Heyo, I'm a bit new to the whole GM/DM business, having only (grudgingly) run a group of 3 and 4 through two premade campaigns for D&D 3.5 when the regular DM didn't show. I've always been a fan of the 40k universe, so when I found out about Dark Heresy my wallet was immediatly emptied. I think I've got a good grasp of the mechanics and rules, and now I've got a hankerin' for running my own adventure, but there are some things the core rulebook can't teach me, so I've come here to ask those of you more experienced with GMing Dark Heresy campaigns for advice and help, so thank you in advance!
I've designed my campaign to present challenges that all the career/class types equally, that way I can keep the sense of variety fresh and constantly challenge my PCs with choices. The campaign itself takes place on a desert planet only recently purged of a burgeoning Ork infestation. Not really something worth investigating by the inquisition if it hadn't been for the fact that the planet had little to no Imperial Guard presence, and no Astares chapters were active anywhere near the planet. Also, the planet has stopped responding to any sort of interstellar comminucation, so yeah... there's that too.
Since this will be the first time me or my group will have ever played a Dark Heresy game, I've set up an "Obstacle course" onboard the ship the players are traveling to the planet on i.e. The Tutorial Level. This leads me to the first of my questions: What sort of weapon should I let my players start out with? I would like to offe rthem a choice of at least 1 of any pistol type, with maybe a chainsword/powersword thrown in for those who prefer melee. Would this be considered a "balanced" move on my part? Each player get's to pick only one of the offered weapons for the obstacle course, but I'm not sure if letting them use Bolt Pistols and Chainswords might be giving them too much power too soon.
Following the completion of the obstacle course, the ship arrives at the planet, finding nothing really out of the ordinary other than a bunch of trading vessels retrofitted with nasty looking weapons. The PC are shot to the surface of the planet in drop pods while their own now-heavily-damaged ship get's the hell outta dodge. The PCs land near a dusty mining town that sits on the edge of a vast expanse of Salt Flats. Here int his town the players will find out that this one town has no idea why they've suddenly been cut off from the rest of the Imperium, some NPCs citing that increasingly strange messages from other neighboring towns and cities prior to being completely cut off from everyone else, culminating in the revelation that the same day that they were cut off a strange tower appeared far off in the salt flats, with a vile smell being blown in by the wind whenever it comes from the towers direction. I have set-up one of those choice-challenges here: The tower is too far off to reach on foot, and there are feral gangs of raiders that patrol the edge of the Flats in a variety of armed vehicles to boot. The players have the choice of either A) If they have a tech-priest with them, or an Adept with knowledge of mechanics, they can obtain either an Assault Speeder or a pair of Motorcycles with sidecar and Lasgun attachments for use to get to the tower. Or B) failing option one, they can massacre a local gang that have a Land Raider in their possession. This leads to my second question: How the heck does vehicle combat work? I can't find any rules in the core rulebook for it, and I really need them as I have a whole High-speed chase-and-battle with the Salt Flat Raiders as the PCs make their way to the tower. Is there a seperate book I need, or perhaps someone has a PDF with the rules I need?
Lastly the tower iself is an amalgamation of old Ork structures held together by Chaos powers, with each floor of the tower offering a unique challenge to the players, culminating in a huge boss battle at the summit and forshadowing my next planned campaign. Which leads me to my third question: One of the tower floors makes my players fight what they fear most, which requires a Necron Warrior and i cannot find anything on those int he core rulebook and my friend who possesses the expanded "Beastiary" (for lack of the real name for it) says they aren't in that book either. Help?
Once again, my thanks for all the help you can spare!