G: Marionette and Disconnected

Discussion in '[Archived]: N3 Rules' started by toadchild, Jun 30, 2018.

  1. toadchild

    toadchild Premeasure

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    I'm not clear on how a few things with G: Marionette work, mostly with how the fireteam rules get combined with everything else. Here's a particular scenario:

    I have three Puppetbots in a troupe. For their order, I have all three of them move-move in different directions so that they all end futher than 8" from each other. The Troupe Leader is fine, but the other two enter the disconnected state. Normally this would break the fireteam, as there is only one member remaining, but G: Marionette tells you that you can continue activating the leader.

    But are there any ways to cancel the disconnected state on the other two?

    1. If the leader moves closer to them, can they be added back into the fireteam?

    2. If the leader dies, can I make a new fireteam with either of them as the troupe leader? If not, will the presence of two disconnected puppets make the controller be permanently stuck in an inactive state?
     
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  2. ambisinister

    ambisinister Broken Zoetrope

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    Those are some good questions. That disconnected does not also carry the null label is kind of a problem here for question 2. Also the disconnected cancellation clauses don’t really cover this circumstance in regards to question 1.
     
  3. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
    Infinity Rules Staff Warcor

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    Note that this does cancel the Fireteam, it's just that the Controller is allowed to continue activating the PuppetBot that used to be the Team Leader.

    1. PuppetBots follow the normal Fireteam rules, so you can move the still-active one into range of the other(s) and spend a Command Token to reform them as usual. This will cancel Disconnected state as the cause of the state has been remove, and that's the cancellation clause for Disconnected.

    2. I believe you could do so, as long as the two PBs are in ZoC of each other.

    2b. Disconnected turns off the G: Marionette Skill so the Controller should be free to act, in much the same way that an Auxilia with a Disconnected Auxbot can join in a Coordinated Order.
     
  4. toadchild

    toadchild Premeasure

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    Ok, so I see that automatic skills are disabled and have no effect when disconnected.
    • Automatic Special Skills and Automatic Equipment have no effect while in the Disconnected state.
    But the rule for activating the controller is:
    • The Controller may be activated in the regular manner only when he or she is deployed without G: Marionette troopers, or whenever all of them are in any Null or Isolated state.
    And I would really hesitate to say that that condition is met just because they're all disconnected. If that were the case, I would have expected disconnected to be listed as well.
     
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  5. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
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    Sorry, I wasn't being clear enough. When all the PuppetBots are Disconnected, G: Marionette is turned off, therefore that text effectively doesn't exist.

    I brought up Auxilia as an example, because the text that stops them joining a Coordinated Order is contained the the G: Synch Skill, which gets turned off when Disconnected, so no longer applies.
     
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  6. toadchild

    toadchild Premeasure

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    Ok, if this is the same logic behind coordinated orders for disconnected G: servants/syncs, I will concede. But I still don't think it's very apparent from reading the rules.
     
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  7. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
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    I'm not disagreeing. :-(
     
  8. Barrogh

    Barrogh Well-Known Member

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    Amount of cross-referencing you have to do when reading more complex of Infinity's rules occasionally gets appalling.
     
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