Losing a field fight can get your hero locked in the enemy's War Z Prison. 🔓
Losing a field fight can end with your hero locked in the enemy's War Z Prison, and the release condition has nothing to do with time passing. 🔓
A Weapon Triggers Capture
War Z Prison is a Battle Weapon. When your hero's squad loses a fight against a force running one, the game can capture your hero outright instead of just sending them home wounded, and the in-game message is explicit about it: defeat by that weapon leads straight to capture, not a countdown timer. The capturing side sees the mirror message, confirming which of your heroes they just locked up.
Two Roads to Freedom
Release is not something you wait out. A captured hero comes back in exactly two ways: someone actively rescues them, or the War Z Prison itself stops existing, whether that means it gets destroyed in combat or disappears on its own. Both release paths trigger an automatic notice telling you to go check on your hero, since neither one requires you to take a rescue action first.
Capture Scales With Level 📈
The capture message on a failed attempt is direct about the lever that matters: no capture this time, and raising the War Z Prison's own level is what meaningfully increases capture odds going forward for whoever is running it. A higher-level War Z Prison in enemy hands means your heroes face better capture odds if that fight goes badly.
If a War Z Prison is active nearby, does that change which hero you are willing to risk on the next contested fight?