WH40K - 40K misc numbers... (SDN)

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Mr. Oragahn
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Re: WH40K - 40K misc numbers... (SDN)

Post by Mr. Oragahn » Fri Mar 04, 2011 6:21 pm

Something I stumbled upon.
Everything is canon and outdated sources doesn't make them invalid?
[url=http://forums.spacebattles.com/showpost.php?p=5086932&postcount=11]LRH[/url], Aug 19th 2010, 11:39am wrote: The problem with all these calcs is that the masses are always pulled out of thin air(as is the velocity in most cases, in books it's never a hard number, at least in those books I have read).
I know of one instance where a nova canon round is "multi-ton", which fits nice with the known WH40K ship masses which suggest ultralight materials similar to Weberfoam.
I have never seen another number from a book posted.
They also ignore that the IOM uses technology which reduces mass on every interstellar craft which makes such calcs pointless by default.
[url=http://forums.spacebattles.com/showpost.php?p=5087111&postcount=12]Captain Orsai[/url], Aug 19th 2010, 2:26pm wrote:
LRH wrote:They also ignore that the IOM uses technology which reduces mass on every interstellar craft which makes such calcs pointless by default.
No, an out of date (and very possibly non-canon; depends on if the Black Library are actually going to reprint it as a Heretic Tome, or just forget about its existance entirely) says that. These systems have never been mentioned anywhere other than the Space Fleet material/Eye of Terror.
Minus the stuff in brackets, we have here:
No, an out of date says that. These systems have never been mentioned anywhere other than the Space Fleet material/Eye of Terror
Is it me or was Orsai strongly implying that evidence from out of date sources and which never was mentioned outside of them is not that admissible? :)
...
ACS Hellfire missiles anyone?
This one also comes out funny. You know, swapping the Spacehulk Hellfire missile yield for the plasma bomb one, which we actually do know what it's capable (melt a city-block), just to be sure that it "fits".

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Re: WH40K - 40K misc numbers... (SDN)

Post by Mith » Sun Mar 06, 2011 5:07 am

Eye of Terror as a note, is not an official heretical tome, at least according to Black Library's website:

http://www.blacklibrary.com/all-product ... error.html

This is an example of a heretical tome:

http://www.blacklibrary.com/Warhammer-4 ... emand.html

Take note of the large black stamp to the right of the page that says "heretic tomes" with the image of a skull and take note of the lack of one for Eye of Terror.

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Re: WH40K - 40K misc numbers... (SDN)

Post by Mr. Oragahn » Mon Mar 07, 2011 7:30 pm

Good find. I didn't really know what was the guy to go to learn more about the HTs.
Considering it's on BL, up to date, and that BL belongs to GW, it can be considered safe as a source on what books are Heretic Tomes or not.
So "Eye of Terror" is not a HT.

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Re: WH40K - 40K misc numbers... (SDN)

Post by Mith » Wed Mar 16, 2011 6:19 pm

Got some interesting information here from the most recent Rogue Trader book:

Rogue Traders pg 188

Anatomy of a Starship
In the 41st Millennium, a spacefaring vessel is rare and precious. Ships take decades, even centuries to build, if the builders have the required skills and knowledge base in the first place. It is rare to find a “new” starship–most are hundreds or thousands of years old, and some date back to the earliest days of the Imperium. Therefore, ships are never mass-produced, and even two ships of the same class are rarely alike. A lunar-class cruiser produced in the shipyards of Mars will be vastly different from another Lunar hailing from to docks of Port Wrath.
A point on Imperium industry; there aren't many new ships. Most are hundreds, if not thousands of years old. These ships require decades to centuries to build--assuming the people have the ability to make such ships at all. This supports the idea that these ships take a great deal of time to make.

That doesn't speak well for Imperium industry capabilities. The book however, does confirm multi-kilometer length starships, so that is something.
Rogue Traders pg 218

Weapons and Shooting
Starships weapons in the 41st millennium are as varied as the ships that carry them. Lasers, plasma projectors, macrocannons, rocket launchers, terra-watt beam weapons, and more esoteric weaponry such as grav-culverins and gamma emitters, all can be found in a starship’s braod side. In game terms, the weapons found in rogue Trader can be divided into two distinct classes; macrobatteries and lances.
An instance of a terrawatt weapon being mentioned. For those who are wondering, a terrawatt is equal to roughly 2.4 kilotons of energy per second. Well no doubt the fanboys would argue that's a vague claim and that terrawatt could mean anything, right?

Nope:

Macrobatteries from the main armament of most ships, filling the braodsides of vesseles with rank upon rank of gigantic weapons. Each require a crew of dozens, if not hundreds, to operate. Whether they fling kilo-tonne warheads across the void or roast their targets with high-intensity energy, macrobatteries fire in volley. Their salvos are designed to blanket the space around a target, hopefully catching it in a maelstrom of destruction and overwhelm their defenses by the sheer number of shots.
Lances are rare and potent weapons that fire incredibly high-powered beams of energy capable of burning through the hull of a warship, or cutting a smaller vessel in half. Unlike macrobatteries, lances are often mounted on gigantic turrets where multiple energy projectors focus to create a single titanic beam.
Kiloton level warheads.

Also note that these weapons require crews of dozens to hundreds to operate. Clearly a sign of advanced technology and combat doctrine...

Rogue Traders pg 226

Space Travel outside of Combat
Outside of combat, space travel should be treated abstractly. The distances between a planet and one of its moons can be father than a man in a land-crawler can drive in a year–the distances between two planets (or two stars) can be orders of magnitude further. An Imperial starship can generally travel the distance between a planet such as Holy Terra and its moon in little more than an hour, while that same starship can take two weeks between the same planet and its star. In general, it shouldn’t take much longer than that to get from one locatin in a star system to another; however, faster starships could take less time, while mass connveyors and other bulk transports may take far longer. In the end, travel times should be left up to the GM.


Travel time between Earth and Luna in an hour? Yikes. Alright, .25c will cover that distance in approximately 5.38 seconds. Imperium STL is roughly 669.1x slower than what an UFP ships tend to travel on average, and is far slower than Voyager's canonically stated STL speed of .8c. The Imperium moves at what is suggested to be around .037c. They wouldn't even hope to coming close to hitting most popular sci-fi ships, let alone one fighting at FTL speeds.

In case you're wondering, I checked on the point of it taking about two weeks to reaching Sol from Terra, and at 250,000 miles an hour with a distance of 93 million miles, it would take them 372 hours--or 15.5 days, just over two weeks time. Right where the quote suggests. Compared to .25c, the Enterprise could complete the journey in .556 hours. In other words, in about the same time it takes for an Imperium ship to cross the distance between Terra and Luna, the Enterprise can make a round tripe from Sol to Earth. Less if they push their engines.

But it gets even better.
Enemy vessels are only one hazard a starship may encounter in its travels. Asteroid fields, gravity tides, ice rings, and nebula are all potential threats to be avoided–or in some cases, exploited.
Astroid fields, gravity tides, ice rings, and nebula are confirmed to be pontential threats to ships--enough that they should be avoided or exploited.
Rogue Traders pg 227

The Deep Void run
Though the Imperium of Man claims that swaths of the galaxy are subservient to theGolden Throne of Terra, it would be more accurate to describe mankind’s dominion as tiny islands adrift in an enormous ocean. The space between stasr is so huge that any claim of control is laughable, and so the majority of the Imperium remains safe, huddled around the fires of their stars.
However, it is through these uncharted depths that mankind’s ships must travel. Even with the helpf warp drives–and the immaterium is a fickle ally at best–travel between stars systems can take as long as months, or even years. Beyond the bounds of the Imperium, where the fire of civilization are even further apart, the journeys could even take decades.
The Imperium has sketchy control of the space around systems they control. Ie, they don't truly own it, though one would guess that an invasion force would be met with the traditional show of force.

Also a note; travel between systems can take months or years. Clearly not something that allows them to easily move across the galaxy within months. But more of that here:
Rogue Traders g 183-184

The Passage of Time in Real Space
The subjective time experienced by those travelling through the warp is different from that that passes in the physical world. The amount by which time experienced within the warp and real space varies is not fixed, but if it is necessary to calcumate how much time has passed in the real world whilst a ship was in the warp, use a ration of one day of passage in the “open warp” of 12 days passage in real space on average. The Game master should, however, feel free to vary his tatio as he sees fit and on the most table warp routes this should be less (even in 1 to 1 parity in some places) , and in turbulent areas potentially much worse. Factual accounts of ships arriving at their destination centuires late are thankfully extremely rare, but known (and should never “randomly” occur during the game). There have been accounts of ships that have actually arrived at their destination before they have left!

