Snaga Shaman



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Point Value: 1

Side Attributes:
    Can belong to the following sides: The Uglies.

Actions and Action Points (ACP):
    Receives basic allotment of 6 new ACP per turn.
    Night multiplies ACP: *2.00 in all terrain types.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 32767 into ocean, sea coast, lake.
    Needs MP to leave terrain: 0 by default, 32767 in ocean, sea coast, lake.

Hit Points (HP): 6.    Recovers by 1 HP each turn.
Construction points (CP): 6.

Combat:
Can fire (1 ACP), at ranges from 1 up to 3.
Hit chances are 0% by default, 100% vs Village, Orc Holes, Catacombs, Paladin Temple I, Vampire Castle.
Hit chances if firing are 100% vs Village, Orc Holes, Catacombs, Paladin Temple I, Vampire Castle, 75% vs Novice Fighter, Novice Paladin, Goblin, Nightwing, Paladin Mentor I, 0% vs Humanoid Thralls, Snaga Shaman, Orcish Thralls, Fresh Corpse, Decayed Corpse, 95% vs Slow Zombie, 25% vs Cackling Haunt.
Damage is 0 vs all unit types.
Damage if firing is 2d4+2 by default, 0 vs Paladin Mentor I, Cackling Haunt, Fresh Corpse, Decayed Corpse, 3d4+3 vs Slow Zombie, Nightwing.
Combat never reduces defender's HP below 0 by default, 5 vs Cackling Haunt, 1 vs Fresh Corpse.
Becomes Fresh Corpse when destroyed.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.

Attrition in HP:
0 by default, 4 in salt-marsh.

Material Handling:
    food, 24 storage (24 at start of game), 2 basic consumption
    orc-food (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be a mobile ground unit.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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