About Sguad mode attack and defensive patterns?

By Mekolomus, in Deathwatch Rules Questions

If I activate bolter assault and pay 3 cohesion from it. All other members of kill team do their "extra" attacs and moves and then we it comes to new round...

Do players need to pay cohesion again or can they activate bolter assault without paying cohesio?

And again during the mission sguad form and they decide to activate bolter assautl. Do they have to pay cohesion again on first round and round after that?

So are abilities that are not sustained paid once for every round when they are used, or only once per combat and after that they can be used every turn for free?

And with abilities that can be sustained, they are paid only once? What if sguad "brokes" again to more solo persons and they form sguad again during mission. Do they pay cohesion again ?

Abilities that can be sustained mean that if sguad "travels " on a planet and stay close each other mean that they can quickly call ablity again ?

If it's not sustained you pay every time you use it. Use it every round = pay every round.

If its sustained it can be used without cost IIRC until you drop out of squad mode. If you reenter squad mode after everyone is in solo mode I think you need to pay the cost again.

Sustained abilities are in fact paid for once per mission and then work whenever you need them without paying the cohesion again. If you have al used other abilities or gone out of squad mode then you may need to use the appropriate action to reactivate it.

non sustained abilities are handled more on a case by case basis. your example of Bolter Assault. only lasts one round. if you want to do it again, you pay the cohesion again. Tank Buster on the other hand is activated for the combat.

most of this is clarified in the errata found on the support page.

Nathiel said:

Sustained abilities are in fact paid for once per mission and then work whenever you need them without paying the cohesion again. If you have al used other abilities or gone out of squad mode then you may need to use the appropriate action to reactivate it.

Just to clarify, as your comment could come accross as just a tad confusing.

With sustained mode abilities, you pay the cost when you first activate them. As long as two marines (one of whom is capable of activating the ability) remain in squad mode, the ability continues to function until the kill-team wishes to deactivate it. If the team, or PCs capable of activating the ability, falls out of squad mode for whatever reason (cohesion loss, distance, solo modes, etc.) the ability immediately deactivates. Once the ability is deactivated, intentionally or not, reactivating it requires its cohesion cost to be paid again in full.

Aside: To be in squad mode requires 2 or more marines. Marines can not be in squad mode by themselves. The second the only other marine left in squad mode with you decides to drop out to activate a solo mode you, and your team, are no longer in squad mode. The only marine that can be in squad mode by himself is the Kill-Marine.

Thanks Kshatriya and Herichmo.

I thought that we played patternts correctly and I started to think about sustained abilities being just more better cos theyr only paid once, whenever you are in sguad or not. two or three cohesion per mission aind so much as long you keep the sguad close enoug. Checked errata and it now makes more sense for take up tactical marine who has the ability have more cohesion than the others.

Mekolomus said:

Thanks Kshatriya and Herichmo.

I thought that we played patternts correctly and I started to think about sustained abilities being just more better cos theyr only paid once, whenever you are in sguad or not. two or three cohesion per mission aind so much as long you keep the sguad close. Looked errata again and it now makes more sense for take up tactical marine who has the ability have more cohesion than the others.

from the errata:

Sustaining Squad Mode Abilities (page 220): The sentence
“The Battle-Brother may choose to stop sustaining an ability (possibly
to active a new Squad Mode ability) as a Free Action at the start of
any of his Turns” should change to “The Battle-Brother may choose
to stop sustaining an ability (possibly to activate a new Squad Mode
ability or benefit from another active Squad Mode ability) as a Free
Action at the start of any of his Turns, but does not need to pay the
Cohesion cost of the sustained ability if he wants to reactivate it later
on in the Mission
.” The following sentence should be added to
the end of the description: “A Battle-Brother may only sustain or
benefit from one Squad Mode ability at a time.”

Well goody good. As long as you remain in squad mode.

Ah screw it. (deletes what was written earlier)

The players should have some kind of penalty for taking cohesion damage or dropping out of squad mode. I'll send off another question to rules guys to see if dropping or loosing squad mode requires the PCs to pay again or not. I can see it both ways personally, but I'll check anyways.

Alright, after some confusion about what I was acrually asking, heres the reply I recieved.

"Sorry for the confusion as to your question. In answer to your actual question, in the event that you leave squad mode for any reason, you do, in fact, have to pay the Cohesion cost again when you choose to reactivate the Squad Mode Ability.


One clarification should be made about the current errata for "Sustaining Squad Mode Abilities (page 220)" on page 5 of the Errata v1.1 document. The sentence "The Battle-Brother may choose to stop sustaining and ability (possibly to activate a new Squad Mode ability) as a Free Action at the start of any of his Turns" should change to "The Battle-Brother may choose to stop sustaining an ability (possibly to activate a new Squad Mode ability or benefit from another active Squad Mode ability) as a Free Action at the start of any of his Turns and must pay the Cohesion cost of the sustained ability if he wants to reactivate it at later time ." The following sentence should be added to the end of the description: "A Battle-Brother may only sustain or benefit from one Squad Mode ability at a time."


Keep an eye out for a future Errata and FAQ for the above clarification.


Thank you for your diligence and your questions,


Tim


--
Tim Flanders
Associate RPG Producer
Fantasy Flight Games"

[sic] The bold emphasis is Tim's.

I like that nerf, quite a bit actually, given how easy you can increase and recover cohesion (essentially if you have an ultramarine), without something like that you really don't ever run out of cohesion (unless you're using a *lot* of single use actions)

So just one Brother needs to sustain the ability, even if he doesn't intend to use it and later it can be re-joined? This gets too messy. Just increase the sustained cost if you think it's too good.

Not adopted into my campaign for the sole reason that it increases the administrative load of sustained squad mode abilities. Sorry, guys at FFG. The only thing I think that makes sense is to state that if the whole KT is thrown back into solo mode (due to Cohesion sinking even briefly to 0), sustained ones need to be paid for again. Don't wanna keep track who is still in Squad Mode and who can sustain this thing. If you can join it, you can sustain it.

Alex

ak-73 said:

So just one Brother needs to sustain the ability, even if he doesn't intend to use it and later it can be re-joined? This gets too messy. Just increase the sustained cost if you think it's too good.

Not adopted into my campaign for the sole reason that it increases the administrative load of sustained squad mode abilities. Sorry, guys at FFG. The only thing I think that makes sense is to state that if the whole KT is thrown back into solo mode (due to Cohesion sinking even briefly to 0), sustained ones need to be paid for again. Don't wanna keep track who is still in Squad Mode and who can sustain this thing. If you can join it, you can sustain it.

Alex

But what about Chapter specific abilities activated via Tactical Expertise? Clearly no one outside the Chapter could sustain it if he goes down or wanders off.

It's not clear. By the RAW the invoker of a chapter pattern need not also be the sustainer.

According to the FFG rules guys:

"In answer to your question, only the Battle-Brother who originally activated the Squad Mode Ability can sustain it. Other Battle-Brothers may benefit from it, but they are not in control of the Ability, and thus, cannot sustain it. This goes for Chapter-specific Abilities as well as Codex Abilities.

Thanks for you question,

Tim"
[sic]

Of course you should feel free to play it however you like, the above is just the way FFG intends you to play.

Okay, that is more do-able. That way there is clear responsibility - whoever activates a power needs to keep track of it.

Alex