I was poking around d4chan, reminiscing on how one particular Governor Militant "misplaced" 100, or something, baneblades, and it got me thinking; in Rogue Trader, one of the greatest threats a Rogue Trader and Co. can face is the loss of their ship. Sure, with the Warrant, they still have their power, but without the ship, they really aren't going anywhere, aren't gaining more wealth/influence, and the loss will certainly speak volumes to those who learn of it, friend, or foe.
But, the thing is, a failure of Rogue Trader might be said to be that the players can easily pimp themselves, in a way that can be hard for NPCs to counter, and if they do counter, it can just make the PCs efforts seem wasted, since they actually put work into their growth. I can sort of see the players losing their ship to space combat; only so much pimping for that, but if the enemy want to capture the ship, instead of just hulking it (most material would have me believe this is the preferable option, considering the value of a ship), they'll eventually have to board you. Once they do, it will eventually stop being Command tests for boarding actions, and start being the PC group, running from firefight to firefight, repelling boarders (I imagine they'll push for that, anyway). Once it does get to that point, it almost feels like, other than pure attrition, their superior stats will carry them to not get captured, and if they do, they may not live long enough to do anything about it.
How does a party lose their ship, but escape to be angry about it? What are they getting away in, and how did it get away? This isn't Star Trek, so their "shuttles" won't have warp engines. Other than "they weren't there at the time", how can a party go about losing their ship, and then swear to try, and get it back? In the line of them, both Orleans, and Armellan did this, but neither was with their ship when it was lost.
What sorts of similar experiences have anyone played through, and care to share? Thanks much, and have a good one.