Table 7-2: Example of Durations of Passage

Passage within the Warp/Example Voyage
1 day/Short passage between two close systems by a well-traveled stable warp route
5-10 days/ A journey etween systems in the same sub-sector using accurate navigational information
30-60 days/ A journey across the body of a full Imperial Sector (such as Calixis) using accurate information and known warp routes.
100+ days/ A perilous journey across a Segmentum at best speed avoiding only the worst known hazards.
Several years/ An odyssey across the galaxy
Apologies for the crude display of the table, but it's very useful. Remember, one day on this chart is equal to 12 days in the warp on average, though as noted, this isn't set in stone.

According to this chart, it takes 30-60 days in the Warp to cross 200 light years as per an Imperial Sector using accurate information and known warp routes (note that they do apparently make routes...interesting). That translates to 360-720 days within real space.

In other words, their top optimal speed is .555555556 light years a day, or roughly 202.79c! The Voyager technical manuel suggests Voyager's FTL speed is 392c and the show suggests that the ship can mantain roughly 1000c (probably just above that actually) for decades even cut off from home. In a less hospitable scenario, that falls down to 101.389c, almost a fourth of Voyager's suggested average FTL speed from the TM and almost ten times slower than their average speed shown in the series.

It should be noted though, that this is about playing characters who may be on the fringe of the Imperium--in other words, farther from the Astronomicon. Given this, I would suggest that the farther reaches of the Imperium are limited to roughly 100-200c, while closer to Holy Terra, the speed can vary from roughly 6,000c to 12,000c.

If one, that is, wishes to align the White Dwarf source with this one.

Interesting stuff. The newer stuff is clearly working to break the capabilities of the Imperium down in order to fight that power creep. Good on them.

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Re: WH40K - 40K misc numbers... (SDN)

Post by Mr. Oragahn » Wed Mar 16, 2011 7:49 pm

Mith wrote: A point on Imperium industry; there aren't many new ships. Most are hundreds, if not thousands of years old. These ships require decades to centuries to build--assuming the people have the ability to make such ships at all. This supports the idea that these ships take a great deal of time to make.

That doesn't speak well for Imperium industry capabilities. The book however, does confirm multi-kilometer length starships, so that is something.
I suppose one could always find exceptions to the build rates, but when you picture in the FTL speeds, even an exceptional ship building rate doesn't mean a large fleet can be amassed in one random point of the IoM's territory easily.
This also fits with the relatively minor number of warships locked in battles which are still depicted as epic nonetheless.

An instance of a terrawatt weapon being mentioned. For those who are wondering, a terrawatt is equal to roughly 2.4 kilotons of energy per second. Well no doubt the fanboys would argue that's a vague claim and that terrawatt could mean anything, right?
Well I guess it could be said, for this very quote, that the TW beam weapons could be point defense beam weapons, even if it's said to be part of a ship's broadside. You do find plenty of anti-bomber and anti-missile stuff on the sides of a ship.
On another hand, the quote could also mean the larger weapons are in the TW range, so much that for the largest ships which boast dozens upon dozens of turrets on their flanks, they could easily bring multi-petawatts per broadsides, if you run with something like 800~999 TW per beam weapon.

Regarding the first option, the idea that the TW beam weapons are PD guns is busted by the following quote you presented, where it's made clear that kilotonne-level warheads are used against other warships to "roast" them with "high-intensity energy".

I'd say that globally, it totally fits with all the calculations and interpretations I went through went correcting Connor's wank.
In a way, if the weapons are worth a few TW/TJ, it could even make the gigawatt references valid. It certainly fits with the figures I got about the Eldar ships gathering solar energy with their sails (they'd get terajoules of gathered energy obtained after a while).
As another example, it fits with the crater seen by Horst at the beginning of "Shadow Point" (Orsai recently attempted to dismiss it, and it was frankly absurd, I'll have to cover that in the "Shadow Point" thread as part of my foolproof list of arguments).
Etc.

Surely, with such yields, the Nova cannons cannot be anything but esoteric mass lightening tech. Even the 5000 kps versions.

What's also interesting is that despite the beached whale speeds, they still need to spray and pray in order to inflict damage.
Also note that these weapons require crews of dozens to hundreds to operate. Clearly a sign of advanced technology and combat doctrine...
Well it's not totally insane that for the heavier weapons, you'd need hundreds of people on them. A lance turret is, as said, a magnificent weapon that's powered by multiple energy projectors. The size of damage control crews necessary for a single lance could be that high. Obviously, they don't seem to fancy automated systems much. This reminds me of "Execution Hour", where plenty of systems have to be shut down to allow computers (logic engines) enough power to calculate interception trajectories against missiles... and the results still were relatively mediocre in the end.

Travel time between Earth and Luna in an hour? Yikes. Alright, .25c will cover that distance in approximately 5.38 seconds. Imperium STL is roughly 669.1x slower than what an UFP ships tend to travel on average, and is far slower than Voyager's canonically stated STL speed of .8c. The Imperium moves at what is suggested to be around .037c. They wouldn't even hope to coming close to hitting most popular sci-fi ships, let alone one fighting at FTL speeds.

In case you're wondering, I checked on the point of it taking about two weeks to reaching Sol from Terra, and at 250,000 miles an hour with a distance of 93 million miles, it would take them 372 hours--or 15.5 days, just over two weeks time. Right where the quote suggests. Compared to .25c, the Enterprise could complete the journey in .556 hours. In other words, in about the same time it takes for an Imperium ship to cross the distance between Terra and Luna, the Enterprise can make a round tripe from Sol to Earth. Less if they push their engines.
I'm not surprised. Rogue Trader has established starship accelerations to a very few gees before.
Reminds me of the Ships of the Gothic Sector's section about Low Orbit Defences, which points out that missiles can't reach beyond low orbit because at that point their fuel is gone and they're rendered impotent.
Asteroid fields, gravity tides, ice rings, and nebula are confirmed to be potential threats to ships--enough that they should be avoided or exploited.
Well, "Nightbringer" sort of hints at that, with the case of the large asteroids being a danger to a capital ship. True, information is scant in that book, but we can get an idea of what happened. For example, we know that the people on the bridge could see the two slowly spinning asteroids ahead, and could watch them slide past the IoM warship. Dialogue alone by the pilot requires several seconds to pass, and since this place is said to be a maze and takes like six hours to cross, I doubt the LOS was that good. What I mean is that it would have been hard to see the two large asteroids that easily in a field described as a maze, if they had not been very close to them to begin with. Plus, if they had been rushing through the field, characters would have not had enough time to voice their thoughts before the asteroids had already been far behind them. The fact that the two asteroids could be seen and even identified as two masses slowly spinning means that they were not dots either. So characters see them rather closely when the description begins, and those asteroids remain in sigh of the crew for quite some time. It's largely implying a crawling pace.
Those two asteroids also are called rocks twice, once by the author I think, and another time by one of the guys on the bridge.
Orsai dismissed it since he argued that we couldn't guess the speed, nor the composition of the asteroid, he attempted to provide humourous examples in order to make look complicated something that is statistically simple, especially in light of Occam's razor.
The Imperium has sketchy control of the space around systems they control. Ie, they don't truly own it, though one would guess that an invasion force would be met with the traditional show of force.
If it gets there in time. Remember that in general, Aether FTL engines can only be activated on the fringes of star systems.
While this makes the ships in WH40K quite vulnerable, game wise it adds a fantastic layer of strategy. Such rules would rock in a game like "Sins of a Solar Empire" where ships FTL out in orbit of planets, which gets quite old after a while, no matter the extensions.
Also a note; travel between systems can take months or years. Clearly not something that allows them to easily move across the galaxy within months.
Apologies for the crude display of the table, but it's very useful. Remember, one day on this chart is equal to 12 days in the warp on average, though as noted, this isn't set in stone.
According to this chart, it takes 30-60 days in the Warp to cross 200 light years as per an Imperial Sector using accurate information and known warp routes (note that they do apparently make routes...interesting). That translates to 360-720 days within real space.

