Another rule not thoroughly explained in the scenario!

By player646179, in Deathwatch Gamemasters

Hello all.

Recently, after GMing "The Emperor Protects", I was flabbergasted to learn that warp-travel means huge time differences between the Warp and Real Space.

In Rogue Trader (pp 183+) the rules say: "The amount by which time experienced within the warp and real space varies is not fixed, but if it necessary to calculate how much time has passed in the real world whilst a ship was in the warp, use a ratio of one day of passage in the "open warp" to 12 days passing in real space on average."

My question: does this mean that the "real" amount of time onboard the ship Horizon's Pride was 7.5 days, as the first TEP adventure states it takes 3 months to reach Aurum from Erioch (that's 90 days divided by 12 = 7.5) ...? Or am I calculating this like a door-knob? Thankful for all answers.

"On average"

In an area that is known to be close to the Hive Fleet, the Shadow of which interferes with Warp travel and communication, 12 days in real space to every 1 day in warp space would be optimistic.

But yea, if you are using 3 months to mean the time taken in real-space, and using the 12:1 ratio, yea, it'd be about a week for the Space Marines, but 3 months in real-space.

MILLANDSON said:

"On average"

In an area that is known to be close to the Hive Fleet, the Shadow of which interferes with Warp travel and communication, 12 days in real space to every 1 day in warp space would be optimistic.

But yea, if you are using 3 months to mean the time taken in real-space, and using the 12:1 ratio, yea, it'd be about a week for the Space Marines, but 3 months in real-space.

Ok, thanks for the confirmation.

Bear in mind open warp is quite different to well charted warp routes. Routes between salient HQs and the like would be much better understood. But yes, when you get to shadows of the warp and screwy anomolies, it can get quite odd.

First the planet Aurum is under a small stealer attack, the hive mind of the nearest hive fleet too far to be a danger.

Second if you try to create a navigator RT and give him exp even few you could see how good the Navigators given by treaty or pact with RT are really good at doing their job, so maybe if you wanna really know the time traveled in warp time just take a look at the warp travel from RT give the Nav the stats you want and see maybe it could be only a day... but be carefull it also could be a lot worse.

But as far as DW is concerned for warp travel you are the only good judge for the time warp travel as to be. If you wanna play a little scenario with warp invasion on lower deck you are free to make it longer.

Thebigjul said:

First the planet Aurum is under a small stealer attack, the hive mind of the nearest hive fleet too far to be a danger.

Second if you try to create a navigator RT and give him exp even few you could see how good the Navigators given by treaty or pact with RT are really good at doing their job, so maybe if you wanna really know the time traveled in warp time just take a look at the warp travel from RT give the Nav the stats you want and see maybe it could be only a day... but be carefull it also could be a lot worse.

But as far as DW is concerned for warp travel you are the only good judge for the time warp travel as to be. If you wanna play a little scenario with warp invasion on lower deck you are free to make it longer.

Yeah, thanks for the tip. Quite frankly I don't know if I'm going to add any real drama to the next warp travel they do. They're going to Baraban, a somewhat shorter trip than to Aurum. I think I'm just adding the odd creaks and strange whispers from the warp, but then again if the Navigator rolls really bad I could include a more sinister happening. I'll see what I make use of.

On another note, it's the Baraban scenario itself who needs some real drama. I've asked about session reports from that one elsewhere.