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DARK HERESY

WARP TRAVEL
INTRODUCTION HOMOPOLAR GENERATORS
The Imperium of mankind is massive on a A ship that is to be capable of travelling
scale that cannot even be imagined. The through the immaterium must be equipped
distances that can be measured between the with a warp engine, a massive technological
planets of the Imperium are such that even the wonder beyond the understanding of most
fastest sub-light spaceships, at the mind people.
boggling speeds they are capable of achieving, The power that these engines consume is
would take generations to travel between even staggering, and they cannot simply be turned
the closest linked stars. The distances involved on with the flick of a switch when the ship’s
are truly, awesomely huge, but the immaterium captain decides to enter the warp. They must
provides travellers with a means to cover those first be prepared, and their power cells charged
distances in practical times. up ready for use.
Travel through the immaterium, that The largest part of a warp engine is the
alternate reality which exists alongside the Homopolar Generator (HPG); this is where all
physical one of the Imperium, is dangerous of the power for the jump is collected, stored
and unpredictable, but is also necessary, as it and prepared for use.
provides the only time-practical way to travel When a warp jump is imminent, the captain
between the stars and planets of the Imperium. signals for the charging of the HPGs to begin.
To enter the immaterium a ship uses a warp This process takes a few minutes to complete,
engine, a huge machine that only the most as power is drawn into the generator from all
experienced and high ranking tech-priests even over the ship.
begin to understand. The warp engine wraps Only once the HPG is fully charged is the
the ship in a Geller field, a protective energy warp engine capable of summoning a Geller
field that protects the ship from the touch of field and folding the ship through the barrier
the warp, and forces the vessel across the that separates the material world from that of
barrier that separates the physical world from the immaterium.
the immaterium. Once in the immaterium, the In game terms, if it is ever required to
ship rides along the flows and eddies of energy determine how long an HPG takes to charge,
that writhe within the warp, being carried simply roll 1d5, and that is how many minutes
along in the waves much like a sailing ship it takes. The time is never constant or
being carried on a wild ocean. predictable, due to variations in the levels of
Once the ship has travelled the required power available on the ship at any given time,
distance, it falls back into realspace, and a few and environmental factors – like temperature –
days in the warp have translated into light which affect the machine’s efficiency.
years of distance in realspace. By this method, Once the HPG is fully charged and ready, it
vast distances can be covered. must be used soon. The sheer amount of power
The immaterium is the home of Chaos, the stored in the generator and coursing through its
source of the corrupt, twisted, inhuman coils and conduits, and the immense heat
abominations that plague the Imperium. Its generated while storing that power, starts to
very essence is made up of the stuff of Chaos, damage the containment devices if the power
and to catch even a glimpse of the roiling is held captive for too long; cables incinerate,
madness that makes up the warp can twist and valves blow and seal melt as the energy
destroy the strongest of human minds, open contained in the HPG strives for release.
them to the taint of Chaos and give them over For every full minute that passes following
to possession. When a ship is in the the charging of the HPG, the GM should roll
immaterium its windows must be covered, so 1d10. If the number rolled is ever less than the
that none on board may accidentally catch a number of rolls that have been made, the
glimpse of the madness around them. generator has lost the power necessary to
The chart on the last page of this article create a Geller field, the stored energy has
shows all of the planets of the Calixis Sector. started to leak away and dissipate, and the
The chart is divided into squares, each process must be started again.
measuring 2 light years across. The rules
presented here use this 2-light-year square as
the basic unit of measurement for space travel.
THE GELLER FIELD Warp travel protocols, and electronic
Basically, what a warp engine does is failsafe systems, mean that warp travel can
envelope the ship in a Geller field; a pulsating only happen at a safe distance from a star, or
sheath of energy which serves three functions. other massive gravitational body. The distance
First, the Geller field brings about the from a star that warp travel becomes safe is
folding, warping, twisting and reforming of known as the warp zone.
space around the ship which translates it from Ships leaving a system must first travel a
the material world into the immaterium. The safe distance under their plasma drives before
Geller field’s natural disposition is to translate entering the warp, and incoming vessels must
to the immaterium, and the ship encased within likewise drop into real space a safe distance
is simply dragged along with it. away and trundle in under plasma power.
Once in the immaterium, the Geller field’s This stretch of space travel between the
second role comes into play. It maintains the inner system and the warp zone is often long
stability of the protective aura around the ship, and boring. Depending on the size of the local
fends off the corrupting touch of the stuff of star and the power of a ship’s engines, the
the warp, and allows the ship to exist – for a warp zone journey can take anything from a
short time – in the warp. week to a few months.
