Hellblade8
Valued Senior Member
What difference does that make. You said the tau didnt get crushed so the imperium couldnt divert any troops to destroy the feds but the eastern fringe is under attack by the tyranids and many many other species so the damocles crusade doesnt work as an example. The reinforcements for the damocles crusade are called back due to tyranids.
It makes a great deal of difference. The Imperium has a shitload of ships, yes. That I do not deny. However, they have to spend most of those ships protecting their own territory and reinforcing planetary defenses. In addition, it takes decades to gather a massive warfleet for most major crusades. And they don't all arrive at once. You're not going to see 20,000 Imperium warships pop over to the UFP one day. It's going to probably be a few hundred or thousand over the course of a decade. The Imperium typically deals with large scale wars as a war of attrition.
The tau codex only shows a selection of worlds. It does not show them all, for example only two third phase worlds are listed but there are hundreds.
Humanity in the 23rd century lived on a thousand. To give you an idea, in 2069, humanity had colonized Luna, Mars, and had a few asteroid bases. By 2078 they established their first colony on Tera Nova (that didn't go so well...). By 2267, Kirk told Cochrane that they had spread to over a thousand worlds since his absence (looong story). So in roughly two hundred years after gaining warp technology, humans alone have spread to a thousand worlds. And keep in mind by the time of the 22nd century, Earth only had maybe a few dozen or so. I expect by the 24th century that the entirety of the Federation itself probably has tens of thousands of worlds. We also know that in a full on war against the Dominion, the Federation was expected by highly intelligent genetically altered humans that the Federation would suffer 900 billion casualties. And of course, that's presuming that there's still people for the Dominion to rule over, so the Federation's population is a great deal higher than that. Assuming that's a 50% casualty list of the population, the Federation has a population of about 1.8 trillion, though I think we could probably go as high as 3.6 trillion; a quarter of the population. So roughly 2-4 trillion people. Still, to keep it conservative and given that populations probably aren't growing at a massive rate, you can probably expect that the population is 1.8 trillion.
Tau space is densely populated with habitable planets inside the Damocles gulf so their territory is isolated initially. No scale is given for the map so i would like to know how you know what area it covers.
Ah seems, they're in an area densely populated with habitable worlds. Still, they seem to think that taking dozens of human worlds is a massive achievement to their expansion.
A single ork battlekroozer can carry hundreds of thousands of orks and ork space hulks are commonly shown as carrying millions. All waaghs build up from small to large. Having a holodeck will not help sf against orks so can you explain what tech advantage will do to offset the military power of ork?
Why would I be talking about the holodeck? Granted, the holodeck would be useful in the fact that it could help starships train soldiers in fighting against the orks via realistic combat training. But you honestly seem to be at a lost to what I mean. First and foremost, let's talk about starships. First off, the Orks are more or less as powerful as their Imperial counterparts, and we know how powerful they are;
Planetary Bombardment
Voidships in low orbit can prove to be an incredibly valuable asset to soldiers on the ground through punishing
planetary bombardments. The damage done and area affected by a Planetary Bombardment depends on the type of weapon used. Each type of weapon, macrobatteries and lance weapons, deals two different amounts of damage, one to large units and one to individuals and vehicles. Large units caught up in a planetary bombardment lose large amounts of Unit Strength as dozens or hundreds of their
personnel are snuffed out in an instant. A unit that survives a Planetary Bombardment immediately breaks and flees the battlefield unless there is an embedded Explorer who makes a successful Arduous (–40) Command Test to get the survivors under control. Anyone caught in a Planetary Bombardment takes damage as normal and with the usual benefits of armour, cover, and the individual’s Toughness Bonus. This damage cannot be dodged or parried. If they are not killed outright, they are surely at death’s door and will need immediate medical attention if they are to survive. The GM should also feel free to apply other conditions or effects, such as deafness, mental trauma, or permanent crippling, to the survivors as he sees fit.
• Lance Weapons: When used in a planetary bombardment, the initial impact area of a lance weapon is relatively
small, typically no more than a few hundred metres. Anything directly hit by a lance is completely annihilated,
with no chance of survival. However, the ensuing blast wave affects an area of roughly one square kilometre, setting buildings afire, boiling away bodies of water, and leaving little behind but ashes and molten stone. Damage: Large units 75+5d10 Unit Strength. Individuals and vehicles 5d10+10 E; Pen 6 (unless the individual is within the initial impact radius, at which point they die, and must spend a Fate Point).
