Space Marines and Fear

By Cleric Cromwell, in Deathwatch

kenshin138 said:

This is how I read it as well. Its just a flat-out negative, nowhere does it say you make a test. Its slightly implied, but doesn't say to do so. As such, a Fear (2)enemy (Tyranid Shrikes in my case) pretty much reduced my librarian to the point where he said "its not worth even trying to use the powers" so he just shot stuff with his bolt pistol. This is where I have an issue. I will likely, regardless of how it is suppose to be done, require a "Fear check", if failed, then the -WP applies. Otherwise it looks like my Librarian will just go to Squad Mode every time Fear shows up regardless of the intent to do anything with the squad, which kind of defeats the purpose/feel of Squad Mode IMHO.

I don't want to quote myself, but this is flat out untrue. Read my first post in this topic (In which I actually made a mistake, a push would give +30, not +15, so the Librarian has it even easier than I thought).

And again, it is a moot point if the Librarian is in Squad Mode anyway.

Considering that most Solo-Ability only last for a round or so and can only be used once per game session, players will spend the majority of their time in Squad Mode.

Considering that most Solo-Ability only last for a round or so and can only be used once per game session, players will spend the majority of their time in Squad Mode.

That would likely depend on the character in question - Assault, Devastator and Tactical Marines all have abilities that benefit from being in solo mode and that can be used pretty much as often as they want them to. When GMing a Deathwatch game, I'd probably first have a discussion on how often the team plans to use solo vs squad modes as that can make a tremendous difference when planning characters - not much sense in having a Tactical Marine with Tactical Expertise and high fellowship when the others mainly plan to stick to their Solo abilities.

Cifer said:

Considering that most Solo-Ability only last for a round or so and can only be used once per game session, players will spend the majority of their time in Squad Mode.

That would likely depend on the character in question - Assault, Devastator and Tactical Marines all have abilities that benefit from being in solo mode and that can be used pretty much as often as they want them to. When GMing a Deathwatch game, I'd probably first have a discussion on how often the team plans to use solo vs squad modes as that can make a tremendous difference when planning characters - not much sense in having a Tactical Marine with Tactical Expertise and high fellowship when the others mainly plan to stick to their Solo abilities.

It is silly that the mechanics will make librarian players stay in squad mode whenever they can just to avoid the willpower penalty. Because you can expect most librarian players to do that once they understand how fear works.

Alex

Yup. Outright silly - where else have we got caster characters that work together with the group to stay protected while they cast? Oh wait.

Cifer said:

Yup. Outright silly - where else have we got caster characters that work together with the group to stay protected while they cast? Oh wait.

Yup and the rule in DW states that if they don't stay near that group they can be targetted as independent characters (and otherwise not) and that's the disadvantage to being in solo mode. Oh wait...

Alex

You do realize that squad and solo mode aren't just game terms that represent what kind of bonuses you can get, right? A marine in squad mode trusts his buddies to work together with him while one in solo mode does his own thing. Who would cope better with the stress of facing a fear-causing enemy? The librarian who relies on his team mates or the one who thinks it'll be up to him to protect himself while he's also busy manifesting psychic powers?

Of course, this has the chance of backfiring if the squad feels sticking around the librarian is more trouble than it's worth - voila, cohesion damage due to squad mode usage!

One thing to note on the test vs. no test discussion:

In DH, acolytes take a fear test, and if they pass, they suffer no negatives for the encounter.

If in DW, there is no test, space marines will always take a penalty during an encounter with fear.

Not having a test just doesn't seem to match the system that well.

KommissarK said:

One thing to note on the test vs. no test discussion:

In DH, acolytes take a fear test, and if they pass, they suffer no negatives for the encounter.

If in DW, there is no test, space marines will always take a penalty during an encounter with fear.

Not having a test just doesn't seem to match the system that well.

They do have that test. Look at the top of page 277.

Alex

ak-73 said:

They do have that test. Look at the top of page 277.

Alex

Well I know that, its just some of the previous posters here seemed to read ATSKNF as being no fear test, but negative to WP.

KommissarK said:

ak-73 said:

They do have that test. Look at the top of page 277.

Alex

Well I know that, its just some of the previous posters here seemed to read ATSKNF as being no fear test, but negative to WP.

Yeah I have been one of them I must admit. That makes things a bit better for the librarian as he's more likely to save. Still the first time it happens, he's going to be annoyed. Perhaps I should give him a warning. He's a Deathwatch Runepriest now after all.

Alex

thanks for the clarification guys, this should help out a lot

Opinions on how Shadow in the Warp affects this? Does it stack?

Example: Librarian faces a Fear (2) Tyranid with Shadow. He fails his WP check so is at -20 WIP when in Solo-Mode. If he wanted to use a psyhic power he would be at -40 combined, or just at -20? My guess is it stacks, time to start pushing to get powers through I guess. :P

Both penalties and bonuses stack unless they explicitly don't.

Cifer said:

Both penalties and bonuses stack unless they explicitly don't.

To a maximum net modifier of +/-60. Just putting it out there for the people new to the system.

-=Brother Praetus=-