Should I nerf Righteous Fury in my campaign?

By Fabian Grax, in Deathwatch Gamemasters

Hello, prospective Deathwatch GM here. As you're all aware, I'm sure, Deathwatch Space Marines get to auto-confirm Righteous Fury against aliens. This lets them do some serious damage to Xenos, but it has me concerned. Essentially, my problem is that I'm going to spend a lot of time working on some uber-alien boss monster to challenge the Kill-Team with, but then one of the players is going to get a string of Righteous Furies in a row and said uber-boss will be turned to paste in a single round. I don't really want that, so would it be horribly unfair of me to rule that you can only auto-confirm Righteous Fury on the original hit that you scored on an alien, and not on any hits that result because of said Righteous Fury? Or should I just leave it be and let the Space Marines be unstoppable boss-killing machines?

Do you still use the original RF rules? If so, check out the support section of Deathwatch here, there's an errata. Look under Catalog (then RPGs, then Deathwatch) above.

Alex

ak-73 said:

Do you still use the original RF rules? If so, check out the support section of Deathwatch here, there's an errata. Look under Catalog (then RPGs, then Deathwatch) above.

Alex

What he said. The Errata'd weapon stats mostly have a single d10, which reduces the chances of getting Righteous Fury. Using the original stats from the rulebook, a heavy bolter will pretty much evaporate everything in it's path...

I use non-errata weapon stats mainly, but ignore the DW auto-confirm thing. It is a bit too overpowered, and given how ridiculous righteous fury can be anyway….

For the sake of your game, use the errataed righteous fury rules and the "optional" alternative weapon stats. Then the auto-confirm looks a lot less insane.

Use Black Crusade's Zealous Hatred. Makes for more interesting status-based efefcts rather than massive damage - on both sides. Since ZH autoconfirms vs all, I just let players with an autoconfirm Talent like Deathwatch Training roll the critical effect twice and take the result they prefer.