• Macrobatteries: Macrobatteries saturate their target with massive, hab-sized artillery shells, missiles, seething plasma energy, or crackling las beams. Like a lance, each separate shell or energy blast affects a relatively small area of little more than a few dozen metres across, and anything directly hit is completely destroyed. However, the sheer volume of fire and the ensuing kiloton explosions, raging plasma fires, and hellish blast waves affects everything within ten square kilometres. Damage: Large Units 40+5d10 Unit Strength. Individuals and Vehicles 4d10+5; Pen 4 (unless the individual is within the initial impact radius, at which point they die, and must spend a Fate Point).
Note: The canny player will notice that there is no information supplied regarding the use of virus bombs, cyclonic
torpedoes, and other Exterminatus weapons fielded by the Imperium. These types of weapon are outside the scope of these rules, and typically beyond the grasp of even the wealthiest Rogue Trader dynasty.
Using lances here is rather difficult and honestly almost impossible, but we can use the macrobatteries. The macrobatteries themselves directly only affect a small area a "few dozen meters across". I'll assume that since it compared it to the lance, it's not considering the shockwave as part of that. In which case, I'll take that as the radius of the fireball. With that in mind, the yield of each macrobattery is 1-3 kilotons. So your bulk weapon on a ship is not going to be too high. Now, for a really large ship, with a thousand of such guns, that isn't bad. You'd be tossing out a total of 1-3 megatons with just the macrocannons. But compared to Starfleet, whose photon torpedoes have far greater yields:
At a signal from the onboard detonation
circuitry, the fields collapse and drive the materials
together, resulting in the characteristic release of energy.
While the maximum payload of antimatter in a standard
photon torpedo is only about 1.5 kilograms, the released
energy per unit time is actually greater than that calculated for
a Galaxy class antimatter pod rupture.
Okay, the standard payload for a a photon torpedo is 1.5 kilograms. According to the DS9 TM, which expresses its yields in the Star Trek isotons (a made-up figure for them), the the typical payload of a photon torpedo is rated at 18.5 isotons:
The basic external configuration of the photon torpedo carried onboard Deep Space 9 and its attached starships has changed little from 2271 to 2375. The body is an elongated elliptical tube fabricated from molded gamma-expanded duranium and a plasma-bonded tritanium outer skin. The current casing measures 2.1 by 0.76 by 0.45 meters and masses 186.7 kilograms dry weight, slightly less than the previous design. Penetrations by phaser cutter are still provided for warhead reactant loading, hardline ODN connections, and propulsion-system exhaust grills. The standard internal components include deuterium and antideuterium supply tanks, central combiner tank, and their respective magnetic suspension components; target acquisition, guidance, and detonation assemblies; and warp sustainer engine. The hafnium-titanide supply and combiner tank shells have an increased capacity of 5 percent, resulting in a slightly higher explosive yield, now rated at 18.5 isotons. Reduced optronics component complexity had driven the tankage increase.
Out of the theoretical 25 isotons:
During the upgrade testing of the Mark-IX warhead, it was determined that the theoretical maximum explosive yield of 25 isotons had finally been reached for a matter-antimatter reaction. Existing and future threat force conflicts drove the development of a new defensive stand-off weapon that could be deployed on specially equipped starships, starbases, and planetary-surface fortifications. Advances in rapid energy extraction from the space-time domain known as the zero-point vacuum eventually led the starfleet R&D facility on Groombridge 273-2A to test a prototype continuum-twist device with a calculated potential of 52.3 isotons
Since the theoretical yield of antimatter/matter reactions is 64.44 megatons, the yield of a typical photon torpedo would be 48.33 megatons. Even if we assume that only a quarter of that energy is going to hit the Imperium ship upon impact, that's 12.08 megatons. A few megatons can take down a layer of shielding from the macrocannons. A dozen megatons from a single torpedo is going to punch right through those Ork shields. Then of course, we also have the phaser.
EDIT
Now, the phaser it
This is where the TM gets confusing.
