I've been running a slightly modified Rejoice for my players, and today we had one of the most impressive battles in my experience. It involves Theodosia getting an idea of what the party want - they couldn't get Orday's case, but he did recognize one of them at the party, so he sent his goons. The party was split as some of the players did not make it to the session, so I had their two characters in a different part of the house when the mercs hit. I decided that since the characters inside were spread, so would the mercenaries. 6 people should be enough to handle a few unprepared hired guns.
So... one group goes upstairs to deal with the players (1 techpriest, 2 psykers, just shy of rank 4), the rest spread out to hit the other targets. The techpriest actually hears what they use to blow up the gates and (being from a war world) takes up brand new bolter (not fully loaded yet), puts on a flak armor and goes to wake the two psykers in the next room. Just as they get ready to head downstairs and see what's happening, six mercs come through the corridor, and we roll initiative. Two go before the players, take cover in front of the rest and shoot - one of them actually does some damage to the techpriest, despite the guard flak armor he has. From then on things go downhill for the attackers.
In the rest of the first round, the two psykers manifest spasm on the front-liners. They tend to keep doing it most of the fight - and between having to stand up so they can see anything from their cover, the front mercs only fire single shots. On the second round, the backup generator kicks in, and with their rolls the mercs hit nothing. From then on the front ones are spasmed more often than not, and tend to hit each other (being the closest thing to each other) quite often, though seldom for any serious damage. By then I'm thinking their comm chatter should be fill with "WTF is going on". They're essentially at a stalemate against 3 armed and armored opponents. Then we get some funny rolling on the players' side. The psyker with the death light manages 3 headshots in a row - two of which "natural", and one called shot. The tech-priest, despite 4 decent wounds (enough to take several wounds off after TB 3 and guard flak) hits more often than not, and tends to hit arms or heads - so the cover doesn't help. Then, to add to the chaos and fear, one of the psykers gets phenomena. Now, at my table, when I say "phenomena" I tend to mean "perils," because the dice just roll that way. So now we have gale-strength winds wooshing about. One merc retreats, two are unconscious. I think if they should call for reinforcements, and realize what's happening to the other 2 PCs not here. Then I realize they are a guardsman with a heavy stubber and an arbitrator with a flamer . In a narrow corridor. I start laughing my head off. No reinforcements for this merry group, then. Even better, they get to hear agonizing screams over their micro-beads,
Around the end of the next round, there are only three functional mercs, and one of them pull out after a nasty bolter round in his arm. The other psyker goes for a spasm again, gets a phenomenon, then it turns into a peril. 74: blood storm. Statues start crying blood. Then it pours out of their eyes, mouths, phantom wounds, cracks in the columns, cracks in the walls, Over several seconds, the hallway is flooded with gallons of blood.
Now, I was talking to my players afterward, and they found the battle hilarious (there was more insanity to follow, see below). I was wondering how the mercenaries' comm chatter would look like. Basically, I imagine that this mission would turn into a bona fide nightmare - finding armed and heavily armored professionals instead of helplessly sleeping people, losing the element of surprise and being blinded by the lighting, finding out there are psykers involved, hearing another group slaughtered or burned, then seeing some incredible shooting, magical feats and finally being drenched with blood and gore. If anything, I might have played them as too brave - but how do you think their comm reactions would be?