As an Abomination, the I.R.I.S. attacks whenever it activates with a Line of Sight to a Zone with any Survivors at Range 1-3. It then performs an Attack, dealing 3 Damage to Survivors in the targeted Zone, distributed as you see fit.
If several Zones are eligible, the I.R.I.S. chooses its target according to this priority order:
The Zone with the most Survivors.
The noisiest Zone
If all eligible Zones have the same amount of Survivors and Noise, the players choose.
The I.R.I.S. cannot attack Survivors in its own Zone.
As an Abomination, the I.R.I.S. never moves. However, if it has no Survivors to attack when it gets an extra Activation then it moves up to 3 Zones to reach its destination Zone.
Determine its destination Zone before moving it. It moves to get there and doesn’t change its course if a new target appears on the way.
As a Sentry Gun, the I.R.I.S. can be controlled by a Survivor performing a Machine Action. Like all Sentry Guns, it cannot perform a Move Action, only a Ranged Action.
The I.R.I.S.’ Ranged Attack can target a Zone at Range 1-3 using either one of two firing modes (following the Targeting
Priority Order):
No roll is needed. The I.R.I.S. does not get a Machine Activation token and is not considered as a Survivor. The I.R.I.S. cannot attack Xenos in its own Zone.