroes/#ranger) is not required, but Rangers get an odds bonus.
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<b>Unit requirements:</b> a unit with an attached hero whose battalion type permits Brave Water. The hero needs at least 10 vigor. [Ranger](/heroes/#ranger) is not required, but Rangers receive a 20-point odds bonus.
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<b>Action Point cost:</b> 8 AP; consumes all remaining AP.
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<b>Available when:</b> the unit has a valid water path or water target.
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<b>Available when:</b> the unit is on land and can reach a believed-empty, traversable land hex across water.
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<b>Effect:</b> Move through water despite the usual danger or restriction.
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<b>Effect:</b> Make the displayed crossing roll. Agility and Wisdom improve the chance; armament and bad weather reduce it. Success moves the unit across the water, unless a hidden occupant triggers an ambush on arrival. Failure leaves the unit in place. The attempt always stuns the unit for 1 round and can cost up to 20% of its troops, armament, and hero vigor; safer crossings reduce the possible losses.
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<b>Selection:</b> choose the unit and water movement target.
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### Release Unit
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<b>Unit requirements:</b> a unit that can release a constrained target.
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<b>Unit requirements:</b> a hero who currently controls a summoned unit, such as Undead raised by a Necromancer.
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<b>Action Point cost:</b> requires more than 0 AP; execution sets both the controlling unit and released unit to 0 AP.
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<b>Available when:</b> a controlled, held, or otherwise constrained unit can be released.
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<b>Available when:</b> the controlling hero has more than 0 AP and still has a controlled unit.
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<b>Effect:</b> Release the constrained unit.
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<b>Effect:</b> End the control relationship without a roll. The released unit becomes uncontrolled, targets its former controller, and remains on the battlefield. Both units end their activations.
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<b>Selection:</b> choose the acting unit and unit to release.
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<b>Selection:</b> choose Release Unit on the controlling hero; the controlled unit is the target.
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### End Turn and Setup
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||||
|
||||
@@ -409,21 +421,21 @@ The follow-up list is a planning aid, not a complete list of everything the unit
|
||||
|
||||
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
|
||||
|
||||
<b>Available when:</b> the engineer can fortify its current position.
|
||||
<b>Available when:</b> the Engineer is not already fortified, is standing on fortifiable terrain, and has enough AP.
|
||||
|
||||
<b>Effect:</b> Have the unit fortify its current position.
|
||||
<b>Effect:</b> Mark the unit as fortified, reducing damage taken by 10%. Moving removes fortification; being hit by Reduce or Meteor also removes it, as does taking fire damage at the end of the unit's turn.
|
||||
|
||||
<b>Selection:</b> choose the engineer unit.
|
||||
|
||||
### Become Outlaw
|
||||
|
||||
<b>Unit requirements:</b> a unit or hero eligible for the outlaw consequence.
|
||||
<b>Unit requirements:</b> a unit with an attached hero that is not allowed to flee normally.
|
||||
|
||||
<b>Action Point cost:</b> 5 AP through the flee/outlaw action.
|
||||
|
||||
<b>Available when:</b> the battle result or tactical state allows the outlaw transition.
|
||||
<b>Available when:</b> the hero has enough AP, cannot flee, and the battle permits the outlaw outcome.
|
||||
|
||||
<b>Effect:</b> Mark the unit or hero as becoming an outlaw as a battle consequence.
|
||||
<b>Effect:</b> Use the same displayed escape roll as Flee. Success removes the unit from battle and records the hero as an outlaw. Failure removes the unit as captured.
|
||||
|
||||
<b>Selection:</b> choose the outlaw command when offered.
|
||||
|
||||
@@ -433,8 +445,8 @@ The follow-up list is a planning aid, not a complete list of everything the unit
|
||||
|
||||
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
|
||||
|
||||
<b>Available when:</b> prisoners can be moved out of danger.
|
||||
<b>Available when:</b> at least one hostile hero has already been captured, and the Warden is allowed to flee and has enough AP.
|
||||
|
||||
<b>Effect:</b> Move prisoners out of danger when the battlefield state allows prisoner evacuation.
|
||||
<b>Effect:</b> Remove the Warden's unit from battle as evacuated and secure every captured hostile hero for the Warden's player. The evacuation succeeds automatically.
|
||||
|
||||
<b>Selection:</b> choose the warden unit and evacuation command.
|
||||
|
||||
Reference in New Issue
Block a user