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Structure Shardok command reference (#8410)
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@@ -7,196 +7,318 @@ Shardok commands are the tactical actions available during a battle. The tactica
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Commands shown in `current_command` can be posted now. Commands shown in `preview_command` are useful for the UI, but are not currently postable.
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## Command List
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<span class="command-reference-marker" aria-hidden="true"></span>
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- [Melee](#melee)
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- [Archery](#archery)
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- [Charge](#charge)
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- [Move](#move)
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- [Lightning Bolt](#lightning-bolt)
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- [Meteor](#meteor)
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- [Start Fire](#start-fire)
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- [Extinguish Fire](#extinguish-fire)
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- [Freeze Water](#freeze-water)
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- [Build Bridge](#build-bridge)
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- [Blow Bridge](#blow-bridge)
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- [Placement](#placement)
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- [Scout](#scout)
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- [Raise Dead](#raise-dead)
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- [Dismiss Unit](#dismiss-unit)
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- [Holy Wave](#holy-wave)
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- [Stop and Rest](#stop-and-rest)
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- [Challenge Duel](#challenge-duel)
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- [Fear](#fear)
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- [Repair](#repair)
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- [Reduce](#reduce)
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- [Flee and Retreat](#flee-and-retreat)
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- [Control](#control)
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- [Reinforce](#reinforce)
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- [Brave Water](#brave-water)
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- [Release Unit](#release-unit)
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- [End Turn and Setup](#end-turn-and-setup)
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- [Hide](#hide)
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- [Fortify](#fortify)
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- [Become Outlaw](#become-outlaw)
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- [Evacuate Prisoners](#evacuate-prisoners)
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## Tactical Commands
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## Melee
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Shardok commands do not have separate command phases like Eagle commands. The commands available at any moment depend on the selected unit, the battle state, setup state, terrain, and any profession attached to the unit.
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Attack an adjacent enemy unit in close combat. The command descriptor identifies the acting unit, target unit or hex, action-point cost, and combat odds when available.
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### Melee
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## Archery
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<b>Unit requirements:</b> a unit that can make a close-combat attack.
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Make a ranged attack with an archery-capable unit. Archery commands usually target a unit at range instead of requiring adjacency.
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<b>Available when:</b> an enemy target is adjacent and the acting unit can still act.
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## Charge
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<b>Effect:</b> Attack the target in close combat. The command descriptor identifies the acting unit, target unit or hex, action-point cost, and combat odds when available.
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Move into an attack as one action. Charge is a tactical attack command with movement built into the command path.
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<b>Selection:</b> choose the attacking unit and adjacent target.
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## Move
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### Archery
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Move a unit across one or more hexes. Multi-step movement uses the descriptor `path` field to list every traversed hex in order.
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<b>Unit requirements:</b> an archery-capable unit.
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## Lightning Bolt
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<b>Available when:</b> a valid enemy target is in range and line of fire is valid.
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Cast a lightning attack at a target. This is a magic command and may include odds or roll information when the client can display expected results.
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<b>Effect:</b> Make a ranged attack without requiring adjacency.
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Requires: Mage attached to a casting-capable unit.
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<b>Selection:</b> choose the firing unit and target unit or hex.
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## Meteor
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### Charge
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Meteor is represented as several command types: start, target, cast, and cancel. The start and target steps establish the spell, while cast resolves it and cancel backs out of the pending meteor.
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<b>Unit requirements:</b> a unit that can move and make a charge attack.
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Requires: Mage attached to a casting-capable unit, with enough vigor to start the spell.
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<b>Available when:</b> a valid path reaches a target that can be attacked at the end of the move.
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## Start Fire
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<b>Effect:</b> Move into an attack as one action. The descriptor path lists the movement built into the command.
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Set a target hex on fire when the acting unit has access to the command.
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<b>Selection:</b> choose the charging unit, path, and target.
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Profession note: Mage is not required, but mages improve the start-fire odds.
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### Move
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## Extinguish Fire
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<b>Unit requirements:</b> a unit with remaining movement.
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Remove or reduce fire on a target hex.
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<b>Available when:</b> one or more reachable destination hexes are valid for the acting unit.
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## Freeze Water
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<b>Effect:</b> Move the unit across one or more hexes. Multi-step movement uses the descriptor `path` field to list every traversed hex in order.
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Turn water into traversable frozen terrain where the command is valid.
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<b>Selection:</b> choose the unit and destination path.
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Requires: Mage attached to a casting-capable unit.
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### Lightning Bolt
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## Build Bridge
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<b>Unit requirements:</b> Mage attached to a casting-capable unit.
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Create a bridge across a valid water or gap target.
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<b>Available when:</b> the caster has a valid lightning target and enough vigor or action capacity to cast.
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Requires: Engineer.
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<b>Effect:</b> Cast a lightning attack at the target. The descriptor may include odds or roll information when the client can display expected results.
