Along the lines of my Seal Wounds thread, I am having trouble keeping this game going past level 5. Due to the lethality of the game and my players abundant skills and talents, I am having trouble making anything challenging anymore unless it is totally over the top. This is a general rundown of how a typical generic game will go:
Arrive on planet, players use fellowship/Inquiry/Intimidate tests with peer bonuses that bring their chances up into the 60s or 70s to find the bosses hideout. They don't care if the boss finds out and sends a team after them because they are walking right in the front door anyway, possibly with a krak missile or demo charge door knocker.
Then the tanks and gunslingers go into mega-brutalization mode while the biomancer fully heals them practically every round. Blam Blam Blam, Twin handcannon dual shots, Autoguns hitting 5-6 times on full auto, Scoped hunting rifles that hit like lascannons, Boltguns and Power Swords blazing and the game is over and everyone is healed to maximum health before they even walk out the door.
The last time someone actually died was when one of their own teammates accidentally shot them in the back with a bolter while they were in melee. After a quick fate burn they just ended up incapacitated for the rest of that session.
I'm at a loss for what to put them up against to keep it interesting. Do I give the bad guys heavy bolters and Melta guns, knowing that they will eventually end up in my acolytes hands when they win. Put them up against unbound deamon hosts? Have them fist fight orcs, or go up against armored companies? These guys were able to kill 5 freaking CHOAS SPACE MARINES for god sake. And I wasn't taking it easy either. (Based off the Brother Agamorr from Shades on Twilight). I can't use any written adventure because the characters can pretty much sleepwalk through them.
I am about ready to throw in the towel as GM after a year and a half due to the system being broken for high levels. The acolytes only have 2 states fully healed or completely dead(very rare). Having the entire game hinge on whether or not you can kill a character in a single round of combat just isn't very fun for players OR Gms.
You are now a sector-wide wanted criminal, dead or alive.