Follow TV Tropes

Following

History Main / FearlessUndead

Go To

OR

Added: 2179

Changed: 1822

Removed: 1733

Is there an issue? Send a MessageReason:
Added example(s), Alphabetizing example(s)


* In the ''VideoGame/HeroesOfMightAndMagic'' games, undead are immune to both good and bad morale.
* Averted in ''VideoGame/WorldOfWarcraft''. While The Forsaken Undead gain a bonus against fear abilities, it is implied to be willpower rather than an innate ability. Played straight with the rest of the Undead Scourge.
** This is something of GameplayAndStorySegregation. In the original alpha, forsaken were treated as undead and had all the benefits that came with, including immunity to fear. They also had the downsides, which allowed priests and paladins(then exclusive to the opposing faction, the Alliance) to utterly dominate them. In Warcraft's tabletop rpg companion, they're treated as undead and are immune to fear.
** The ''Will Of The Forsaken'' racial ability that all Undead players get is essentially this trope in ability form. Activate it and it will negate any Fear, Charm or Sleep debuff the player is currently suffering from (it's not ''immunity'' per se, as it needs to be activated by the player, and then you won't be able to do it again until it's cooled down).
** As mentioned, this is still played straight with the undead mobs, which is immune to most fears. (Pallies can still turn them, through.)



* Skeletons in ''VideoGame/DungeonKeeper 2'' are immune to [[EmotionBomb fear traps]] and will never retreat in battle... which can cause them to show SuicidalOverconfidence against vastly stronger opponents. They also suffer {{Permadeath}} rather than the usual NonLethalKO for living creatures. Fortunately, they're implicitly free CannonFodder.
* Bizarrely averted in ''VideoGame/{{Gladius}}''. Undead aren't immune to ''any'' stats effects. Skeletons can bizarrely be effected by the "bleeding" condition.



* Skeletons in ''VideoGame/DungeonKeeper 2'' are immune to [[EmotionBomb fear traps]] and will never retreat in battle... which can cause them to show SuicidalOverconfidence against vastly stronger opponents. They also suffer {{Permadeath}} rather than the usual NonLethalKO for living creatures. Fortunately, they're implicitly free CannonFodder.
* Bizarrely averted in ''VideoGame/{{Gladius}}''. Undead aren't immune to ''any'' stats effects. Skeletons can bizarrely be effected by the "bleeding" condition.
* In the ''VideoGame/HeroesOfMightAndMagic'' games, undead are immune to both good and bad morale.



* Averted in ''VideoGame/DawnOfWar'', where the Necrons have morale bars like everyone else, and become less effective in combat if broken (except the Pariahs, who are immune). The in-game explanation is that while they don't feel fear, they can still recognize when the situation is against them, and when to run and regroup.
* ''VideoGame/MordheimCityOfTheDamned'': One schtick of the Undead faction is that all of their units (minus the [[TheRenfield Dreg]] and the {{Necromancer}}) are immune to Fear, Terror and All Alone effects. Zombies can bog down enemy heroes for round after round, while Vampires and Vampire Thralls stare down enemy Impressives and overwhelm them.
* Varies in ''VideoGame/WarhammerDarkOmen''. Zombies are easy to throw into panic, and doing so breaks the necromancer's hold over them and return them to the grave. Ghouls no longer fall apart but they are still quite cowardly. Wights, wraiths and mummies can ''theoretically'' be scared, but good luck with that. "True" skeletons are not only completely fearless but also strike fear into the hearts of their enemies.
* In ''VideoGame/TotalWarWarhammer'' undead are immune to fear and terror effects, and never flee from combat unless the player orders them to retreat. In spite of this, attacking the morale of an undead army is highly effective and a major concern for undead players. Undead units that are reduced to low leadership that would cause living enemies to break and flee (through damage, flanking, spells, etc.) will begin to crumble, taking damage over time as the spells that hold them together fail. If reduced to low enough leadership that living units would shatter (flee and never rally) they will disintegrate, taking damage so fast only the battle ending within moments can save them. Where heavily damaged living units often flee but survive the battle, undead units tend to be entirely destroyed, so non-expendable undead need to be kept well protected by their more easily replaced allies.

