In my universe I play in a modified imperium in the year 3066 (I use a combination of firefly and the foundation trilogy for my setting) and after some current science research I decided to use the warpdrive rules presented in the core rulebook rather than the jump-drive rules. After reviewing the rules I decided that double the normal the normal power plant fuel consumption was to low and decided to home-brew some warp drive fuel rules for you.
Function
Warp drives are the most common, most stable and fastest form of interstellar travel. Jump drives were invented earlier than warp drives however due to the fact that they use more fuel, are less stable and are slower, warp drives are generally used instead.
Speed/fuel consumption
Warp drives can travel 1 parsec per week per warp rate (1-6). Warp drives can “burn” at a higher rate than they have to (a ship with a warp 2 engine can travel at warp 2 even if they are only travelling 1 parsec, however it will take 4.5 days rather than 7). Warp drives use fuel equivalent to (4+warp speed)*(amount of fuel used by PP per 2 weeks) so a Type S scout travelling at warp 2 will use 12 tons of fuel per week (4+2)*(2)=12 but only 10 tons at warp 1 (4+1)*(2).
Overdrive
Certain ships equipped with the proper equipment can engage in a faster mode of travel know as “Hyper-Hydro-exclusion-overdrive” or simply overdrive. The overdrive works by activating a set of extra capacitors and special exhaust manifolds to give the bubble a “boost” through real-space. Current technology only allows the boosters to increase the speed up to 1/2 a point (so a type S scout equipped with full boosters could go up to warp 2.5). Each set of capacitors, manifolds and other pieces takes up 2 tons (this counts as 1 ton of capacitors for the purpose of black globe generator storage) and allows the ship to go .1 warp faster up to a maximum of 5 sets at 10 tons and +.5 warp. The boosters also increase the fuel requirement by 1/2 ton per week per booster. Boosters cost 500,000 Cr. per booster.
“Fluf”
Warp drives work by injecting two highly unstable exotic particles into an artificial quantum singularity (black hole) at the front and back of the ship causing a rift in space called the “Warp bubble”. The bubble is shaped like a american football stretched out even further longways. From the inside, the bubble looks like a thin gray film with small lighter gray lines streaking along the bubble at incredible speed. From the outside the bubble looks like a long white line that exists for only an instant (for this reason though easy to see it is rare to see a warp line). The long line is caused by the slow decay of the bubble. Once the ship arrives at its desired destination, the bubble collapses all at once causing a bust of radiation and “throwing” the ship back into real-space (Note that the bubble collapse time must be set before the warp takes place and while terminating warp early is possible, it tends to cause significant damage to any object in the bubble at the time). The damage caused is equal to 3d6 *tonnage of the ship divided by 10*warp speed.
This mildly alleviates the fuel issue as the warp drives tend to use only slightly less fuel than jump drives.
Function
Warp drives are the most common, most stable and fastest form of interstellar travel. Jump drives were invented earlier than warp drives however due to the fact that they use more fuel, are less stable and are slower, warp drives are generally used instead.
Speed/fuel consumption
Warp drives can travel 1 parsec per week per warp rate (1-6). Warp drives can “burn” at a higher rate than they have to (a ship with a warp 2 engine can travel at warp 2 even if they are only travelling 1 parsec, however it will take 4.5 days rather than 7). Warp drives use fuel equivalent to (4+warp speed)*(amount of fuel used by PP per 2 weeks) so a Type S scout travelling at warp 2 will use 12 tons of fuel per week (4+2)*(2)=12 but only 10 tons at warp 1 (4+1)*(2).
Overdrive
Certain ships equipped with the proper equipment can engage in a faster mode of travel know as “Hyper-Hydro-exclusion-overdrive” or simply overdrive. The overdrive works by activating a set of extra capacitors and special exhaust manifolds to give the bubble a “boost” through real-space. Current technology only allows the boosters to increase the speed up to 1/2 a point (so a type S scout equipped with full boosters could go up to warp 2.5). Each set of capacitors, manifolds and other pieces takes up 2 tons (this counts as 1 ton of capacitors for the purpose of black globe generator storage) and allows the ship to go .1 warp faster up to a maximum of 5 sets at 10 tons and +.5 warp. The boosters also increase the fuel requirement by 1/2 ton per week per booster. Boosters cost 500,000 Cr. per booster.
“Fluf”
Warp drives work by injecting two highly unstable exotic particles into an artificial quantum singularity (black hole) at the front and back of the ship causing a rift in space called the “Warp bubble”. The bubble is shaped like a american football stretched out even further longways. From the inside, the bubble looks like a thin gray film with small lighter gray lines streaking along the bubble at incredible speed. From the outside the bubble looks like a long white line that exists for only an instant (for this reason though easy to see it is rare to see a warp line). The long line is caused by the slow decay of the bubble. Once the ship arrives at its desired destination, the bubble collapses all at once causing a bust of radiation and “throwing” the ship back into real-space (Note that the bubble collapse time must be set before the warp takes place and while terminating warp early is possible, it tends to cause significant damage to any object in the bubble at the time). The damage caused is equal to 3d6 *tonnage of the ship divided by 10*warp speed.
This mildly alleviates the fuel issue as the warp drives tend to use only slightly less fuel than jump drives.