A word on the weapons and these Servoarmours of your characters:
You really screwed yourself with this.
Basic weapon with good damage (1d10+4; max Dmg: 14)) is no real threat to them (8 points of Armour plus 3 to 5 points of TB << they “soak” 11 to 13 points of damage).
Your need “attacks” with a “net damage bonus” (the +4 is a “net damage bonus”) and a Penetration of at least 6 (preferable: 8). Otherwise, you players will simply laugh about them as they “pling” of their armour and TB. But such weapons or not given to the “rank and file. Well, mostly.
6 means there is a 40% chance for damage (based on a TB:4 player character)
8 means there will be damage as long as the d10 is higher then the TB of the target PC.
Handcannons (1d10+4; Pen:2) which are “Average” and should not be to uncommon in weapon lockers of troops preparing for close combat against armoured foes.
Autoguns with manstopper rounds (1d10+3; Pen:3) I advise NOT to use those in the first encounter, so. This ammo is costly, not every armsman with an autogun will even have this ammo. And for some reason, the “fluff” always mentions “Naval Shotguns” as standard weapon for boarding actions. Might have something to do with “putting holes into an environment where is something NEEDED TO FUNCTION behind every wall. By this logic, every weapon with a PEN is a bad idea in ship combat. Twice true for Bolters and such. Hmm...well...that being said, let´s just go on, shall we?
Naval Shotguns (1d10+4) are useless against servo..unless you rule they are armed with manstopper rounds (AP:3), see above. Use stats for Assault shotguns otherwise
Heavy Bolter (2d10; Pen:5; Tearing) are an excellent choice. But you should only have them installed in key locations or have them attached to Weapon Servitor who accompanies a group of armsmen (see DHcr for Weapon Servitors)
Flamers (1d10+4; Pen:3) could do the trick as well..you do not even need to role to hit. But then again, most commanders will only use them sparsely. There is this chance of setting your own ship on fire. In space, were air is precious, a fire in a cable duct is something you do not want to have. If the flamers are broke out, the captain gets desperate for sure!
Lasguns with a hot-shot-pack (1d10+4; Pen:4; Tearing) do the trick, but it is unlikely that every armsman has one... and those who will might only have 1 or 3. of those packs. And these are one shot. Fortunately, a good “weapon drill” justifies the “Rapid Reload” Talent.
I wrote up a small number of “combat NPC” an add some more weapons I know from IH or would introduce myself. Since this is about three pages, I turned it into a PDF an provide it for download via my dropbox account.
I might write further combat encounters if I find the time. When is your next session? How much time is left?
Edited by Gregorius21778, 29 July 2014 - 09:41 AM.