I've just started my first campaign of Rogue Trader and I'm a little worried. There's only one book in the entire group and the prospects of getting more are fairly slim. My group spent the whole session on character generation and we didn't even get to the ship or aquisition section yet. I suspect that if my next session is more of the same then I'll lose players and the campaign will collapse.
I've already resolved to give the PCs a pre-built ship and while they won't have too much of a Profit Factor (the plot involves the player Rogue Trader inheriting a grand old ship, a large pile of debts and a treasure map at the start of the campaign) I suspect there will be quite a bit of a shopping trip, which will excite some players and cause others to leave.
My solution to this is to have a ship's armoury to deal with most types of personal equipment the PCs will want. I figure that the PCs can probably afford at least enough of most types of equipment for the party and perhaps for a small squad of goons should they require it.
In order to do this I want to build up a list of some standard pieces of equipment which I can simply hand out on index cards, as I'm trying to avoid having 5 players each go through the book and select a personal set of kit each simply having some generically useful items seems like a good idea.
Any suggestions as to which sets of equipment might be in a Rogue Trader's armoury or gun closest? I'm thinking of things like "20 sets of stormtrooper carapace and matching hell guns for seriously heavy work" or "auspexes, lots of auspexes" rather than "just assume one of whatever they want so long as it's more available than Very Rare" The idea is to save time and cut to the roleplaying without worrying too much about equipment specifics at the start of the campaign whilst being able to hand out equipment in a quick and easy manner should it be asked for.