Reread what I wrote; I said that even inside the guard, if a Commissar kills for no good reason, he will be trial.
Ah, sorry, by bad.But have a Commisar right do it with a good reason with AA, Navy capitan, mere citizen (yes, everybody will ignore that even if he haven't any right), Ecclesiarchy priest, Imperial Governor?The navy also has commissars so they would have authority to deal with a cowardly or incompetent captain. Basically the guard and navy are federal level organizations while the PDF is a local government organization so in a military situation a guard general or commissar could take over a PDF.Its the same as how arbites have the right to overrule local law enforcement.
I believe a commissar or at least a commissar lord would have the right to kill a governor for military incompetence under certain circumstances. I may be remembering wrong but I thought it happened during the third war for Armageddon.
If the guard come to your world, they come with the Departemento Munitorum's approval. And the Departemento Munitorum could say "you are now all imperial guardsmen"
Well, I'm not sure it's definitly Munitorium decision, but it's possible. It's kind of "extended recruting in emergency". But this is something should be said, and than that troopers will leave their chains of command and enter Imperial Guards ranks.
Before that my troops aren't obliged to open imperial tactical manuals even once and to know which end of lasgun is deadly.
They will likely have to follow orders that came from the guard chain of command at some point though. If the guard were brought in it likely means the PDF were failing to handle the situation so imperial guard officers would have the right to take over command of the warzone.
if a general of the Astra Militarum come on a world and say "you work like this", he can get all the power he wants to do it, unless the Munitorum doesn't see its necessity.
And that's I just can't agree. Why?You see, we have a scheme of Imperial bureaucracy. It's in Core Rulebook, so if we can name something as canon, that's it.There is Imperial Guard under the Administratum.There is Imperial Fleet under the Administratum.There is Rogue Traders and Officio Assassinorum under the Administratum.There is, THEORETICALLY, Adeptus Astartes under the Administratum.And there is Imperial Governors (Imperial Commanders) under the Administratum, who, as Rulebook says, "although bound to the Adeptus Terra, an Imperial Commander is essentially an independent ruler. So long as quotas are met, he is free to reign in any manner he chooses; hence, the wide variety in sryles of rulers between different planets or sysrems."Imperium is greatly decentralized and have a thousands of chain of command issues. Yes, you can get an order by higher authority to make a Governer to do something, but it's not Imperial Guards authority. It's not even Munitorium authority. It's an authority for sub-sectoral governor. And up for the chain until High Lords of Terra.Practically none of these fall under the jurisdiction of the administratum they are all their own organizations. If an organization has its own seat with the highlords of terra it is not subservient to the administratum . The admin may do their paperwork but the organization is not beholden to them.
Spaceship ownership
The navy also has commissars so they would have authority to deal with a cowardly or incompetent captain. Basically the guard and navy are federal level organizations while the PDF is a local government organization so in a military situation a guard general or commissar could take over a PDF.
Yup, Navy have it's own commisatiate. As do some PDFs, such as Calixis.
They will likely have to follow orders that came from the guard chain of command at some point though. If the guard were brought in it likely means the PDF were failing to handle the situation so imperial guard officers would have the right to take over command of the warzone.
It's sensible, but Imperial Governors often are not known for common sense.
Practically none of these fall under the jurisdiction of the administratum they are all their own organizations. If an organization has its own seat with the highlords of terra it is not subservient to the administratum. The admin may do their paperwork but the organization is not beholden to them.
That's not true.