to:

* ''Franchise/{{Warhammer}}'' LicensedGame[=s=]:
**
Averted in ''VideoGame/DawnOfWar'', where the Necrons have morale bars like everyone else, and become less effective in combat if broken (except the Pariahs, who are immune). The in-game explanation is that while they don't feel fear, they can still recognize when the situation is against them, and when to run and regroup.
* ** ''VideoGame/MordheimCityOfTheDamned'': One schtick of the Undead faction is that all of their units (minus the [[TheRenfield Dreg]] and the {{Necromancer}}) are immune to Fear, Terror and All Alone effects. Zombies can bog down enemy heroes for round after round, while Vampires and Vampire Thralls stare down enemy Impressives and overwhelm them.
* Varies in ''VideoGame/WarhammerDarkOmen''. Zombies are easy to throw into panic, and doing so breaks ** ''VideoGame/TotalWarWarhammer'': In the necromancer's hold over them and return them to the grave. Ghouls no longer fall apart but they are still quite cowardly. Wights, wraiths and mummies can ''theoretically'' be scared, but good luck with that. "True" skeletons are not only completely fearless but also strike fear into the hearts of their enemies.
* In ''VideoGame/TotalWarWarhammer''
game, undead (along with daemons who have a similar system) are immune to fear and terror effects, and never flee from combat unless the player orders them to retreat. In spite of this, attacking the morale of an undead army is highly effective and a major concern for undead players. Undead units that are reduced to low leadership that would cause living enemies to break and flee (through damage, flanking, spells, etc.) will begin to crumble, taking damage over time as the spells that hold them together fail. If reduced to low enough leadership that living units would shatter (flee and never rally) they will disintegrate, taking damage so fast only the battle ending within moments can save them. Where heavily damaged living units often flee but survive the battle, undead units tend to be entirely destroyed, so non-expendable undead need to be kept well protected by their more easily replaced allies. The sole way this trope can be {{Averted}} is through the Warriors of Chaos Legendary Hero Harald Hammerstorm, who has a unique ability that allows him to instill fear into the normally unwavering undead and cause them to rout.
** Varies in ''VideoGame/WarhammerDarkOmen''. Zombies are easy to throw into panic, and doing so breaks the necromancer's hold over them and return them to the grave. Ghouls no longer fall apart but they are still quite cowardly. Wights, wraiths and mummies can ''theoretically'' be scared, but good luck with that. "True" skeletons are not only completely fearless but also strike fear into the hearts of their enemies.
* Averted in ''VideoGame/WorldOfWarcraft''. While the Forsaken Undead gain a bonus against fear abilities, it is implied to be willpower rather than an innate ability. Played straight with the rest of the Undead Scourge.
** This is something of GameplayAndStorySegregation. In the original alpha, Forsaken were treated as undead and had all the benefits that came with, including immunity to fear. They also had the downsides, which allowed priests and paladins (the latter being then exclusive to the opposing faction, the Alliance) to utterly dominate them. In ''Warcraft's'' TabletopRPG companion, they ''are'' treated as undead and are immune to fear.
** The ''Will Of The Forsaken'' racial ability that all Undead players get is essentially this trope in ability form. Activate it and it will negate any Fear, Charm or Sleep debuff the player is currently suffering from (it's not ''immunity'' per se, as it needs to be activated by the player, and then you won't be able to do it again until it's cooled down).
** As mentioned, this is still played straight with the undead mobs, which is immune to most fears. (Pallies can still turn them, through).

