If a unit with attached gear (e.g., Traveling Merchant with Cull, making it 3 Might) has Switcheroo played on it against a 4 Might unit, does the gear's +1 Might bonus persist after the swap to make the Merchant 5 Might total?
Ruling: No, the Merchant ends at 4 Might, not 5. Switcheroo calculates the appropriate bonus/penalty based on the units' total Might at the time it's applied, creating a snapshot. The gear's +1 bonus is already factored into that calculation and doesn't reapply on top of Switcheroo's effect.
Sequence:
- Merchant starts at base 2 Might + 1 from Cull = 3 Might total
- Switcheroo sees a 3 Might unit and 4 Might unit
- Switcheroo applies +1 to Merchant and -1 to the other unit
- Merchant now has: base 2 + 1 from Cull + 1 from Switcheroo = 4 Might total
Nuances:
- If Cull is removed after Switcheroo, Merchant drops to 3 Might (the Switcheroo effect doesn't recalculate)
- If Cull was removed before Switcheroo then reattached after, Merchant would be 5 Might (base 2 + 2 from Switcheroo + 1 from Cull)
- Switcheroo works by applying arithmetic increases/decreases in the arithmetic layer, not by literally swapping Might values in the trait layer
- This applies the same way to all Might modifiers (buffs, gear, assault/shield, etc.) - none "reapply" after Switcheroo resolves