Look into scheme. Top power is The Emperor himself, one level lower - Inquisition and High Lords of Terra. Under HLoT - Adeptus Terra, Adeptus Mechanicus (with Forge Worlds under them) and Ecclesiarchy (with Shrine Worlds under them). Under Adeptus Terra - Adeptus Astronomica, Adeptus Astra Telepatica (yes, it's different organizations), Adeptus Arbitres, Adeptus Custodies and Adeptus Administratum. Under Adeptus Administratum - Imperial Guard, Imperial Fleet (and Navis Nobilite under Imperial Fleet), Rogue Traders, Officio Assassinorum, Adeptus Astartes (yeah, everybody can laugh) and Imperial Governors. Departamento Munitorum, for example, is not a part of Imperial Guard but a branch of Administratum (that is pointed separately). At least it's 5th edition scheme; I'll update this when I'll have a way to look into 6th and 7th.
Well, I believe we can say that Core Rulebook for Warhammer 40K shouldn't be treated as a canon for Warhammer 40K, but what we should treat as canon at all then?
Practically none of these fall under the jurisdiction of the administratum they are all their own organizations. If an organization has its own seat with the highlords of terra it is not subservient to the administratum. The admin may do their paperwork but the organization is not beholden to them.
That's not true.
Look into scheme. Top power is The Emperor himself, one level lower - Inquisition and High Lords of Terra. Under HLoT - Adeptus Terra, Adeptus Mechanicus (with Forge Worlds under them) and Ecclesiarchy (with Shrine Worlds under them). Under Adeptus Terra - Adeptus Astronomica, Adeptus Astra Telepatica (yes, it's different organizations), Adeptus Arbitres, Adeptus Custodies and Adeptus Administratum. Under Adeptus Administratum - Imperial Guard, Imperial Fleet (and Navis Nobilite under Imperial Fleet), Rogue Traders, Officio Assassinorum, Adeptus Astartes (yeah, everybody can laugh) and Imperial Governors. Departamento Munitorum, for example, is not a part of Imperial Guard but a branch of Administratum (that is pointed separately). At least it's 5th edition scheme; I'll update this when I'll have a way to look into 6th and 7th.
Well, I believe we can say that Core Rulebook for Warhammer 40K shouldn't be treated as a canon for Warhammer 40K, but what we should treat as canon at all then?
Whoops. You're right. Haven't looked at that chart in a long time. Seems really stupid that subdivisions of the administratum can get their own seat with the Highlords of Terra when the admin already has a seat. Leads to being able to have one Highlord technically being the superior of another. Could lead to another vandire type situation with that extra vote.
Seems like the admins control over the marines is on paper at best with no real practical power. When Vandire took over for example he had no sway over the marines at all and they largely ignored the conflict just as much as the ad mech did until near the end.
Rogue Traders I suspect are also mostly on paper. They presumably get their writs of trade from the administratum but I don't think Rogue Traders report or are beholden to the admin in any practical way.
Actually, when deployed on world, guard officers marine ridd pdf forces into service - see ciaphas cain books.
Commissars have in the ppast executed even Peer Of The Imperium level individuals - Gaunt shoots a full Warmaster - but you'd better have a pretty unimpeachable reason for pulling the trigger.
Intra system warp jumps - I've never seen one in a black library novel that I recall. Jumping whilst deep in system, yes - you can jump whilst inside the mandeville point, it's just stupid and massively unsafe - hence, as you say, being what you do when desperate - but we're talking about jumping from one piint in system to another point in the same system, which is a ridiculosly unsafe jump into the warp and an equally unsafe jump out. Taking a week is better than a horrible death....
"people politely ignore" means exactly that. Space marines cannot give orders to guardsmen or pdf. If an astartes captain has a suggestion, astra Millitarum commanders usually listen because....well...Space marine. But the order has no legal force.
Calgar is an exception. An ultramarine can't give orders to the macragge auxillia. But in addition to being an ultramarine, Calgar is also Lord Macragge, an administratum official, and as a subsector governor, he can, and the auxillia commander will politely ignore the blue power armour, because it's lord macragge, not the Ultramarines chapter master speaking. Agemann or Sicarius still can't though.
Whoops. You're right. Haven't looked at that chart in a long time. Seems really stupid that subdivisions of the administratum can get their own seat with the Highlords of Terra when the admin already has a seat. Leads to being able to have one Highlord technically being the superior of another. Could lead to another vandire type situation with that extra vote.