Added: 355

Changed: 1

Is there an issue? Send a MessageReason:
None


[[folder:Pro Wrestling ]]

to:

[[folder:Pro Wrestling ]]Wrestling]]


Added DiffLines:

* ''VideoGame/BattleNations'' the Black nanopod units (basically zombies) have a bravery rating of 500, which is the ''absolute highest value in the game'' at two-and-a-half times the next highest bravery rating of 200, which belongs to the HeroUnit Sgt. Ramsey. In game terms, that means they'll never get the suppressed debuff, which decreases accuracy.
Is there an issue? Send a MessageReason:
None


* Referenced in ''TabletopGame/MagicTheGathering'', where several black creatures have the fear ability, which prevents creatures other than black creatures and artifact creatures (i.e. robots) from blocking them. Another great example is the black spell Terror, which instantly destroys a creature, provided they are not black or an artifact.

to:

* Referenced in ''TabletopGame/MagicTheGathering'', where several black creatures (many of which are undead) have the fear ability, which prevents creatures other than black creatures and artifact creatures (i.e. robots) from blocking them. Another great example is the black spell Terror, which instantly destroys a creature, provided they are not black or an artifact.
Is there an issue? Send a MessageReason:
None


* Referenced in ''TabletopGame/MagicTheGathering'', where several Black creatures cannot be blocked except by Black and Artifact creatures, defined in the flavor text as fear-based. The easiest way to give a creature this skill is to cast the black spell "Fear" on them. Another great example is the black spell "Terror". It instantly destroys a creature, provided they are not Black or an Artifact.

to:

* Referenced in ''TabletopGame/MagicTheGathering'', where several Black black creatures cannot be blocked except by Black and Artifact creatures, defined in have the flavor text as fear-based. The easiest way to give a creature this skill is to cast the fear ability, which prevents creatures other than black spell "Fear" on creatures and artifact creatures (i.e. robots) from blocking them. Another great example is the black spell "Terror". It Terror, which instantly destroys a creature, provided they are not Black black or an Artifact.artifact.
Is there an issue? Send a MessageReason:
None


* This is Ayumu's view on ''his'' unlife in ''LightNovel/IsThisAZombie''. [[{{Necromancer}} Eu]] will simply patch him up after action, what's to worry?

to:

* This is Ayumu's view on ''his'' unlife in ''LightNovel/IsThisAZombie''.''Literature/IsThisAZombie''. [[{{Necromancer}} Eu]] will simply patch him up after action, what's to worry?
Is there an issue? Send a MessageReason:
None


* The High Seekers in the ''Literature/NovelsOfTheChange'' are an odd case. When they are killed, they are possessed by a fearless dark power until such time as the bodies are no longer useful - but then, when they're alive, they're possessed pretty regularly too, to similar results.

to:

* The High Seekers in the ''Literature/NovelsOfTheChange'' ''Literature/{{Emberverse}}'' are an odd case. When they are killed, they are possessed by a fearless dark power until such time as the bodies are no longer useful - -- but then, then again, when they're alive, they're possessed pretty regularly too, to similar results.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Feral humans in ''Literature/JanitorsOfThePostApocalypse'' are {{Technically Living Zombie}}s that cannot feel pain, are almost unkilleable, and are generally not intelligent enough to evaluate a situation, though loud noises may spook them. [[UpliftedAnimal Cured humans]], while they have some of their intelligence back, still don't really feel pain and are very hard to kill. Fearfulness varies from individual to individual but their reputation as shock troops emphasizes a lack of it.
Is there an issue? Send a MessageReason:
None


Being dead sucks. On this most people agree. However, there are perks and this particular perk derives from the fact that there is very little imaginable that can happen to you that has not already happened. In works of fiction, TheUndead are usually depicted as being without fear and immune to supernatural attempts to inflict it. Other works justify it by having certain undead types being mindless meat automatons, so they have no will of their own. For more mentally capable and independent undead, it might just be a the realization that "I am already dead/know what dying feels like -- what anyone could anyone possibly do or threaten to do to me that is worse than that?"

to:

Being dead sucks. On this most people agree. However, there are perks and this particular perk derives from the fact that there is very little imaginable that can happen to you that has not already happened. In works of fiction, TheUndead are usually depicted as being without fear and immune to supernatural attempts to inflict it. Other works justify it by having certain undead types being mindless meat automatons, so they have no will of their own. For more mentally undead who are intelligent and capable and of independent undead, operation, it might just be a the realization that "I am already dead/know what dying feels like -- what anyone could anyone possibly do or threaten to do to me that is worse than that?"
Is there an issue? Send a MessageReason:
None