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## Blow Bridge
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<b>Selection:</b> choose the casting unit and target.
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Destroy an existing bridge target.
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### Meteor
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Requires: Engineer standing on a bridge.
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<b>Unit requirements:</b> Mage attached to a casting-capable unit with enough vigor to start the spell.
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## Placement
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<b>Available when:</b> the caster can begin, target, cast, or cancel the pending meteor sequence.
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Place units during battle setup. Shardok distinguishes visible placement and hidden placement with `PLACE_UNIT_COMMAND` and `PLACE_HIDDEN_UNIT_COMMAND`.
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<b>Effect:</b> Resolve the meteor spell through multiple command types: start, target, cast, and cancel. Start and target establish the spell, cast resolves it, and cancel backs out of the pending meteor.
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Profession note: normal placement is not profession-restricted. Hidden placement requires a defending Ranger attached to a stealth-capable unit.
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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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## Scout
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### Start Fire
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Reveal information using a scouting unit. Scout commands can be advertised as previews when the UI needs to show setup or hidden-unit possibilities.
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<b>Unit requirements:</b> a unit with access to start-fire. Mage is not required, but mages improve the odds.
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Requires: Ranger attached to a stealth-capable unit.
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<b>Available when:</b> a target hex can be set on fire.
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## Raise Dead
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<b>Effect:</b> Attempt to start a fire on the target hex.
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Create or restore undead forces through necromantic action.
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<b>Selection:</b> choose the acting unit and target hex.
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Requires: Necromancer attached to a casting-capable unit, and the hero must not already control a unit.
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### Extinguish Fire
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## Dismiss Unit
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<b>Unit requirements:</b> a unit with access to extinguish-fire.
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Remove a unit from the tactical battle when dismissal is allowed.
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<b>Available when:</b> a target hex contains fire that can be reduced or removed.
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## Holy Wave
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<b>Effect:</b> Remove or reduce fire on the target hex.
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Use a holy-area effect from a capable unit.
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<b>Selection:</b> choose the acting unit and burning target hex.
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Requires: Paladin.
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### Freeze Water
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## Stop and Rest
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<b>Unit requirements:</b> Mage attached to a casting-capable unit.
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`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>Available when:</b> a valid water hex can be frozen.
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## Challenge Duel
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<b>Effect:</b> Turn water into traversable frozen terrain where the command is valid.
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Challenge an opposing unit to a duel. The tactical action emits accepted or declined outcomes directly.
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<b>Selection:</b> choose the caster and water hex.
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Requires: Champion.
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### Build Bridge
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## Fear
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<b>Unit requirements:</b> Engineer.
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Use a fear effect against an eligible target.
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<b>Available when:</b> the engineer has a valid water or gap target where a bridge can be built.
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Requires: Necromancer attached to a casting-capable unit.
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<b>Effect:</b> Create a bridge across the target.
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## Repair
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<b>Selection:</b> choose the engineer unit and bridge target.
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Repair a damaged unit or battlefield object when an engineer-style action is available.
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### Blow Bridge
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Requires: Engineer.
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<b>Unit requirements:</b> Engineer standing on a bridge.
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## Reduce
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<b>Available when:</b> the bridge can be destroyed.
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Reduce a target, generally used for siege-like or structure-focused tactical effects.
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<b>Effect:</b> Destroy the existing bridge target.
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Requires: Engineer in a castle or fortified position.
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<b>Selection:</b> choose the engineer unit and bridge.
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## Flee and Retreat
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### Placement
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`FLEE_COMMAND` handles immediate flight from a tactical situation. `RETREAT_COMMAND` handles a more formal withdrawal command.
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<b>Unit requirements:</b> a unit available for setup placement. Hidden placement requires a defending Ranger attached to a stealth-capable unit.
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## Control
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<b>Available when:</b> the battle is in setup and a valid placement hex is available.
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Take control of a target when the command is available.
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<b>Effect:</b> Place a unit into the battle. Shardok distinguishes visible placement and hidden placement with `PLACE_UNIT_COMMAND` and `PLACE_HIDDEN_UNIT_COMMAND`.
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## Reinforce
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<b>Selection:</b> choose the unit and setup hex.
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Bring reinforcements into the battle.
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### Scout
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## Brave Water
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<b>Unit requirements:</b> Ranger attached to a stealth-capable unit.
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Move through water despite the usual danger or restriction.
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<b>Available when:</b> a valid scouting or hidden-unit reveal option exists.
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Profession note: Ranger is not required, but rangers get a brave-water odds bonus.
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<b>Effect:</b> Reveal information using a scouting unit. Scout commands can be advertised as previews when the UI needs to show setup or hidden-unit possibilities.
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## Release Unit
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<b>Selection:</b> choose the scouting unit and target.
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Release a controlled, held, or otherwise constrained unit.
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### Raise Dead
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## End Turn and Setup
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<b>Unit requirements:</b> Necromancer attached to a casting-capable unit, and the hero must not already control a unit.