In other words, their top optimal speed is .555555556 light years a day, or roughly 202.79c! The Voyager technical manuel suggests Voyager's FTL speed is 392c and the show suggests that the ship can mantain roughly 1000c (probably just above that actually) for decades even cut off from home. In a less hospitable scenario, that falls down to 101.389c, almost a fourth of Voyager's suggested average FTL speed from the TM and almost ten times slower than their average speed shown in the series.

It should be noted though, that this is about playing characters who may be on the fringe of the Imperium--in other words, farther from the Astronomicon. Given this, I would suggest that the farther reaches of the Imperium are limited to roughly 100-200c, while closer to Holy Terra, the speed can vary from roughly 6,000c to 12,000c.
Mmm... that's even slower than the speed chart from "Space Fleet".
Not the time dilation ratio, but the real time durations, where it takes between 5 real months and 3 real years to cover 5000 LY.
With the SF chart, 200 LY takes between 6 and 36 days (depending on if you use the low and high end durations for 50 LY and multiply them by 4), or 6 and 42 days (by using the durations for 100 LY and doubling them to extrapolate for 200 LY).

The decades long trips "beyond the bounds of the Imperium, where the fire of civilization are even further apart" are best explained by the Astronomican's light being faint. But decades nonetheless, with still some help from the glutton Emperor's guidance.

Now, the ratios in "Space Fleet" are quite flexible. The lower ratios (when there's less distortion) can be about 2 minutes in Warp = ~43 minutes in realspace (the lower time dilation ratio therefore being around 1:25.5), and increases to around 6 minutes for 4.5 hours (270 minutes in real space) if there are greater time distortions, giving us a ratio of 1:45, for maximum time dilation. We understand that these numbers are typical cases; that is, empirically backed up.
Most obviously, outliers such as ships arriving absurdly late after a battle or going back in time don't fit there. Equally, cases of warp calmness are completely left out, so much that anything better than 1:25.5 isn't taken as a conservative information.

With that Space Fleet chart, we notice that there's more time dilation when a ship takes more time in Warp to cover a given distance of real space through the Warp : the slower the ship in the Warp, the more time dilation. This could be because of time dilation phenomena encumbering the ship's path, not only forcing it to zigzag, but also still having it suffer great time dilation effects by having to pass close to those phenomena nonetheless, which implies that they're not avoidable.
Read: some areas of real space have their corresponding Warp area stroke by such turbulence: The ships have to pass through them!
Now, if there were some extreme turbulence in a ship's more or less "direct" path, but that this area of turbulence had nothing to do with departure or arrival, a crew might decide to circumvent it, if there's time to gain there. After all, less time-dilation still means that even spending some more time in the Warp may, in the end, reduce the amount of real space time days that go on.
But the SF chart does not support that idea. Perhaps it is a complete outlier and there just aren't that many solutions. Sometimes, I suppose that there are currents which must be crossed (like sailing ships must cross oceanic currents no matter what), currents which can't be circumvented, and that on the average they are what leads to the figures in the chart, once everything is averaged out.
Considering that the chart covers distances as small as one light year, it could be possible that those currents are either very large, or very numerous and that there are very few occasions to completely bypass them.
Note that further Space Fleet material says that currents are changing. So it would explain the rather fixed "safe" values of the chart.

Now, in this "Rogue Trader" book, the average ratio is about 1:12. No minimum, no maximum. But since there's a room for "much worse" distortion, we could easily meet Space Fleet's greater distortions as presented in the chart. The conflict being that SF's average ratio is between the minimum and maximum speeds, so somewhere between 1:25.5: and 1:40 (and those values change a bit with greater distances), at 1:32.75.
SF's average ratio is therefore 2.73 time greater than RT's.

One important thing to understand hinted at by Space Fleet and confirmed by Rogue Trader is that they tell you're not gaining anything with greater time dilation. For some reason, absolute speed and distance are "fixed" in the Warp, and captains should clearly try to find the calmer path in order to come as close as possible to the 1:1 ratio, even if it's a total miracle or myth.
For example, for a given distance in the Warp, hopefully representing a given distance in real space, a ship may fly it under calm conditions and waste very little real space time, while a same ship, covering the same path and the same "distance" in the Warp, but under troubled conditions, would actually arrive later at their same destination.

This means ships getting further away from the 1:1 ratio start to lose real-space time, especially when they get stuck around heavy Warp currents, meaning that their crews would clearly aim at avoiding them by all means.
Funnily enough, if we were to reconcile SF and RT's ratios, with a bit of leeway, considering that SF's ships were of "older" design (the game is clearly an ancestor to Battlefleet Gothic), we may claim that "back then", the Warp was actually more chaotic.
That would be some... unconventional thinking, to say the least.
A better way of explaining it would be that their charting of Warp, or their ways of seeing currents, has improved significantly.

Still, in the end, Rogue Trader's FTL speeds are still more than twice as fast as those from Space Fleet.

Besides, it also reinforces my belief that those 200 x 200 LY sectors aren't adjacent. We already came across that problem some time ago when trying to estimate fleet sizes based on territorial occupation of the galaxy. It's clear that huge gaps between sectors are necessary to make sense of all of that. The concept of "tiny islands" = sectors and oceans/seas = large gaps around sectors, if taken a tad literally, would completely fit this theory.

EDIT: I forgot something about the roads. That's very interesting. I never really understood if the calmness in the warp allowed for faster travel or slower travel in the Warp, like if you could get a "boost". My opinion was that calm regions allowed the ships to travel solely on the sheer power of their FTL engines, and it was slow but reliable. But when getting closer to turmoils, they could, if properly tagging the road, "ride the wave", as exploiting specific currents and considerably increasing their speeds... as well as literally getting themselves lost if they were to be sucked inside the eye of the tornado, or terribly slowed down, even taken backwards in time, if going against the whirlpool's rotation.

That, unfortunately, doesn't work. In SF, there seemingly is a correlation between longer Warp durations for a given (constant) distance and greater time dilation: the more people waste their time in the Warp for a given distance, the even more real-space time they waste. Thankfully, this is what Rogue Trader went for.

In RT, all speeds seem to be based on the average 1:12 ratio (1 Warp day = 12 Real Space days). The closer one gets to the 1:1 ratio for a given distance, the less real-space time is wasted. Meaning that, for example, to cross the entirety of the Calixis sector, at 1:1, it would still take no less than 30-60 Materium days, or on the fastest side of things, 3.6 H/LY for 200 LY (assuming the sector is round, not square), or a top speed of 2435 c.
So people would try to avoid high time dilation zones in the Warp, which are associated with currents.

When trying to reconcile both sources, we see that according to SF, more time spent in Warp multiplies even more the time that passes in the Materium as the time dilation ratio increases, and in RT the time dilation ratio increases when once navigates through tumultuous regions of the Warp, implying that vast amounts of perhaps unpredictable currents tend to make your ship travel in circles without going nowhere, and times even slows down (as more real-space time goes by).

The fluff between the rules here is intriguing:

The Game master should, however, feel free to vary his ratio as he sees fit and on the most stable warp routes this should be less (even in 1 to 1 parity in some places), and in turbulent areas potentially much worse. Factual accounts of ships arriving at their destination centuries late are thankfully extremely rare, but known (and should never “randomly” occur during the game). There have been accounts of ships that have actually arrived at their destination before they have left!

So let me get this right. When the Immaterium is calm, there's little to no distortion of time: one day spent in the Aether is one day spent in realspace, basically.
As alluded to a few paragraphs earlier, could this affect speeds?

We're entering complete speculation here, and it even appears in slight contradiction with what I pointed out above at first glance, but you'll see that it may not be the case.
What if the astropaths actually seek the places of most spacetime distortion, so much that for one day spent in the Warp, they actually get dragged over a much longer distance in realspace, even if it has made no difference to the crew aboard?
By default, the Warp would always allow to cross greater distances. Ships, after all, only have that much thrust, be it in Warp or real space. The Warp is clearly a place where the real space corresponding volume is sort of folded, so that for the same propulsion, a ship covers more real space through the Warp than by flying directly in real space.
Now, what if currents, even if they actually increase the time dilation ratio and may have a ship get lost, may allow, when masterfully navigated by skilled astropaths, making the ship faster in the Warp, so much that the gain of speed in the Warp outmatches the loss of relative speed in the Materium (because as time dilation increases, you actually take more real time to cover the distance between A and B)?
Say, you zip 3 times faster along the path through the Warp by using a current which has the side effect of increasing the time dilation ratio from 1:12 to 1:24 (you'd lose twice more Materium days).
Clearly, these unique people would be looking for anomalies, as long as they'd know what they're doing.

