N18 Ferasome nuances (another discussion)

TopsyKretts

Hive Lord
Dec 29, 2017
8,129
8,839
193
Norway
I know Fearsome (Ferocity skill) has already been discussed throughout the years, but want to hear latest opinions.

Quote from N23 rulebook (think this has remained unchanged since then):

FEARSOME
If an enemy wishes to make a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower test before moving. If the test is failed, they cannot move and their activation ends immediately.

In most situations, it may be straight forward. But technically (RAW), it can have some weird interactions.

Particularly the requirement "result in them making one or more close combat attacks against this fighter". So after declaring the charge, you need at minimum measure charge distance to make sure you reach contact to attack. Otherwise Fearsome won't trigger. So you can make a normal failed charge without Fearsome. Further, you need to successfully navigate through any potential perils on the battlefield, pass Initiative tests or whatever. In addition to the common jumps and climbs, there are numerous battlefield effects that can intervene and prevent your everyday run-of-the-mill charge. And even more spectacularly, special rules that may have complex and unintuitive effects. Consider combination of Duellist special rule (neutral Ulanti alliance Laader), if Charged, it allows the carged fighter to make Reaction attacks before the charging fighters gets to attack. What then? One possible interpretation is the charging fighter is within distance, moves up, but is defeated in combat before having the possibility to attack. Then fail the Fearsome test, rewind and return to where it started the activation? That gets silly. Perhaps interpretation is too strict in terms of having the charging attacker actually make attacks? Perhaps it would be enough to say it needs to be within charge distance to at least have the potential possibility of making the attack.
 
I'd say
you mark your starting point (bit of tape?) and:
-the charge would fail (distance, climbing, overwatch and similar...) you act as if you failed a charge not bothering about the skill effects
-the charge would succeed: first you roll for willpower (fearsome), if you succeed you then go through any other defensive skills or field armor
should you fail the fearsome/wp test... return said fighter to the starting point as if said fighter failed its charge
 
  • Like
Reactions: TopsyKretts
As I read it, the test is taken before any measuring or even rolling for the Charge distance. "If an enemy wishes to..." makes me think it is tested as soon as the player declares a Charge (which should include declaring the intended direction/where they hope to reach, as all declared movement should).

e.g. I say I want my Leader to Charge a Stimmer and my opponent tells me the Stimmer has Fearsome. My Leader now takes a Willpower test because I "wish" for her to Charge and attack, regardless of how feasible the Charge action is.

Fearsome would be avoided if the Charge was not going to involve making close combat attacks against the Fearsome fighter though. For example, if the fighter is already Seriously Injured then no test would be required to Charge and Coup de Grace, or if the Charging fighter engaged another fighter at the same time and directed all attacks against the non-Fearsome fighter (this intent would need to be part of declaring the Charge action), or if the Charging fighter intends to use Magnacles instead of performing a Fight (again, needs to be declared as part of the intended Charge action). Fearsome can also be avoided by using Versatile weapons to Move and Fight as separate actions, missing out on the bonus Attack for Charging, but not triggering Fearsome due to not wishing to make a Charge.
 
Thanks, that sounds like a reasonable intention for specifying the attacks. Particularly the charge at seriously injured. I wish instead the skill effect had restriction on status. Not convinced magnacles would avoid fearsome from fluff perspective haha. Would it be less scary to handcuff a stimmer instead of just hitting them? What if it fails?
 
  • Like
Reactions: Beebopalulla
I'm not entirely happy with Magnacles in general*, but the FAQ confirms they can be used during a Charge instead of the normal Fight action which would mean no close combat attacks will be made (by either side).

It is quite cheeky, but it was also quite funny to see an Enforcer run up and slap cuffs on a Piscean Spektor, hitting pause on its murderous rampage.

*I'd not have them used on Standing fighters and instead do something like give a chance of Capturing when performing Coup de Grace, a bit like Delaque's Take Down skill, but I'm not in charge of writing rules so I'll make do with them being how they are!