Righteous Fury, Flamers and Psychic Powers

By Maese Mateo, in Rogue Trader Rules Questions

I just found that Rightous Fury rules say:

"When rolling damage after a successful attack..."

That seems to imply that if there is no attack roll, you can inflict RF. Since Flamers and Psychic Powers (*) don't have an attack roll, they shouldn't be able to inflict RF on the targets.

What do you think? Am I mistaken?

(*) Focus Power Tests aren't attack rolls, I think. Although that could explain why some powers say that it's a Ranged Attack (like Force Bolt). I think such powers are intented to inflict RF. On the other hand, powers like Telekinetic Crush shouldn't.

Just a badly worded sentence, I would think.

Errant said:

Just a badly worded sentence, I would think.

Yes, that's what I think as well, but when on doubt, better to ask. =)

By the way, how do you guys resolve Flamers Righteous Fury? I mean, there isn't an attack roll to re-rolll.

Maese Mateo said:

By the way, how do you guys resolve Flamers Righteous Fury? I mean, there isn't an attack roll to re-rolll.

I've adapated the ZH rule from BC for all Warhammer 40k games. This make the games more consitent and gives even minor enemies at least some chance of hurting a tough character.

Musclewizard said:

I've adapated the ZH rule from BC for all Warhammer 40k games. This make the games more consitent and gives even minor enemies at least some chance of hurting a tough character.

Sorry, don't know '...the ZH rule from BC for all Warhammer 40k games' referance, could you elaborate or provide a link?

Thanks

Otter said:

Musclewizard said:

I've adapated the ZH rule from BC for all Warhammer 40k games. This make the games more consitent and gives even minor enemies at least some chance of hurting a tough character.

Sorry, don't know '...the ZH rule from BC for all Warhammer 40k games' referance, could you elaborate or provide a link?

Thanks

Zealot Hatred rules says that when you score a 10 on a damage die and confirm the attack roll for the second time, you roll 1d5 on the Critical Damage Table appropiate to the attack (on other words, use the RF rules for Vehicles with characters as well). Basically RF doesn't cause extra damage, but inflict additional penalties.

An addition to the above: Isn't it so that with ZH you deal 1 point of damage instead of the critical effect if the original damage was not enough to overcome armor + toughness?
Or am I mixing up something?

Umbranus said:

An addition to the above: Isn't it so that with ZH you deal 1 point of damage instead of the critical effect if the original damage was not enough to overcome armor + toughness?
Or am I mixing up something?

You are right, if you score a 10 on a damage die and your target's Armour + TB is greater than your damage, you still inflict 1 point of damage to him (although on that case you don't roll the 1d5 on the critial chart).

That seems a little bit powerful, specially since several untrained peasants of a feral world with sticks can hurt a Greater Daemon of Khorne.

Maese Mateo said:

Umbranus said:

An addition to the above: Isn't it so that with ZH you deal 1 point of damage instead of the critical effect if the original damage was not enough to overcome armor + toughness?
Or am I mixing up something?

You are right, if you score a 10 on a damage die and your target's Armour + TB is greater than your damage, you still inflict 1 point of damage to him (although on that case you don't roll the 1d5 on the critial chart).

That seems a little bit powerful, specially since several untrained peasants of a feral world with sticks can hurt a Greater Daemon of Khorne.

I think just that is the best part of the rule.
if hundreds of guardsmen with las rifles shoot at a SM or CSM even without the horde rules will eventually kill it.

Thanks, now I understand.

I like that better than any other ideas I was brainstorming over.

Later