Players are stubborn. No one wants to run for the hills. Why?
Smart players will beg, borrow, scrounge, cheat, lie or steal to get a good set of armour. Let's say they requisition a suit of Enforcer Light Carapace. Then they get a shield, which adds more AP to the arm holding it and the body. The next culprit is Toughness. Smart players will by Toughness Advances…it's a survival thing. A TB of 5, plus AP 5 for the armour puts a characters damage reduction at 10. You throw a dozen mooks in flak vests at this Acolyte, they have a crappy BS, auto pistols, get no Righteous Fury, and have to roll 8+ on a die to ding him…if he isn't getting extra AP from his shield! Next comes Sound Constitution. The Acolyte started with 10 Wounds, but he's purchase SC three of four times, so now he's at 14 Wounds. I'd say he's pretty solid.
Throw the same amount of hired mercenaries armed with D'Laku Hellguns loaded with overcharge packs at the same Acolyte and you're wounding him on the die roll of 3+…and he doesn't run away. What the eff is up with that?
Can anyone explain why Players don't have their PCs run away when the feces hits the fan? Are we, as GMs, failing our players by wearing kid gloves when it comes to TPK? Should we be killing PCs early and often so they understand the grim dark a little better, or are Players just that dense?