Not at all.
Let's imagine some powerful CEO of some high-value company. His company is a subject of laws, antimonopoly politics, is supervised by taxation and so on. If that CEO becames a Senator, his company will not became exclusion from common laws, but his personal power will increase (and he can use it for lobbying his company intrests). And he can't use his senatorial power by himself, but only as part of the Senate.
Same it's here. Lord Commander Solar (or how is top IG rank named?..) is a High Lord of Terra, but it don't mean that he himself became top power. He has a right to speak, and he has absolute power as part of ruling body only. He can't decree something as High Lord of Terra by himself.
Seems like the admins control over the marines is on paper at best with no real practical power. When Vandire took over for example he had no sway over the marines at all and they largely ignored the conflict just as much as the ad mech did until near the end.
Yeah, as I said everybody can laugh.
I believe it's some kind of concordat. "You don't use your on-paper power on us, we don't show it's only on-paper. Everybody is happy."
Actually, when deployed on world, guard officers marine ridd pdf forces into service - see ciaphas cain books.
I did. Guard lord-general, chief of Cain (can't recall a name) ASKED acting governor for help of PDF and had this ask fulfiled.
Yes, he CAN, with Commisariate approving, to proclaim martial law, take a highest executive position as highest military officer, overrule governor and take control of PDF as a highest executive official. But it's something that should be done, not default situation.
"people politely ignore" means exactly that. Space marines cannot give orders to guardsmen or pdf. If an astartes captain has a suggestion, astra Millitarum commanders usually listen because....well...Space marine. But the order has no legal force.
Well, yes. Guardsmen or PDF aren't in Space Marines command line, and Space Marines aren't (of course) in IG or PDF chain. But governor can give an order to PDF because, well, it's his command line. If a governor is a IG general (that happens) he can have IG on his command as IG general and PDF on his command as Governor.
That's exactly what I'm trying to say. IG, PDF and SM command chains are different and non-crossing in normal situation.
Edited by Aenno
Whoops. You're right. Haven't looked at that chart in a long time. Seems really stupid that subdivisions of the administratum can get their own seat with the Highlords of Terra when the admin already has a seat. Leads to being able to have one Highlord technically being the superior of another. Could lead to another vandire type situation with that extra vote.
Not at all.
Let's imagine some powerful CEO of some high-value company. His company is a subject of laws, antimonopoly politics, are supervised by taxation and so on. If that CEO becames a Senator, his company will not became exclusion from common laws, but his personal power will increase (and he can use it for lobbying his company intrests). And he can't use his senatorial power by himself, but only as part of the Senate.
Same it's here. Lord Commander Solar (or how is top IG rank named?..) is a High Lord of Terra, but it don't mean that he himself became top power. He has a right to speak, and he has absolute power as part of ruling body only. He can't decree something as High Lord of Terra by himself.
What I mean is, technically at any one time the Administratum can have as many as 5 votes out of 12 with the High lords of Terra. From what I've looked up Master of the Administratum and Grand Master of the Assassinorum pretty much have permanent seats then Speaker for Chartist captains, Lord High admiral of the navy, and Lord Commander of the imp guard all can have a seat. Those three as well as the assassin grand master all fall under the administratum so doesn't that mean the Master of the Administratum would technically be their boss. Therefore he could feasibly manipulate them to vote how he wants giving the admin 5 votes. Vandire's only extra advantage was having the ecclessiarchy under his control as well.
Agreed. The points where those chains cross are invariably Peers Of The Imperium - ann Ill-defined but inflyential group covering chapter masters, Warmasters, Lord Governors, Rogue Traders and Inquisitors
Actually the guard can declare martial law: I believe kasteen does it. Cain -who's ordo prefectus, technically not guard - is merely there for oversight to ensure she does it for good reason.
