So I decided to make it so that players "create" their own class, by choosing 6 aptitudes of their choice and picking 3 skills (In addition to Linguistics Low Gothic) in which they have double aptitude in as starting skills, as well as giving more exp to spend instead of starting talents. (In addition to weapon training las & low tech)
The problem is, I didn't give them any starting equipment because I don't really know how to work a starting equipment system or how to set it up. The problem is that I only have 2 players as well, and in their first fight I threw them against 5 traitor guardsmen, both players nearly died with 1 heavily damaged, 1 a wound away from heavily damaged and a comrade who took two hits. Now I do think that they are in a dire need of a buff, but I'm not sure how to.
Their standard issues are guard flak, a combat shotgun and the Precision Handcannon from the Inquisitor's Handbook (Dark Heresy). I'm not sure how to balance it so that they can take care of themselves against a few goons, but still not making everything a pushover.
(But to be fair, I was rolling well as the GM and one of the players was rolling absolutely horribly)