While reading through the different DH books, (and I haven't had the funds to buy up RT yet so bear with me) I noticed that while there are a quite a few different enemies to have and some great tables for creating your own, the deamonhost one being a personal favorite. I realized that while I have pulled from the books a lot I've also found myself needing to craft up and housemake a lot of adversaries for my acolytes to fight. Under the assumption I'm not the only one to do this I figured we could all share a bit and garner some cool ideas for our campaigns. I just used this guy for a great session where the PC's had to do some seriously quick thinking and forced them to start making choices if their lives or those of imperial citizens were more important.
To preface this whenever I make an NPC or antagonist I just make even numbers for ease of calculation and creation feel free to tweak them as you like
Eversor Assassin
WS 60
BS 60
S 40
T 40
Ag 50
Int 20
Per 40
WP 40
Fel 10
Wounds 40
Traits/talents
Heightened senses (all), Ambidextrous, Autosanguine, Weapon training melee/missle (all) Blademaster, Blind Fighting, Catfall, Combat Master, Crack shot, Crushing Blow, Counter-attack, Die hard, Fearless, Frenzy, Furious Assault, Hard Target, Leap up, Lightning Attack, Mental Fortress, Mighty shot, Quick Draw, Rapid Reation, Rapid Reload, Step Aside, True Grit, Wall of Steel.
Now for the special stuff
Combat Drugs. The Eversor assassin can activate this as a free action and may sustain it a number of rounds equal to triple his/her non enhanced toughness score. while under the effects the assassin gains unnatural strength, Toughness, and agility x2. and can make dodge attempts in a single round equal to enhanced agility modifier. The eversor can activate this ability as many times as he/she wishes even while it is already active which does stack the un natural modifiers, however each time within a 24 hour period causes him to make a Hard (-10) toughness test increasing by (-10) for each subsequent activation or take 1d10 wounds unmodified by toughness and suffer a level of fatigue. A secondary failure causes the eversor to take 2d10 wounds and lose his fast shot and overwhelming assault abilities.
Neuro Gauntlet. Treat the gauntlet as a normal powerblade with the special property that it ignores all toughness bonuses.
Fast shot. When charging an opponent the Eversor can fire his pistol twice at the target he is charging.
Overwhelming assault. While under the effects of Combat Drugs you may use your lightning attack power at the end of a charge.
Bio meltdown. when the Eversor is ever incapacitated, killed, or if capture seems imminent he goes into bio meltdown and in 1d5 rounds explodes violently causing 1d10+4 Pen 5 damage to all creatures within 5 meters of him. Acolytes can percieve the changes happening with a hard (-10) Perception check.
The special pistols they have I just treated as a bolt pistol and a needle pistol in one gun that he could choose which one to fire on any given shot.