Insectoids move first, and in the order listed on the Insectoid Sheet.
The Boneworm gets 1 Action Points.
Calculate the shortest distance from the Boneworm to every Hero at the moment, in order to find the target Hero.
The Boneworm does not suffer from threatened square movement penalty.
The Boneworm ignores terrain movement penalties.
Take into consideration obstacles like chests, doors, portcullies etc
Take into consideration only enemies that already are in attack range of a Hero.
Move the Boneworm 1 square towards the target Hero.
Rotikka move by the same principles as Boneworms but have 5 Action Points.
The Chi'leen gets 3 Action Points.
The Chi'leen prefer to attack from the farthest range possible.
The Chi'leen does not suffer from threatened square movement penalty.
Calculate the shortest distance from the Chi'leen to every Hero at the moment, in order to find the target Hero:
The Chi'leen will ignore Boneworms/Rotikkas/Cultists while it calculates its path to prioritized Hero.
Take into consideration only Chil'eens and Demon that already are in attack range of a Hero.
Find the Hero that has a "range 2" square that is closest to the Chi'leen.
If there is no "range 2" that is possible - then Find the Hero that has "range 1" square that is closest to the Chi'leen.
Chi'leen has trample. This means that they will push away Boneworms/Rotikkas/Cultists to make room for themselves in crowded place.
When the Chi'leen performs trample, it will trade space with the minion while moving forward. The minion will be moved backwards in this process.
Cultists move last, and in the order listed on the Cultists Sheet.
The Acolyte gets 2 Action Points.
The Acolyte move toward the alarm symbol on the map.
The Acolyte does not suffer from threatened square movement penalty.
The Acolyte choses the shortest path with respect to the Action Points he needs to spend to do this.
The Acolyte needs to spend 1 Action Point to move one simple square.
If the Acolyte has 2 Action Points available and needs to enter terrain where it needs more Action Points, then he will be able to move one square.
Take into consideration only enemies that already are in attack range of a Hero.
The Acolyte does not suffer from failure events when he intentionally moves into special terrain, or if he is pushed into another square during the spawn of a Chi'leen. However they do suffer failure events if they are pushed by a hero
The Acolyte can open a door for 1 Action Point. The Acolyte can unlock, and in the same operation, open a door for 1 Action Point.
The Guard prefer to attack from the farthest range possible.
The Guard does not suffer from threatened square movement penalty.
The Guard choses the shortest path with respect to the Action Points he needs to spend to do this.
The Guard needs to spend 1 Action Point to move one simple square.
If the Guard has 3 Action Points available and needs to enter terrain where it needs more Action Points, then he will be able to move one square.
Take into consideration only enemies that already are in attack range of a Hero.
Find the Hero that has a "range 3" square that is closest to the Guard.
If there is no "range 3" that is possible - then Find the Hero that has "range 2" square that is closest to the Guard.
If there is no "range 2" that is possible - then Find the Hero that has "range 1" square that is closest to the Guard.
Calculate the shortest distance from the Guard to every Hero at the moment, in order to find the target Hero.
The Guard prefer to attack from the farthest range possible (range 3) so he will chose the Hero, to whom he can get to range 3 the quickest (counting Action Points).
If the Summoner has line of sight to any hero, then it does not move.
Before moving the Summoner choses the weakest enemy on the map.
The Summoner prefer to attack from the farthest range possible, but must be within "range 6".
The Summoner prefers to stay as far away as possible from all Heros. This is the position that gives the maximum distance to the closest Hero.
Honorable Mention In some scenarios the summoner is sleeping. For an enemy, sleeping means that they do not draw Response (so they defend at base defense alone) when they are attacked. For an enemy, sleeping means that they only wake up, and do not move. At next move action, it will move.