This is a balance, gameflow and concept question - the Righteous Fury rules trigger on damage dice. This obviously is reflected in some weapons getting a 2d10 damage check over the 1d10 normal.
But is this rule intended to be used with grenades? Especially with the Filament load's 4d10 damage (leading to almost a 20% chance that one of the four dice will trigger), but even with just a common frag grenade - you have a blast of 4. So let's take a MILD case that you get four enemies in one blast (which can technically cover 81 square metres).
4 damage rolls of 2d10 = 8 dice = far more likely to hit an RF check. Now here's where it gets a little foggy. RF says to reroll the ATTACK and apply damage again. Since a grenade roll is one attack roll and separate damage checks, do I reroll the attack and reapply the damage to ALL targets in the blast? Do I recalculate the blast from the enemy that tripped the RF check?
Let's assume for a moment that I don't (which feels to be the saner assumption). However, each individual figure now has a 19% chance of generating an RF check. That means that you've gotten a 59% chance that at least one die will trigger RF. So on one attack, you roll 2 for the hit, 8 for the damage, 2 for the RF, and 2 for the second damage. 14 dice is a bit clunky.
Now consider the problem from an in-game contextual angle.
You attack with your chainsword! The Emperor's fury is upon you, and you swing twice in your frenzy!
You attack with your laspistol! The Emperor's fury is upon you, and you shoot twice in your frenzy! (Does this deplete ammo?)
You attack with your frag grenade! The Emperor's fury is...
...well, if it's with you, you throw an extra grenade? And get the damage checks all over again?
...well, if it's not with you, the emperor's fury is with the GRENADE? It blows up better because IT was proud of the Emperor?
It seems like the high frequency of damage increase, the multiplier of dice rolled per attack AND the problem of investing a grenade with spiritual strength are solved by exempting grenade and missile damage from EF.
OR we can just say that the EF rules are why frag grenades don't start at 4d10 - that the RF rules for them basically reflect a grenade's performance volatility. (But that still leaves decisions like whether or not you retarget a new grenade or reroll ALL damage checks.)
What *was* the intent here? And what *is* the decision?