I'm currently running the first of the three adventures in the book, each of which looks like it could be fun. Anyway, the Genestealers presented in Final Sanction were fairly disappointing given their awesome close combat reputation (earned through inumerable games of Space Hulk).
However the Aurum Genestealers are absolutely brutal. They have 4 attacks (lightning attack plus multiple arms) with an awesome chance of hitting and a substantial chance of having penetration 14 with an average damage of abbout 21 per hit, uncomfortable even with toughness bonuses of 10 and 12. In addition to that they will act first by virtue of their unnatural agility, move incredibly quickly, have two dodges with a 80% per cent chance of success (Ag 60, Dodge +10, Improve difficulty one step for unnatural Ag)and possess the hard target trait. Admittedly they aren't super tough but neither will they be put down by one bolt shell or a single close combat attack without a bit of luck (certainly not by rank 2 marines).
Most of the initial encounters in Grensvayl start with a couple of Genestealers and after two rounds 1d5 will show up around 50m away if the team aren't stealthy. With a team of six marines I figure the Genestealers will act and get moving, with the smoke, hard target and running the 'stealers will probably have -60 to hit, mitigated by the obligatory full auto (goodbye stealth) and short range for -30. With BS scores of around 50-60 plus some talents, sights, etc. I figure at least half of the marines will miss, of the ones that hit it is fairly likely that the 'stealers will dodge. On the second round the 'stealers charge into combat and use preternatural speed to unleash hell - they can probably take out one marine if they focus their attacks (especially with the bonus from charging and for a friend in combat, conservative estimate would be about 45 wounds) or injure two otherwise. Given that they aren't stupid they've probably neutralised the heavy weapon(s) by engaging them in melee so everyone else is forced to fire into combat or charge in. It seems unlikely that everyone will charge into combat and if they do not many marines have more than one melee attack so it is unlikely that they'll take out both 'stealers. I assume someone will hit upon an alternative tactic in round two that might well ensure one of them is taken out but then at the start of round three 1d5 more of them show up and it all starts again, except with one already engaged in melee.
The cleansing of Grensvayl seems like an extremely difficult mission - based on Final Sanction my players are likely to rub their hands with glee when they hear there is a town full of Genestealers to take out. I'm tempted to give them a Forbidden Lore: Xenos test to strongly suggest that these things are ridiculously dangerous.
Anyone else surprised (and a little pleased) at how meaty these Genestealers are? These are the kind of guys someone in Terminator armour could fear!
There does seem to be an inbuilt mechanic to make things a little easier when the Genestealers form a horde though I don't know how comfortable I am with the notion that the Genestealers go from being absolutely lethal killing machines to being chopped down by the dozen just by virtue of numbers. 15 of them form a horde with magnitude 10, assuming the horde only gets the two dodges and is easier to hit then the marines quickly go from struggling to take out one or two genestealers to hitting the horde with bolter fire and taking out Genestealers by the half dozen, swift attacks with power weapons start carving away three genestealers at a time. It just seems like such a weird change of pace right in the middle of combat. One minute the marines are filling their pants at being outnumbered and the next they are breezing through the baddies like a hot knife through butter. Anyone got any thoughts on how to balance it up a little better?