teleport homers. that is all.
Teleport homers do indeed solve many problems for the user.
They still leave problems for the GM.
teleport homers. that is all.
Teleport homers do indeed solve many problems for the user.
They still leave problems for the GM.
Well, in general they only make your teleports more accurate, and they require someone to put the homer in place first, both of which limit their utility. I mean, they're great for making a dramatic entry, or calling in sudden reinforcements, but they don't solve any other issue.
Well, in general they only make your teleports more accurate, and they require someone to put the homer in place first, both of which limit their utility. I mean, they're great for making a dramatic entry, or calling in sudden reinforcements, but they don't solve any other issue.
They help when you want to leave as well.
New Question:
Why do all the Warp Drives have Russian names ?
Because the Imperium is a communist state. But in truth, because the gov't most often referenced in how the Imperium seems to do things is Russia, possibly from the 70's, or whenever more of what we see as 40k was written got penned. I like this theory, anyway, as it also explains the point of political officers in the Guard, which are called Commissars, appropriately, and Russianly, enough. It also hearkens to their value of human life, as WWII Russia, in my opinion, was much more cold and callous about sending their troops on death missions; even their environment was high-casualty a good part of the year, and the Soviets lived there all the time, which is why Hitler and Napoleon both sent troops who just froze, while their equipment stopped wworking, because they didn't know how to properly winterize against Communist winter. "In Soviet Russia...even the weather does its fair bit of the work."
While you can now, and probably for a good while now, reference a Guard regiment for almost any group/nationality we have, or once did (Catachans are Rambos, etc), I see a lot of them being either Soviet Russia, or the Roman Senate, with a few twists from other sources because a little of most of human experiences can be found somewhere.
If there's a better, more accepted reason for naming them after Russian things, it's someone else's turn to speak up.
I like to think that it is a legacy item someone decided to include in the lore as a titbit. Perhaps there was some groundworking research on Warp Drives waaaay back in the Dark Ages by a bureau, corporation,or a university with several people with Russian names (not necessarily Russian in nationality - what are the odds of any modern country surviving as a political identity over the next 13 000 years, considering the average age of states today?). It could be that Miloslav, Strelov, Markov et al. got their version of the Nobel prize for their work on Immaterium Dynamics, and during the following dark ages they became recognized as saints or aspects of the Omnissiah by the emerging Mechanicus Cult. Naturally, their names are associated with the respective Warp Drive STC patterns, either because each of them worked on theories the respective warp drive uses or simply by association, i.e. "We name this STC pattern after the great and wise St. Markov".
Edited by The_Shaman
9. (or something)
With waht do you send down your ground troops? Found some vehicles in "Into the storm" but the largest ship there took i Think 40 men, isnt that a Little un-warhammery?
What do u use for transporting troops and goods? Is there anything else detailed?
I use the following:
The Baum class cargo lighter, like it's smaller cousin the Arvus Lighter, is essentially a cargo container with thrusters. They have the distinction of having the largest cargo bay available to any landing craft on the Albion, while still not taking up significantly more room then the Volans or the Raptor , largely due to their distinct lack of any kind of wing structure, along side an interior fuel and maintenance design that allows them to be packed closer together.
The Baum's cargo bay is accessed by a full width drop ramp located on the back under the thruster array. The cargo bay itself is 18 by 10 by 4 meters, allowing for the transport four standard cargo containers (12x2.5x3), four tanks or over a hundred men (standing). It's combination of suspensor systems and powerful down-thrusters allow for a transport weight of just over 300 tons. The lighter is operated by a crew of four (Pilot, Co-pilot, Engineseer and Auspexer) who access the cockpit via ladder in the front section of the cargo bay, a design which often requires the crew to enter prior to loading, and exit after unloading.
The Albion currently carries two Baum class cargo lighters, the Granite and the Slate . They are both located in the main lighter bay.
Cruising: 1,000kph/1vu Tactical: 20m/9au Maneuverability -30 Size: Massive Hull: 40 Aval.: Scarce Front: 30 Side: 25 Rear: 25
... Which I totally made up. As far as I know there is no detailed vessel of the appropriate size.
Edit: The Albion is their ship, if you hadn't guessed, while Volans and Raptor are guncutters.
Edited by Quicksilver
10. Say you found a ship in the void, and you want to tow it to the nearest starport. Is that possible?
Possible, but technically tricky. Towing a starship implies that you're not going to be thrusting through the centre of mass, so steering is going to be tricky, unless you're towing something between multiple tugs. There are also issues regarding securing the towed vessel to the tugs, but given how much the Imperium tends to over-engineer things, these are less likely to be problems than you might expect.
Of course, that assumes that you're pulling the ship to a location in normal space. If you're towing it through the warp, then you will need to provide Geller Field coverage to the derelict, the towing vessel(s), and whatever you're using to secure them. Otherwise, bad things happen. You may end up towing a ship-sized hulk of raspberry blancmange, anything uncovered may disappear, or worse, you may emerge with an intact vessel infested with daemons.
It is possible to extend a Geller Field (indeed, the Geller Fields of larger vessels, such as the Misericorde already encompass a volume of several kilometres from the ship's hull), but a better option is to try and restore power to the derelict's own Geller Field generators, and ensure the tug(s) is secured close enough to it that their Geller Fields merge.
In short, it's a lot of work, and not easy, but yes it can be done. In fact, it's pretty much what the Imperium has to do when deploying Ramilies class starforts, as it is usually impractical to build them in situ: in typical 40k fashion, they use 6 Emperor-class battleships as tugs, along with a team of 17 senior Navigators, and a veritable fleet of support craft.
Personally, I'd just try towing it to a handy moon/large asteroid and use that as an anchorage for field repairs so it can make port under its own power. You may need to ship in a few thousand more crew to man it, of course, but it may well be easier and less expensive to do so.