First, we're given two different power levels for each one. On the one hand, the personal phaser indicates that its power output is along the lines of 1.55 x 10(6) for its discharge energy. That would seem to implicate 1.55 megajoules. But in the weapon phaser section, even the type II's are rated as having .01 MW. They both can't be right and it's obvious what each one means. However, if the torpedo issue told me one thing, it's that this guy doesn't do so well when you write energy in its abbreviated form. Upon further consideration, a producing 1.55 megajoules is also pretty high. Especially when you compare it to a ship-mounted phaser that's much larger. So I'll go with the lower figure on the hand phasers.
This gives your basic Type II an output of 10 kilowatts. At this level, a discharge at .28 seconds will destroy (blow up) a 630 cubic meters of rock. This is equal to destroying a 10.6 meter asteroid. Going with a hard granite for the rock and assuming cratering energy, the output of a phaser would equate to a .2 ton bomb--or the equal of roughly 836.6 megajoules. If you were to maintain the firing rate for 1 second (note, I am not saying that this is possible, megawatts determines the rate of energy, not the total energy outputted), it would equate to 2.988 gigajoules, or roughly half a ton of explosives.
A single phaser array element is 510x more powerful than that, so it would destroy 331,500 cubic meters of rock. This is roughly (I try to keep it lower so as not to go over without spending forever on it) equal to destroying a 85.6 meter rock via cratering. Which is equal to 113.5 tons of TNT. This comes out to 1,104,605,357.14 cubic meters of rock being destroyed. Using a hard granite asteroid with a volume of 1,100,000,000 cubic meters, the cratering energy is 379.5 kilotons. Equal to a 1,280 meter sized asteroid. This of course, would only be from a 1 second sustained blast on the target. So, a typical pot shot from GCS's main phaser array (ie, the largest one had ~933 elements on it, where as others can have as few as 18), would equate to probably about 100-380 kilotons. However, the GCS's arrays have a maximum operation time of 45 minutes. Interestingly enough, it would mean that the Enterprise D could destroy up to 2,982,434,464.278 cubic kilometers of rock. To compare, Earth's moon, Luna, has a cubic mass of ~22,000,000,000 kilometers. So with its main phaser array, the Enterprise D could destroy a volume equal to just over 1/10th the moons volume. It could probably bump it up to 2/10th with its secondary array.
The Type Xs, which the GCS uses, is the heaviest phaser design of them all--to be fair. The Type VIII that the Excelsior class used for example, is presumably going to be lower in pound for pound firing than a GCS element. Probably closer to 2-3 megawatts per second. However, you can expect the Akira, Nebula, Nova, Intrepid, and similar new ships who make use of the same phaser arrays to produce similar level of outputs from their emitters. But Excelsior, Miranda, and Centaur will have a much lower output rate and possibly a lower endurance rate (though I can't imagine they'll fall below 25 minutes).
KrooZer
Hull: Cruiser
Class: Ork “kroozer” designation – typically either Kill Kroozer or Terror Ship
Dimensions: Varies; 4.5 km long approx, 1.1 km abeam approx.
Mass: 30 megatonnes approx.
Crew: hordes of Grotz and Boyz
Accel: 2.7 gravities max sustainable acceleration
Amongst the largest of the most commonly encountered Ork vessels, a “kroozer” is broadly analogous to the cruisers of the Imperial
Navy in mass and armament. Kroozers are heavily armed, mounting eclectic clusters and batteries of heavy macrocannons. Thick prows
protect these lumbering craft from enemy fire as they rush headlong towards their victims. Two distinct designs of kroozer have been
regularly identified over the centuries. The Kill Kroozer mounts gun batteries of various sizes, and is a common sight in Freebooter fleets.
Terror Ships replace some guns with great holes in the flanks of the ship containing launch bays for squadrons of fighta-bommas. Other
kroozers may conform to one of these configurations, or mount other weapons such as torpedo tubes or crackling energy weapons.
