Hi thar.
Inspired by this thread, forum.rpg.net/showthread.php on rpg.net I've been mulling over fight or flight scenarios in Dark Heresy. The backdrop is quite distinct; on one side we have the much feared Inquisition, an organisation which name puts the fear of the Emperor in guilty and innocent alike. Surely better to fight to the last than to allow yourself to be captured by their agents? On the other side we have the vile, fanatical chaos cultist who in all likelihood will be subject to things far, far worse than the Inquisition will ever do to them - should they break and run.
Of course, it's not always that black and white, even in the Calixis sector. Acolytes will frequently, perhaps generally work covertly. Their enemies will just as frequently be your average low-life thug, hiver scum, Arbites squad, ganger and what not. Some only to ready to turn tail and live to fight another day.
Regardless, since the answer of "it depends" isn't very satisfying I'd like to delve deeper into the subject. As we all know, the universe of 40K is very grim, and very dark. Life is worth next to nothing.
Is the average (I know, I know, such a thing can't really be said to exist but work with me here...) hiver/colonist/worker/citizen and the like tougher, harder and more accustomed to sudden violence and to defend themselves, than say your average earthling? Or have they already accepted their place in the galaxy as one filled with pain, mind-numbingly hard work and rightful oppression from their betters, readily allowing themselves to be herded this way and that? And what of the criminals? And what of the enforcers?
Once, long ago, when I ran Edge of Darkness, one of the PCs were playing your average trigger happy lone wolf. You know the type. Anyways, in order to get information he grabbed a lonely hab-worker, pushed him against nearest wall and threatened him with his gun. When the PC turned his back I had the hab-worker flee for his life down the stairs and out on the street, where he was promptly gunned down by the PC.
The problem was that the player felt that this behavior was so irrational and unlikely (Who runs with a gun in their face?!?) that it toally broke his immersion and almost the game. In general I tried to play most NPCs as relatively tough, Emperor-fearing inhabitants of a hellish environment and this jarred against what the players expected from their behavior. Almost to the point that it seemed to be a bad case of deathmatch between the GM and the Players.