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Zygerrian and Mercenary question Options
donnyrides
Posted: Thursday, February 20, 2014 10:26:06 AM
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Can zygerrian slaver tell mercenaries to move if they can/could shoot an enemy from where they currently are? Which ability overrides the other? Slave Driver or Mercenary?

Slave Driver:
Replaces attacks: range 6; 1 non-Unique living ally with a printed cost equal to or less than this character may immediately move up to double its speed

Mercenary:
This character can move only if it has no legal targets to attack from the space where it starts its move. (However, if it first defeats an enemy with a single attack and cannot then attack any others, it is free to move afterward.) If it moves into a position where it can attack, it does not have to end its movement there.

To me there are 2 ways to look at it. Z is moving a piece outside of the pieces turn so targeting shouldn't matter since the merc cant shoot while being 'slave driven'

BUT

Mercenary says that the piece can't move if it has legal targets to attack from it's current position. Doesn't say anything about actually making attacks, just asks if it can target

I would love the answer to be that Slavedriver trumps Mercenary. May be able to make a squad in mandos that is just as powerful if not more than Daala (in theory anyway).
Darth O
Posted: Thursday, February 20, 2014 11:33:36 AM
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donnyrides wrote:
Z is moving a piece outside of the pieces turn so targeting shouldn't matter since the merc cant shoot while being 'slave driven'.


This part is spot on :)
donnyrides
Posted: Thursday, February 20, 2014 12:05:15 PM
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Good to know. Thank you Darth O.

I would love for any of you who read this post to give their thoughts on these squads.
Death Watch Destroyers
Death Watch Destroyers II

Echo24
Posted: Thursday, February 20, 2014 1:20:14 PM
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I actually don't think that's correct. Per the glossary definition, it doesn't matter whether it has the ability to attack or not, it matters whether it has legal targets. A Mercenary with 0 or a "-" for its Damage rating would still have to follow the Mercenary restriction, despite the fact that it can't actually attack.

That's what I think, anyway.
donnyrides
Posted: Thursday, February 20, 2014 1:48:49 PM
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Well I guess it's back to taking Z out of my squad. He is kind of a secondary feature anyway, but finding loopholes and stuff is kinda' my thing. BigGrin

This should probably get addressed soon as i could see this type of squad, with the right tinkering, getting some action at tournaments. Imagine just throwing one of these 6 point mercs out into range of everything then activating with deadeye, twin, accurate +4/+10 shooting everything in sight. It would be awesome! Sure you are going to miss a lot at 10 attack, but who cares, it cost you 6 little points.

The trick is keeping CEs on a merc that far away.
juice man
Posted: Thursday, February 20, 2014 1:54:26 PM
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Wouldn't this be the same as the Gotal Mercs Intuition? You get to move with that.
Sithborg
Posted: Thursday, February 20, 2014 1:56:12 PM
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Echo24 wrote:
I actually don't think that's correct. Per the glossary definition, it doesn't matter whether it has the ability to attack or not, it matters whether it has legal targets. A Mercenary with 0 or a "-" for its Damage rating would still have to follow the Mercenary restriction, despite the fact that it can't actually attack.

That's what I think, anyway.


That's not exactly true. 0 Dam characters can still attack. - Dam characters cannot. Thus, 0 Dam characters can still make attacks, thus are still subject to Mercenary.

The precedent established by Intuition is pretty clear. Slave Driver does not grant an attack, only movement. And since the character cannot attack on that turn anyway, they are allowed to move via Slave Driver.
kezzamachine
Posted: Thursday, February 20, 2014 2:13:43 PM
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Now that's pretty cool!
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