A rogue trader's warrant is kind of unique - some are very much subject to administratum decree, and come with duries and responsibilities in or on behalf 8f the imperium. At the otger end of the scale, the original, great crusade era ones essentially say "do what he says, because I said so. Signed, The Emperor"
What I mean is, technically at any one time the Administratum can have as many as 5 votes out of 12 with the High lords of Terra.
Administratum have no one. The Master of the Administratum have one. Imperium is quite feudal.
P.S. But yes, The Master of the Administratum IS one the powerest man of Imperium.
Actually the guard can declare martial law: I believe kasteen does it. Cain -who's ordo prefectus, technically not guard - is merely there for oversight to ensure she does it for good reason.
As I said before, " he (guard officer) CAN, with Commisariate approving, to proclaim martial law, take a highest executive position as highest military officer, overrule governor and take control of PDF as a highest executive official. But it's something that should be done, not default situation."
Edited by Aenno
What I mean is, technically at any one time the Administratum can have as many as 5 votes out of 12 with the High lords of Terra.
Administratum have no one. The Master of the Administratum have one. Imperium is quite feudal.
P.S. But yes, The Master of the Administratum IS one the powerest man of Imperium.
Semantics. My point is The Master of the Administratum potentially directly outranks 4 of the other highlords of terra due to their organizations being lesser branches of the Administratum. Therefore since The Master of the Administratum is effectively their boss he could feasibly order those highlords to vote the way he wants giving him the equivalent of 5 votes that he controls making him the most influential highlord and therefore the one most likely to abuse his power, like vandire did.
Therefore since The Master of the Administratum is effectively their boss he could feasibly order those highlords to vote the way he wants giving him the equivalent of 5 votes that he controls making him the most influential highlord and therefore the one most likely to abuse his power, like vandire did.
Yup. That's Imperium; abusing power is a normal mean to use it!
But, first, for example, there is a High Lord of Terra who is (or can be) effectively boss for every another one. Each Inquisitor speaks for the Emperor himself as a person, not as a part of some political body, so Inquisitorial Representative can order every Lord of Terra to vote his way.
And second... well, every High Lord of Terra knows how it ends.
Ships goes so fast in 40k that in system, it takes them less than days to cover a system end to end.
This isn't true, as shown in the Rogue Trader books. It depends on the size of the system, but for most systems, it can easily take over a month to get from one end to another. Just traveling from the edge of the system to its core is typically around 3 weeks of travel. With a skilled Navigator you'll spend far less time in the Warp than in the void when traveling from one system to another.
Sources seem to vary on this to whatever the plot demands.
That's true of everything in Warhammer 40k, which means that what you just wrote could also be the answer to any question anyone might ask about the setting. That's not very constructive, in my opinion.
What I was referring to were numbers that we have actual FFG-approved rules for. As long as those rules are not superseded by other, newer rules, or the rules are outright broken in the first place, we should probably accept them as the correct reply to questions those rules can answer, whether there are other conflicting sources or not.
Ships goes so fast in 40k that in system, it takes them less than days to cover a system end to end.
This isn't true, as shown in the Rogue Trader books. It depends on the size of the system, but for most systems, it can easily take over a month to get from one end to another. Just traveling from the edge of the system to its core is typically around 3 weeks of travel. With a skilled Navigator you'll spend far less time in the Warp than in the void when traveling from one system to another.
Sources seem to vary on this to whatever the plot demands.
That's true of everything in Warhammer 40k, which means that what you just wrote could also be the answer to any question anyone might ask about the setting. That's not very constructive, in my opinion.
What I was referring to were numbers that we have actual FFG-approved rules for. As long as those rules are not superseded by other, newer rules, or the rules are outright broken in the first place, we should probably accept them as the correct reply to questions those rules can answer, whether there are other conflicting sources or not.