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`END_TURN_COMMAND` ends the active tactical turn. `END_PLAYER_SETUP_COMMAND` ends that player's setup phase.
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<b>Available when:</b> there is a valid undead creation or restoration target.
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## Hide
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<b>Effect:</b> Create or restore undead forces through necromantic action.
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Hide a unit when it can enter or remain in hidden status.
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<b>Selection:</b> choose the necromancer unit and target.
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Requires: Ranger attached to a stealth-capable unit.
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### Dismiss Unit
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## Fortify
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<b>Unit requirements:</b> a unit that is allowed to be dismissed.
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Have a unit fortify its current position.
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<b>Available when:</b> dismissal is valid for the current tactical state.
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Requires: Engineer.
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<b>Effect:</b> Remove the unit from the tactical battle.
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## Become Outlaw
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<b>Selection:</b> choose the unit to dismiss.
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Mark a unit or hero as becoming an outlaw as a battle consequence.
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### Holy Wave
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## Evacuate Prisoners
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<b>Unit requirements:</b> Paladin.
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Move prisoners out of danger when the battlefield state allows prisoner evacuation.
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<b>Available when:</b> the paladin has a valid holy-wave action.
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Requires: Warden on a unit that can flee.
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<b>Effect:</b> Use a holy-area effect from the capable unit.
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<b>Selection:</b> choose the paladin unit and command target, if one is required.
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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>Available when:</b> the unit can end movement or spend its action resting.
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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>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.
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<b>Available when:</b> an opposing unit can be challenged.
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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>Selection:</b> choose the champion unit and duel target.
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### Fear
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<b>Unit requirements:</b> Necromancer attached to a casting-capable unit.
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<b>Available when:</b> an eligible target can be affected by fear.
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<b>Effect:</b> Use a fear effect against the target.
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<b>Selection:</b> choose the necromancer unit and target.
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### Repair
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<b>Unit requirements:</b> Engineer.
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<b>Available when:</b> a damaged unit or battlefield object can be repaired.
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<b>Effect:</b> Repair the damaged target.
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<b>Selection:</b> choose the engineer unit and repair target.
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### Reduce
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<b>Unit requirements:</b> Engineer in a castle or fortified position.
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<b>Available when:</b> a valid structure-focused or siege-like target can be reduced.
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<b>Effect:</b> Reduce the target's defensive or structural value.
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<b>Selection:</b> choose the engineer unit and target.
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### Flee and Retreat
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<b>Unit requirements:</b> a unit that is allowed to leave or withdraw.
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<b>Available when:</b> flight or retreat is valid for the current battlefield state.
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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>Selection:</b> choose the fleeing or 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>Available when:</b> a valid target can be controlled.
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<b>Effect:</b> Take control of the target when the command is available.
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<b>Selection:</b> choose the acting unit and control 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>Available when:</b> the battle state allows reinforcement and there is a valid entry option.
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<b>Effect:</b> Bring reinforcements into the battle.
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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 is not required, but rangers get an odds bonus.
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<b>Available when:</b> the unit has a valid water path or water target.
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<b>Effect:</b> Move through water despite the usual danger or restriction.
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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>Available when:</b> a controlled, held, or otherwise constrained unit can be released.
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<b>Effect:</b> Release the constrained unit.
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<b>Selection:</b> choose the acting unit and unit to release.
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### End Turn and Setup
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<b>Unit requirements:</b> None.
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<b>Available when:</b> the active player can end the tactical turn or finish setup.
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<b>Effect:</b> `END_TURN_COMMAND` ends the active tactical turn. `END_PLAYER_SETUP_COMMAND` ends that player's setup phase.
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<b>Selection:</b> choose the end-turn or end-setup command.
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### Hide
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<b>Unit requirements:</b> Ranger attached to a stealth-capable unit.
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<b>Available when:</b> the unit can enter or remain in hidden status.
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<b>Effect:</b> Hide the unit.
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<b>Selection:</b> choose the ranger unit.
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### Fortify
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<b>Unit requirements:</b> Engineer.
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<b>Available when:</b> the engineer can fortify its current position.
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<b>Effect:</b> Have the unit fortify its current position.
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<b>Selection:</b> choose the engineer unit.
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### Become Outlaw
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<b>Unit requirements:</b> a unit or hero eligible for the outlaw consequence.
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<b>Available when:</b> the battle result or tactical state allows the outlaw transition.
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<b>Effect:</b> Mark the unit or hero as becoming an outlaw as a battle consequence.
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<b>Selection:</b> choose the outlaw command when offered.
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### Evacuate Prisoners
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<b>Unit requirements:</b> Warden on a unit that can flee.
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<b>Available when:</b> prisoners can be moved out of danger.
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<b>Effect:</b> Move prisoners out of danger when the battlefield state allows prisoner evacuation.
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<b>Selection:</b> choose the warden unit and evacuation command.
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