Being dead sucks. On this most people agree. However, there are perks and this particular perk derives from the fact that there is very little imaginable that can happen to you that has not already happened. In works of fiction, TheUndead are usually depicted as being without fear and immune to supernatural attempts to inflict it. Other works justify it by having certain undead types being mindless meat automatons, so they have no will of their own.

to:

Being dead sucks. On this most people agree. However, there are perks and this particular perk derives from the fact that there is very little imaginable that can happen to you that has not already happened. In works of fiction, TheUndead are usually depicted as being without fear and immune to supernatural attempts to inflict it. Other works justify it by having certain undead types being mindless meat automatons, so they have no will of their own. \n For more mentally capable and independent undead, it might just be a the realization that "I am already dead/know what dying feels like -- what anyone could anyone possibly do or threaten to do to me that is worse than that?"



Is there an issue? Send a MessageReason:
page was moved to the Darth Wiki


[[folder:Web Original]]
* ''Roleplay/MSFHighForum'': Leanne the Chibi Vampire. Apparently, undeath keeps the worst of her [[IllGirl health issues]] at bay, the reason being that it means her most of her flawed organs don't need to work at all.
[[/folder]]

Added: 759

Changed: 1618

Is there an issue? Send a MessageReason:
None


* This becomes a plot point during Max Brooks' ''Literature/WorldWarZ''. As one of the interviewed soldiers points out, normal human warfare isn't about killing every last one of the enemy, it's about breaking the enemy's will to continue fighting. Zombies never get scared however, so at the Battle Of Yonkers, when the US Air Force lets loose some DeathFromAbove that would make any normal enemy run for the hills and the zombies just keep coming, it begins breaking the will of the human troops on the ground. That, combined with other difficulties and ammunition shortages, winds up turning the battle into a rout and massacre.
--->''You don't have to be Sun freakin Tzu to know that real fighting isn't about killing or even hurting the other guy, it's about scaring him enough to call it a day. ..."[[http://en.wikipedia.org/wiki/Shock_and_awe Shock and Awe]]"? Perfect name, "Shock and Awe"! But what if the enemy can't be shocked and awed? Not just ''won't'', but biologically ''can't?'' That's what happened that day outside UsefulNotes/NewYorkCity, that's the failure that almost lost us the whole damn war. The fact that we couldn't shock and awe [[NotUsingTheZWord Zack]] boomeranged right back in our faces and actually allowed Zack to shock and awe us! They're not afraid! No matter what we do, no matter how many we kill, they will never, ever be afraid!''

to:

* ''Literature/WorldWarZ'':
**
This becomes a plot point during Max Brooks' ''Literature/WorldWarZ''. As because, as one of the interviewed soldiers points out, normal human warfare isn't about killing every last one of the enemy, it's about breaking the enemy's will to continue fighting. Zombies never get scared however, so at the Battle Of Yonkers, when the US Air Force lets loose some DeathFromAbove that would make any normal enemy run for the hills and the millions of zombies streaming out of New York City just keep coming, it begins breaking the will of the human troops on the ground. ground instead. That, combined with other difficulties and ammunition shortages, winds up turning the battle into a rout and massacre.
massacre of the army.
--->''You don't have to be Sun freakin Tzu to know that real fighting isn't about killing or even hurting the other guy, it's about scaring him enough to call it a day. ..."[[http://en.wikipedia.org/wiki/Shock_and_awe Shock and Awe]]"? Perfect name, "Shock and Awe"! But what if the enemy can't be shocked and awed? Not just ''won't'', ''[[TheDeterminator won't]]'', but biologically ''can't?'' That's what happened that day outside UsefulNotes/NewYorkCity, that's the failure that almost lost us the whole damn war. The fact that we couldn't shock and awe [[NotUsingTheZWord Zack]] boomeranged right back in our faces and actually allowed Zack to shock and awe us! They're not afraid! No matter what we do, no matter how many we kill, they will never, ever be afraid!''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Series/GameOfThrones'': This trope is put painfully on display when the [[BigBad Night King]] marches his undead army south and the cast initially attempts to fight them as if they were a normal army: Crushing them under a huge cavalry charge. The main strength of horses is that it makes your enemy afraid to get trampled, (see more under UsefulNotes/MountedCombat) so while this might have broken the ranks of a conventional army, the mounted soldiers of the Westeros Alliance essentially tried to plough their horses right into a sea of rotting flesh, hungering mouths, and swords pointed directly at them, with [[CurbStompBattle predictable results]].
Is there an issue? Send a MessageReason:
Direct link.