This is the work-up for a typical Ork Kroozer. Take note of the highlighted portions; its acceleration is rated at 2.7Gs. Now, let's be clear before we go forward. 2.7Gs is downright amazing. This thing is roughly 4.5 kilometers in length and has a mass of 30 megatonnes. And it can presumably perform these accelerations without throwing the crew around. 2.7Gs translatees into 27 meters per second (1g = 10 meters a second). This ship can presumably accelerate to a maximum velocity of about 106.77 km/s to 247.35 km/s. That equates to roughly .03559c to .08245c. 1c of course, being the speed of light. This is based upon the stated distance of crossing the distance between Earth and Luna in an hour and the distance between Earth and the Sun in roughly two weeks.
This however, pales in comparison to the acceleration capabilities of the Federation:
G.1 IMPULSE DRIVE
The principal sublight propulsion of the ship and certain
auxiliary power generating operations are handled by the
impulse propulsion system (IPS). The total IPS consists of
two sets of fusion-powered engines: the main impulse engine,
and the Saucer Module impulse engines. During normal
docked operations the main impulse engine is the active
device, providing the necessary thrust for interplanetary and
sublight interstellar flight. High impulse operations, specifically
velocities above 0.75c, may require added power from
the Saucer Module engines. These operations, while acceptable
options during some missions, are often avoided due to
relativistic considerations and their inherent time-based difficulties
(See: 6.2).
During the early definition phase of the Ambassador
class, it was determined that the combined vehicle mass of
the prototype NX-10521 could reach at least 3.71 million
metric tons. The propulsive force available from the highest
specific-impulse (/s) fusion engines available or projected fell
far short of being able to achieve the 10 km/sec2 acceleration
required. This necessitated the inclusion of a compact spacetime
driver coil, similar to those standard in warp engine
nacelles, that would perform a low-level continuum distortion
without driving the vehicle across the warp threshold. The
driver coil was already into computer simulation trials during
the Ambassador class engineering phase and it was determined
that a fusion-driven engine could move a larger mass
than would normally be possible by reaction thrust alone,
even with exhaust products accelerated to near lightspeed.
In testing, the Ambassador failed to reach the 10 km/s acceleration required on pure thrust alone, so they used a spacetime driver coil similar to warp drives to basically help move the ship. Keep in mind that the Ambassador is a pretty big ship. This is also the actual speed of the Enterprise D, suggesting that during the time between the two ships, this improved:
The Enterprise is dependent upon its structural integrity
field to maintain the spaceframe during the tremendous
accelerations encountered during impulse flight as well as the
differential subspace field stresses experienced during warp
flight. The inertial damping field also provides vital cushioning
to the fragile crew during such maneuvers. Without such
protection, the spacecraft and crew are unable to survive
accelerations in excess of 30 m/sec2 (approximately 3g)
without serious structural damage to the spaceframe and severe
— probably fatal — injury to the crew. By way of contrast,
accelerations considerably in excess of 1,000g are not uncommon
when under full impulse power. Warp flight operations
do not produce direct acceleration stresses, but SIF/IDF
protection is needed because of the potential for warp field differential
stresses and local variations in inertial potential.
Ie, the Enterprise D, if it really books it, can possibly exceed 1,000g of acceleration (ie, 10 km/s), though we can probably determine that 1,000g is probably the standard max for the Galaxy Class.
Then you get to the whole issue of combat range. Now, 40k ships can engage at ranges of tens of thousands of kilometers. Your average macrocannon for example, has a range of 6 VU. In the game, it indicates that as a note, this is 10,000 kilometers per 1 VU and a weapon can fire at a distance up to double its range with some expectation to hit, suggesting that the macrocannons have a range of 120,000 kilometers. Some weapons, such as the sunsear laser batteries, can even hit as far away as 180,000 kilometers! Lances however, seem to be limited to ranges of 5-6 VU or 100,000 to 120,000 kilometers.
So
Macrocannons (average Mars design)
Most Effective Combat Range: Up to 60,000 km
Max Effective Range: Up to 120,000 km
Lances
Most Effective Combat Range: 50,000 km
Max effective Range: 100,000 km
Battlefleet Koronus also gives us ranges on Nova Cannons and Torpedoes. Torpedoes in this case, appear to have a combat range of 60, but unlike other weapons, it can only travel at its max combat range. However, regardless that gives us a max range of 600,000 kilometers. Your average Nova Cannon seems to have a range of 6-40 VUs, or 60,000 to 400,000 kilometer ranges. I'm not entirely clear on if that can be hurled at double ranges, for 800,000 kilometers.
