We started a session of the scenario from the back of the beta. This is just a few things that we noticed. We played on very short notice so we didn't make use of all the rules but we tried to keep up to the latest update which was 5 although I did want to test out the dodge rules from update 4 since I had argued so heavily against it but the situation they ended up in already imposed a -20 dodge penalty so no one was really passing dodge tests anyway. A couple of things we noticed were addressed yesterday in the update like the ability to spam psychic powers outside of combat and there being no generic shotgun to pick for the Arbite.
Our group was an Administratum Rogue Psyker (telepathy with telepathic link and Erasure), a Feral World Enforcer and a Hiver gunslinger. All were starting characters.
First thing that came up was who could read low gothic as no one had the appropriate linguitics. I know the assumption is that everyone has the ability to speak low gothic but I really think they should just put it as a skill everyone gets. It may seem redundant but not all the NPCs will have it so its there to differentiate.
I noticed heavy stubbers took a hit to damage in this. Checking just now it happened in only war but I would really recommend upping it back to 1d10+5. Its weight really suggests more damage, as it is its fairly terrible. Also its clip size doesn't make sense as its not a multiple of its full auto so you will always have 3 bullets left in your clip. Its weight and tabletop stats suggest something close to a M2HB but its stats now just do not do it justice.
Camo cloaks need to be changed to make it harder to get that -30 BS penalty. It should only really apply if you are hiding from your opponent. As written you run to the middle of a room in plain view and then if you stand there next turn -30 to hit. Its kinda weird.
[SPOILERS] This section has very minor spoilers for the adventure below so if you are playing you might not want to read.
The Autocarriage was suggested as being used in the scenario. I tried it out the PC's were being driven by an NPC faction the Sodality and they were attacked as per the bandit ambush ground encounter (the PCs could have avoided it but they knew I was about to try some combat so didn't). As per that encounter I rolled 2d10 for the bandits and rolled 16 .
This was fairly drastic, I would suggest modifying this encounter to something like the player group +1d5 with an option to increase with higher experience players.
They ambushed the Solidity car with their own open topped autocarriage which they used as a road block and to dump some heavies in their way. I had 1 heavy with a Heavy Stubber who's job was to pepper the driver and their Titheguard bodyguard. The surprise round went terribly for the ambushers as they mostly hit the doors of the autocarriage with their stub revolvers and autoguns. Unfortunately for them the driver was at the bottom of the initiative stack. With the hail of bullets firing in the car the enforcer tried firing out at the attackers, hitting but rolling low, the gunslinger hid at in the footwell (he had been hit twice and gone down to 0 wounds), overwatching the door and the psyker tried to surrender.
Since the point of the attack had been to attack the Sodality and knowing the reprisal that would come if they lived to relay the attack back they declined to stop. The driver then gunned it into reverse and they were chased by heavy stubber rounds but since the armour on the front of the car was so high they couldn't do anything to stop them.
The car seemed too tough to me, the basic NPCs couldn't even hurt the front armour and even if they had it had 20 structure points so it would have taken ages to whittle down.
I will update this when I think of more things that happened. I can't really comment on the non combat stuff because not much out of the ordinary happened and the only things that were issues (spamming erasure until it worked and not being sure how the new opposed test rules affected opposed psychic tests) have been fixed already.