The third role of the Geller field is that of Boredom and lost time are the least of a
sail and rudder. Just as sheets of canvas captain’s worries though, as the warp zone is
billowing in the wind and wooden rods forced the hunting ground of pirates. Fleets of
against the waves power and steer a sailing marauders and corsairs linger in the outer
ship through the water, so does the Geller field planets, moons and asteroids of star systems,
power a warp ship through the immaterium. watching and waiting for likely prey.
The waves and eddies of the warp push at the One of the common duties of the Imperial
Geller field, and the malleable surface of the Navy is to patrol the warp zones and ward
field catches the forces and directs them in against such space bandits. Important planets
such a way that the energy created pushes the will have permanently stationed system patrol
ship through the stuff of the warp. craft, but less important and more isolated
Careful manipulation of the Geller field, systems will see only the occasional passing
and controlling how it reacts to the touch of patrol craft.
the warp, is what provides control over a The Imperial authorities make use of the
ship’s direction of travel through the warp. warp zones themselves to accost other vessels.
As soon as a Geller field is activated, it Customs and security checks are made while
pushes into warp space, tears apart the fabric ships make the journey through the warp zone.
of reality and allows the materium and Similarly to the security vessels that ward
immaterium to briefly touch. Once the field against pirates, the custom vessels are common
has entered the immaterium – taking the ship at important systems but pass through lesser
encased within with it – the wound in reality systems only infrequently.
closes. This translation can only happen as The extent of any given warp zone is
smoothly and seamlessly as it must if the ship determined by many different factors all acting
is stationary. If the ship is moving when the on each other, the most significant factor being
Geller field is activated, the field will open a the size of the local star, and the extent of the
gash through reality that will be dragged along gravity well it therefore projects. The time that
with the momentum of the ship, tearing a long will be consumed by a warp zone journey,
rend into the immaterium through which either inbound or outbound, is determined by
uncontrolled and untapped energy would rush the size of the star, and the speed of the ship.
forth with dramatic and dangerous The table below summarises the time a
consequences. To prevent this from happening, warp zone journey will take, is expressed as a
a warp engine has safety cut-offs built in that number of days, and depends on the size of the
prevent a Geller field being created from local star, and the Very Fast combat speed of
onboard a moving vessel. the ship.

WARP ZONES WARP ZONE TRAVEL TIMES


Entering the warp is not a simple matter of Star Ship Speed
powering up a warp engine whenever you Size 20 30 40 50 60 70 80 90 100
Tiny 20 18 16 14 12 10 8 6 4
want. The massive energies created – and Small 40 36 32 28 24 20 16 12 8
released – can have a dramatic effect on Medium 60 54 48 42 36 30 24 18 12
nearby gravitational bodies, and forcing a rend Large 80 72 64 56 48 40 32 24 16
in the materium-immaterium barrier too close Huge 100 90 80 70 60 50 40 30 20
Giant 120 108 96 84 72 60 48 36 24
to a star can have devastating consequences.
WARP GATES longer, maybe even for centuries; chartist
For some reason that human science has vessels and military craft use common routes
never managed to explain, there exists the on their cycle of journeys through the years.
occasional stable warp gate. These gates Major routes are those that link the largest and
provide easy pathways into the warp and most important planets of the Imperium, and
doorways to warp routes that can be accessed take centuries of heavy traffic to establish; the
from inside a warp zone. capital of a sector will have major routes
For a system to have a stable warp gate in radiating from it to the other most important
close proximity means that vessels coming and planets of the sector.
going from that system can do so without the The use of common routes also means that
need to travel through the warp zone, and there are well established points of space
wasting all the time and facing the extra where warp journeys will be started and ended.
dangers which that entails. When a ship travels through a warp zone on
The economical benefits of a nearby warp the way to make a jump, it does not head
gate are obviously tremendous, as merchants, towards a completely arbitrary point in space;
passengers and charter ships can visit without it heads for a jump point, the starting point of
the need for the warp zone journey. With the an established route. Likewise, when the ship
benefits though, comes a risk: if any enemy leaves the warp at the end of its voyage, it will
fleet were to attack a system via a warp gate, emerge at a jump point.
they could do so suddenly and with far greater Imperial security and custom forces can
surprise than would be possible if their ships make use of these warp routes and jump
had to travel through a warp zone on the way. points, as there will be well recognised areas
of space around a system where ships
WARP ROUTES & JUMP POINTS commonly come and go. Unfortunately, pirates
Thankfully, the haphazard nature of the have the same knowledge.
