After that? Well where to begin?
They took the damn Battlecruiser and went off to the nearest space station. A bunch of bolted together Mass Haulers (i don't know the exact names of the class any more, but it was those huge ass big trading ships), which in theory were warp travel capable.
This little Smuggler Haven dubbed the Haven Lost was supposed to serve as a safe spot for the party where they can sell stuff, rearm, refit and occasionally get missions until they get something more permanent.
However on the way to said space station trouble appeared. They had no Navigator. They were stuck in space. And in fact a part of them were sent by the Inquisition to recover the ships for THEM. And so after another act of supremely astonishing persuasion, they cajoled Lord Captain Space Vampire into giving them Warp Charts, which via some in game mechanical magics allows non-psykers to travel through the warp blindly at a horrible danger.
Suffice to say they did so well that they spent an entire year in warp. For something which was basically two systems away. In the resulting chaos thanks to warp manifestations, melting walls and what have you, a fully blown Herald of Nurgle made himself comfortable in the mess hall.
Since they did so horrendously well against any and all enemies so far i had gone full throttle. Entrance right, Mister Talkalot. And in awe and wonder and mountains of chargrin i watched as he aced night on impossible fellowship rolls, and made a pact with said Herald of Nurgle. To let him travel aboard the Ship to the Haven Lost.
And so 30 Corruption Points, 10 Insanity Points and a Mark of Nurgle later, The Haven Lost finds itself with a Herald of Nurgle on the lose. Something that doesn't faze my crew at all. Two go off shopping for a smaller more usable ship including a psyker. While Mister Talkalot goes off to go a-trading for fancy stuff. With him are two of the four guardsmen, both of them happily dragging the Macharian Power Armor with them. Watching them do the exchange he saw two ecstatic ex-guardsmen walk off with 3 million in throne gelt. Of course Greed overcomes Mister Talkalot and so he decides to talk them out of their cash. And for the first time in the game he fails. Horribly. The guardsmen refuse. A close-quarters fight begins which Talkalot cannot win since he is a gunnery guy and one of the guardsman is almost ogryn sized. One Fate-Point and magic resurrection by the local Crime Boss (named the Shrouded Lady) later, they find themselves back on a vastly smaller ship, back on track to grab another ship from the space-hulk (ignoring the mission they owe to the Shrouded Lady).
This time they grab themselves a smaller Grand Cruiser which they basically want to repair with the money taken from selling their Battlecruiser. However there is one little problem, the damn thing is filled with Gretchins. More specifically a Gretchin Rebellion! Entrance left Mr.Talkalot. What began as an attempt at having them fight their way through the ship with the help of a conveniently incoming squad of Space Marines from the forgotten eleventh legion (i thought to introduce them as an independent empire having long since abandoned worship of the emps and one of the major plotpoints in this campaign, basically towards the end they should lead that independent star empire against the Empire of Man but that was something in the far future in case i ever ran out of stuff to do with them). What happened instead was Mr.Talkalot. He turned the Gretchin Rebellion upon itself and through deft political manouvering made a puppet the General Secretary. A puppet loyal to him (for saving him from being eaten by a squig). One session later we see a Grand Cruiser emerging from Warp, having spaced the Space Marines without ever talking to them mid-warp, settling a (somehow -> Silver Tongued bastard) thankful Gretching Rebellion on a random backwater shithole and flying back to the Haven Lost.
The Haven Lost meanwhile unsuprisingly had succumbed to Nurgles Rot and the Smugglers Haven was dissolving into chaos. Quite literally. A perfect time to go shopping.
Several Fellowship and dozens of Toughness tests later they ship repair guy is cajoled into doing this last job just to get a berth on their ship.
To be continued...