Ok FFG statement incoming. Page 67 of Forgotten Gods second paragraph of Into The Warp, "It takes the Oath Unspoken several hours to reach a safe distance from the planet to activate its Warp Engines. The Game Master can adjust this duration to be slightly or even considerably longer, should that best fit the acolyte's activities upon arriving"
Then there is matters such as how far the planet/station/colony or whatever is from its star in the first place and what kind of star and therefore the size of its gravity well. If the planet is near the outer edge of the system it won't take as long as if its further inward and a less massive star would be faster to get away from. This of course all assumes that gravity is the problem in making in-system jumps and not just the risk of exposing planets to a warp rift(even if briefly).
Edited by Skarsnik38Then there is matters such as how far the planet/station/colony or whatever is from its star in the first place and what kind of star and therefore the size of its gravity well. This of course all assumes that gravity is the problem in making in-system jumps and not just the risk of exposing planets to a warp rift(even if briefly).
...and not to mention that gravity is relative thing.
There is a lot of points in a system - so-called L-points - where star gravity is balanced by another bodies. So to be honest I always believed that you should not to leave system but to leave planetary gravity well going to the nearest safe L-point.
So in-system warp-jump is something I imagine as "leaving planet well in hours - making W-jump to another point - going to target in hours." That's faster that asking Navy to help when it's needed and you have your local forces there limited.
Ok FFG statement incoming.
I addressed that already. Unless it's an actual rule, it is trumped by the rule. You merely quoted one of the numerous sources that contradict the rule. It's an individual case, perhaps written by a different author or merely caused by a unique property of the system in question.
The rule wins.
Then there is matters such as how far the planet/station/colony or whatever is from its star in the first place and what kind of star and therefore the size of its gravity well. This of course all assumes that gravity is the problem in making in-system jumps and not just the risk of exposing planets to a warp rift(even if briefly).
...and not to mention that gravity is relative thing.
There is a lot of points in a system - so-called L-points - where star gravity is balanced by another bodies. So to be honest I always believed that you should not to leave system but to leave planetary gravity well going to the nearest safe L-point.
So in-system warp-jump is something I imagine as "leaving planet well in hours - making W-jump to another point - going to target in hours." That's faster that asking Navy to help when it's needed and you have your local forces there limited.
Yeah the L-points may make a lot more sense. There are plenty of sources indicating it takes hours to reach warp safe distance which would line up better with these balance points rather than edge of system. Although I do feel most sources (such as Rogue Trader) also do specifically state edge of system.
Even if the gravity well is not an issue, I still don't think I've ever seen a fluff example of a warp jump from one point in a system to another point in the same system though. The exit point locations may simply be too unreliable to risk it or perhaps even the minimum time spent in the warp carries the ship too far in relation to realspace to remain in the same system.
Ok FFG statement incoming.
I addressed that already. Unless it's an actual rule, it is trumped by the rule. You merely quoted one of the numerous sources that contradict the rule. It's an individual case, perhaps written by a different author or merely caused by a unique property of the system in question.
The rule wins.
In a discussion of the fluff of warp jumps why would a rule be any greater precedent than any other written source. Especially if more sources claim hours rather than weeks.
The system in question is Desoleum so if it had some weird warp jump property I'd think it would outright say that somewhere.
On page 226 of Rogue trader, a rules section, it says "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 the same starship could take two weeks to travel between the same planet and its star. In general, it shouldn't take take much longer than that to get from one location in a star system to another ; however, faster starships should take less time, while mass conveyors and other bulk transports may take far longer. In the end, travel times should be left up to the GM" The times can be further reduced by the rules for gravity tides.
So even the rules you are claiming to quote are more just guidelines and still say for the GM to do whatever they feel is appropriate.
