Can Navigators Benefit From Assistance During Warp Travel?

By Decessor, in Rogue Trader Rules Questions

I just fired on the following query as a rules question. Any thoughts on the matter folks?

A Navigator has to make a number of Navigation (Warp) and Awareness tests to navigate a starship through the warp.

Can said Navigator benefit from assistance on any or all of these tests as per the assistance rules on p232 of the core rulebook? Say with two trainee Navigators present.

I would very much doubt that any non navigator can aid a navigator in any way charting and sailing through the warp. The whole essence of the navigators is that they and they alone can safely guide a ship through the Immaterium. So any non navigator PC is by definition excluded, and I doubt there will be many parties with two navigators. If that is the case, I see no reason why a second PC navigator could not help.

NPC navigators are another thing, but in my opinion this rule is meant for players assisting players. Otherwise you can grab a number of specialists from the vast crew of every starship to aid you in any action. And players allready have quite enough positive modifiers as it is.

So, the fate of a Navigator is a lonely one. On him (or her, obviously...or it if the mutations start to change the navigator) rest the harsh duty to preserve the ship while it dives in the sheer madness of the Warp. Play the opening tune of 'The Hunt for the Red October' next time your navigator takes the plunge, the music and text is quite fitting and athmospheric. Every warp jump should be a moment where you take a deep breath and pray the God-Emperor everything goes well...

Friedrich van Riebeeck, Navigator Primus, Heart of the Void

van Riebeeck said:

I would very much doubt that any non navigator can aid a navigator in any way charting and sailing through the warp. The whole essence of the navigators is that they and they alone can safely guide a ship through the Immaterium. So any non navigator PC is by definition excluded, and I doubt there will be many parties with two navigators. If that is the case, I see no reason why a second PC navigator could not help.

NPC navigators are another thing, but in my opinion this rule is meant for players assisting players. Otherwise you can grab a number of specialists from the vast crew of every starship to aid you in any action. And players allready have quite enough positive modifiers as it is.

So, the fate of a Navigator is a lonely one. On him (or her, obviously...or it if the mutations start to change the navigator) rest the harsh duty to preserve the ship while it dives in the sheer madness of the Warp. Play the opening tune of 'The Hunt for the Red October' next time your navigator takes the plunge, the music and text is quite fitting and athmospheric. Every warp jump should be a moment where you take a deep breath and pray the God-Emperor everything goes well...

Friedrich van Riebeeck, Navigator Primus, Heart of the Void

I have to agree: I can't see a non-Navigator being much help, but I also see no reason why they couldn't help each other out, at least for the charting the course, I guess. I would see no problem with PCs helping with land or stellar navigation so if the PCs (and PCs only) have the qualifications (ie: are Navigators) I would say go for it.

Also, I love me a good name. I just have to follow your lead:

Macharias the Mendicant, Harbinger Immaterium, Wrath of Icarus

Awesome scene with the Hunt for Red October music. love it! My GM has done a great job instilling the fear of warp jumps. The first big incident was a Geller Field "fluctuation" - some entities got on board. Killed 3000 crew members... We thought we'd killed them all but they resurfaced a few months later. Hopefully this time... preocupado.gif

The assistance rules are too easy to get in RT.

Explorators can always have a swarm of servoskulls assisting them. (Although they only want to 2 extra DoS)

Considering how easy an Explorator achieves anything remotely associated with Tech-Use, id allow assistance for Navigators, at least for chating of the course. Would have to be of his house maybe though.

And to continue this namesign motto:

Severus Yorke, Explorator Magos of the Angel of Dominance.

After reading some comments and thinking about it for a while, I am inclined to say no to allowing assistance. Then again, this is more for future RT campaigns and general reference.

And to continue the theme:

Magos Militant Marcellus Lucien. Explorator, Enginseer Prime and Master of the Forge of the Weeping Angel, flagship of the Solo Dynasty.

I recevied an official answer for those interested:

Dear Decessor,

If the GM has no problem with it and it's narratively appropriate,
there is no reason a Navigator could not benefit from the assistance
of other Navigators.

Hope this helps!

Sam

On May 9, 2011, at 3:11 PM, <[email protected]> <[email protected]> wrote:

> Message from:
> Decessor
>
>
> E-mail:
> [email protected]
>
>
> Rule Question:
> A Navigator has to make a number of Navigation (Warp) and Awareness
> tests to navigate a starship through the warp.
>
> Can said Navigator benefit from assistance on any or all of these
> tests as per the assistance rules on p232 of the core rulebook? Say
> with two trainee Navigators present.

Sam Stewart
RPG Designer
Fantasy Flight Games

The official response does fit the bill.

If an Explorator has no problem (AKA doesnt even roll for a challenging task), the Rogue Trader can command around his troops with a perfection that is rivalring Rommel or Patton, so Navigators should be able to steer ships when it is their usual task.

Splendid, that means that my secundus and tertius will be able to support me. If the GM allows it....sometimes I have the feeling that it gets almost too easy to get a bonus, but then, my roots are in WFRP, where a rusty set of chainmail armour allready was a great find.

FvR

van Riebeeck said:

Splendid, that means that my secundus and tertius will be able to support me. If the GM allows it....sometimes I have the feeling that it gets almost too easy to get a bonus, but then, my roots are in WFRP, where a rusty set of chainmail armour allready was a great find.

FvR

A rusty set of enforcer carapace is a great find in Dark Heresy as well.

Rogue Trader is more like playing Knights of (rather high) rank from Bretonia instead of the peseants though.