To me, the rule is the exact opposite of this. This is where I am confused, and have decided to try and figure it out before I even address the Overseer/Pet interaction.I think the source of a lot of the confusion is that pets are not independent models, they are wargear that happens to have a model.
They don't have their own ready marker.
"They are purchased as Wargear, but they will have their own Fighter Card" (N23 p.86)
''Exotic Beasts follow all the normal rules for a fighter, with the following exceptions:" (N23 p.87 / HoS p. 47)
Wargear doesn't gain tokens, but they follow all the rules for Fighters. I'm taking this to mean that they are treated like Fighters first, instead of picking when they are a fighter, or they are Wargear.
- They can ONLY be activated when their owner activates. They do not get to activate like a normal fighter.
- If the owner is removed, all of the Exotic Beasts are also removed. They do not get to stay like a normal fighter.
- They are not counted for Bottle Tests, part of the Starting Crew, and aren't counted OOA, or Prone/Serious Injured. Fighters don't count them as fellow fighters for this.
- They only trigger nerve tests for other Beasts unlike normal fighters who'd trigger the test for everyone.
- They cannot help with Recovery Rolls like a normal fighter.
** Although if a pet is ever released with an ability allowing it to help w/recovery rolls, Im making Cyber St. Bernard with a barrel around it's neck.
- They can be captured, rescued and sold like a fighter but can't be sent to work like a fighter.
- When it comes to XP, you not only treat them as a fighter, but you treat them as a Ganger. So you're not gaining any skills until you become a specialist. Like a Fighter.
** This is one that confused me as a new player since I only saw the Available skills for advancement thinking that was all that was available not understanding that the stat increases are more likely to happen when they do level up. It was a minor question I had that not worried about because we're not doing any XP yet. I'm just including it here for completeness. This could be important because should a pet be lucky enough to survive, he can become more independent if he gets his CL up.
Following that Logic we get to two of the issues.
1 - (Resolved) Unlike a normal fighter, they have to take Nerve Check when they end their activation outside of 3" of their owner, which isn't a trigger for a normal fighter. This also comes with special rules for when they become broken, which differs from what a normal fighter would do.
** This is one where I flipped the application to Wargear, and not treat it like a fighter. I was under the impression that when they Broke, they just gained a broken token since they've already activated, and just followed the rules for Broken during subsequent activations, and not the current one. When I went back and treated them as fighters FIRST, I then realized that they would immediately break and Run for Cover(D). It's still unclear if their activation ends before or after the Test is resolved, but since it all falls under 'end of activation' I can see the case for auto-rally at the end of the Run for Cover(D) action. No XP for this.
2 - (Unresolved) Without a listed exemption, it appears that they would gain a Ready Token like a Fighter would. 'During the priority phase, all models receive a Ready Token' (N23 p.67).
This is where you appear to flip back to treating them as Wargear, relying solely on the 'Group Activation (Exotic Beasts) rule to allow them to activate instead of treating them like a model, and giving them a ready token. There is ZERO conflict here in 99% of normal circumstances, where once a handler activates and removes his ready token, the pets would also activate in turn and remove their ready tokens. Like a normal fighter would during their activation. So far this makes sense. (I'll come back to this.)
You made a connection here that I simply didn't until I went back and looked at it. I followed the Logic of treating pets as fighters when applying the Group Activation(X) Rule. So like fighters, I was taking the Group Activation(X) and treating Group Activation(Exotic Beasts) as exemptions to that rule. When looking at it like that, there is no exemption to the 3" activation rule listed in Group Activation(Exotic Beasts) so was unable to make the connection of how you got to the unlimited range.They always activate with their owner (no range limit).
Instead I copied/treated them as independent rules that function the same with the simplified applications.
- Group Activation(X) Only X friendly models within 3" activate with the model. Cannot use Group Activation(X) if activated this way.
- Group Activation(Exotic Beasts) All attached Wargear activates with the model with no range restriction. Can be used on it's own or with Group Activation(x) Friendly/Unfriendly isn't a requirement for activation, but might apply to other abilities.
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If we treat the Pets as fighters FIRST this leaves a few situational holes, which to me now make sense but they sit outside 'what normally happens'.
- During the Rally step of the End Phase do they count for +1 when helping other models, like a normal fighter would.
** "I'm scared, thank the Emperor that this Cybernetic Mutant Sump Rat with a Bomb on it is here give me confidence!"
- In the now VERY unlikely event that a Pet is STILL outside of leash range during the End Phase, they can still attempt to rally like a normal fighter since there is no exemption limiting them to rallying while in leash range. Like a normal fighter, they should get the +1 from friendly models. If they rally this way, I see no reason to prevent them from getting the XP. I just simply don't see it happening often enough to be an issue either way.
- I'm still new, and I'm not sure if there is anything that causes a model to lose it's ready marker before it's activation. If your interpretation is correct, then Pets would be immune to those effects when the Handler activates anyways, and that's something that fighters can't do.
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Overseer is where the big WTF seems to come in. It's really what prompted all of this, because I had no idea of how pets worked normally before trying to come up with some repeatable tactics. So I went back, read all the rules, and when I watched the Batreps, there were some glaring inconsistencies. Going further down the rabbit hole to forum discussions I can see that I'm not the only one who's confused.
To me Overseer is more like a chain of events
1 - Overseer model Activates.
2 - Overseer model uses Order(D) and takes a LD test.
3 - If the test is passed, then it may pick a friendly fighter within 6". This can be any normal fighter. Pets are not exempt, and can be targeted.
4 - Order(D) then gives 2 actions to that model. These must be used immediately on the affected model, like an activation. Now that I'm re-reading it, it doesn't actually appear to activate the model, which is why it doesn't remove a ready marker, and works on models without a ready marker.
When it comes down to Handlers/Pets, I now strongly believe the following statements are correct:
- Since it's granting actions, and not an actual activation, Group Activation(Exotic Beasts) does not trigger. It's a rule, not an action. That is reserved for when the handler activates. I now believe that a handler who receives these Actions do so without their pet. This should be used to move ahead of the pets so that they can easily avoid getting off their Leash when they do activate.
- For the Psykers, like Delaque, this could be used as an additional attempt to get a Continuous effect off which causes problems with the timing if done before the model activates, but that's a different discussion. The point is that these actions don't appear to trigger any pets, or even Group Activation(X).
- Pets can be targeted by Overseer since they can meet all the criteria. Despite being Wargear, they are a friendly fighter within 6". They don't need the handler to use these actions since they're not actually being activated, so can do their thing even without their handler. What makes this very uncomfortable to see is that a player could slingshot the pet way out of leash range, then go further when it actually activates before having to make a Nerve Check. Or it could go out after it has activated and not have to test until it activates during the next round.
- The REAL question here is how THAT interacts with Continuous effects. If done before the handler activates, does the Continuous effect expire? Range is only a requirement during Casting, not when it comes to maintaining. Does it drop when the node goes outside of 12"? Is it game breaking to have a pet off leash knowing it doesn't have to test because it has already activated.
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None of the Arbiters have much experience with Pets, as I'm not only the first one to play Delaque, I'm also the first one to plan on using pets as part of my strategy in every game, so they're all kind of looking to me to figure it out, playtest the different 'solutions' before we make any decision before the league starts. I think I've got a pretty strong case for playing it like above. We'll see how it goes.