Changing KT leaders mid-mission

By Skie, in Deathwatch

As the topic says: how would you handle it, especially cohesion-wise?

The given situation is that I got the KT into a longer mission (which might evolve into a mini campaign). One player, who plays an ultramarine and usually is the leader (given his high fellowship bonus) could attend the first game session, but will be joining us tomorrow. It might happen that the current leader will want to give the leadership into much more capable power gloves. The team's cohesion is now at 0 (down from 3 due to some blast-damage). if the mission had started with the ultramarine leader it would have been 7, so now they'd have 4.

Or perhaps changing leaders mid-mission is a bad idea, for fluff reasons etc? What about changing oaths? When the mission started it seemed like an escort but due to unexpected (by the KT )events it is now a lot more complicated matter.

Skie said:

As the topic says: how would you handle it, especially cohesion-wise?

The given situation is that I got the KT into a longer mission (which might evolve into a mini campaign). One player, who plays an ultramarine and usually is the leader (given his high fellowship bonus) could attend the first game session, but will be joining us tomorrow. It might happen that the current leader will want to give the leadership into much more capable power gloves. The team's cohesion is now at 0 (down from 3 due to some blast-damage). if the mission had started with the ultramarine leader it would have been 7, so now they'd have 4.

Or perhaps changing leaders mid-mission is a bad idea, for fluff reasons etc? What about changing oaths? When the mission started it seemed like an escort but due to unexpected (by the KT )events it is now a lot more complicated matter.

Personally if it's just a straight swap out before the game starts and you 'retcon' it into existence I'd split the difference and let them have 4 cohesion.

If you're going to play it out and play out the deployment of the Ultra joining up, I'd personally make them deal with the bed the made until they can find a spot to settle down, regroup, and plan their next move. I'd then let them refresh their oaths and vows, etc., and potentially let them modify their req (if they have a clear link to their ship with supplies, for example, I'd give them the new objectives and the new req, however if they were cut off, they deal with what they're wearing)

Charmander said:

Skie said:

As the topic says: how would you handle it, especially cohesion-wise?

The given situation is that I got the KT into a longer mission (which might evolve into a mini campaign). One player, who plays an ultramarine and usually is the leader (given his high fellowship bonus) could attend the first game session, but will be joining us tomorrow. It might happen that the current leader will want to give the leadership into much more capable power gloves. The team's cohesion is now at 0 (down from 3 due to some blast-damage). if the mission had started with the ultramarine leader it would have been 7, so now they'd have 4.

Or perhaps changing leaders mid-mission is a bad idea, for fluff reasons etc? What about changing oaths? When the mission started it seemed like an escort but due to unexpected (by the KT )events it is now a lot more complicated matter.

Personally if it's just a straight swap out before the game starts and you 'retcon' it into existence I'd split the difference and let them have 4 cohesion.

If you're going to play it out and play out the deployment of the Ultra joining up, I'd personally make them deal with the bed the made until they can find a spot to settle down, regroup, and plan their next move. I'd then let them refresh their oaths and vows, etc., and potentially let them modify their req (if they have a clear link to their ship with supplies, for example, I'd give them the new objectives and the new req, however if they were cut off, they deal with what they're wearing)

I'd agree. On a personal note, if it's changing into a mini-campaign, I usually won't have one person be a leader for more than 2-3 sessions. I'd allow the retaking of an oath just to allow people to refresh, unless that's your intention.

Also, something I thought of and I'm going to try to implement now is a second in command choice. Not only for when someone isn't there, but what if the squad leader dies? The rule book might have something to cover this, but I'm a bit tired to look it up.

Frostfire said:

, something I thought of and I'm going to try to implement now is a second in command choice. Not only for when someone isn't there, but what if the squad leader dies? The rule book might have something to cover this, but I'm a bit tired to look it up.

There are a few Deeds and/or Distinctions from RoB that give options to cover such events.