Therefore, the Warp would be best seen as an ocean with its main current (think gulf stream) or a large river, and the turmoil being all those whirlpools sailors would try to avoid, which would mean going left and right in order to avoid them instead of sailing in a straight line (and apparently even zigzagging would still make the ship lose less time than if it suffered the effects of passing through a high time-dilation turbulence). Those whirlpools would, a bit like black holes, be distorting time, and sometimes one ship would even find itself spinning in the wrong direction (going back in time randomly). But in some very rare cases, one could see a pattern in this turmoil and see the extremely rare path that could be used to actually use the sum of the spins to cross the distance faster.

Here's why:

Passage within the Warp/Example Voyage
1 day/Short passage between two close systems by a well-traveled stable warp route
5-10 days/ A journey between systems in the same sub-sector using accurate navigational information
30-60 days/ A journey across the body of a full Imperial Sector (such as Calixis) using accurate information and known warp routes.
100+ days/ A perilous journey across a Segmentum at best speed avoiding only the worst known hazards.
Several years/ An odyssey across the galaxy.


A trip between two close systems, which in general are only separated by a very few light years, takes about one day. That's a calm speed, and is what ship can do by bunny hoping when running without the Astronomican, as seen in Space Fleet, where they can only cross 4~5 LY.

Although it's implied that hazards make ships waste their time, it's not said that their unique property is to be slowing them down.
I suppose one could actually exploit such hazards, as long as they could be properly mapped, as per the current/whirlpool theory. However, for anyone not knowing their specs, they'd represent such a danger to a ship that it would actually force pilots to slow their crafts down and take complicated routes, because of the uncharted factor, and lose far more time than navigating the calmer regions.

In layman parlance, ships could use a kind of slingshot effect (although it has nothing to do with slingshot effects - disregarding the countless times SF authors miss the meaning of this maneuver btw).

So most of these examples are for stable and relatively calm routes. The extra calm route allows for top speeds. Based on Rogue Trader, since the average ratio is 1 warp day = 12 real space days, and the best ratio is 1:1 (absolute calmness in the Warp), any average FTL speed can only be maxed to be twelve time its average. That would explain the odd FTL speeds we get from time to time which are one order of magnitude greater than usual.

Remember, though, that the SF chart has no ratio akin to 1:1. Simply put, the time spend in Warp is always smaller than the time that goes on in real space, be they taken from the minimum or maximum columns.


EDIT 2 (a late one, sorry): I noticed that those RT durations on the left are for the time spent in the Warp. So the decades long trips are not just about the fringes. An odyssey across the galaxy will take decades in real space, due to the average 1:12 ratio.

As a mean of comparison, Space Fleet has worse distortion ratios, yet covering 1000 LY takes between 1 and 4 days in the Warp only. 1000 LY, that's not inter-system at all. However, there's still room before we may decide to call this an odyssey across the galaxy.

Notice that if we multiply that distance by 100, and thus the flight duration by 100 as well, we find that crossing 100,000 LY would take between 100 and 400 days in the Warp (between 0.274 and 1.095 years), and thus from 30 to 45 times more time in the Materium.

Quite conveniently, we still do find, in the end, that Rogue Trader and Space Fleet agree that it will take decades in real space to cross the galaxy, although Rogue Trader actually points out that things can get "much worse" yet RT's speeds are better on the average.

There's still a kind of disconnect though, because Rogue Trader clearly establishes that the speeds become considerably worse when moving in regions at the fringe of civilization or beyond, while "Space Fleet" doesn't.
More, SF seems to imply slow FTL speeds even when close to the Astronomican (the chart makes for no specific cases closer to Terra), in comparison to what you get when flying through the far reaches of the Imperium and beyond.
Perhaps we could also consider that RT's chart is more relevant to routes close to Terra, explaining the trips of lower time dilation on the average, while the Space Fleet one was a really all encompassing chart.

All in all, we're obviously dealing with a four to five digits FTL speeds at max here in the best conditions, and much worse when moving away from Terra's long ranged influence.

It's also interesting that ships can store up to six months worth of food, or perhaps seven if crammed. That's severely limiting trip durations in Warp. It's possible to stretch those rations over greater periods of time, but at the expense of the crew.
On the best case scenario, this would mean that a fleet movement not putting the crew at risk could only last 6 to 7 months (~180 to 210 days) in the Warp (12 times longer in realspace), and thus fall into the duration range that represents a "perilous journey across a Segmentum at best speed avoiding only the worst known hazards", or a considerably smaller distance when flying with minimal FTL guidance from the Astronomican.

Regarding the first case, we can establish a distance, by taking the average Segmentum crosswidth (although keeping in mind that some of them are oddly shaped). Ultima is best left out, as it would skew the figure: a whole portion of it gets very little light from the Astronomican at all, since the Astronomican's range is 50,000 LY from Terra.
Conveniently enough, it does look like the most distant points of both Segmentum Obscurus and Tempestus are roughly 40,000 LY apart in each case.
So the complete consumption on a regular basis of the entire stock of food and water would allow a ship to fly for 6~7 months and cover that much distance, using the best speed.
That's about 205 LY per Warp day (or about twelve times more in averaged real time). Ouch, that's ten times faster than what RT establishes as what can be crossed in 1 Warp day (the smallest distance between two systems shouldn't be smaller than 10~15 LY, really). Thankfully, it was identified as "perilous journey across a Segmentum at best speed avoiding only the worst known hazards", meaning that it's neither average nor conservative. And guess what, that ten times factor is almost what you get between the 1:1 top of the pop ratio and the average 1:12 one. Heck, it would mean that in fact, the best known path bring you to a ratio of 1:1.2, not 1:1.
It seems to imply that these trips are possible, but extremely rare, when one astropath can avoid nearly all known problematic currents and anomalies even on such long distances. This would most likely require a perfect collaboration of all sectors on that path and a constant chart updating. A thing that I don't think the universe is well known for.

So it remains as nothing more than some hypothetical best case scenario because it would therefore take between slightly over one year and roughly 1.5 year to cover the entire galactic width. Yet we know it takes several years in the Warp, say two to three to begin with, to complete "an odyssey across the galaxy."
So the distance covered in half a Warp year would likely be inferior, perhaps twice as short.
Obviously, "across" isn't absolute. It just means a trip that covers a large pan of the galaxy, more than a segmentum.
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Re: WH40K - 40K misc numbers... (SDN)

Post by Mr. Oragahn » Wed Mar 16, 2011 8:26 pm

While looking at one of SBC's thread involving 40K, I spotted a picture provided by Inquisitor Ryan which was used in an argument about the population numbers on Hive worlds.
See here.
I noticed that the "hive" picture provided in the thread gave plenty of numbers.
http://wh40k.lexicanum.com/wiki/Minea

There are several details worth of notice. Minea has a moderate fleet presence, two garrison forts for a total of only two million men, plus another million plus something picked for outer space conflicts.
But what is most worthwhile here, in regards to your latest post, Mith, is the average warp travel: 35 months. Almost three years. Now, this world is located in the Ultima Segmentum, the largest one, which includes the fringe at which the influence of the Astronomican fades to nothing and makes travel tricky and long. But it's also adjacent to the Solar Segmentum. Even if Minea is located on the far end of the Segmentum, we still have an average of three years of travel. The closer Minea get, the slower the average imperial FTL drive gets.
http://wh40k.lexicanum.com/wiki/Terra
If you check the map of the galaxy, and go look for Terra, you see that it's right in the middle of Solar Segmentum. We can get a nice scale for the distance between Terra and the galactic center.
Say that's one unit.
Now if you look at far the Ultima Segmentum goes, you see that the distance between Terra and the most distant edge of that Segmentum is about 3.277 units.

Image

In other words, it takes about 3 Warp years to cover less than 3/4 of the galaxy on the most generous end, and therefore 4 to cross the entire galaxy.
Or about 25,000 c with a ratio of 1:1 (absolutely calm warp), and 12 times slower with the average Rogue Trader ratio (2083.3 c).
Now, if Minea is located around the galactic center, the speeds would be reduced by three or four (694~520c).
I think I'm going to take a deeper look at the 5th edition if I can. This only one case though, we don't know anything about the stability of the warp routes.