In the fluff part of the book (Page 312) it states that ships can accelerate up to a max speed of roughly 1% of lightspeed, reaching that speed more quickly the less space debris there is to worry about in the system. At that top speed that would allow a ship to go between earth and the sun within about 14 hours. Even reaching only a portion of that speed it would only take a few days rather than a full week. With that same top speed, very roughly depending on relative orbit locations, it would take 17 days to reach pluto from earth. So even different places in the Rogue Trader book don't entirely agree without applying some large variables.
Basically it seems the Rogue Trader book tries to give some very rough guidlines and estimate values about ship speed and travel time but then points out there are a number of influencing factors and GMs should just do whatever they feel is appropriate.
Well, to be honest there is mentions in this descriptions that "weeks to jump point" is kind of heavy cargo ship estimate.
[...] In the fluff part of the book (Page 312) it states that ships can accelerate up to a max speed of roughly 1% of lightspeed [...]
Ships travelling in space aren't limited to any maximum speed except 100% of lightspeed.
Obviously, Warp travel in 40k and Hyperspace travel in Star Wars and whatever kinds of exotic, handwaved faster-than-light travel other scifi settings might use can have limited speeds* - who knows what kind of esoteric science they work on. But when travelling through realspace, you can keep pouring more and more energy into the acceleration. Though this becomes progressively less and less effective the closer you get to light speed**
And before you say "well, maybe 1% of lightspeed is just the maximum safe speed, because the faster you go the more stress and strain you experience, right?", I have to add that that doesn't make any sense either. An object coasting along at constant velocity, no matter whether that is 0.00001% or 1% or 99.9999% of lightspeed, experiences no trouble at all. The only risk of damage to the ship comes from acceleration and deceleration (as well as impact with space debris, obviously - the need to track and avoid debris might actually impose some sort of practical safety speed limit, but it wouldn't be fixed at all and would depend entirely on the specific environment).
When travelling from point A to point B in realspace, you accelerate continuously for the first half of the journey and then decelerate continuously for the second half (adjust as needed if the maximum output of your backward- and forward-firing engines isn't identical - which indeed doesn't seem to be the case for Imperial ships, going by the looks). Or you accelerate a bit, then coast along, then decelerate, if fuel economy is very important to you.
*Neat headcanon justification for maximum speed limits in the Warp (if any remotely scientific explanations are needed for Warp travel...): Warpstuff might cause drag just like a fluid, so your maximum speed depends on the power of your engines and how aerodynamic (Warpodynamic?) you are. You could even have an interesting trade-off where strong Geller fields cause heavy drag and weakened Geller fields allow quicker Warp passage, at the cost of reduced protection.
**Basically, if you go really, really fast, it's almost like you become heavier, meaning the same force produces less acceleration, and as you approach light speed this 'mass increase' (not really the most correct way to describe it, but it'll do) rockets up to infinity, which is why you can't ever truly accelerate up to light speed.
Ships travelling in space aren't limited to any maximum speed except 100% of lightspeed.
Just in case it's not absolutely true. It's definitly true in theory, but in practice there are some complications.
First. Mechanics of materials. Acceleration means more loads on your ship constructions, and when you have more acceleration as designed your craft can just collapse. And with small accelerations you just will not have enough time to catch high speed.
Second. Density of space. Power of impact depends on speeds of any impacting bodies, so when your ship impacted interstellar particles (and it will!) and going with very good relative speed that will damage hull, and higher speed means more impact power.
Third (and not the least). The main issue will be reaction mass. To speed up that gothic washtub Imperium using you need A LOT OF FUEL (not lesser words). And then you'll need same quantity of fuel to speed it down. Yup, there is gravitional maneuring, but it's hard.
And the last - all that said before is applied to rocket movement. But, to be honest, there is no real evidence Imperial warships moving is rocket. Rules for BG allow to think othewise: imperial warships change their movement vector at once, something isn't possible in rocket movement.
[...] In the fluff part of the book (Page 312) it states that ships can accelerate up to a max speed of roughly 1% of lightspeed [...]
Ships travelling in space aren't limited to any maximum speed except 100% of lightspeed.
