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confute
Posted: Tuesday, May 17, 2011 10:25:24 AM
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Quick question,
The special ability Rout:
"Whenever a character in your squad defeats an enemy commander, move each other enemy within 6 squares of that commander up to its Speed away from the commander's square. This movement does not trigger attacks of opportunity."

Who does the moving?
Sithborg
Posted: Tuesday, May 17, 2011 10:37:18 AM
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Like Force Push, the owner of the character who defeated the enemy commander.
confute
Posted: Tuesday, May 17, 2011 12:07:59 PM
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Thanks Sithborg, that makes sense.
In force push the primary restrictions on movement are: Its final position must be farther away from the acting character than its starting position. This movement does not provoke attacks of opportunity. A pushed character cannot enter a space occupied by another creature, whether enemy or ally, and is affected by terrain

I would think for rout the final position must be away from the commanders square.
Reason I'm asking is that you would obviously want to move the enemy squad out of cover into the most vulnerable position possible. There appear to be no restrictions on marching an enemy character initially closer to the defeated commander and then further away.
Sithborg
Posted: Tuesday, May 17, 2011 12:48:22 PM
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The Glossry defination of Rout states it follows the same rules as pushing. And from the Glossary:

push: When a character is pushed by an effect (such as Force Push), its final position must be farther away from the acting character than its starting position. This movement does not provoke attacks of opportunity. A pushed character cannot enter a space occupied by another creature, whether enemy or ally, and is affected by terrain (count 2 squares per square of movement through low objects, for example). If a character is pushed into a wall or another character, it slides along the impassable squares as far as possible. The acting character?s controller decides which way to push the enemy.

In this case, all the figures that are "Routed" must end up further away from the attacker who defeated the commander.
Mandelmauler
Posted: Wednesday, May 18, 2011 11:54:41 AM
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confute wrote:
"Whenever a character in your squad defeats an enemy commander, move each other enemy within 6 squares of that commander up to its Speed away from the commander's square. This movement does not trigger attacks of opportunity."


Sithborg wrote:
In this case, all the figures that are "Routed" must end up further away from the attacker who defeated the commander.


Away from commander is correct. They can actually be moved closer to the attacker (for instance when killed by accurate shot).
Sithborg
Posted: Wednesday, May 18, 2011 12:14:44 PM
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Mandelmauler wrote:
confute wrote:
"Whenever a character in your squad defeats an enemy commander, move each other enemy within 6 squares of that commander up to its Speed away from the commander's square. This movement does not trigger attacks of opportunity."


Sithborg wrote:
In this case, all the figures that are "Routed" must end up further away from the attacker who defeated the commander.


Away from commander is correct. They can actually be moved closer to the attacker (for instance when killed by accurate shot).


I forgot about that part. That said, it must still follow the rules of "pushing", as per the rules insert. So, the character must be moved away from the defeated commander AND further away from the attacker.
Mandelmauler
Posted: Friday, May 20, 2011 2:36:25 PM
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In a push, the acting character is the "attacker". But during a rout, isn't the "acting" character "redefined" as the defeated commander (for purposes of push rules)? They are routing from the death of the commander but do not know or care of the existence of the attacker?

I understand that the attacking character typically is the acting character, but I do not read the rout rule as "move farther away from both characters"; That could get very messy in practice.
Sithborg
Posted: Friday, May 20, 2011 3:04:40 PM
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Yup. I'm awaiting some confirmation of my interpretation before I see about getting an errata. It's one of those things missed on the insert. A bit easy, as you wouldn't think about it unless you went to "pushing" in the glossary right away. I'm 99% of the designer intent, but that isn't a good way to make rulings.

The "acting" character is whoever initiate the action, which would be the defeat of the commander, so the attacker. From where the commander was defeated would be like having the side characters affected by Push 3/5 being moved from the main target, not the pusher.
NickName
Posted: Friday, May 20, 2011 3:59:19 PM
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The idea was to use the push rules with the enemy commander replacing the acting character as the central point of from which pushed characters move away. This was a simple way to define how the movement was handled without writing a bunch of new rules.

The position of the character with Rout is not considered and moving nearer to it is fine.

My bad for overlooking that the defeated commander is not in fact the acting character noted in the push rules at that moment.
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