GM Tips for Maggots in the Meat *spoiler alert*

By curiously, in Dark Heresy Gamemasters

Greetings- I am the GM for a group of 5 Dark Heresy players. My theory has been that since my group is a little larger than average, usually the difficulty can be heightened a bit but it is harder for the group to be stealthy and clandestine. I think this theory is going to be really tested with Maggots in the Meat. The Slaugth are incredibly powerful, and a single ripper ray that connects will spell doom for my less armored PCs.

To be clear, this is only their third mission and most of the group is either rank 3 or 4. And I have purposefully kept the equipment and tech level down so far since I prefer the gradual increase in gear.

Now I do realize it says that within a few rounds have any Slaugth left alive try to escape. My hope is the PCs are able to hold out that long without too many casualties. But has anyone thought of good modifications that give a weaker group a fighting chance? Maybe 1 or 2 instead of 3 Slaugth. Maybe they need the Orkin man to save the day. *grin*

Any ideas would be appreciated!

Grenades, or have the slaught feding as the pc's approach, apart from the sentry who hides in the body pit. Thus, the slaught who are completely drunk on brains at the top of the sky mill are easy to surprise (stealth automatically succeeds?) and have to take a WP test to do anything more than a half action (consider giving them penalties as well).

Maggots in the meat is a horrible adventure though, the investigation part is boring and uninspired, and the only fun part-the final confrontation, was clearly made for a cell comprising of a Jack Bauer/Jason Bourne tag team, with Bones supplying the intel, and Ripley as heavy support.