Okay I am sure someone will read this and think "man how can you not figure that out?" I just need a little clarification before I start scaling up encounters for my players who have weapons with low penetration values (7-10).
Scenario: Players face off against a Rak'Gol (armor 16 body, TB 10). Player A fires his Heavy Bolter on full auto, scoring 5 success. Rak'Gol fails to dodge. Which of the following happens:
Question 1: would Player A roll all 5 sets of damage dice (1 for each success), add them together, subtract Rak'Gol Armor/TB, then I deduct remaining damage from total wounds?
Question 2: or would Player A roll each damage dice separately, I subtract Rak'Gol Armor/TB, then deduct remaining damage from total wounds?
If the answer is question 2, how are players suppose to fight off something that all but heavy weapons can harm (barely)? Right now the party seems to be sticking to melta gun, custom big shoota, hellpistol and grenade launcher. I realize it is up to me to determine the scale (which I can obviously reduce the Rak'Gol) but i want to make it challenging (and often stick to what the pre-made mission says) but not so challenging I am killing players at every turn.
The group (6) players tend to concentrate on getting armor upgrades, weapon % upgrades, their characteristics are increasing greatly, but no extremely lethal weapons. I am not sure I am doing enough to convey to them that they have a plethora of options available to them. I am kind of stuck here on pushing the enemy level on these guys, I am not trying to kill them off but I don't want to throw stuff at them that is way out of their league which could end a session with most the party dead.