Stalwart Defence - Any restrictions against attacking once it's activated?

By HappyDaze, in Deathwatch Rules Questions

Activating Stalwart Defence takes a Full Action and a Fate Point. After that, it doesn't seem to require any actions to maintain, so you could use it while blazing away on Full Auto, correct?

The likely situation I see is the Storm Warden using this with a Bolter in one hand and a Chainsword in the other (paying 5 Req for whichever isn't standard). The character can parry every melee attack aimed at them and then either make an attack with the Bolter or the Chainsword each turn (except on the turn the Stalwart Defence is intitiated since that takes a Full Action), correct? This attack can even be a Full Auto attack from the Bolter, or a Swift/Lightning Attack from the Chainsword, right? If the attack is an All-Out Attack with the Chainsword, this would prevent the Parry options from the Stalwart Defence, but wouldn't end it, correct?

HappyDaze said:

Activating Stalwart Defence takes a Full Action and a Fate Point. After that, it doesn't seem to require any actions to maintain, so you could use it while blazing away on Full Auto, correct?

The likely situation I see is the Storm Warden using this with a Bolter in one hand and a Chainsword in the other (paying 5 Req for whichever isn't standard). The character can parry every melee attack aimed at them and then either make an attack with the Bolter or the Chainsword each turn (except on the turn the Stalwart Defence is intitiated since that takes a Full Action), correct? This attack can even be a Full Auto attack from the Bolter, or a Swift/Lightning Attack from the Chainsword, right? If the attack is an All-Out Attack with the Chainsword, this would prevent the Parry options from the Stalwart Defence, but wouldn't end it, correct?

From my reading, the only thing that ends Stalwart Defense is moving, dodging, or becoming incapacitated in some way. Attacking- be it shooting or swinging a sword, doesn't seem to be in the list of items that would end it.

Though not explicitly called out, I think you're right about the parry as well, and you could only parry against melee attacks (meaning you're not given the ability to parry bolt rounds or plasma bursts).

Added to Charmander's spot on response: Also remember, you can't use a non-pistol weapon in melee, so if you've got to go into a parrying frenzy, that bolter is absolutely useless to you until the people you're parrying have been dealt with.

I agree with previous posts and would add as a reminder the biggest thing is that the player can not move or it will end, so no charge attacks, no disengaging ect.

BrotherHostower said:

Added to Charmander's spot on response: Also remember, you can't use a non-pistol weapon in melee, so if you've got to go into a parrying frenzy, that bolter is absolutely useless to you until the people you're parrying have been dealt with.

The bolter is for shooting when there are not people in melee with you. You still reduce the damage of all attacks that hit you by 2, so it's not like this ability isn't useful for a ranged fighter too.

The bolter is for shooting when there are not people in melee with you. You still reduce the damage of all attacks that hit you by 2, so it's not like this ability isn't useful for a ranged fighter too.

If lots of small guys lacking heavy weapons decide to duke it out with a Space Marine in a stand-up fight with no cover available? Possibly. Otherwise, I'd probably prefer to remain mobile and capable of dodging. A Krak missile to the face has an unfortunate habit of ruining a Marine's day.

HappyDaze said:

The bolter is for shooting when there are not people in melee with you. You still reduce the damage of all attacks that hit you by 2, so it's not like this ability isn't useful for a ranged fighter too.

Eh? Seriously? You'd allow a player to be meleed by half a dozen guys, parry them all with the chainsword, and be shooting someone tend yards away with their longarm in the other hand? To me that 'no basic weapons in melee' applies even if you are firing them elsewhere. It's hard to point something over a metre long while someone tries to eat your head, after all...

Siranui said:

HappyDaze said:

The bolter is for shooting when there are not people in melee with you. You still reduce the damage of all attacks that hit you by 2, so it's not like this ability isn't useful for a ranged fighter too.

Eh? Seriously? You'd allow a player to be meleed by half a dozen guys, parry them all with the chainsword, and be shooting someone tend yards away with their longarm in the other hand? To me that 'no basic weapons in melee' applies even if you are firing them elsewhere. It's hard to point something over a metre long while someone tries to eat your head, after all...

"The bolter is for shooting when there are not people in melee with you."

Alex

Cifer said:

The bolter is for shooting when there are not people in melee with you. You still reduce the damage of all attacks that hit you by 2, so it's not like this ability isn't useful for a ranged fighter too.

If lots of small guys lacking heavy weapons decide to duke it out with a Space Marine in a stand-up fight with no cover available? Possibly. Otherwise, I'd probably prefer to remain mobile and capable of dodging. A Krak missile to the face has an unfortunate habit of ruining a Marine's day.

There are times when it's a good tactic and times when it isn't. If it worked perfectly at all times, it would simply be broken. It does a wonderful job for the guy that wants to attract attention ('aggro' as the kids are calling it) and take one for the team.

I always thought that the guy who wanted to really take one for the team played the Apothecary...

Siranui said:

I always thought that the guy who wanted to really take one for the team played the Apothecary...

They take two though, one from the chest and another one from neck... gran_risa.gif

Alex