Ok, I'm going to re-read the rules from HIGH GUARD 2nd edition from MgT. Then I'll start with each step required and see where or what happens if the Jump Co-ordinating ship misjumps, and what happens, per the rules...
Step 1: Astrogation (easy based roll - modified by parsecs being jumped)
Step 2: Divert Power (average based roll)
Step 3: JUMP! (Modified by engineer effect in step 2, or drive hits or fuel type or diameter distance of nearest large body))
Synchronized Jump:
To synchronise a jump, every ship taking part must have a crew member succeed at a Difficult (10+) Engineer (jump drive) check (1D rounds, INT or EDU).
So where exactly does the Synchronized Jump roll come into play? Does it take the PLACE of Step 2? Is it in addition to Step 2? If it is in place of step 2, and the engineer fails his roll to synchronize, does he then roll again at "Average" against his engineering skill to see what the actual results of his jump is going to be?
My suggested solution?
Step 1: Astrogation
Step 2a: Fleet Synchronize roll or step 2b: Divert Power
Step 4: JUMP!
Why?
The coordinating ship (henceforth Master Ship), is making an ordinary jump. Its time in jump space isn't being coordinated with any other ship outright.
The secondary ships coordinating with the master ship however, have to be able to match the energy profile within a VERY TIGHT tolerance or they can't join in with the master ship. They try to join in the Synchronization effect, and if successful, they too go to the next JUMP! roll like anyone else. If they fail in their synchronization roll, they either abort the jump outright, or they continue with a "normal" non-synchronized jump.
Now - if the MASTER ship does poorly, everyone is synchronized with it - and also do poorly (ie misjump, miss the exit point by some value) etc.
Now for the one question unresolved in my mind's eye...
It states that the coordinated jump uses the same software as a normal jump - but the bandwith has to be higher for the coordinated jump.
Does this mean that ALL ships trying to coordinate in a convoy/fleet jump have to be running the software in that fashion, or just the Master Ship coordinating the jump?
Implications of the answers to the immediately above question:
If all have to be running that kind of a set up - that means that civilian ships tend not to be suited for such endeavors, and rarely if ever, group together in a convoy like scenario. Here, it matters a LOT what the relatively velocity is upon entering jump space - and exiting jump space as far as a convoy goes. Having a zero relative vector upon entering (and leaving) jump space makes it easier to start up the convoy when late arriving ships finally exit jump space.
If only ONE ship has to have that kind of a set up (extra bandwidth to communicate with all other ships in the fleet jump) - then civilian ships can join in convoys. Lesser fleet sized hulls don't have to coordinate the jump, they simply let the bigger ships handle it.
Part of me likes the idea that ALL ships have to coordinate together with the extra bandwidth simply because each nearby ship could affect their transit. But it makes it unlikely that civilian ships ever jump in a convoy.
So, thoughts?