It also seems that in "Malleus", a ship requires thirty weeks to reach Cinchare, located on the edge of Segmentum Obscurus, at full FTL speed, after departing from another point in Segmentum Obscurus.
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Re: WH40K - 40K misc numbers... (SDN)

Post by Mith » Thu Mar 17, 2011 3:57 am

Well, I'll address the issue of the warp travel first, since Rogue Traders has a rather large section devoted to navigators. You're right in that it does affect them, but navigators seem to focus on currents and fluctuations rather than dangerous anomalies. In fact, while they can use such things or risky psychic abilities to help themselves, it seems all around safer to follow the currents. Ie, the RPG treats it as if the starships are like wooden sail boats traveling the seas. The engines have an effect, but the currents can increase eficiency.
Rogue Traders pg. 183

Navigating the Warp

The primary role of all Navigators is guiding ships into, through, and out of the warp. Whilst the rest of the ship's crew and teh ship's captain mantain the systems of the ship, keeping teh vessel's plasma and warp drives functioning and its Gellar Field strong, the Navigator carefully studies the currents and fluctuations of the warp as well as the distance and strength of the Astronomican. Using this information, he tells the captain to make course corrections and when it is wise to leave or enter teh warp.

The actual Translation--as entering and existing the warp is known--from real space to warp space or vice versa is relatively simple and does not require the skill of a Navigator, though his input can be invaluable lest the vessel find itself immediately assailed by an empyreal storm, warp rift, or worse. Once the vessel is in the warp, however, not having a Navigator would leave a captain with no idea as to the vessel's position relative to real space, the distance they have travelled, or where they will end up when the ship exits the warp except crude guesswork based on existing warp charts.
It goes on to describe that the navigators use warp maps to containing popular or effective routes used by ships and basically works off known knowledge, his psychic senses, and guesswork to get them to where they want to go and to avoid dangers. It does mention that particularly strong warp storms can obscure the Astronomican and mentions that it is possible to get out of range.

In short, it doesn't appear they want to aim towards the warp anomalies, but rather avoid them, preferably using the strong warp currents to take them somewhere. Looking at the setting of this RPG, it set in the Koronus Sector, located in the northern, eastern Obscurus Segmentum. Going off the assumption that Holy Terra is roughly 26,000 LY away from the GC, the Koronus sector is roughly 31,200 LY away from Holy Terra.

Going with the Lexicanum wiki on how the Astonomican reaches out to roughly 50,000 ly and seeing as though at 31,200 ly, the lights FTL speed is between 100c-200c, I can only imagine how slow it must beeon the farther reaches of the Imperium. But it all depends on how fast the drops in FTL efficiency is from Terra.

I think our safest bet right now is to assume that everything within the Solar Segmentum is 6,000-12,000c. We're probably looking at something within at least 15,000 ly of Earth being around that number, with low to mid outer segmentums (ignoring Ultra) falling to hundreds to thousands of c, with the outer reaches being low hundreds the closer you get to the 50,000 LY range.

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Re: WH40K - 40K misc numbers... (SDN)

Post by Mr. Oragahn » Thu Mar 17, 2011 1:00 pm

The increased performance while being closer to Terra makes sense.

As for the Warp, so it seems there are different phenomena. What I had in mind with anomalies was more like phenomena which generated strong turmoil, whirlpools: you would not want to get stuck in the eye, but skimming it would allow for greater speeds. Currents passing near them would also be carried on and eventually, enhanced a bit, although if we treat currents as phenomena based on a form of convection, like the Gulf Stream, the currents would be independent of the whirlpools.
Then, on top of that, you have to add other anomalies, rifts and storms, which just don't add anything good to "sailing" and are 100% trouble.

The whole thing about there being routes in the Warp literally goes against the idea that time and space have no meaning in it. For routes to exist, you absolutely need some points of reference, and a reference can only exist if there is a consistency in units, even if it's not purely linear. In this case, in time and space. I suppose, then, that it's only in the more troubled regions of the Warp, in the storms and around the rifts that time and space are completely thrown out of the window, upside down.
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Re: WH40K - 40K misc numbers... (SDN)

Post by Mr. Oragahn » Mon Mar 21, 2011 11:49 pm

Odd thing, it seems I have not said anything yet about the Armada Appendice.
APPENDIX I: REFITS

Many of the vessels throughout this volume have their own selection of ship class refits available to them. Most of
these are of course unique and restricted to a single class of vessel but there are a number of more common refits
commonly found across a wide variety of different classes of vessel, even across different races. Full rules for these
refits are contained in this section and may be used by most races, subject to the restrictions for individual refits
described below.


SPECIAL TORPEDOES
There are various types of torpedo available for
capital ships, which are listed below. As these are
rare and fairly unusual (not to mention
powerful) types of ordnance, they can’t just be
given to ships at will. Instead you have to make
an appeal to fleet command and take your
chances as to what types of special torpedo they
will allocate to you. This is determined by
making a roll on the Special Torpedoes table. If
you’re playing in a campaign and you are
granted a weapons refit after a game, then you
can choose to roll on the Special Torpedoes
table instead of the Weapons Refit table, at the
normal cost of 10% of the ship’s points value. If
you’re playing in a one-off game, rolls on the
Special Torpedoes table can be purchased for
the number of points shown below.

Notes: No ship may be equipped with more than
one special torpedo type. Escort squadrons and
defences may not be equipped with special
torpedoes at all. Ork ships may only use special
torpedoes if they have been upgraded to have
Looted Torpedoes, but count as having a
Torpedo Strength of up to 6. Eldar and Dark
Eldar ships pay double points (or 20% of the
ship’s points value in a campaign) to use special
torpedoes, as their torpedoes are pretty special
to start with! The Tau, who already use their own
favoured combination of guided missiles may
not use the special torpedo rules at all. Likewise,
Tyranids (whose torpedoes are in fact living
organisms sent to consume enemy ships) cannot
have special torpedoes.
  1. Short Burn Torpedoes*
  2. Guided Torpedoes*
  3. Seeking Torpedoes
  4. Barrage Bombs*
  5. Melta Torpedoes
  6. Vortex Torpedoes
Torpedoes marked with an asterisk (*) are
supplied in enough quantities to last the entire
game. Ships will only be equipped with enough of
the other special torpedoes to fire a single salvo of
them in a game. In a campaign, vessels with one use
torpedoes will be automatically resupplied
after each game.

Running out of special torpedoes
If a ship with special torpedoes runs out of
Ordnance before it has fired its special torpedoes,
it has missed its chance! An accident in the loading
room or some unforeseen problem with the
torpedoes means that they are just as unavailable
as the ship’s ordinary torpedoes.
Rare and powerful types of torpedoes.
The IoM really is at a disadvantage on this against the Eldar, Dark Eldar and the Tau. Tyranids are stuck with a type of projectiles that don't really enter the equation.

SHORT BURN TORPEDOES
Short burn torpedoes have more powerful
engines but a limited amount of fuel. They are
considerably faster than ordinary torpedoes but
will ‘burn out’ and lose engine power very
quickly in comparison to ordinary torpedoes,
which are designed to cruise at speed for longer
periods.

Special Rules
Short burn torpedoes have an increased speed
of 40cm. However, to represent the chance of
them burning out, roll a D6 for each salvo of
short burn torpedoes after they have moved and
made any attacks – on a roll of 6 the torpedoes
run out of fuel and are replaced with a blast
marker.
They're obviously fused with a link to the fuel gauge, as they'll explode where they run out of fuel.

BARRAGE BOMBS
Barrage bombs are configured specifically for
penetrating the atmosphere of a world and
bombarding planetary targets. In comparison to
ordinary anti-ship torpedoes, barrage bombs
have a relatively diffuse blast radius, being
designed to achieve maximum saturation of the
target area.

