![]() ![]() Invisibility works the same regardless of whether it is an invisible character or an invisible monster. If an enemy can't find a focus, it doesn't move or attack on its turn but it can perform any other abilities written on its card. In order to obtain focus on an enemy, there must be an unblocked path (no walls, enemies, obstacles) to a hex that it can legally stand in where it could eventually move to and target the enemy. Note that there may be some cases where a monster can't find a focus at all. If there are multiple closest enemies within range (and line-of-sight), the focus is the enemy among those tied who has the lower initiative for the round. Okay, now, if there is only one closest enemy within range at the end of that path, that is the monster's focus. number of hexes they are away, not counting through walls) is then checked as a tie-breaker for "closest." In the case where the monster can use the same number of movement points to get within range (and line-of-sight) of multiple enemies (either because it starts its turn within range or multiple enemies or through some other situation), proximity (i.e. Basically, monsters will move through as few negative hexes as possible. The path can be ten steps long if the enemy avoids the negative hex and two steps long if it goes through the negative hex, it will still choose the ten-step path as long as it is available. Side note on negative hexes (traps or hazardous terrain): negative hexes are considered obstacles when determining this path unless there is no path except through the negative hexes. The enemy/enemies that are within range (and line-of-sight) at the end of this shortest path are considered the "closest." It doesn't matter if the monster can't get to its destination hex with the movement it has, as long as there is a path to eventually get to the hex it will still consider this path the optimal path. Note that the monster focuses on a target but the movement path is towards a legal firing/attack position hex (unoccupied, in LOS and in range) - its destination hex. Next, find path using the least movement points to get within range (and line-of-sight) to attack an enemy. *Around walls, obstacles and hazards (if possible) using the normal, jumping and flying movement rulesįinding a focus for a monster can be tricky in certain circumstances, but it follows some very basic rules.įirst of all, is the monster performing an attack on the ability card it drew? If not, pretend as if it is performing a melee attack (i.e. If there are multiple hexes that meet the criteria, players decide ties.ġst - Attack its primary focus, losing/avoiding disadvantage if possibleĢnd - Attack as many extra targets as possibleģrd - If there are still multiple attack locations with an equal number of different extra targets, use the focus rules (least amount of movement points*, then proximity, then initiative) from its starting position to determine which secondary target (in addition to the previous target(s)) should be included in the attack (repeating for a tertiary target, etc.) and select the attack location which includes these targets.Ĥth - Lose disadvantage on the extra targets (all equal priority, players decide ties)ĥth - Use the least amount of movement points* Also, the monster uses its current attack when determining its attack/movement options, even if it may have a different (or no) attack when it eventually reaches its destination hex. If the monster can't reach a hex from which to attack using the movement it has this turn, the rules are re-evaluated assuming infinite movement. ![]() The evaluation is first done using the monster's current movement range. It will determine its final destination hex (the hex where it can attack it's focus) by using the prioritization rules below before moving. ![]()
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