* This is Ayumu's view on ''his'' unlife in ''LightNovel/IsThisAZombie''. [[TheNecromancer Eu]] will simply patch him up after action, what's to worry?

to:

* This is Ayumu's view on ''his'' unlife in ''LightNovel/IsThisAZombie''. [[TheNecromancer [[{{Necromancer}} Eu]] will simply patch him up after action, what's to worry?
Is there an issue? Send a MessageReason:
Fixed formatting.


* Skeletons in ''VideoGame/DungeonKeeper 2'' are immune to [[EmotionBomb fear traps]] and will never retreat in battle... which can cause them to show SuicidalOverconfidence against vastly stronger opponents. They also suffer Permadeath rather than the usual NonLethalKO for living creatures. Fortunately, they're implicitly free CannonFodder.

to:

* Skeletons in ''VideoGame/DungeonKeeper 2'' are immune to [[EmotionBomb fear traps]] and will never retreat in battle... which can cause them to show SuicidalOverconfidence against vastly stronger opponents. They also suffer Permadeath {{Permadeath}} rather than the usual NonLethalKO for living creatures. Fortunately, they're implicitly free CannonFodder.
Is there an issue? Send a MessageReason:
TRS has renamed Final Death to Permadeath. Link changed accordingly.


* Skeletons in ''VideoGame/DungeonKeeper 2'' are immune to [[EmotionBomb fear traps]] and will never retreat in battle... which can cause them to show SuicidalOverconfidence against vastly stronger opponents. They also suffer FinalDeath rather than the usual NonLethalKO for living creatures. Fortunately, they're implicitly free CannonFodder.

to:

* Skeletons in ''VideoGame/DungeonKeeper 2'' are immune to [[EmotionBomb fear traps]] and will never retreat in battle... which can cause them to show SuicidalOverconfidence against vastly stronger opponents. They also suffer FinalDeath Permadeath rather than the usual NonLethalKO for living creatures. Fortunately, they're implicitly free CannonFodder.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The girls of ''Anime/ZombieLandSaga'' regularly reassure themselves when undertaking risky action that they're already dead so it's not like they'll be any worse off if things don't work out.
Is there an issue? Send a MessageReason:
None


** By extension, this is a constant theme in ''Literature/TheZombieSurvivalGuide'', by the same author (which features the exact same kind of zombies and describes the same universe ''Literature/WorldWarZ'' is set in). In this book, most defense, escape, and combat advise and tactics revolve around zombies not feeling any fear (or any emotion, for that matter) at all. Things that would at least somewhat intimidate humans, like gunfire or loud noises, just attract the attention of more zombies. Potential survivors are advised to be as silent as possible at all times, restrict the use of guns when the alternative is certain death, and to make every shot count (which means full automatic fire, which in real life battlefields is used to choke the movement of enemies, is to be avoided entirely).

to:

** By extension, this is a constant theme in ''Literature/TheZombieSurvivalGuide'', by the same author (which features the exact same kind of zombies and describes the same universe ''Literature/WorldWarZ'' is set in). In this book, most defense, escape, and combat advise and tactics revolve around zombies not feeling any fear (or any emotion, for that matter) at all. Things that would at least somewhat intimidate humans, like gunfire or loud noises, just attract the attention of more zombies. Potential survivors are advised to be as silent as possible at all times, restrict the use of guns to situations when the alternative is certain death, and to make every shot count (which means full automatic fire, which in real life battlefields is used to choke the movement of enemies, is to be avoided entirely).
Is there an issue? Send a MessageReason:
None


* The Cauldron-Born in Lloyd Alexander's ''Literature/PrydainChronicles'' have no emotions at all, including fear.

to:

* The Cauldron-Born in Lloyd Alexander's ''Literature/PrydainChronicles'' ''Literature/TheChroniclesOfPrydain'' have no emotions at all, including fear.