Special rules
Barrage bombs can be launched while a ship is
in low orbit, where they will move just like
ordinary torpedoes in deep space (they are
unaffected by the gravitic pull of the planet).
Barrage bombs may also be launched in space,
like ordinary torpedoes. Each salvo of barrage
bombs which strikes a planet during a planetary
assault scenario earns 1 assault point if it is
strength 6 or less, 2 assault points if it is strength
7 or greater. Barrage bombs which attack ships
do not ignore shields like other ordnance;
instead they knock down shields and place blast
markers for hits just like a direct fire attack
(which can be pretty useful in its own right).
Most likely cluster bombs of some kind, otherwise there's no reason why they'd have a greater blast than any other conventional explosive torpedo. Although it's an extrapolation from what's written, there's very little alternative left to how they can increase the (overall) blast area and make it "diffuse", implying that it's not very concentrated. The maximum saturation motto just supports that.

SEEKING TORPEDOES
The art of building self-guided torpedoes is
almost lost to the Imperium, but they are still
manufactured in tiny numbers at the great
Adeptus Mechanicus temples on Mars. Logic
engines and matriculators aboard the torpedoes
themselves enable them to identify the attack
vector most likely to result in the salvo reaching
a target. The disadvantage of seeking torpedoes
(other than their rarity) is that the surveyors
they use to detect enemy ships are easily
blinded by blasts and debris, leading to
premature detonation.

Special Rules
A seeking torpedo salvo will make a turn of up
to 45° at the start of the ordnance phase, so that
it is pointing towards the nearest enemy ship. If
several enemy ships are an equal distance away,
the seeking torpedoes will turn to attack the
largest enemy ship. Seeking torpedoes which
move through blast markers will detonate on a
D6 roll of 5 or 6, instead of a 6 as is the case with
ordinary torpedoes. Unlike ordinary torpedoes,
the superior logic engines on board seeking
torpedoes mean they will not attack friendly
ships that they move into contact with.
So seeking torps is almost lost tech, safe for the AM of Mars. Good God. They're very rare, so much that only one salvo of them can be fired per game.
They can also be blinded by anything from flashes to debris. Modern basic chaff would do wonders here. No real fancy sensor tech here (subspace, gravity, neutrinos, etc.).

GUIDED TORPEDOES
Guided torpedoes are directed via telemetry
from the ship which launched them, allowing
them to be guided onto a target, even directed
against a specific enemy ship amidst the
confusion of battle. Although tight beam
communication links are used for control from
the parent ship, guided torpedoes are still
vulnerable to enemy interference and jamming.

Special Rules
Guided torpedoes can make a turn of up to 45°
at the beginning of the ordnance phase, if the
ship which launched them passes a Leadership
test. If the Leadership test is failed, one enemy
ship can attempt to give the torpedo salvo false
instructions by passing a Leadership test. If the
enemy ship is successful, the enemy player is
allowed to turn the torpedoes instead!
Well, many SF universes have used jamming, and logically, a good number of natural space obects would obviously mess up with said telemetry.

MELTA TORPEDOES
Melta torpedoes are fitted with multiple melta
bomb warheads, which detonate into mighty
conflagrations of nuclear fire when they impact.
The fires will burn through even the outer hull
of a warship, threatening to consume the entire
vessel in a hellish inferno.

Special rules
Hits from melta torpedoes inflict no damage
points, instead each hit causes an automatic Fire
critical. If a ship which is carrying unused melta
torpedoes suffers a critical hit to its prow (or
wherever the torpedoes are launched from) it
suffers an extra D3 Fire criticals as the torpedoes
detonate!
It may sound like this is a cluster warhead, some kind of MIRV, but there's no indication that the warheads are launched separately before impact. There's just all crammed into one big cone, basically. These torpedoes are said to even reach the outer hull, implying that Void shields can't protect from their effects properly. Since Void shields essentially are kinetic/momentum reactive (aside from the varying ways they've been described to dump the energy), something indicates that the Melta properties have some slow factor to them. I find this surprisingly consistent with observations of infantry scale Melta weapons, lacking blast effects and yet being capable of "melting" matter. You got to wonder what makes them different from Magma bombs though (those said to melt city blocks).
Obviously, they're exotic in a way. Melta weapons often evoke something halfway between napalm, acid and radiations capable of flowing through many meters of matter.
The improbable combination, that is! :)
Oh and those torpedoes are not inert, as they're prone to add to the destruction of the ship carrying them if their seal is threatened.

VORTEX TORPEDOES
Vortex torpedoes carry warheads which implode
to create a highly unstable and dangerous rift in
warp space. The damage inflicted by even a
single vortex torpedo is horrendous – whole
sections of the ship and its crew are ripped
asunder and sucked into the warp.

Special rules
Hits inflicted by vortex torpedoes will
automatically cause critical damage. If a ship
which is carrying unused vortex torpedoes
suffers a critical hit to its prow (or wherever the
torpedoes are launched from) it suffers an extra
D3 points of damage and an automatic critical
hit as the torpedoes detonate!
Basically, a Warp flush.
Those torpedoes also are so rare that one volley can be fired in a game.

“I’d never seen anything like it, and Emperor
knows I never want to again. It was just
torpedo after torpedo streaming out of the
asteroid field, heading straight for us. I saw one
of the little boats out front of us get hit and just
vanish, kind of fold in on itself and vanish. I don’t
know what could have been in there throwing out
torpedoes like. More to the point, I can’t imagine
what treasure’s worth guarding with weapons like.
that. I’ll warrant there’s men fool enough to try
finding out though.”
That, alone, could only be describing the Vortex Torpedoes. They're said to make stuff vanish, with a strong implication that they just disappear, which really reminds me of the Nova ammunition's effects found in "Cadian Blood". But it could just be a turn of phrase to express how the ships just are there one moment, and then after some gargantuan phenomenon, are gone minutes later, as more typical torpedoes would leave massive clouds of plasma, other fluids and debris.

ORBITAL MINES
During the Port Maw blockade, Chaos Raiders
used Devastation and Styx class vessels to make
rapid attacks to seed the primary biosphere
with orbital mines fired from specially
converted launch bays. Carrying mines in
combat proved exceptionally dangerous and
the Chaos Devastation class cruiser
Unforgivable was eventually crippled by Sword
squadrons of the Port Maw patrol when its own
orbital mines detonated within its launch bays.
This allowed Captain Grenfeld’s Hammer of
Justice
to catch the vessel and complete its
destruction at long range with nova cannon
fire.
A reference to a Nova cannon on the Dominator-class cruiser Hammer of Justice used at Port Maw, against the Chaos ship Unforgivable.
There's more to it in the BFG Rulebook so I'll have to take a look at that as well. That will be for the Nova Cannon thread.
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Re: WH40K - 40K misc numbers... (SDN)