warp can be tamed a little over time. But only
a little, and only over a long time. WARP TRAVEL TIMES
Established routes become tamer, less wild The table below can be used to determine
and unpredictable. The immaterium along how long a journey will take under normal
these routes gets trampled down so continually circumstances, outside of the effects of time
and frequently that a path is worn through the distortion or poor calculation.
warp and there is less turbulence and crossing Cross reference the number of squares that
flows along these routes. Like a field of long are to be travelled with the type of route being
grass blowing wildly in the wind, a path that used, and the number given is how many days
gets used often will become flattened and (d) and hours (h) it takes for each square of the
easier to traverse. route on the Calixis Sector Navigation Chart.
It is worthy of note here that there is an Simply multiply the given time by the number
alternate branch of thought concerning of squares being travelled to find the total time
established warp routes. Some theorists the journey will take.
maintain that the established routes exist not The time given for a journey is always the
due to excessive use, but that they have in fact time that will be experienced by the ship, no
seen heavy use because of their existence. The matter what time distortion affects the
analogy of a river being a convenient means of immaterium around the ship and alters the
transport is the obvious parallel to draw here. ship’s relation to time in realspace. Seven days
Whatever their origin, whether they were in the warp is seven days in the warp, even if
created through use, or used because of their only one day or fourteen days have passed in
existence, these established routes through the realspace when the ship leaves the warp.
warp link the most important planets with each A peculiar effect of warp travel is that the
other, and journey times along these routes are longer a ship travels through it, the faster that
quicker and safer than travel through the warp ship will move. A lengthy jump not only saves
outside of common routes. time because there is less time spent back in
There are 3 degrees of established routes, realspace recalculating the next jump, but also
each providing a quicker and easier path because the ship increases warp speed while in
through the warp. Minor routes are those the immaterium and covers each subsequent
which have been travelled only recently and section of a certain length quicker than the
infrequently; they are not yet widely known or previous. Every 10 light years of travel made
used, and are perhaps used only by local through the immaterium in a single jump
military patrol craft. Common routes are used results in an increase in speed.
more often, and have been established for
WARP TRAVEL TIMES PER SQUARE (2 LIGHT YEARS)
Length of Jump Route Type
Squares Light Years No Route Minor Route Common Route Major Route
1-5 2-10 10d, 4h 8d, 4h 6d, 4h 4d, 4h
6-10 11-20 10d 8d 6d 4d
11-15 21-30 9d, 20h 7d, 20h 5d, 20h 3d, 20h
16-20 31-40 9d, 16h 7d, 16h 5d, 16h 3d, 16h
21-25 41-50 9d, 12h 7d, 12h 5d, 12h 3d, 12h
26-30 51-60 9d, 8h 7d, 8h 5d, 8h 3d, 8h
31-35 61-70 9d, 4h 7d, 4h 5d, 4h 3d, 4h
36-40 71-80 9d 7d 5d 3d
41-45 81-90 8d, 20h 6d, 20h 4d, 20h 2d, 20h
46-50 91-100 8d, 16h 6d, 16h 4d, 16h 2d, 16h
51-55 101-110 8d, 12h 6d, 12h 4d, 12h 2d, 12h
56-60 111-120 8d, 8h 6d, 8h 4d, 8h 2d, 8h
61-65 121-130 8d, 4h 6d, 4h 4d, 4h 2d, 4h
66-70 131-140 8d 6d 4d 2d
71-75 141-150 7d, 20h 5d, 20h 3d, 20h 1d, 20h
76-80 151-160 7d, 16h 5d, 16h 3d, 16h 1d, 16h
81-85 161-170 7d, 12h 5d, 12h 3d, 12h 1d, 12h
86-90 171-180 7d, 8h 5d, 8h 3d, 8h 1d, 8h
91-95 181-190 7d, 4h 5d, 4h 3d, 4h 1d, 4h
96-100 191-200 7d 5d 3d 1d

CALCULATED NAVIGATION
The flows of the warp are unsteady and a time is generally considered to be the limit of
unpredictable. No reference charts can be acceptable safety. Due to this limit, it is
made of them, and no record kept of their necessary to make long voyages is short steps,
direction or speed, as they are forever dropping back to realspace to take a bearing
changing. Navigation through the warp must and make necessary adjustments to the ship’s
be done on the spot immediately prior to the heading before making the next jump.
journey being started, and to get exactly where When a warp jump is being calculated the
you wish to be, and in a predicted time, is person responsible for doing so must make a
almost impossible. It is a fact of warp travel Navigation (Stellar) skill check. An accurately
that the captains of warp ships must accept that calculated jump brings the ship out of the warp
they are at the mercy of the warp, and they will right where it was intended, but a bad
be delivered to their destination with an calculation can result in the ship being off
accuracy and time outside of their control. course quite dramatically.
