Warp Travel with more than 1 Ship

By Leximoor, in Rogue Trader Rules Questions

Hello

Sorry if this topic has already been done, I looked through but couldn't find it. But the group I'm gming acquired a recent spoil of war so to speak and want to take it back to some port to repair up with their other ship. This would be considered more than 1 ship doing a warp travel to the same destination. What would you say to make it simple and easier as a gm to manage multiple ships doing the same warp travel.

Also if the fleets gets large enough like maybe 6+ What happens then?

Any suggestions would be very helpful. :)

It also comes down to just how you think Warp travel works in your version of the setting. Like, even assuming you stick to codex lore (which is by no means necessary, although it does make for a good common ground) or some other official/licensed source, I don't think it's ever been mentioned whether a group of ships could just link up to a single leader (which would have everything depend on a single Navigator), or whether each ship still makes its own calculations and plots its own course even if they travel as a group.

There was a thread discussing this detail at length here .

In terms of "simple and easy", however, I would probably stick to a single test for the leading ship's Navigator. You could have the dice result influence just how many ships actually come out on the other side, though!

I said that for fleet movement, to "stay together, every Navigator rolls and you take the net degrees of success. So a super-strong PC Navigator will still generate lots of successes, but will be balanced by the remaining fleet dragging him down. It's slower, but it does allow for reliability.

Ships also make their own exit test though.