Post by Mith » Wed Mar 23, 2011 9:32 pm

Okay, found something else:
Rogue Traders pgs 311-312
Warp Navigation

Once a spacecraft activates its warp drives, it is plunged into a dimension very different fromt he material universe. It is convenient to imagine warp space as consistng of a realtively dense, almost liquid energy, devoid of stars, light, and life as is commonly known.
Once within warp space, a ship may move by means of its main drives, following powerful eddies and currents in the warp, eventually reaching a point in the warp corresponding to a destination in real space. the most difficult aspect of warp travel is that it is impossible to detect the spatial movement of warp space once a ship is in the warp. The ship can only blindly carry on, its crew trusting thta it is going in the right direction. The longer a ship remains in warp space, the greater chances of encountering some unexpected current that can turn it unknowingly off-course.
Navigation of a warp space can be achieved in two ways; the calculated jump and the piloted jump.
All warp-drives incorporate navigational mechanisms. When the ship is in real space, these monitor the ever-shifting movements of that part of the warp corresponding to the ship’s current position. It is a ‘window’ into warp space. By means of observing these movements in the warp it is possible to calculate a course, corrective maneuvers, and approximate journey time to a proposed destination. Calculation relies on the assumption that the warp-currents observed from real space don’t change significantly during flight. This method is known as a ‘calculated jump’. It is not safe to make a calculated jump of more than four light years at one go. The longer the jump, the greater chances of a significant change in warp current movement.
The second, and more efficient form of warp-navigation is the piloted jump. This method relies upon two factors: the Navigators and the psychic beacon of the Astronomican. The Astronomican is centered upon Earth and is not only controlled by, but is directed by, the psychic power of the Emperor. The Astronomican is a psychic beacon that penetrates into warp space. A Navigator onboard a ship in the warp is able to pick up these signals and can steer a spacecraft through the warp space, compensating for current changes as he does so. A piloted jump can cover a far longer distance than a calculated jump. Most piloted jumps are no more than 5,000 light years at a time, but longer jumps have been made.
A typical interstellar voyage might begin with a cargo ship lying in orbit around an Imperial world. Tiny shuttlecraft busily transfer precious minerals, foodstuffs, crew, and manufactured items from the world below. The loading procedure may take days or weeks, as the shuttles return time and time again to the huge ship. Once loading is complete, the colossal craft slowly accelerates out of orbit under the power of its main drives.
The ship heads outwards towards the rim of the solar system, carefully increasing speed by tiny increments as it does so. Although the vessel’s engines are capable of terrific acceleration, the risk of collision with inter-planetary debris is high if the ship accelerates too quickly or too much. As the sun shrinks in the ship’s wake, the density of debris lessens and the ship’s speed reaches approximately one percent of light speed.
After several weeks of travel, the ship arrives at its first destination. This is the ‘jump-point’ lying around the star system like the circumference of a circle. This delineates the point at which the inter-planetary debris falls below maximum warp density. Once this invisible line has been crossed, it is safe to activate warp engines. A crew careless or foolhardy enough to prematurely activate warp-drives would be lucky to find their ship hurled thousands of light years off course. More likely, the ship would be torn apart and destroyed, never to be heard of again.
With the safe activation of its warp drives, the ships is plucked out of the real universe and enters the the dimension of warp space/ Its true interstellar journey has now begun. Ships traveling in warp space do so by means of jumps varying in length up to 5,000 light years. Only a long journey would involve more than a single jump. Even so, almost two weeks pass onboard shi before the craft is ready to end its jump. Meanwhile, because of time shifts in warp space, over a year has passed in the real universe.
The ship re-enters real space just beyond the jump-point of its destination solar system. If it is lucky, the ship will come out close to the jump-point, otherwise it may take many extra weeks to reach the inner planets. It is always wise to allow a safe margin when jumping towards a star. The results of reentering space within the jump point woud be the same as prematurely activating warp drives on the outward journey, and would almost certainly end in disaster.
The ship is now read for its final haul, beginning by broadcasting its destination and establishing a new time coordinate. Time in warp space is so different from time in normal space that the crew has no idea whether their journey has taken a few months or years. Initially, the ship travels at approximately one percent of light speed, decelerating gradually through the denser inner regions. Eventually, the ship reaches its destination, where swarms of tiny shuttles once more make themselves busy loading and unloading cargo and passengers in preparation for the ship’s next journey.

Warpspace Channels

In theory, it is possible to travel anywhere through warp space. However, the shifting tides of the warp make it easier to travel from some systems to others, and short jumps are always more accurate than longer ones. This is particularly true when moving a large fleet, which may become spread out across several light years of space by an extended journey. Long established and well-charted warp space channels connect star systems and entire regions, providing relatively predictable conduits through which the majority of shipping passes.
Many interesting things to glean here:

1) Warp jumps are limited to 4-5 light years (the page before it says that up to 4-5 light years is possible, this might suggest that 5 ly is dangerous, but still feesible in calm areas or well charted areas of warp space)
2) the maximum distance for one jump is around 5,000 ly, presumably for safety reasons. However, longer journeys have been made and are possible.
3) Imperium ships here are directly stated to be limited to .01c and to slower speeds within the inner parts of the system due to fear of hitting inter-plantary debris.
4) Ships must clear the area around a solar system before making a jump. Otherwise the results range from 'oh shit' to 'utterly boned'.
Rogue Trader pgs. 313
Crossing the Void

The whole structure of the Imperium is founded upon the craft that transport its armies and officials across the galaxy. The fleets are responsible for carrying vital food to the starving hive worlds, and bringing technology and equipment to the agricultural planets. Without its fleets the Imperium would soon collapse and humanity would perish I many parts of the galaxy.
Interstellar craft may be privately owned, but most operate on behalf of one of the Imperial organizations. Of these, the Imperial Navy is the largest, numbering tens of thousands of of uncounted warships and cargo vessels of varying sizes. In addition to its spacecraft the navy mantains military spaceports, space stations, mining, and factory ships, various orbital research stations, and countless unmanned orbitals serving as early warning, exploration, and research satellites.
Another source that supports tens of thousands of warships (though this time, they include cargo vessels...hmmm).
Rogue Trader pg 318
Temporary Battlefleets

Imperial space is so vast, with so many star systems and areas of wilderness space to be patrolled, that even the many thousands of spaceships win the warfleets must be spread thin, with individual ships and squadrons set out on their own assignments. The Imperium cannot maintain permanent fleets ready to respond to invasion or rebellion. Nor would it make sense to do so, for it would take so long for a fleet to get from its base to the warzone that the enemy would surely have moved on by the time it arrived.
Instead, temporary battlefleets are gathered together whenever the are needed. Warships within relatively small area are summoned to join the battlefleet. It is rare for ships more than fifty light years from the battle zone to be included in the fleet, and more commonly only those within a dozen or so light years are summoned. Even with ships this close to the battle, it will take days and more often weeks for them to arrive.
Only during the very largest of wars, lasting for many decades, does the Imperium bring battlefleets together and dispatch them en masse to a warzone. Many such wars are currently underway, such as the conflict raging in the galaxy’s south-eastern spiral arm. Here the Tyranid Hive Fleets are inexorably advancing, conquering and consuming every planet in their path. A massive campaign involving millions of men, thousands of ships, and whole chapters of Space Marines is being fought against the Tyranid invasion. Fleets are being mustered far and wide to undertake the long journey to the warzone. The journey will take decades, in some cases, and many of hte crew will never see the battles they are heading towards. But the Imperium knows all too well that in mere decades, the Tyranids might consume the entire Eastern Fringe.
This gives us an in-detail look to the response by the Imperium. They rarely respond to small scale attacks it seems, since it would apparently be impractical for them to respond. And even when they do respond, they almost never summon ships beyond 50 light years and more often only ships within a dozen light years are summoned. It's also stated that despite this close distance, it could take days, but most often weeks for the ships to arrive (real time). With larger wars, such as the Tyranid invasion, ships from very far off are being summoned to join the fight--but it will take many of them decades to reach the battle. It also reinforces the claim of ship numbers as only thousands of ships are engaging the tyranid hive fleets.

On a side note, it's again mentioned that the Trader Fleets make up 90% of the Imperium's ships. Keep in mind that there are also other fleets such as private citizens (the largest private fleet is up to 40ish, but most only own or two--and they are very, very wealthy) and I'm not yet sure where Rogue Traders fit in (who often have heavily armed transport ships and can hold up to a dozen of such ships).

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Re: WH40K - 40K misc numbers... (SDN)

Post by Mr. Oragahn » Sat Mar 26, 2011 3:35 am

Please notice that I have considerably cleaned up and updated the second part of this post about FTL speeds. I made better comparisons between "Space Fleet" and "Rogue Trader". There also are some more figures.
It's particularly interesting in lieu of what I picked from your quotation:
RT wrote: Ships traveling in warp space do so by means of jumps varying in length up to 5,000 light years. Only a long journey would involve more than a single jump. Even so, almost two weeks pass onboard ship before the craft is ready to end its jump. Meanwhile, because of time shifts in warp space, over a year has passed in the real universe.
First, now the time dilation if of "two weeks : > 1 year"?
That's one Warp week for six realspace months.
Yet the ratio found earlier on was 1:12. But 12 weeks translates as 3 months, not 6.

Assuming the 2 Warp weeks long trip is for the longest jump, 5000 LY, then it takes 20 Warp weeks to cover 50,000 LY. That's 5 Warp months. It's better than the 6~7 months I extrapolated for a distance of 40,000 LY.
However, it cannot be simply doubled to obtain the Warp duration to cross the whole galaxy, since the chart from page 184 says it takes several Warp years to complete "an odyssey across the galaxy."
We can't say it's due to the limited range of the Astronomican, because we know that if were to take that into account, then the complete trip duration in realspace would take far more than several decades, since the ratio 1:12 is an average and thing can get "much worse".

That said, globally, it's a really good thing that we can finally get a very clear view of what FTL speeds are. They're not mad crazy within the Imperium, but good enough nonetheless, although still measured in years in realspace for long distances, like to cross an entire Segmentum.
Besides the confirmation that outside of the Astronomican's light, the Imperium is comdemned to turtle speeds, there are much more limitations than I had thought even for normal trips, considering the described dangers of eddies and the importance of well charted routes.

