Our group started out with a Dauntless Light Cruiser...
Since then, our endavours and adventures have led us to accumulate two raiders (deftly comandeered and stolen during "Into the Maw" scenario), and another Dauntless Light Cruiser (which we found buried on our archeological site which we established earlier). Granted the second Dauntless first needed to be purged of a genestealer infestation, be unearthed and fixed into well enough condition to be able to reach escape velocity with the aid of several lifter vessels, but after a lot of work on it we managed to get the old boat functional.
As a part-time GM in thi group (we take turns) though I have to say that im rather worried of this trend. Sure, it's nice that our dynasty boasts four formidable vessels under our flag, but so far no one has really enforced any kind of actual "drawbacks" to maintaining an entire fleet of vessels.
Also, I have yet to familiarize myself fully with the rulebook (it's a thick tome after all, and I have more books that need to be read as well). Are there any rules concerning the upkeep and maintenance of one or several vessels in the current rules?
If not, what sort of tangible costs, difficulties and penalties would be appropriate to apply to the maintenance and upkeep of several vessels?
The reason for asking is because most of the players in the group are very hungry when it comes to hit and run actions (using the dreaded teleportarium + murder servitors combo). And rather than having to fit every enemy NPC vessel with a tenebro maze and "fudge" a malfunctioning teleportarium result each encounter in order to discourage the players from simply "murdering the enemy crew and steal the vessel" each and every encounter, I'd like to introduce the concept of costs vs benefits.
After all, it can't be cheap to keep an entire starship running through such a wild and uncharted area of space like the Koronus Expanse (even "day to day" operations would, in my opinion, be quite costly of such huge superstructures).
I want to keep the Rogue Trader campaign as player driven as possible, and I dislike having to GM fiat in the oh, so boring "no you can't do that" way, or just saying: "three of your vessels got attacked before this adventure started and was destroyed and you had no chance or way to influence this..."
I want to focus on what choices the players make and make the game world react accordingly with a subtle hand. And so far the actual costs vs benefits issue hasn't ever come up (we all just assumed that the Profit Factor automatically pays for the upkeep of all vessels, regardless of how many our group own/steal). I think it's time to introduce it, and I'd very much appriciate some suggestions from all of you.
So what do you think would be the best route of making upkeep costs felt? Multiple and mandatory Acquisition tests? PF penalties? Mandatory misfortunes or increased risks of them?
Discuss.