The Selenite-pattern void suit (Rogue Trader main rulebook, page 141) is only scarce availability (same as Guard Flack, so not too bad). The fluff states that it is 'the most common pattern of heavy void suit used in the Imperium'. They are used by 'voidwalkers, belt miners, and the like'. They might be an unusual choice for most IG units, but I could definitely see them being standard issue to units based on voidships or special equipment for certain operations. If they are making a beachead on a void station, they might be issued such suits. Most Imperial warships probably have a dozens (or hundreds) of such suits on board for Hit and Run or Boarding actions.
Oddly, my crew considers them too slugish for their troops. Their troops wear Vacuum Carapace Armor or wear Footfall Pattern void suits (much more comforatable, can be worn as work uniform) under their other armor.
The main points you need for your game is that they are AP3 for all but head (AP4). They have 10 hours of life support and can be recharged without breaching the suit. They have Vox, photo-visor, seal patching kit, and hand grapnel with 10m of line. They mass 25kg and impose a -10 on Agility tests. Some have an impellor that grants movement of 6 in zero gravity. They follow the armor rules for quality as well. If they borrow the suits I imagine that they will smell like old socks too. If I remember properly, if you take more than the suits AP it sprouts a hole that you need to take a Full action to fix with a seal. If you don't you start to sufficate. Unfortunately I don't have my books with me and don't have that one on PDF.
ARGH! This is fantastic, thank you! I think these void suit rules are perfect! I wish they were included in No Surrender, I'm definitely going to use them.
In fact, I've been writing up a short "training mission" to start off Chapter 1, rather than the "your PCs must travel 60 meters to a platform while being fired upon by servitors" bit in the book. In my version, the PCs' squad begin in the cargo/crew compartment of an Arvus Lighter flying around the giant converted zero gravity training bay.
The Sergeant is giving everyone last minute instructions on how to patch suit breaches, how to use their impellor to maneuver in zero gravity, etc. Then, the squad is deployed in zero gravity and have to propel themselves forward to a location and hold it while a techpriest or operator downloads information from a small cogitator, all the while being fired upon by a defending team of guardsmen whose goal it is to keep the PC's squad out. Everyone's weapons are set to "tag" the target, rather than do any damage, and tagged guardsmen are all immediately removed from the exercise to serve latrine duty.
This serves a few purposes:
1) For a new group of players, it allows them to get used to the dynamic of working together in a high stress assignment. Sergeants deploy everyone to utilize their abilities in the best possible way, everyone gets used to following orders and working cohesively, its a great way to make everyone see the value in working as a unit (heavy gunner and sniper overtaches, sergeant barks orders and gives buffs to everyone with orders while trying to create as tactically efficient a deployment as possible, Ogryn in oversized void suit yowling in terror about floating in zero g while he shoots wildly into the enemy, specialist gunners and Stormtroopers watching the corners, operator or techpriest fiddling with the data slate and connector ports, Commissar and Priest shouting encouragement and threats.
2) For an experienced group used to fighting together, you can emphasize the danger of the void suits by maybe having someone's oxygen feed be damaged and have to help them stay calm (Command Test!) while it is replaced. Or patching holes in the void suit, or the disorientation of fighting in zero gravity (I'm recalling the second to last mission in Call of Duty Ghosts, where the good guys assault an enemy held satellite/space station. PERFECT for this style of fight.)
3) In the book, the first time the void suits actually come into play is when the PCs join up with the Void Shrikes and all hell breaks loose when there is a hull breach in the beachhead. Including this little scenario raises the tension nicely and familiarizes everyone with the proper operation of the suits early on, so that you can focus on the details more on the story later on, rather than fiddling so much with the suits being new.
Have you all added or changed anything in the book to make it more playable for you?