My first post here, so first of all; hello everyone. After nagging from my players I decided to share my most popular house rule to see what everyone else think about it.
The biggest problem I have with the system in RT and DH is damage, the scaling is very steep, and with the sick T and Armour that characters start with in RT most lesser opponents will have no chance at all to hurt most player characters. My first reaction was to increase the damage output of the opponents. That quickly went out of hand though, since the main tank is the groups arch-militant with T6 and Armour 8 for a total soak of 14. To do consistent damage to him the opponents critted the weaker characters in the group too easily, and any explosive rigged to hurt the tank would probably kill the Rogue Trader himself if he stepped on it instead (the Rogue Trader often insists on taking the lead, and I don't want to punish him overtly much for this, which makes this a bit of a problem).
The solution I finaly came up with after tiring of my goons either doing no damage, or almost killing half the character group (while the arch-militant still walked pretty much unscathed through anything with less of a punch than plasma) was simply this:
- A hit doing no damage still has a chance of doing one (1) wound if a +0 Toughness test is not passed by the character.
This means that even though the seneschals favourite tactic still is just to plant his feet with no thought whatsoever of cover against most opposition and just firing on full auto with his bolter while his T5 and Light Power Armour with 7 Ap protects him, he will take a few wounds from the dozen or so of low-lifes firing las-pistols at him before he takes them out. This has seriously improved the gaming experience of combat both for me as a GM (my goons are no longer completely worthless because they don't always have bolter equivalents or better) and for the players (skirmishes with lesser opponents on the way to the big boss fight is no longer just boring hours of rolling dice with no risk for the characters involved).
Now the characters will actually very slowly be taken down even by laspistols. So if they don't want to reach the leader of the goons with half wounds they actually have to be careful, use cover and tactics instead of just standing in the open / ignore incoming fire / always charge. This far they have still taken the heat, but this actually costs them some wounds, so they never feel completely safe behind their armours and I as a GM feel that throwing 30 Bs 30 low-lifes with shotguns and stub revolvers at them is not just a waste of time anymore. Without these rules the taking of Installation 23 where the characters teleported onto the command bridge would have resulted in the Rogue Trader (who is the most vulnerable character) taking 10 wounds and the rest of the crew escaping completely unscathed from 20 or so rounds of close-range gunfire where they took several laspistol and hand canon hits every round. Now everyone (except the Augur officer who was saved by her Inquisitors Handbook refractor-field) took about half a dozen wounds and started to panic near the end of the fight when a door needed to be closed and whisperers were pouring in.