Withdraw
Pushes forward like Charge, but once worn down it pulls back to a base, heals and comes out again. Letting it go before you finish it undoes your work, so you choose between chasing it down and spending those turns elsewhere on the board.
Activation
Always — active from the first turn.
Action Rules
It can capture and there is a base not its own in Move Range
→ Move to the nearest base by Hex Distance and capture it
Attrition is at or past the Retreat Threshold and it stands on a base hex of its own side
→ Enter the base
Attrition is at or past the Retreat Threshold and a base of its own side has a measurable Move Distance
→ Advance fully toward the nearest such base by Move Distance
It has a skill and a target meeting the stack condition is in range
→ Cast on the nearest such target by Hex Distance
It can attack at range and some enemy is attackable from somewhere in Move Range
→ Prefer air targets, then take Max Standoff against the nearest by Hex Distance
A lethal air target is within attack range
→ Prefer those that cannot counter, then attack the nearest by Hex Distance
An air target is within attack range
→ Prefer those that cannot counter, then attack the nearest by Hex Distance
A lethal target is within attack range
→ Prefer those that cannot counter, then attack the nearest by Hex Distance
An enemy is within attack range
→ Prefer those that cannot counter, then attack the nearest by Hex Distance
Some enemy has a measurable Move Distance
→ Prefer air targets, then advance fully toward the nearest by Move Distance
Some enemy has a measurable Terrain Distance
→ Make a projected advance toward the nearest by Terrain Distance
There is some attackable enemy on the board
→ Make a straight approach toward the nearest by Hex Distance
The withdrawing rules sit above the attacking ones. Attacking ends the turn, so placed lower they would never fire while any enemy was in range. Being higher means it pulls back and then shoots whatever it can still reach — retreating while returning fire rather than turning its back.
Unlike Flee, it does not avoid your zones of control on the way home, so a belt will stop it. If there is no base of its own on the board, the road is blocked, or no hex this turn brings it closer, it cannot withdraw and fights on like Charge.