A note on the system:
Rogue Trader, with rare exception such as weapon damage, resolves everything with a d100 roll. If I say "roll X" and you think "I don't know how to roll X" just roll d100 keeping in mind that lower is usually better. I'm happy to roll for anyone who can't be bothered.
Now Rogue Trader is weird in how it uses modifiers. Instead of most games which either give primarily penalties for bad conditions, or uses a mix of bonuses and penalties to represent a range of situations, Rogue Trader primarily gives bonuses. So it might seem like having a 44% chance to hit with a gun seems like terrible odds for presumably the best shot on the crew, but you have to keep in mind you're adding +20 just for aiming, +10 for being within yelling range, and maybe another +10 from equipment or talent bonuses, and suddenly you're looking at 84%. Starting character routinely have target numbers for things they're especially good at in the 120 range.
I don't expect anyone to keep track of these modifiers; I have pretty solid system mastery so I know most of them off the top of my head (certainly all the combat ones, and the rest is more GM fiaty). Just keep in mind that your base target number (which is equal to the attribute associated with the skill) is usually going to be much lower than your effective target number.
Edit: Oh, also, OOC commentary can be put in blue, but please try to keep it to game-relevant stuff in the thread. We should start a communal PM for running commentary and jokes.