I have been running the Final Sanction scenario for my characters, upgraded to use the full rules. Since the group consists of 5 Space Marines and a female Inquisitor/Psyker. I have been boosting the magnitude of all the rebel hordes by 10. Here is what keeps happening.
The characters find themselves faced with a Magnitude 50 horde who just boiled around the corner 30 meters away. Initiatives are rolled and due to the Marines better overall initiative it is not uncommon for the entire party to beat the horde on initiative and attack first.
The Devastator opens up with his Heavy Bolter, due to the size modifier, short range and full-auto modifiers he ends up with a 115% chance to hit. He rolls a 24 hitting with all 10 shots and scoring 21 Magnitude damage (10 doubled, plus 1 for explosive). The Apothecary, Tactical Marine and Tech Marine all open up with their Boltguns. Once again due to range they all have chances well over 100% to hit and all do maximum damage scoring 15 more Magnitude damage (4 hits, plus 1 for explosive, each). The Inquisitor Psyker uses her Fire Storm power (from Dark Heresy). She uses it fettered since her Psy Rating is great enough she can easily manifest the power. Using the guidelines from Deathwatch we find that this will do Psy Rating used +1d10 magnitude damage to a horde. She does 11 magnitude damage (3 for half her Psy Rating plus a roll of 8 on a d10). Finally the Assault Marine uses his pistol to score 2 hits doing 3 magnitude (2 hits, plus 1 for explosive). The horde is completely eliminated and never got a chance to fight back.
This can be discouraging for the Assault Marine because most hordes are either dead or fleeing in abject terror before he can even manage to close into melee combat.
On the occasions when the Marines do not eliminate the horde, or it makes its morale roll to stick around, it is a pitiful remant which poses no real threat and is quickly finished off on the following round.
Is this the sort of experience the rest of you are having with the game?