Unfortunately, these weapons fall a bit short of their Starfleet counterparts:
11.2 PHASER OPERATIONS
In their primary defensive application, the ship's phaser
arrays land single or multiple beams upon a target in an
attempt to damage the target structure, sometimes to complete
destruction. As with other Starfleet-developed hardware,
the Type X phaser is highly adaptable to a variety of
situations, from active low-energy scans to high-velocity shipto-
ship combat operations.
The exact performance of most phaser firings is determined
by an extensive set of practical and theoretical scenarios
stored within the main computers. Artificial intelligence
routines shape the power levels and discharge behaviors of
the phaser arrays automatically, once specific commands are
given by responsible officers to act against designated targets.
Low-energy operations provide a valuable direct method
of transferring ship's energy for a variety of controlled applications,
such as active sensor scanning. In high-energy weapon
firings, several interrelated computer systems work to place
the beam on the target, all within a few milliseconds. Longand
short-range sensor scans provide target information to
the Threat assessment/tracking/targeting system (TA/T/TS),
which drives the phaser arrays with the best target coverage.
Multiple targets are prioritized and acted upon in order. The
maximum effective tactical range of ship's phasers is 300,000
kilometers.
Phasers have a maximum tactical range of up to 300,000 kilometers. Consider that this is in the range of maximum distance for the Imperium's torpedoes. And this is rather pale in comparison to the sheer distance of a photon torpedo:
11.3 PHOTON TORPEDOES
The tactical value of phaser energy at warp velocities,
and indeed high relativistic velocities, is close to none. As
greater numbers of sentient races were encountered in the
local stellar neighborhood, some of which were classified as
definite Threats, the need for a warp-capable defensive
weapons delivery method was recognized as an eventual
necessity. Rudimentary nuclear projectiles were the first to be
developed in the mid-2000s, partly as an outgrowth of debrisclearing
devices, independent sensor probes, and defensive
countermeasures technology.
Fusion explosives continued to be deployed throughout
the latter half of the twenty-second century, as work progressed
on lighter and faster ordnance. Late in the development
of the first true photon torpedoes, a reliable technique for
detonating variable amounts of matter and antimatter had
continued to elude Starfleet engineers, while the casing and
propulsion system were virtually complete. On the surface,
the problem seemed simple enough to solve, especially since
some early matter/antimatter reaction engines suffered regular
catastrophic detonations. The exact nature of the problem
lay in the rapid total annihilation of the torpedo's warhead.
While most warp engine destructions due to failure of antimatter
containment appeared relatively violent, visually, the actual
rate of particle annihilation was quite low.
Two torpedo types were being developed simultaneously,
beginning in 2215. The first was a simple 1:1 matter/
antimatter collision device consisting of six slugs of frozen
deuterium which were backed up by carbon-carbon disks and
driven by microfusion initiators into six corresponding magnetic
cavities, each holding antideuterium in suspension. As
the slugs drove into the cavities, the annihilation energies
were trapped briefly by the magnetic fields, and then suddenly
released. The annihilation rate was deemed adequate to
serve as a defensive weapon and was deployed to all deep
interstellar Starfleet vessels. While a torpedo could coast
indefinitely after firing, the maximum effective tactical range
was 750,000 kilometers because of stability limits inherent to
the containment field design.
This is the shorter range version. It has a range of 750,000 kilometers. Keep in mind that this out ranges every Imperium weapon with the possible exception of the Nova Cannon.
The device Starfleet was waiting for was the second type,
made operational in 2271. The basic configuration is still in
use and deployed on the Galaxy class with a maximum
effective tactical range of 3,500,000 kilometers for midrange
detonation yield. Variable amounts of matter and antimatter
are broken into many thousand minute packets, effectively increasing
the annihilation surface area by three orders of
magnitude. The two components are both held in suspension
by powerful magnetic field sustainers within the casing at the
time of torpedo warhead loading. They are held in two
separate regions of the casing, however, until just after
torpedo launch, as a safety measure. The suspended component
packets are mixed, though they still do not come into direct contact with one another because of the fields surrounding
each packet. At a signal from the onboard detonation
circuitry, the fields collapse and drive the materials
together, resulting in the characteristic release of energy.