Added: 450

Changed: 105

Is there an issue? Send a MessageReason:
None


* The Undead monster family in one of two types (machine is the other) that cannot be intimidated in ''VideoGame/DragonQuestVIII''.

to:

* ''VideoGame/DragonQuest'':
** ''VideoGame/DragonQuestIII'': After being killed off by the Hero, Baramos' skeleton is reanimated by Zoma to fight the Party for the last time. Baramos' bones have zero Defense and no special skills whatsoever, much less any defensive or supportive ones. All they do is attack repeatedly until you strike them down.
**
The Undead monster family in one of two types (machine is the other) that cannot be intimidated in ''VideoGame/DragonQuestVIII''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* This is stated to be one of the advantages of Hallendren's army of [[ArtificialZombie Lifeless]] in ''Literature/{{Warbreaker}}''. Lifeless are no stronger or tougher or more skilled than living soldiers, but being fearless in battle is nevertheless a huge advantage against living soldiers.

Added: 896

Changed: 10

Is there an issue? Send a MessageReason:
None


* Varies in ''WarhammerDarkOmen''. Zombies are easy to throw into panic, and doing so breaks the necromancer's hold over them and return them to the grave. Ghouls no longer fall apart but they are still quite cowardly. Wights, wraiths and mummies can ''theoretically'' be scared, but good luck with that. "True" skeletons are not only completely fearless but also strike fear into the hearts of their enemies.

to:

* Varies in ''WarhammerDarkOmen''.''VideoGame/WarhammerDarkOmen''. Zombies are easy to throw into panic, and doing so breaks the necromancer's hold over them and return them to the grave. Ghouls no longer fall apart but they are still quite cowardly. Wights, wraiths and mummies can ''theoretically'' be scared, but good luck with that. "True" skeletons are not only completely fearless but also strike fear into the hearts of their enemies.enemies.
* In ''VideoGame/TotalWarWarhammer'' undead are immune to fear and terror effects, and never flee from combat unless the player orders them to retreat. In spite of this, attacking the morale of an undead army is highly effective and a major concern for undead players. Undead units that are reduced to low leadership that would cause living enemies to break and flee (through damage, flanking, spells, etc.) will begin to crumble, taking damage over time as the spells that hold them together fail. If reduced to low enough leadership that living units would shatter (flee and never rally) they will disintegrate, taking damage so fast only the battle ending within moments can save them. Where heavily damaged living units often flee but survive the battle, undead units tend to be entirely destroyed, so non-expendable undead need to be kept well protected by their more easily replaced allies.

Added: 644

Changed: 511

Is there an issue? Send a MessageReason:
None


** Averted with the Necrons, who are basically Zombie Robots. The old fluff explains that while they do ignore fear (comes with having your soul eaten by your gods and your entire body transferred into a machine), they can still judge when it would be advantageous to flee if in presence of a stronger enemy, and so must still take morale tests. The later fluff says their BrainUploading, of varying quality depending on rank, eroded their ability to feel emotions, to the point that for mooks, fear is the only emotion strong enough to sometimes break through the haze.

to:

** Averted with the Necrons, who are basically Zombie Robots. Robots:
***
The old fluff explains that while they do ignore fear (comes with having your soul eaten by your gods and your entire body transferred into a machine), they can still judge when it would be advantageous to flee if in presence of a stronger enemy, and so must still take morale tests. tests.
***
The later fluff says they can still feel fear: While their BrainUploading, of varying quality depending on rank, eroded their ability to feel emotions, to it didn't completely remove it. Lords can feel the point that whole range the Necrontyr of old could (such as anger), whereas for mooks, fear is the only emotion strong enough to sometimes break through the haze.
Is there an issue? Send a MessageReason:
None


