How do GMs handle smaller groups in Rogue Trader games? I've run Dark Heresy games very easily with just 2 players before (their radical Inquisitor using them as a hit squad). I ask this particularly in the case of space combat because myself and the same two players will be starting a Black Crusade game in which they'll be getting an Iconoclaust raider to begin their damned careers with as I've been quite keen to make piracy a key element to the campaign. In DH and BC both a small 2-3 player party is easy to explain and cater for but in RT having fewer players would put the ship at a comparative disadvantage would it not?
DW