While the maximum payload of antimatter in a standard
photon torpedo is only about 1.5 kilograms, the released
energy per unit time is actually greater than that calculated for
a Galaxy class antimatter pod rupture.
This one, which came about roughly fifty years later, has a range of 3.5 million kilometers.
That said and done, while a starship could snipe at those ranges, it'll probably shift close enough to be able to use its phasers effectively. However, one thing should also be noted. While ships in Trek tend to move closer tens of thousands, thousands, and hundreds of km--even closer, these are also against ships that can move at 1,000G+ accelerations (smaller ships can apparently move faster at acceleration speeds than the Galaxy class, even the older transport that Scotty was found on). In addition, these ships are much smaller. The largest Alpha-Beta power is the Romulan Warbird, which is a kilometer in length and the Galaxy is just over 600 meters in length. And these are heavy cruisers/dreadnoughts for the Romulans and the Federation. Compare that even the Sword Frigate is 1.6 kilometers in length; roughly three times the length of a Galaxy class.
Can you post where it is said that the borg are testing the federation by sending a single ship to get new methods of adaption?
For humans? Never specifically stated. I can't find the one on them testing new methods of assimilation for others, however, I do have the quotes on how they truly operate when they want something:
Q Who
GUINAN: I wasn't there personally, but from what I'm told, they swarmed through our system. And when they left, there was little or nothing left of my people.
RIKER: Guinan, if they were that aggressive, why didn't the Borg attack? They could have but they didn't.
GUINAN: They don't do that individually. It's not their way. When they decide to come, they're going to come in force. They don't do anything piecemeal.
ARTURIS: In your colourful language, yes. Species eight four seven two. Did it ever occur to you that some of us in the Delta quadrant had a vested interest in that war? Victory would have meant the annihilation of the Borg, but you couldn't see beyond the bow of your own ship!
JANEWAY: In my estimation, Species eight four seven two posed a greater threat than the Borg.
ARTURIS: Who are you to make that decision? A stranger to this Quadrant.
JANEWAY: There wasn't exactly time to take a poll. I had to act quickly.
ARTURIS: My people managed to elude the Borg for centuries, outwitting them, always one step ahead. But in recent years, the Borg began to weaken our defenses. They were closing in and Species eight four seven two was our last hope to defeat them. You took that away from us! The outer colonies were the first to fall, twenty three in a matter of hours. Our sentry vessels tossed aside, no defense against the storm. By the time they surrounded our star system, hundreds of Cubes, we'd already surrendered to our own terror. A few of us managed to survive, ten, twenty thousand. I was fortunate. I escaped with a vessel, alone, but alive. I don't blame them, they were just Drones acting with their Collective instinct. You, you had a choice!
A few things to note. First, Arturis's own people are much more advanced than the Federation. Their quantum slipstream could actually travel 60,000 LY in three months. That would make their ships capable of 240,000c. Compare this to Voyager, who at high warp (and one of their fastest ships to boot) could in theory make that same trip in about 70-75 years. Perhaps less with a proper navigational route (stars and subspace can vastly reduce or increase a ship's effective velocity, actual warp figures are "average" calculations). Arturis indicates that the Borg had been wearing them down for centuries until the Borg finally decided to come for them; in that case, they brought hundreds of cubes. And keep in mind that this is after they suffered a heavy war with 8472 and were on the verge of complete loss.
If the Borg Collective wanted the Federation that badly, they could have sent a dozen or hundreds of cubes and they'd effortlessly win.
Where is it shown that torpedos are immume to phasers?
I never said they were entirely immune. That doesn't even make sense. However, they are shielded--or otherwise insanely durable considering that a torpedo in Half a Life were able to penetrate into the stellar core of a star. Also, at closer ranges, a torpedo detonated by a phaser causes some weird, bizzare subspace shockwave.
Also 40k torpedoes are heavily armoured.
Which is pretty dumb when you consider that would just make it easier to lock onto them and drill in, setting off the warhead. It's better to have a faster, more fragile missile than it is a tougher, but slower one. Especially when they likely aren't to have amazing levels of acceleration given what their ships are limited to. Honestly...the Enterprise D itself might have near or greater acceleration capabilities than the Imperium's own missiles.