** Averted with the Necrons, who are basically Zombie Robots. The game explains that while they do ignore fear (comes with having your soul eaten by your gods and your entire body transferred into a machine), they can still judge when it would be advantageous to flee if in presence of a stronger enemy, and so must still take morale tests.

to:

** Averted with the Necrons, who are basically Zombie Robots. The game old fluff explains that while they do ignore fear (comes with having your soul eaten by your gods and your entire body transferred into a machine), they can still judge when it would be advantageous to flee if in presence of a stronger enemy, and so must still take morale tests.tests. The later fluff says their BrainUploading, of varying quality depending on rank, eroded their ability to feel emotions, to the point that for mooks, fear is the only emotion strong enough to sometimes break through the haze.
Is there an issue? Send a MessageReason:
None


* Reg Shoe and many other undead from ''Literature/{{Discworld}}'', along with the Igors. Although if ''Discworld/NightWatch'' is any indication, Reg was pretty fearless while alive, too. He does complain about this idea in ''Discworld/{{Jingo}}'' though. Just because the ship sinking doesn't ''kill'' him doesn't mean he's not worried by it. Especially if a shark decides to eat him. The recently deceased, after a brief moment of disorientation, are usually rather calm and optimistic about what lies before them. Partly this is because they left their glands with their bodies, and without all those panic-inducing hormones it's easy to see things rationally. And partly it's because the worst has already happened -- things can only go up from here ([[AssholeVictim the exceptions usually deserved it]]).

to:

* Reg Shoe and many other undead from ''Literature/{{Discworld}}'', along with the Igors. Although if ''Discworld/NightWatch'' ''Literature/{{Night Watch|Discworld}}'' is any indication, Reg was pretty fearless while alive, too. He does complain about this idea in ''Discworld/{{Jingo}}'' ''Literature/{{Jingo}}'' though. Just because the ship sinking doesn't ''kill'' him doesn't mean he's not worried by it. Especially if a shark decides to eat him. The recently deceased, after a brief moment of disorientation, are usually rather calm and optimistic about what lies before them. Partly this is because they left their glands with their bodies, and without all those panic-inducing hormones it's easy to see things rationally. And partly it's because the worst has already happened -- things can only go up from here ([[AssholeVictim the exceptions usually deserved it]]).
Is there an issue? Send a MessageReason:
None


-->''You don't have to be Sun freakin Tzu to know that real fighting isn't about killing or even hurting the other guy, it's about scaring him enough to call it a day. ..."[[http://en.wikipedia.org/wiki/Shock_and_awe Shock and Awe]]"? Perfect name, "Shock and Awe"! But what if the enemy can't be shocked and awed? Not just ''won't'', but biologically ''can't?'' That's what happened that day outside UsefulNotes/NewYorkCity, that's the failure that almost lost us the whole damn war. The fact that we couldn't shock and awe [[NotUsingTheZWord Zack]] boomeranged right back in our faces and actually allowed Zack to shock and awe us! They're not afraid! No matter what we do, no matter how many we kill, they will never, ever be afraid!''

to:

-->''You --->''You don't have to be Sun freakin Tzu to know that real fighting isn't about killing or even hurting the other guy, it's about scaring him enough to call it a day. ..."[[http://en.wikipedia.org/wiki/Shock_and_awe Shock and Awe]]"? Perfect name, "Shock and Awe"! But what if the enemy can't be shocked and awed? Not just ''won't'', but biologically ''can't?'' That's what happened that day outside UsefulNotes/NewYorkCity, that's the failure that almost lost us the whole damn war. The fact that we couldn't shock and awe [[NotUsingTheZWord Zack]] boomeranged right back in our faces and actually allowed Zack to shock and awe us! They're not afraid! No matter what we do, no matter how many we kill, they will never, ever be afraid!''

