Ok, I'm a relatively new GM, I've only GM'd a campaign (rather short, only about a dozen sessions) of Dark Heresy, and got roped into GMing Rogue Trader.
A few things first:
1) I enjoy playing more than GMing, just getting that out of the way.
2) There are, at current count, 8 players in the group. A Rogue Trader, 2 Seneschals, an Ork, an Arch-Militant, a Voidmaster, an Explorator, and a Missionary.
3) I enjoy space combat….the players hate it because it takes them an hour just to decide to go forward and not bank left, so they say it takes too long and not everyone can be involved.
4) The Arch-Militant is a That Guy. If I'm not paying specific attention to him, he gets loud and demanding.
5) The Ork and Missionary player are constantly trying to piss each other off, In-Game and Out-of-Game.
6) Half the party is absent at any given session…and we only play every other week.
7) At the suggestion of some people online, I allowed them to roll a percentile for their starting profit factor and ship points….They rolled 100 and 80 respectively.
8) The Ork player is a min-maxing power gamer.
Now, here's where I'm at campaign wise:
I've created a nemesis Rogue Trader + Seneschal + Arch-Militant for the party. They're a piratical Rogue Trader, and they are several levels higher than the party. They've already disrupted one of the Nemesis' attacks on a merchant ship as well as been asked by the Imperium to put a stop to the Pirate's actions in the area (but they don't know who's behind it).
They curerntly have, as a guest on their ship, one Captain Severanus of the Luna Wolves. Pre-Heresy Luna Wolves. Found in stasis. After nearly killing the crew upon them telling him that his Primarch and Legion fell to Chaos….he listed off names of allies. The only living one being Bjorn the Fel-Handed of the Space Wolves. Upon contacting the Space Wolves, the party was told to meet at a certain planet at the edge of the Calixis Sector. I have yet to decide what to do here, but there are several options available depending on what the players do.
The Arch-Militant has been given a Daemon Weapon in the form of a rifle that does insane damage (enough to outright kill the Ork player), but at the cost of corruption and insanity (1d5 each) per soul harvested (sentient-soul-having being killed). The Daemon who gave it to him will be back once a certain tally has been reached.
They are currently on a planet where, unknown to them, there is a Necron tomb starting to awaken. They've fought Necrons before (I altered the GM Kit beginner adventure to use Necrons instead of the Whispers). Due to the Ork having a Power Klaw….the Canoptek Spyder they fought went down fairly easily.
Honestly, I'm starting to not have fun GMing due to player problems and the fact that they're completely disorganized. I get the feeling that they're starting to not have fun either because I'm not catering to each individually the entire session.
What would be the best way to just end the campaign where it stands? I'm talking total party wipe.
Preferably so that I can use what happened to them as a hook for a Dark Heresy campaign for the smaller group that would stick around for that.