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Повідомити про проблему з перекладом
I don't see why it HAS to be "micro warp jumps" that break the rules of the setting that has been like that since 1987. Why not something like "Burst Engines" or something? Build up energy, release to travel a short distance at breakneck speeds attempting to ram another ship. Miss and you're forced to use a lot of engine power to slow down.
Anything better than micro warp jumps. Nobody messes with the warp and lives happily ever after in 40k. Unless it has an 98% of destroying the ship doing the unprotected jumping, that'd be okay too.
You mean other than because there are multiple references in BFG's lore to calculated short-range jumps, and no references to "burst engines" or any other form of super-thrusters used by anyone but the Necrons?
So you can kind of take 'micro warp jumps' with a grain of salt. The space in between ships and anomolies are big enough where a small warp jump is "safe," of course lore wise its a risky manuvuer that only experienced navigators can accomplish. Inexperience navigators on the other hand, when they execute a micro jump, it could potentially be catastrophic. Given the inconsistant nature of the warp, even for experienced navigators a small jump could take you a few miles away from your intial jump to literally a different star system. So it is inconsistant enough where taking the time to manuever or take damage is acceptable over being out of action. Also inaction the risks are doubled since the shields are under stress and the ship has to pull up a geller field at the same time. That being said I imagine Navigators on thousand year old BBs and cruisers who themselves lived for hundreds, they probably have the balls/exprience to risk a small warp jump with some consistancy predicting the currents in the warp. Also the geller field appearhently requires a lot of power, so it probably draws from other systems that may be critical in battle.
So I imagine it would not be used casually as the game may insist. And it maybe even be risky in game, like disabled weapons while the ship is prepping for warp or on exit of that small jump they are vulnerable.
Where is this mystical lore at? We've been asking for it for weeks now.
And it's been referenced multiple times over those weeks, but here, have the best sources I can dig up for you that are publicly available online:
http://warhammer40k.wikia.com/wiki/Warp-Drive#Warp_Navigation
http://wh40k.lexicanum.com/wiki/Warp_jump#Calculated_jumps
Says basically the same thing - 4 to 5 light years is generally considered "safe", but any further than that and you risk the warp currents changing significantly enough to throw your jump off course.
1: Well, same universe...
2: Indeed. It's quite accurate. It's quite funny. And it's a damn shame that Games Workshop killed it.
Still doesn't mean that it isn't stupid. In fact, a lot of things within that universe is stupid but most of us let it slide, explaining it by the rule-of-cool.
But, to me at least, it only works within the 40K universe because I'm willing to let such stupidity slide.
If, for example, Homeworld had used such mechanics I doubt it would have been such a big hit.
It says that yeah, but this refers to in system travel. From planet to planet. It's quite a stretch to say this validates micro warp jumps in the middle of naval combat.
The issue here is Gellar Field (a bubble of reality for warp travel) vs Void Shields (a bubble of warp energy for displacing attacks into the warp). You can't have both active as they are exact opposites and you can't travel the warp without a Gellar Field, so warp jumps of any kind would require disabling void shields.
There's official lore that says the gellar field and warp drive use most of the ship's power when both are active, leaving little to provide for other systems on board, and the fact that there are situations where ships have been shown to fight during warp travel, it's possible that extra power normally used by the weapons could be directed to the shields to raise them.
There's also some lore which states that the gellar field is just a bubble around the ship, and the space inside the field is JUST space. By that lore, and reflected in some versions of the rules, once a daemon is inside the field, it suffers no ill effects beyond what it normally suffers for existing in real space. Similarly, warp-based technologies (and psykers) can operate without negative effects while inside the Gellar field. It's only if you're attempting to pass through the outer "bubble" itself (or project energy/matter through it) that problems arise.
There's also nothing saying that void shields take a significant time to power down and back up, only that they need a short time to repair after absorbing damage. It's plausible for a ship to disable its void shields, immediately activate the Gellar field, then either be in the warp already before the next shell hits, OR have their void shields back up. There is lore which directly states that ships are "blind" for a period after they exit the warp, with varying explanations from "dropping out of warp shuts the entire ship down" to "energy from the warp saturates the area and screws with sensors but the ship's power remains fully functional", as well as a variety of explanations which would fit somewhere between those two extremes.
Add in the fact that ships can take damage after their void shields go down and not instantly cease to exist from being hit. They clearly have protection beyond JUST the reliance on void shields to keep them safe. Armour isn't ideal as the only line of protection, but if your shields are already failing, attempting a warp jump using the undamaged gellar field device can be a better option than relying on fragile armour and a failing void shield generator.
The stories of the horus heresy are filled with ship based ambushes where ships would take hours to power up void shielding, leaving them completely at the mercy of the betrayers because without void shields, ships are destroyed in a few hits.
And yet both lore and game rules have instances where ships can take multiple hits without void shields or while their shields are down and still remain at least somewhat functional. Void shields also come back online quite rapidly after being knocked out during combat, so it appears possible to restore them much faster in the right circumstances. Engineering those circumstances should be possible if needed.
And that still only partly addresses one point I made. Got any argument against any of the other viable explanations?
No, hundreds to thousands of miles is point blank range, per Battlefleet Gothic the "base" of a ship represented 'several thousand kilometres', typical ranges go from approximately twenty-five thousand kilometres.... you know what. Here goes something else :p
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And from a mate who did his own assessment (shorter)
In Shadow Point, the Macharius powered its shields up from standby to combat strength within a few minutes. How long it would take them from cold (for example right after exiting the warp) isn’t stated outright but in Execution Hour it doesn’t seem to be much longer.
The main issue, I think, would be just how much energy the ship has stored in its capacitators. It takes a lot of energy to enter or exit the Warp, so it wouldn’t be a stretch of the imagination to suggest that after leaving the Warp and lowering the Gellar Field, a typical ship wouldn’t have much power left for its Void Shields.
In both books, a ship caught with shields down are shown to take a fair bit of damage before the shields come up. Typically not bad enough to outright destroy a capital ship, but enough to cause some issues.
So putting up shields isn’t an instant thing, but it can be done fairly quickly if needed.
Also, it shouldn’t be forgotten that entering or exiting the Warp isn’t an instant thing either. A ship will need to charge its Warpdrives and raise the Gellar Field before attempting a Warpjump, all of which gives out a very clear energy signature that enemies can lock onto.
As I recall, there is some fluff stating that ships from the era before the Great Crusade relied much more an armour as shields weren’t common back then. Modern ships, on the other hand, tend to rely more on their shields than on their armour, which, even though it’s several meters thick, can still be easily defeated by Lance strikes or massed volleys.