…To try and harm your PCs?
I've been running Broken Chains with my group and is actually the first time I've properly GM'ed a game. I mixed things up a bit more since the group consists of three Chaos Space Marines and only a single (surprisingly tough) Human.
The Carrion were pretty useless and the only damage they took prior to the Sanctum Gate was A) Getting struck by a falling gantry and slamming into the floor of the Bilge and B) A Carrion getting lucky with throwing a piece of debris as they were ascending (Agility) and sending another PC falling. At the same time I didn't mind this because hey they're malnourished, weak, underestimating vermin.
Then Crane launched his Acolyte ambush and even though the whole team of about seven was totting Hellgun- errr, Hotshot Lasguns not a single bit of damage was inflicted and at most a bit of paint got scratched off their armour. Queue running in fear. When it comes to the confrontation with Crane I want it to feel like a pretty dangerous and important battle, but how would you propose doing this without it ending up everybody wading through the Acolytes like The Blob? I was considering slapping some Melta or Plasma Guns on a few of them, but at the same time I don't want all of them to be smoking heaps of ash before the end of their first adventure (afterwards on the other hand…)
Oh, and if a turn goes by that the Sorcerer's Doombolts haven't killed somebody something is seriously wrong. Do the rest of the group match his ability as they level up? Our Champion and Chosen are a feeling a bit… left out when Storm Troopers and Carrion are going up in purple flames left, right and centre.
Just curious how you add more threat to your adventures.