Added: 801

Changed: 20

Is there an issue? Send a MessageReason:
None


* This becomes a plot point during ''Literature/WorldWarZ''. As one of the interviewed soldiers points out, normal human warfare isn't about killing every last one of the enemy, it's about breaking the enemy's will to continue fighting. Zombies never get scared however, so at the Battle Of Yonkers, when the US Air Force lets loose some DeathFromAbove that would make any normal enemy run for the hills and the zombies just keep coming, it begins breaking the will of the human troops on the ground. That, combined with other difficulties and ammunition shortages, winds up turning the battle into a rout and massacre.
-->You don't have to be Sun freakin Tzu to know that real fighting isn't about killing or even hurting the other guy, it's about scaring him enough to call it a day. ..."[[http://en.wikipedia.org/wiki/Shock_and_awe Shock and Awe]]"? Perfect name, "Shock and Awe"! But what if the enemy can't be shocked and awed? Not just ''won't'', but biologically ''can't?'' That's what happened that day outside UsefulNotes/NewYorkCity, that's the failure that almost lost us the whole damn war. The fact that we couldn't shock and awe [[NotUsingTheZWord Zack]] boomeranged right back in our faces and actually allowed Zack to shock and awe us! They're not afraid! No matter what we do, no matter how many we kill, they will never, ever be afraid!
::Later, this is used against the zombies. When the Army changes tactics, they lure zombies into a prearranged kill zone and calmly mow them down one after another. The zombies, unable to be deterred by the fact that thousands upon thousands of their fellow creatures have been killed without even getting ''close'' to the troops, keep coming, and keep getting mowed down. Essentially, the Army turned them into {{Fearless Fool}}s, and made them pay the price for it.

to:

* This becomes a plot point during Max Brooks' ''Literature/WorldWarZ''. As one of the interviewed soldiers points out, normal human warfare isn't about killing every last one of the enemy, it's about breaking the enemy's will to continue fighting. Zombies never get scared however, so at the Battle Of Yonkers, when the US Air Force lets loose some DeathFromAbove that would make any normal enemy run for the hills and the zombies just keep coming, it begins breaking the will of the human troops on the ground. That, combined with other difficulties and ammunition shortages, winds up turning the battle into a rout and massacre.
-->You -->''You don't have to be Sun freakin Tzu to know that real fighting isn't about killing or even hurting the other guy, it's about scaring him enough to call it a day. ..."[[http://en.wikipedia.org/wiki/Shock_and_awe Shock and Awe]]"? Perfect name, "Shock and Awe"! But what if the enemy can't be shocked and awed? Not just ''won't'', but biologically ''can't?'' That's what happened that day outside UsefulNotes/NewYorkCity, that's the failure that almost lost us the whole damn war. The fact that we couldn't shock and awe [[NotUsingTheZWord Zack]] boomeranged right back in our faces and actually allowed Zack to shock and awe us! They're not afraid! No matter what we do, no matter how many we kill, they will never, ever be afraid!
::Later,
afraid!''
**Later,
this is used against the zombies. When the Army changes tactics, they lure zombies into a prearranged kill zone and calmly mow them down one after another. The zombies, unable to be deterred by the fact that thousands upon thousands of their fellow creatures have been killed without even getting ''close'' to the troops, keep coming, and keep getting mowed down. Essentially, the Army turned them into {{Fearless Fool}}s, and made them pay the price for it.it.
** By extension, this is a constant theme in ''Literature/TheZombieSurvivalGuide'', by the same author (which features the exact same kind of zombies and describes the same universe ''Literature/WorldWarZ'' is set in). In this book, most defense, escape, and combat advise and tactics revolve around zombies not feeling any fear (or any emotion, for that matter) at all. Things that would at least somewhat intimidate humans, like gunfire or loud noises, just attract the attention of more zombies. Potential survivors are advised to be as silent as possible at all times, restrict the use of guns when the alternative is certain death, and to make every shot count (which means full automatic fire, which in real life battlefields is used to choke the movement of enemies, is to be avoided entirely).

Top