Unnatural Strength, Power Fists and Strength boosting effects

By Darth Smeg, in Rogue Trader Rules Questions

I have a question about how various Strength boosting effects interact with the Strength--Bouns multipliers from Unnatural Strength and the Power Fist.

As an Ork Freebooter, I have Strength 60, Unnatural Strength x2 (for a SB of 12) and a Power Klaw which now does 2d10+SB*3 DMG (so that becomes 2d10 + 18)

Lets say I don a Mega Armour, which increases Strength by 30.

My understanding is that this additional 3 to my SB is not multiplied by Unnatural Strength, as the equipment is not really boosting my "native Strength" but providing a "static boost".

But is it affected by the Power Klaw?

What is the correct profile for the Klaw now?

2d10 + 21 (6*3 + 3), 2d10 + 24 (9*2+6) or 2d10 + 27 (9*3)

Now consider the Psychic power "Glory of the Just" from the Navis primer. My friendly Astropath decides to boost his comrades, succeeding with sufficient DoS to max out the boosting effect of the power and grant +30 to Strength (and toughness) to all his allies within range.

Now this ability does boost my "native strength", it is not a mechanical tool assisting the strength.

So does this mean that my effective strength is 90, and thus the SB becomes 18?

Or is there no mechanical difference between +30 from a psychic power and a +30 from a power armour?

The Mega Armor Strength bonus is treated just like other powered armor strength bonuses - it's added after Unnatural Strength multiplies. This gets clarified/made more explicit in Deathwatch, where everybody's got Unnatural Strength. However ... I think Power Klaws, as with Powerfists, didn't get clarified, unless there's a NPC statblock somewhere that can be reverse engineered.

RAW is unclear, RAI, I think would be:

2d10+ (6*2[base*Unnatural Strength] +3[Mega Armor] + (6+3)*1 [(base+Mega Armor)*Power Klaw])

This allows for the freaky (and hideously OP) instance of a weapon that has a greater multiplier than x2 to be calculated for.

I would say that the +30 from the psychic power gets Unnaturally Multiplied by RAW.

In previous discussions about Unnatural Characteristics it has been clarified (by the devs through rule-questions) that they work differently in Rogue Trader . So I've purposefully avoided looking at Deathwatch to find the answers here.

I'm inclined to agree with your interpretations, but if there are official rulings somewhere I'd be happy to see them :)

W.T.F.

I don't think that the "Unnaturals work differently in Rogue Trader" madness extends so far as to alter the order of operations of Unnaturals, just that it covers the interaction of Unnatural Characteristics and tests based on the Unnatural Characteristic.

Suppose I could be wrong about that, though.

It's important to remember that Mega Armour is not listed as something you can acquire in Rogue Trader, so this arguement can't come up for Orks because you're not supposed to get it. What's that? You want it from that Orkish warboss you killed? You broke the armour when you killed him. Sorry. No you can't fix it. It's Orkish. It's Pre-Broken. Shut up. Suddenly Eldar attack. They have surprise.

However you can do it with humans and Power Armour, so let's just go with that. Power Armour is stated to give a bonus to your Strength score. Unnatural is said to multiple your Strength bonus. I've always read it as these do in fact stack, so Strength 40 with Power Armour for +20 wearing a Power Fist for Unnatural Strength x2 gets a bonus of 12, not 10.

Broken? Probably. That's Rogue Trader for you!

You can get ramshackle power armour from Stars of Inequity however.

This armour is incredibly bulky and festooned with absurdly think armour plates, whirring motors, and smokebelching engines. Double its weight, and increase all Armour Points it provides by 3. If it is Power Armour or Light Power Armour, it increases the wearer’s Strength Bonus by +2. It also imposes a –30 penalty on all Agility-based Tests.

That means you could make Mega Armour with the following stats.

AP 11 all Weight 130 kgs Strength bonus 22 -30 penalty to Agility.

I posted the question to FFG, and our glorious gaming overlords replied:

Hi Tarald,

Good questions!
The long and short is that you essentially never multiply an additive modifier, whether it would be multiplied by a Trait (such as Unnatural Strength [x2]) or a piece of equipment (such as a Power Klaw). The Power Klaw’s damage is increased by +3 from the Mega Armor, and its damage is increased an additional +3 from Glory of the Just.
I hope that this helps!
So, while that's not what the Munchkin in me would like to hear, it does make kinda sense and does prevent super broken overpoweredness.