Hi fellow Gamemasters,
I have been a GM/DM (depending on which game you started with) for 15 years now, with only a single year being inactive, and a player for half that time. Needless to say, I have seen a LOT of standard fights in a plethora of game systems. So, with age comes a refined, or some would say, blatantly insane taste for shaking things up a bit. My players are also veterans, so I have started to thoroughly foil their plans and expectations every so often by making fights and enemies MUCH different than they appear to be, or are used to.
However, my grasp of the finer points of Dark Heresy rules isnt all that bullet-proof, so if any of the following ideas violate the Rules-As-Written, please tell me so. A min/maxer on occasion, I prefer not having to bend the rules, its much more satisfying. The idea is, btw. not to just kill my players, thats lame. The idea is creating flavorful encounters with usually boring enemies, that will be talked about for months and years to come, or teach a valuable lesson about underestimating your enemy.
So, here we go with the first scenario: Stacking the Pin!
The idea: How do I make a bunch of PDF rookies, sadly mistaken in their worship for the dark gods, into a dangerous encounter for my party, without being unreasonable (plasma guns!) and by using severely average gear (no Manstoppers or Dum-Dums) which no acolyte would get caught dead with?
Solution: I stack pins! Suppression Fire and Overwatch are about the most happily disregarded tools in the toolbox for any of my groups in the past months. Nobody uses it, nobody needs it, nobody fears it. Ah, but nowadays, most players have come to accept the power and luxury of having a Full Action. They use full-auto or semi-auto with abandon, they charge, they all-out-attack, and they foolishly use weapons with reload times like 2Full.
So, our measly squad of 10 PDF troopers sports 2 heavy stubbers, with a shooter and a loader each (to help out with clearing any jams that inevitably will occur). The other 6 are armed with autoguns (2 of them) and Lasguns (3 of them), with one officer using a sword+autopistol. He also carries the few grenades that the squad has.
Tactics: The officer is, very officer-like, at the very front, will stay in any cover. Ideally, this happens in an narrow street, a tunnel, or any other way to create a fire corridor for the stubbers. The stubbers are set up with overlapping fields of fire down said street, in heavy cover, but not next to each other (we dont want a grenade to cook them both, do we?), with the rest of the squad in front, and the officer at the very point. Both stubbers are in Overwatch until the players come into view. From then on, both stubbers primarily use Suppressive Fire.
Now, a -20 WP test is something that can be reasonably often passed. Two of them is a bit different, and the rules dont state anywhere that you cannot stack pinning tests, nor do they state that even if the bullets cant really hurt you (armor etc.) you get out of it... basically, the players will get pinned. A lot! Heavy Stubbers got a RoF of 10, with 200 rounds of ammo per belt, so this lasts a while. Whenever one jams, one of the soldiers with an autogun takes over. I have the PDF guys use free actions to coordinate this. The Lasgun guys are just there to do regular fighting, which they can do without much in the way of jams, and the officers job is to lob grenades at anyone crawling close enough (remember, pinned means only half-actions and -20 BS, so the players will likely have to get really close to do much damage to anything in proper cover. In theory, one could stretch belief and add more stubbers, stack more Pinning, but the problem is that stubbers on suppressive fire dont really do much damage. The more pinning you add, the less damage output your squad has left.
Since Half-Actions only disallows a LOT of the usual player tactics, this can (and has, for me) turn into a deathtrap, with players being pinned in cover, while the stubbers have no targets, go back to overwatch, and the entire thing becomes a stalemate... until the officer starts lobbying grenades over cover... at which point the players either move (and get possibly pinned by Overwatch, meaning they ll likely not even clear blast radius and get stuck in the open) or eat the grenade.
Since then, my guys are really careful about going against even a Crank Cannon
More to come.