Example of Hacking Zone and ARO through a Repeater

Discussion in 'Rules' started by jfunkd, Sep 30, 2020.

  1. jfunkd

    jfunkd hard forum hittin Carlos
    Warcor

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    This example is problematic and seems to portray the timing for an ARO to a Stealth Hacker activation incorrectly.

    upload_2020-9-29_20-27-10.png

    Pg 61.

    "During his Active Turn, the Shrouded Hacker decides to declare Idle as the first Short Skill of the Order. As shown in the picture, he is outside his enemies LoF, but since he is a Hacker, he can use the Deployable Repeater, and the M-Drone Trooper (who carries the Repeater piece of Equipment), to increase his Hacking Area, allowing him to act from his current position. Therefore, since both the Knight of Justice and the Orc Trooper Hacker are clearly within the Hacking Area of the Shrouded Hacker, they each declare their AROs."

    The issues we spotted with this example are:

    The Shrouded has Stealth. Does stealth not work through Repeaters/Hacking Area? Or is the Shrouded optionally not using it?

    The Knight of Justice is not listed as a hacker in this example. Since the Shrouded is not inside the Knight's ZoC, why is the Knight getting to Reset before the Shrouded Hacker declares his attack?

    The Hacking Area Rule on Pg 60 explains why the Hacker does.

    upload_2020-9-29_20-36-53.png

    But the KOJ doesn't meet any of the requirements to declare an ARO until he's been attacked.

    Pg 21 Automatic Reaction Order text

    upload_2020-9-29_20-38-31.png

    Are we missing something? or would the Knight of Justice need to wait until he was the target of a Hacking Attack before he could potentially declare an ARO?
     
    #1 jfunkd, Sep 30, 2020
    Last edited: Sep 30, 2020
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  2. jczodli

    jczodli Active Member

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    Following this post. Would really like to see an answer. I agree that KoJ did not have a valid ARO until he was targeted with The hacking attack.
     
  3. solkan

    solkan Well-Known Member

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    What's Stealth got to do with anything? The ARO denying clause in Stealth is:
    If the user declares a Short Movement Skill or Cautious Movement within the Zone of Control of one or more enemies and stays outside their LoF, he does not grant AROs to those enemies.​

    In the example, the Shrouded is outside of the ZoC of both of the enemy troopers.

    Note that in the previous edition, Stealth was FAQ'd so that it didn't apply to repeaters. In other words, if a Stealth hacker declared Idle while in the ZoC of an M-Drone (or other trooper with a Repeater) and invokes Stealth, the only person who doesn't get an ARO is the M-Drone.
     
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  4. jczodli

    jczodli Active Member

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    The shrouded in the example above is the active model. The question is: how does the KoJ declare Reset as an ARO before he is targeted with a hacking attack? He does not appear to meet any of the general requirements for ARO or the requirements for reset.
     
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  5. jfunkd

    jfunkd hard forum hittin Carlos
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    Right so Stealth doesn't currently apply to Hacking area.

    Still want to know if there is a reason that KoJ gets to ARO when he does in the example or if it's an error.
     
  6. solkan

    solkan Well-Known Member

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    To be brief, yeah, it appears to be an error.

    To be long winded, it still works out okay. Whatever else happened, between N3 and N4, the big change to the order sequence was the addition of "ARO Check" at step five. If you don't care about side effects like cancelling marker states, it basically means that the reactive player can declare clearly invalid ARO's or ARO's that may or may not be invalid when declared, in case they turn out to be valid later.

    From what I've read, the reason for the change in the order sequence was the scenario of:
    - Active trooper declares a skill and is positioned so that you can't tell whether they're in or out of ZoC (or hacking area)
    - ARO Decision A: ARO or not ARO??
    - Active trooper declares its second skill
    - ARO Decision B: ARO or not ARO??

    At "ARO Decision A", the reactive trooper has to guess whether the active player is in ZoC. If the reactive player guesses incorrectly, then they don't get an ARO at all. If they're absolutely sure, they can wait for ARO Decision B. If they're afraid of being wrong, or it won't make any difference, they can just declare at ARO Decision A.

    So the Knight of Justice declaring ARO Reset early works out for different reasons than those specified in the example: It becomes valid in Step 4 when the Shrouded Hacker directs one of the Carbonite B at that trooper.

    I might be missing something, but that's what I think is going on.
     
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  7. zapp

    zapp Well-Known Member

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    This was also asked in another thread. The reaction from @ijw was to call for @HellLois :-)
     
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