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(Added clarity on what action points are used for and added descriptions of more complicated interactions with the saboteur, estates, and multiple robberies.)
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[[File:victory img_head_lightfinger.png|100px|right]]The '''Master Thief''' is your main character. They begin each turn in front of your guild-house and their movement behaves like other [[guild members]]. The Master Thief starts with 2 action points, which can be [[Upgrades|upgraded]] to 5 by purchasing the three scout upgrades. Each point allows the Master Thief to do 1 of 3 actions:
[[File:victory img_head_lightfinger.png|100px|right]]
 
[[File:victory img_head_emma.png|100px|right]]
 
The '''Master Thief''' is your main character. You start each game with the selected Master Thief deployed in front of your guildhouse, as does the enemy. Your goal? The first to get the specified amount of [[Victory Points]].
 
   
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* Reveal 3 connected fog tiles
Unlike other [[guild members]], the Master Thief cannot be directly attacked on the map (except for certain campaign mission). They are also the only member who can scout tiles covered in fog, revealing them for other guild members to use, and scout/rob buildings on the city map.
 
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* Rob a building, considered "scouting" if it has been fully looted or if it is a guarded estate)
 
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* Attack an enemy guild member, if the dagger upgrade has been purchased[[File:victory img_head_emma.png|100px|right]]
The Master Thief starts with two action points, which can be increased to 5 by purchasing three Scout [[upgrades]].
 
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There are a few exceptions when it comes to action points. Firstly, if the Master Thief activates a trap they are stunned and lose all of their remaining action points for that turn. It is recommended that you save scouting enemy businesses for one of the last action points if the enemy has the [[Saboteur]]. Secondly, estates take 2-3 points to fully exhaust depending on whether or not you have a gang attack the guard.
   
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Robbing an untouched house will reward either 2 gold or 1 lantern, and an additional gold if the Safecracker upgrade has been purchased. Subsequent robberies of houses with the small loot bag icon will reward 1 gold each and robberies of fully robbed houses will reward 0 gold.
 
[[Category:Units]]
 
[[Category:Units]]

Latest revision as of 00:49, 12 July 2017

Victory img head lightfinger

The Master Thief is your main character. They begin each turn in front of your guild-house and their movement behaves like other guild members. The Master Thief starts with 2 action points, which can be upgraded to 5 by purchasing the three scout upgrades. Each point allows the Master Thief to do 1 of 3 actions:

  • Reveal 3 connected fog tiles
  • Rob a building, considered "scouting" if it has been fully looted or if it is a guarded estate)
  • Attack an enemy guild member, if the dagger upgrade has been purchased
    Victory img head emma

There are a few exceptions when it comes to action points. Firstly, if the Master Thief activates a trap they are stunned and lose all of their remaining action points for that turn. It is recommended that you save scouting enemy businesses for one of the last action points if the enemy has the Saboteur. Secondly, estates take 2-3 points to fully exhaust depending on whether or not you have a gang attack the guard.

Robbing an untouched house will reward either 2 gold or 1 lantern, and an additional gold if the Safecracker upgrade has been purchased. Subsequent robberies of houses with the small loot bag icon will reward 1 gold each and robberies of fully robbed houses will reward 0 gold.