Obviously, Warp travel in 40k and Hyperspace travel in Star Wars and whatever kinds of exotic, handwaved faster-than-light travel other scifi settings might use can have limited speeds* - who knows what kind of esoteric science they work on. But when travelling through realspace, you can keep pouring more and more energy into the acceleration. Though this becomes progressively less and less effective the closer you get to light speed**
And before you say "well, maybe 1% of lightspeed is just the maximum safe speed, because the faster you go the more stress and strain you experience, right?", I have to add that that doesn't make any sense either. An object coasting along at constant velocity, no matter whether that is 0.00001% or 1% or 99.9999% of lightspeed, experiences no trouble at all. The only risk of damage to the ship comes from acceleration and deceleration (as well as impact with space debris, obviously - the need to track and avoid debris might actually impose some sort of practical safety speed limit, but it wouldn't be fixed at all and would depend entirely on the specific environment).
When travelling from point A to point B in realspace, you accelerate continuously for the first half of the journey and then decelerate continuously for the second half (adjust as needed if the maximum output of your backward- and forward-firing engines isn't identical - which indeed doesn't seem to be the case for Imperial ships, going by the looks). Or you accelerate a bit, then coast along, then decelerate, if fuel economy is very important to you.
*Neat headcanon justification for maximum speed limits in the Warp (if any remotely scientific explanations are needed for Warp travel...): Warpstuff might cause drag just like a fluid, so your maximum speed depends on the power of your engines and how aerodynamic (Warpodynamic?) you are. You could even have an interesting trade-off where strong Geller fields cause heavy drag and weakened Geller fields allow quicker Warp passage, at the cost of reduced protection.
**Basically, if you go really, really fast, it's almost like you become heavier, meaning the same force produces less acceleration, and as you approach light speed this 'mass increase' (not really the most correct way to describe it, but it'll do) rockets up to infinity, which is why you can't ever truly accelerate up to light speed.
I was just reporting the 1% value listed in the book.
Maximum speed would be capped by the amount of power available to be devoted to acceleration. Using your words "if you go really really fast, it's almost like you become heavier, meaning the same force produces less acceleration" so presumably the plasma drives produce a limited amount of power/force so at some point the additional mass will require more energy than the plasma drive produces preventing further acceleration. It seems that point is reached roughly when the ship is traveling at 1% lightspeed.
Aha! I found a source for "edge of system" problem.
Looks like it's going to the first edition of Warhammer 40K, first "Rogue Trader". That version of setting don't included Warp as psychic realm (only something linked to psychic phenomena), so when you're entering Warp and lose your speed you're pulling into star by it's gravity.
Problem is that edition is definitly not valid as is today. There is sane and acting Emperor there, for example. Or Space Marines united by one man command.
Edited by AennoAlso, I'd like to point out that entering/leaving Warp space very close to a planet, while potentially devastating to the ship, can't possibly pose a big threat to the planet - at least not reliably and consistently. The reason is that if it were the case, it'd be used as a weapon a lot, and I can't think of any time we've seen that happening.
As far as I am concerned, translating into the warp while within a star's gravity field is going to be extremely dangerous for you, as well as dangerous for any planets in the system. Rogue Trader doesn't let you enter the warp to travel from one point in a star system to another, in fact it makes a point of giving guidelines for sublight travel within a star system as has been mentioned. If you could just warp everywhere, why bother with sublight engines?
To get back to the original point, I think the PDF operating beyond their planet is dubious at best, even more so if they managed to get a voidship to do so. They have plenty of other resources for defense both in space and on the ground; they don't need something like a voidship if they never leave their star system. Why not use a voidship in system? Because there is nothing in 40k that indicates entering the Warp in-system is safe or something that is done.
If that answers your question, great. If you disagree, that is fine. Everything is canon and it is your game, so do what you will with it. This thread is at 4 pages of just arguing back and forth over a point that is essentially all up to you.