Okay, this one was weird but just happened in game so I got suckered into asking. This is about casevac, which is probably a rare time anyone has given this skill a second look. The setup: You start into btb with a friendly unconscious trooper with ph lower than you and walk away from the model as first short skill. Second short skill you declare casevac (regrettably important that game for the classified card). What happens next? Casevac states you can activate both models and they move base to base of each other yet they start the next order ~4 inches from each other. Does the unconscious one "snap" to the living one. Does it immediately break?
I think that just like in one or two of the ITS missions, it's implicit that the carried trooper moves at whatever speed is necessary to remain in base to base contact with the carrying trooper, so yes it'd snap to the model that's carrying.
I gave a quick call of next time living person does a move skill, the unc will snap. This movement is aro-able. But that was an off the cuff guess at what the correct answer to be. But cool to know that a snap judgement call is agreed by with by others.
Just FYI, the unconscious model's snap-to that's resulting from being picked up will not be ARO:able for the simple fact that it happens after all AROs have been declared (i.e. after rolls have been made and the Effects of CasEvac take effect) since CasEvac isn't a movement skill. Additionally, template attacks on the model declaring CasEvac will not apply the Template Attack on a CC rule in the same order as CasEvac is declared for the same reason.
All of the stuff that you’ve written appears to be a claim that the snap-to movement wouldn’t work because none of the CasEvac effects would be able to happen. It is irrelevant whether the CasEvac skill is a movement skill, because all of the effects are generated by the CasEvac state. If you allow CasEvac to be activated in the second skill of the order, then those AROs due to activating the second model happen at that time. Does that create special timing? So does Silent, and AD.
CasEvac is a skill with an effect. Only movement takes effect immediately and CasEvac is not movement. Unlike Silent and AD, CasEvac doesn't describe a special timing and all rules function with the normal order expenditure sequence. I do note see a reason why an exception should be allowed under standard rules play. If the carrying trooper declares CasEvac at step 3, and the hostile player declares AROs at step 6, the hostile player will roll the attacks at step 7 while the Unconscious trooper that the carrying trooper lifts up will enter CasEvac state at step 8 and this is when the Unconscious trooper must be in base to base with the CasEvacing trooper. Activation: The Active Player declares which trooper will activate. Order expenditure: The Active Player removes from the table, or otherwise marks as spent, the Order Marker he uses to activate the trooper. Declaration of the First Skill: The Active Player declares the first Short Skill of the Order, or the Entire Order he wants to use. If movements are declared, the player measures the movement distance and places the trooper at the final point of its movement. Declaration of AROs: The Reactive Player checks which of her troopers can react against the activated trooper, and declares AROs for each of them. If a trooper can declare an ARO but fails to do so, the chance is lost. If movements are declared, the player measures the movement distance and specifies where the trooper would be at the end of its movement. Declaration of the Second Skill: The Active Player declares the second Short Skill of the Order, if applicable. If movements are declared, the player measures the movement distance and places the trooper at the final point of its movement. Declaration of AROs: The Reactive Player can check whether new AROs are available, and declare those. If movements are declared, the player measures the movement distance and specifies where the trooper would be at the end of its movement. Resolution: Players take measurements, determine MODs, and make Rolls. Effects: Players apply all effects of successful Orders or AROs, and make ARM/BTS Rolls. Conclusion: If necessary, players make Guts Rolls and apply their effects. Or put this way: John activates Tikbalang John spends a Regular Order Tikbalang declares CasEvac on the Unconscious Joan Greg says none of his models will ARO Tikbalang declares Move and Moves 6" Greg says his Hac Tao with Missile Launcher who was in Hidden Deployment will declare BS Attack (Missile Launcher Burst Mode) on the Tikbalang and places the circular template over the Tikbalang near its final position where the Hac Tao gained LOF and with only the Tikbalang under the template Hac Tao rolls normal rolls BS 14 + 3 for range -3 for Mimetism which yields a target of 14 and hits on a roll of 5. Joan enters CasEvac (State), is placed in base-to-base with the Tikbalang and Tikbalang makes 3 ARM rolls. Tikbalang opts to fail its Guts Roll to gain Partial Cover, moving Joan with it. (Edit: fixed two instances of "civevac")