A shorter jump being more accurage is a nice confirmation, but we already knew that. However, the unplanned spreading of a fleet over multiplye light years, at the point of exit, when coming out of Warp after a long journey is just damning.
That said, a short jump would easily correct this problem, but it's a loss of time and fuel, and that's only going to work if the fleet globally ended where they wanted to end and didn't get drastically thrown of course. Otherwise, assessing their position and thus plot short courses to gather all ships would be a total nightmare if stuck in some badly charted region of space (like in BSG75 when they lost civilian ships when making grouped jumps).
Mith wrote: Another source that supports tens of thousands of warships (though this time, they include cargo vessels...hmmm).
Yes. To that, we can add the Astartes' own warships. Obviously at least one battleship per chapter, plus escort ships. There's about a thousand chapters of varying sizes. Can't recall if we ever put a number of the Space Marines' fleet actually... *rubs chin*

I remember that some ships without FTL capacity may not be considered part of the Navy's warship portion, although they'd still boast a good number of heavy weapons.

Then there are the Rogue Traders.
This gives us an in-detail look to the response by the Imperium. They rarely respond to small scale attacks it seems, since it would apparently be impractical for them to respond. And even when they do respond, they almost never summon ships beyond 50 light years and more often only ships within a dozen light years are summoned. It's also stated that despite this close distance, it could take days, but most often weeks for the ships to arrive (real time). With larger wars, such as the Tyranid invasion, ships from very far off are being summoned to join the fight--but it will take many of them decades to reach the battle. It also reinforces the claim of ship numbers as only thousands of ships are engaging the tyranid hive fleets.

On a side note, it's again mentioned that the Trader Fleets make up 90% of the Imperium's ships. Keep in mind that there are also other fleets such as private citizens (the largest private fleet is up to 40ish, but most only own or two--and they are very, very wealthy) and I'm not yet sure where Rogue Traders fit in (who often have heavily armed transport ships and can hold up to a dozen of such ships).
Days or more often weeks for ships to arrive from a position a dozen LY away or so. But let's not forget that there's a large preparation that goes on before ships move away from their initial system. Can't recall where it's properly explained how much time it takes to prepare even a small fleet though, but I've read it not that long ago.

Also, trips lasting decades (in real space), such as those needed to go fighting the Tyranids in the south-eastern spiral arm, correspond to journeys during which many of the crews will die.
I figure that the food supplies are quite the key here, since decades in realspace still is only twelve times less in Warp, and that's at the very least 20 months. Faaaaar beyond the indicated decent stock of food supplies, which was about 6 months, perhaps 7 when crammed, and eventually more if stretched, but at the crew's expense.

The IoM is so fucked up, even Grimdark itself will die of starvation here.

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Re: WH40K - 40K misc numbers... (SDN)

Post by Mith » Sat Mar 26, 2011 6:37 pm

Um, as per the number on the Space Marine fleets, they're not actually part of the Imperial Navy, and this paticular quote is a reference to the Imperial Navy itself. The long story short is that after Horus Heresy the loyal legion leaders claimed that if they had been given their own ships, they would have been able to respond better. So they ended up getting ships dedicated towards orbital strikes and landing ground troops.

As per their fleet sizes, assuming each chapter has three battle barges and 4-5 escort ships and we have roughly a thousand chapters, then we have roughly 15,000 ships for them.

As for say, Rogue Traders, they rarely have anything more than say a destroyer or a frigate at their command. Some have light cruisers and the rare lucky SOB has a full on cruiser, but in many cases, these ships have been converted to carry a great deal of cargo and with the light and normal cruisers. Most of a Rouge Trader's fleet (if indeed he does have one--most just have one ship), then it's mostly comprised of transports to carry their goods and people in, though they do tend to be heavily armed. They might also carry xeno technology, but nothing really ground breaking.

All in all...

Imperial Navy: 10s of 1000s (40,000? :p)
Space Marines: ~15,000
Rogue Traders: Unknown, but not military division in and of itself--some may be mercenaries.

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Re: WH40K - 40K misc numbers... (SDN)

Post by Mr. Oragahn » Sat Mar 26, 2011 10:47 pm

Mith wrote:Um, as per the number on the Space Marine fleets, they're not actually part of the Imperial Navy, and this paticular quote is a reference to the Imperial Navy itself. The long story short is that after Horus Heresy the loyal legion leaders claimed that if they had been given their own ships, they would have been able to respond better. So they ended up getting ships dedicated towards orbital strikes and landing ground troops.
I was looking for a total figure in terms of what humans can count on, not claiming the Astartes' ships were part of the Imperial Navy. It's pretty clear they're not. The whole independence thing is pretty clear, and some chapters even overdo it a bit at times.

The problem with RT is to know what they mean by warships. By the looks of it, it seems that escorts are part of that classification. Basically, from the bits posted there, FTL ships gathered into battlefleets, from a couple LY around, are warships.
We'd need to go through the whole of RT to actually know what they mean by warships, as I'm pretty sure it's detailed (since we're dealing with a RPG that clearly builds a lot on the fluff side).
All in all...

Imperial Navy: 10s of 1000s (40,000? :p)
Space Marines: ~15,000
Rogue Traders: Unknown, but not military division in and of itself--some may be mercenaries.
Perhaps. It all boils down to what counts as warships. The terawatt figures make the multikilometer lengths of many big ships all relative in the end. They're bigger on the average that many ships from several universes, but they don't seem that tough.

For example, a Ha'tak, a ship with superior and mind boggling reliable FTL tech in comparison, would probably toast even one of those mutl-KM critters one on one rather easily. That's without counting that Void shields generally tend to let all slow stuff pass without even trying.

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Re: WH40K - 40K misc numbers... (SDN)

Post by Mith » Sun Mar 27, 2011 4:43 am

Mr. Oragahn wrote:The problem with RT is to know what they mean by warships. By the looks of it, it seems that escorts are part of that classification. Basically, from the bits posted there, FTL ships gathered into battlefleets, from a couple LY around, are warships.
We'd need to go through the whole of RT to actually know what they mean by warships, as I'm pretty sure it's detailed (since we're dealing with a RPG that clearly builds a lot on the fluff side).
The RT are not a reliable military force by any stretch of the imagination. They're spread throughout the galaxy and most typically on the outer skirts of the Imperium. The ones that aren't are closer to merchants or mercenaries and even then are so small that they wouldn't really last five minutes against anything that could trouble a proper fleet.
Perhaps. It all boils down to what counts as warships. The terawatt figures make the multikilometer lengths of many big ships all relative in the end. They're bigger on the average that many ships from several universes, but they don't seem that tough.
Or that sophisticated. Given how we're told that they abhor AI, it would seem to me that their computer technology can't be that advanced. Hell, according to RT, large warships are a major financial hole because they require so many servants and slaves to work them--and that speaks rather poorly for them when you consider simple things like gun reloading and adjustment is done by slave labor rather than more rational means.

And all because some jack-off a few thousand years ago didn't understand the concept of a kill switch. Or proper programming.
For example, a Ha'tak, a ship with superior and mind boggling reliable FTL tech in comparison, would probably toast even one of those mutl-KM critters one on one rather easily. That's without counting that Void shields generally tend to let all slow stuff pass without even trying.
Oh very easily. I'm willing to be their weapons would cut through them like a hot knife through butter. Just like any 23rd century UFP ship would too. Hell, a PL 6 D20 Modern society is known to use one megaton nuclear bombs with weapons that rival that.

40k's only running strength is it's so massive and defended that it would make destroying anything but Holy Terra itself little more than a hassel for any but the most dedicated invaders.

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Re: WH40K - 40K misc numbers... (SDN)

Post by Mr. Oragahn » Sun Apr 03, 2011 10:21 pm

Regarding the terawatt beam weapons, adding to what has already been said, Rogue Trader says that game wise, they will either be part of the macrobatteries or lance weapons. It's said in the line that follows the one where you find the tera-watt reference.
Sidenote: Mith, you wrote it terra :p
This would obviously strongly suggests that those weapons are not to be understood as part of point defense batteries. In fact all other listed weapons perfectly match the classes of heavy weapons.

Lances fire laser/plasma/other particles while macrobatteries fire shells or missiles, an include mass drivers or rocket launchers (and most likely torpedo tubes).

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