Hey'
During my last game one of the PCs were set on fire by an Inferno Shell. Now this psyker had very good willpower and thus had not much chance of panicking for being on fire, instead he stood and cast Regenerate.
Now fire does 1d10 damage and 1 fatigue per round until it is put out. The damage ignores armor, but I couldn't find anything about it ignoring Toughness Bonus (as I believe it did in WHFRP). The first few round I rolled fairly low on the d10, meaning with TB 4 he could ignore the damage completely. Even when I rolled higher, his Regeneration compensated well enough, and it also removed any fastige instantly as he got it.
Now this is of course Magic and not natural, but even so it seems the main threat from being set afire is the actual fatigue, and the chance to become panicked. The damage is very low and even for a normal person there is 30% chance to take no damage at all each round.
It becomes even crazyier for enemies with high TB - Daemons is one thing, but even orks will be virtually immune to being on fire.
Would it break the game to not allow creatures to get TB against the damage from burning? I'm not talking about damage from flamers here (although that woud be interesting since their damage is fairly low already), just the one from being set on fire, which is capped at 1d10.
Another option would be to have damage from being set on fire escalate over several turns -for instance +1 damage every round after the first.
And lastly, does continuous damage occurr at a specific time in a round? How does it work with continous healing?
. You regular Ork will still be not to impressed from burning..but then again, they are Orks. Aren“t they?