I was hyped about new spiral corps and Reex excorts in partitial and decided to study new rules. Still can't wrap my head around Ghost:Marionnete rule. Can someone confirm / deny my conclusions: -marionettes don't enjoy fireteam bonuses neither active nor reactive turn -troupe activates simultaneously and each member shoot with full burst on active turn -controller alway idles if troupe acts or can act by himself but it that case troupe doesn't activates -there is no requirement in coherention of memfers of troupe. They can stay any distance from each other they want.
The Puppets act as a Fireteam, so will need to be in Coherency of the Team Leader, will all get the Burst bonus in ARO (assuming there are still three of them), and only the Team leader gets to shoot in the active turn (again with the Burst bonus if there are three). The controller activates whenever the Puppets do, but as long as there are Puppets the controller cannot do anything other than Idle.
Thanks for answering so soon. Just one more clarification, can you break marionette link on will to controller be able act normally?
No. 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. EDIT - ninja-colbrook attack!
Marionettes act like a Fireteam, except when they don't. ;) (I think all of this is right, but if someone wants to check me, please do) Essentially, as everyone has already said, you treat Marionettes just like you would a regular Fireteam, but ignore all of the formation/cancelation rules. You don't "form" a Troupe; it exists ipso facto. It also doesn't break like a regular Fireteam because PuppetBots all have Number 2. So you have a link until they're all Dead/Isolated/Null/Disconnected. When you're down to one PuppetBot it acts like a regular G: Synch trooper. A PuppetBot is Disconnected when it leaves the Troupe and/or when it is Isolated or in any Null State (such as Unconscious), or it is out of Coherency. This makes it very difficult to get a PuppetBot back into action once it goes down, because when it goes down it is immediately Disconnected. The controller of the Troupe is not the Troupe Leader; it is the Puppetmaster. Consequently, being in coherency with the Troupe Leader will not cancel Disconnected (unless there's some FAQ or errata I'm not aware of). PuppetBots can't break coherency with the controller (it is the entire table), only with the Troupe Leader. The only way to cancel Disconnected when it is not caused by breaking coherency with the controller is with the Engineer skill. So once a PuppetBot is Isolated or in a Null State it is both ejected from the Troupe and Disconnected, both from not being in the Troupe, and from being in Isolated/Null state. Fireteam Integrity says that if you are out of a Fireteam you can rejoin it if you are within coherency of the leader in the next Order Count phase, so as far as I understand, if you repair a PuppetBot from being Unconscious/Isolated/Null, it could rejoin the Troupe on the next Order Count, but it would still be Disconnected, and unable to declare Orders or AROs. Disconnected is itself not a Null state, and the rules do not say that a PuppetBot is out of a Troupe if it is Disconnected. So it would be part of the Troupe, but Disconnected. Again, that is unless there's some clarification of the rules that I'm not aware of.
No. G:synch means within ZoC of the controller. It is more similar to G:Servant with the exception that the rule where the controller idles everything still apply.
Yup, realized that after I posted it, but was too lazy to fix it. It's not entirely apropos either, as a G:Servant can do the same actions as the controller, whereas the G:Marionette controller must Idle.
You check coherency for the Troupe to the Troupe Leader not the controller, as per the Fireteam rules. There is never any requirement to check coherency to anything else. This solves most of the weirdness you were describing with Disconnected. The fact that you *can* form Troupes through the use of a Command token (as per Fireteam rules) solves most of the rest of the weirdness that you're describing.