As I understand it, a hazard activates when a target:
1. Enters a hex in the hazard's radius
2. Ends it's turn in the hazard's radius
My question is about non character targets (Companions, Monorails, Dinosaurs, Baron Blade's turrets, etc.) that don't officialy have 'turns'. When, if ever, does 2 ever activate for them?
Targets that don't have turns don't activate Hazard Spaces by ending their turn in that space. Note that Dinosaurs and Companions actually do have turns.
Things like Companions get attacked by hazards at the end of the turn they're associated with. So, Unity's bots are attacked by hazard spaces at the end of Unity's turn.
Targets that don't have turns don't activate Hazard Spaces by ending their turn in that space. Note that Dinosaurs and Companions actually do have turns.
Making it sound like dinos will activate Hazard Spaces. Then Christopher says:
In this case, anything that is controlled by a player with a turn.
Making it sound like dinos won't activate Hazard Spaces because they aren't controlled by a player with a turn. I'm confused.
When you are playing with dinosaurs, they act at a specific time during the round, which is their turn. Thus, they trigger hazard spaces at that time. With bots, citizens, and other targets generated by a character, they trigger hazard spaces at the end of the turn of their controlling player. The only sorts of targets that would never trigger the "end of turn" hazard space attack are:
1) Citizens that are in play, but are never activated. I believe that this can come up in the "move the shards" scenario, among others.
2) Turrets or similar hazards not associated with a player and lacking a dinosaur-like turn. This would have come up in the Sentinel Tactics tournament at PAX South had anyone moved one of the turrets into the hazard space of another. It would have taken damage upon entering the space, but would never have triggered the "end of turn" activation.