The flows of the warp can be examined by The Navigation (Stellar) check to calculate
a ship’s sensors while the ship is still in a jump has a difficulty assigned to it based on
realspace. The route can be plotted according how long the jump being calculated is, as
to what can be seen of the warp, and the time shown on the Calculated Navigation table.
that will be required for the warp to carry the
ship the required distance calculated based on CALCULATED NAVIGATION
the speed of the warp’s waves. The ship then Length of Jump Difficulty
enters the immaterium, and gives itself up to 1 Square (2 LY) Easy (+30)
the uncertainty of the warp. Once in the 2 Squares (4 LY) Ordinary (+10)
immaterium, a ship’s sensors are blind, can 3 Squares (6 LY) Difficult (-10)
detect nothing of the flows of the warp, and it 4 Squares (8 LY) Very Difficult (-30)
must simply be hoped that the waves are 5+ Squares Ridiculous (-50)
continuing in the same direction, and at the
same speed, as they were when the warp was If the check is passed, the warp jump is
entered. Once the predetermined time has calculated successfully and the ship re-enters
elapsed the ship drops back into realspace; the the materium at the correct point.
captain must then calculate the exact location A failed calculation will result in the ship
of the ship and work out how far off course it being off target. The extent of the error
has drifted while in the warp. depends on how much the Navigation (Stellar)
Due to this uncertainty, ships cannot safely skill check was failed by, and the length of the
travel great distances by this means of jump that was being made; a longer jump has a
navigation. Going a distance of 4 light years at larger margin for going farther off course than
does a smaller jump. The various effects are GUIDED NAVIGATION
summarised on the Failed Calculation table, Voyages much longer than the calculated
and are expressed as a number of ‘hours’ or jumps are practical thanks to the Navis
‘squares’. Nobilite; the Navigators.
If a result of ‘hours’ is given, then this time The Navigators are a breed apart from
must simply be added to the length of the next normal humankind, vast noble houses tracing
jump to bring the ship back in line. In the case their lineage back through the years for as long
of the final jump to reach a system, the ‘hours’ as the Imperium has existed. The houses are all
should be added to the length of the warp zone interlocked with each other through marriage,
journey to make up for the fact that the ship to keep the Navigator gene alive and
has come into realspace farther away than unpolluted.
planned. That Navigator gene is what makes them so
A result of ‘squares’ means that the ship valuable and necessary to the Imperium. The
has made a drastic error in its jump, and has Navis Nobilite may be called mutants by some
actually come into realspace a number of light people, but their particular mutation is stable,
years away from its intended destination. Roll and passed on from parent to child. They have,
1d10 on the Off Target Direction table to in the centre of their forehead, a third eye, an
determine in what direction the ship is off eye that is capable of looking upon the warp
target. A result of ‘1d5-2’ squares has a and reading its flows. As long as they use their
minimum result of 1 square. third eye, the Navigators are immune to the
detrimental visual effects of the warp. They
FAILED CALCULATION can sit on their observation decks, watch the
1 Square Jump: flow of the warp around the ship and feed
Fail: 1d5 hours. information back to the captain and pilot of the
Fail by 3 Degrees: 1d10 hours. ship so that adjustments can be made to keep
Fail by 5 Degrees: 2d10 hours. the ship on course. This alone though is not
2 Square Jump: enough to reliably steer a ship through the
Fail: 1d10 hours. warp for long distances; the Astronomican
Fail by 3 Degrees: 2d10 hours must also be used.
Fail by 5 Degrees: 1 square. The Adeptus Astronomica on Holy Terra,
3 Square Jump: assembled in a vast choir and guided by the
Fail: 2d10 hours. Emperor himself, send out the Astronomican, a
Fail by 3 Degrees: 1 square. pulsing psychic beacon that radiates out from
Fail by 5 Degrees: 1d5-2 squares. Terra and extends to the outer limits of the
4 Square Jump: Imperium. In fact, it is the limit of the
Fail: 1 square. Astronomica which defines the extent of the
Fail by 3 Degrees: 1d5-2 squares. Imperium; beyond the beacon are the Halo
Fail by 5 Degrees: 1d5 squares. Stars, the outside edge of the Imperium of
5+ Square Jump: Mankind.
Fail: 1d5-2 squares. All Navigators are Psykers, and can pick
Fail by 3 Degrees: 1d5 squares. up on the Astronomican. They use the beacon
Fail by 5 Degrees: 1d5+1 squares. as a reference point, a directional indicator so
that they always know in what direction Holy
OFF TARGET DIRECTION Terra lies.
d10 Direction By combining the guidance of the
1-2 Spinward Astronomican with their ability to look upon
3 Diagonal Spinward/Rimward the warp, Navigators can reliably guide ships
4 Rimward through the immaterium. Without the
5 Diagonal Rimward/Trailing Astronomican and the Navigators, the Imperial
6-7 Trailing Navy would simply not be able to reach as far
8 Diagonal Trailing/Coreward as it does, or to travel quickly enough to
9 Coreward maintain the authority of the Emperor.
0 Diagonal Coreward/Spinward Most Navigators serve in the Imperial
Navy, being bound to the aristocratic officer
ranks through long traditions of honour and
patronage.
When a Navigator is guiding a ship through
the warp, he or she must make regular
Navigation (Stellar) skill checks to keep the
ship on course. Monitoring of the flows of the
warp and listening to the Astronomican are TIME DISTORTION
also being done constantly, but these tasks are A disturbing effect of travel in the warp is
so intuitive and natural to a Navigator that no time distortion. Those on board the ship feel
skill checks are required to do so; the no difference; they experience a warp journey
Navigation (Stellar) skill check is made in of normal duration, but when they return to
order to relate the information thus gathered to realspace they find that more or less time has
realspace charts and guide the ship through the actually passed than they themselves
Immaterium to the required destination. experienced while in the warp. Sometimes the
For the sake of simplicity and speed, no journey has been made days, weeks, months or
matter how long a warp journey is, the even years quicker than expected. It is even
Navigator must make only a single Navigation possible to arrive at a destination days before
(Stellar) skill check to determine how the journey was begun. At the other end
successfully they steer the ship through the though, a journey can last longer, even to the
voyage. rare extent of centuries having passed since the
The difficulty of the check is determined ship entered the warp.
by how long the journey is, as shown on the When a jump is made, roll d100 on the
Guided Navigation table. table below to randomly determine if any time
The result of this check provides a jump distortion transpires. Those on the ship
time which is expressed, on the Navigation experience no relative difference in their
Results table, as a percentage of the time the journey time though; they must determine by
journey should take as defined by the Warp themselves how much time has passed in
Travel Times table. A good result means the realspace while they were in the warp. The
Navigator has spied a shortcut or beneficial effect given is a modifier that you apply to the
flow and steered the ship into it to take journey time to determine what time has
advantage, but a bad roll indicates a passed in realspace (for example, if a jump of
miscalculation or mistake by the Navigator 6 days duration was made, and an effect of –
which results in the ship’s progress being d10 days was rolled which resulted in –8, the
slowed or veered off course and requiring ship would actually arrive at its destination 2
subsequent correction. days before it departed!)
Effects far more extreme than this do
GUIDED NAVIGATION happen sometimes, but for the purpose of
Length of Jump Difficulty game play this is a manageable limit. Longer
1-5 Square (2-10 LY) Easy (+30) distortion times can of course be used by the
6-10 Squares (12-20 LY) Routine (+20) GM as plot tools.
11-20 Squares (22-40 LY) Ordinary (+10)
21-30 Squares (42-60 LY) Chall’ing (+0) TIME DISTORTION
31-40 Squares (62-80 LY) Difficult (-10) d100 Effect
41-50 (82-100 LY) Hard (-20) 01 -2d10 days
51+ Squares (102+ LY) V Diff. (-30) 02 -1d10 days
03 -1d5 days
NAVIGATION RESULTS 04-92 No Effect
Skill Test Jump Time 93 +1d5 days
Fail (5 degrees) 150% 94 +1d10 days
Fail (4 degrees) 140% 95 +2d10 days
Fail (3 degrees) 130% 96 +3d10 days
Fail (2 degrees) 120% 97 +1d5 months
Fail 110% 98 +1d10 months
Pass 100% 99 +1d5 years
Pass (2 degrees) 90% 100 +1d10 years
Pass (3 degrees) 80%
Pass (4 degrees) 70%
Pass (5 degrees) 60%

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