Trek energy weapons can be blocked by throwing physical matter in the way as well.
...Okay? What can't be? Assuming it has sufficient enough mass and durability.
Tyranid ships use energy blasts and arcing energy strikes to destroy incoming ordnance in Warriors of Ultramar.
Okay...that's not the same as using psychic energy to create a force field or anything. While interesting, even if they do blow up the torpedo, causing an immediate detonation at close range, the photon torpedo is still going to hurt. Unless it's several kilometers. How far away do they detonate?
Even after the codex introduced the compressed gravity corrriodor tyranids are written using warp travel as well. So they can clearly do both.
In what sources? Plenty of authors make mistakes. Unless it's in a codex, that's all I'm going to chalk it up to. That or flukes.
Tyranid ships are notoriously difficult to detect despite being huge alien monsters they are lost in the background radiation of space. this could be related to the psychic stealth that the hive mind can use in Hive Battle. The tyranids could block the scans as well!
Sorry, but the Tyranid's basic method of FTL gives them away light years in advance:
10.2 LONG-RANGE SENSORS
The most powerful scientific instruments aboard the USS
Enterprise axe probably those located in the long-range
sensor array. This cluster of high-power active and passive
subspace frequency sensors is located in the Engineering
Hull directly behind the main deflector dish.
The majority of instruments in the long-range array are
active scan subspace devices, which permit information gathering
at speeds greatly exceeding that of light. Maximum
effective range of this array is approximately five light years in
high-resolution mode. Operation in medium-to-low resolution
mode yields a usable range of approximately 17 light years
(depending on instrument type). At this range, a sensor scan
pulse transmitted at Warp 9.9997 would take approximately
forty-five minutes to reach its destination and another fortyfive
minutes to return to the Enterprise. Standard scan protocols
permit comprehensive study of approximately one adjacent
sector per day at this rate. Within the confines of a solar
system, the long-range sensor array is capable of providing
nearly instantaneous information.
Primary instruments in the long-range array include:
• Wide-angle active EM scanner
• Narrow-angle active EM scanner
2.0 meter diameter gamma ray telescope
• Variable frequency EM flux sensor
• Lifeform analysis instrument cluster
• Parametric subspace field stress sensor
• Gravimetric distortion scanner
• Passive neutrino imaging scanner
• Thermal imaging array
These devices are located in a series of eight instrument
bays directly behind the main deflector on Decks 32-38.
Direct power taps from primary electro plasma system (EPS)
conduits are available for high-power instruments such as the
passive neutrino imaging scanner. The main deflector emitter
screen includes perforated zones designed to be transparent
for sensor use, although the subspace field stress and gravimetric
distortion sensors cannot yield usable data when the
deflector is operating at more than 55% of maximum rated
power. Within these instrument bays, fifteen mount points are
nominally unassigned and are available for mission-specific
investigations or future upgrades. All instrument bays share
the use of the navigational deflector's three subspace field
generators located on Deck 34, providing the subspace flux
potential allowing transmission of sensor impulses at warp
speeds (See: 7.4).
The long-range sensor array is designed to scan in the
direction of flight, and it is routinely used to search for possible
flight hazards such as micrometeoroids or other debris. This
operation is managed by the Flight Control Officer under
automated control. When small particulates or other minor
hazards are detected, the main deflector is automatically
instructed to sweep the objects from the vehicle's flight path.
The scan range and degree of deflection vary with the ship's
velocity. In the event that larger objects are detected, automatic
minor changes in flight path can avoid potentially
dangerous collisions. In such cases, the computer will notify
the Flight Control Officer of the situation and offer the opportunity
for manual intervention if possible.
A mobile ship like the Enterprise D has an effective sensor range of 17 light years and it can detect gravimetric distortions. In other words, the Tyranids very method of FTL immediately signals their arrival far in advance. Probes, subspace telescopes, and simple defenses would allow the UFP to have days in advance of a Tyranid invasion. Only the most outer, smallest colonies would possibly be taken by surprise--and even then they'd be able to radio ahead well before the Tyranids actually arrived in system.
this does not prove that the star trek ship can detect all life on any planet anywhere it just shows they can detect life on a planet. You are making the assumption that they have done so perfectly.
I make no assumptions:
LAFORGE: He was right over here.
DATA: I am detecting no animal life within fifty kilometres. However, I am reading extensive animal remains, mostly fossilised.
LAFORGE: A graveyard?
Data could detect that there was no animal life within 50 kilometers of their position--no rodents or anything. In fact, he was even able to determine that there were only a large degree of animal remains, most of which were fossilized. That seems pretty damn accurate and he was using a personal tricorder. The ship sensors have a range of light years--do you really think they can't determine if there's any significant life signs? Please. Not to mention that we know from First Contact:
DATA: We appear to be caught in a temporal wake.
WORF: Captain, ...Earth.
DATA: The atmosphere contains high concentrations of methane, carbon monoxide and fluorine.
PICARD: Life signs?
DATA: Population ...approximately nine billion. ...All Borg.
Data was not only able to determine Earth's population with the sensors, but he was also able to determine that all of them had become Borg. Again, not the first or last time that we've been shown that they're capable of determining not only population number, but type.
You have gone beyond the scope of my comment since you said that starfleet would catch warning signs of tyranid spores before they reach the planet. I said that if spores are falling on a planet then the warning sign should be the planet surrounded by tyranid ships. You have not read my post correctly. Tyranids drop vanguard organisms quite a lot but they dont always have to.
Then we go back to the previous issue.
Tyranid scouts also perform spectroscopic analysis of stars and solar system emissions to find planets to target. Tyranid cults form on planets when genestealer cults are engendered. But they dont need genestealer cults and the vanguard organisms can spread over multiple star systmes meaning you cannot just concentrate your forces.
Except while fleets do spread out into arms, they don't spread out to more than a few dozen. And Starfleet's going to be able to monitor those arms thanks to their ability to scan their FTL drive from a fair distance. And then they're going to adjust their tactics to meet the oncoming tendrils.
I do not think you can use the excuse of tv to rule out the fact that most of star trek fights at much shorter ranges and they are unlikely to do otherwise because you want it to be that way
What excuse? It's how American TV works. George Lucas made it popular and it's remained a staple of Stargate, Babylon 5, Star Trek, and Andromeda. Or do people not really toss each other across the room because the people themselves are clearly flopping and bodies are entirely in the wrong positions? Or do those spaceships in Plan 9 from Outer Space actually fly via invisible string in space?
Exterminatus has not managed to defeat the tyranids, or viral weapons deployed against them in space. The bio-toxin from Warriors of Ultramar does not work any more
Really? Source?
Also the virus didnt result in total destruction of the tyranid since tyranid forces still survived on tarsis ultra and the planet was reclassified as a tropical deathworld in The Heroclitus effect short story. It was originally a temperate planet with severe cold weather periods. Hive fleet leviathan was not defeated.
Quote them.
If it is a chain reaction weapon then surely it needs a medium to propogate through. Also tyranid ships are heavily armoured with rapid regeneration and their own defensive biology. The biometric warhead was designed to hide the nanoprobes from species 8472 so it probably wont work on tyranids who rapidly adapt to attacks.
The bombs are for planetary use. They can effortlessly blast the Tyranids into vapor with their phasers and photon torpedoes.
If the nanoprobes were delivered by phasers and torpedoes then it is more likely that they were modified to not be doing their damage normally. Otherwise a borg drone should be armoured in nanoprobes since they can stop capital ship weapons fire.
Granted. Of course, 8472 was able to effortlessly survive Borg weapons. Even if we just put them on par with Starfleet weapons (unlikely), 8472 is far more durable than anything the Tyranids have ever faced.
Tyranid armour uses inorganic elements such as the alloys derived from hyperdense adamantium ore for example.
It doesn't really matter. Any armor, regardless of being organic or not, that can survive a nuclear warhead, is going to be much more durable than something that can be penetrated by terajoule level lasers.
Also a tyranid starship is not the same as a human being, the toughest example of an organic life form destroyed is a human. Are you proposing that a thalaron pulse will destroy diamonds?
*shrug*
Even if you go with that route, they're still vulnerable to Borg nanoprobes.
Anyway, that's all for now.
Last edited: