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Warp Drives in MGT

xevus11

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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.
 
a few quick questions:

as I understand it, you program the drive to travel to a specific destination (i.e. adjust the time to decay for the warp bubble). does this mean that it is difficult for a ship to alter course once it's set it's destination? or can a ship still steer freely while at warp? (bearing in mind it can't see where it's going)

also, can you adjust your speed while in warp, or is that also set before entry?

what happens if a ship runs low on fuel (say, by a slow fuel leak, or sabotage, or just plain carelessness) part-way though a warp?

are the black holes at the front and back of the ship a permanent feature of the starship or something generated during the activation of the warp drive?

what is the effect of a warp bubble passing though debris, or another ship? do you need a clear line of sight for each "leg" of a journey?
 
as I understand it, you program the drive to travel to a specific destination (i.e. adjust the time to decay for the warp bubble). does this mean that it is difficult for a ship to alter course once it's set it's destination? or can a ship still steer freely while at warp? (bearing in mind it can't see where it's going)

The warp bubbles function similarly to jump bubbles, while a device that could alter a ship's course is conceivable, it is certainly not a standard feature.

also, can you adjust your speed while in warp, or is that also set before entry?

again, a device that does this is conceivable though most ships have their speed set at the time of activation.

what happens if a ship runs low on fuel (say, by a slow fuel leak, or sabotage, or just plain carelessness) part-way though a warp?

catastrophic collapse of the bubble initiating the rules for stopping a warp early.

are the black holes at the front and back of the ship a permanent feature of the starship or something generated during the activation of the warp drive?

They are temporary devices generated only for the duration of the warp

what is the effect of a warp bubble passing through debris, or another ship? do you need a clear line of sight for each "leg" of a journey?

Hmmm... this is a tough one, I would say that the bubble can deflect most small objects however anything say 1000 metric tons or heavier collapses the bubble and initiates the early collapse rules.
 
ok, does the "deflection" of smaller objects damage them? i.e. would "jump ramming" be a viable (if expensive and somewhat desperate) tactic?

is the 100D limit still in force? i'm assuming it is.

is their a minimum range for these drives, or are they able to make inter-system jumps at full speed (a J-1 warp drive, if my sums are correct, hits about 166 c, while a j6 dive tops out at just over 1000 c. for reference, 1000 c is about equivalent to warp factor 8 in star trek, post TNG scale.) if their is no minimum range, I can see would be a market for system warp ships (sun to pluto in under 3 minutes? hell yhea!).
 
ok, does the "deflection" of smaller objects damage them? i.e. would "jump ramming" be a viable (if expensive and somewhat desperate) tactic?

Yes, i suppose if the object was small enough (though most starships are far to large and heavy)

is the 100D limit still in force? i'm assuming it is.

Yes

is their a minimum range for these drives, or are they able to make inter-system jumps at full speed

I play them as inter-system warp capable if the astrogation program is powerful enough, but this is GM preference.

(a J-1 warp drive, if my sums are correct, hits about 166 c

188.8 by my calcs but I was doing it in my head...

while a j6 dive tops out at just over 1000 c. for reference, 1000 c is about equivalent to warp factor 8 in star trek, post TNG scale.

Yea a little silly fast, but ya know...

if their is no minimum range, I can see would be a market for system warp ships (sun to pluto in under 3 minutes? hell yea!).

In my universe such ships are available yet very expensive (the in-system warp computer should be very expensive for game balance) though I have been working on cheaper EVE style 'micro-warp-drives' for small craft like the 50-dton cutter for high-speed fuel collection when the main ship is far away from the gas giant
 
I've got no problem with variant Traveller settings and I'm always interested to see other GMs take on these ideas. Here are a few points and questions.

I think you have a typo in the OP. Half of 7 days is 3.5 days not 4.5.

What are the TL requirements for different warp ratings?
Are all warp rating up to warp-6 commonly available?
Are warp ratings above 6 possible?

The warp booster rules give fixes mass and costs for boosters regardless of the size and rating of the the drive they’re attached to. So A Scout Courier could boost it’s warp rating by +0.5 using 10 tons of boosters, but so could a 50kton battlecruiser. Is that right?


Simon Hibbs
 
What are the TL requirements for different warp ratings?

same as the jump drives

Are all warp rating up to warp-6 commonly available?

dunno, depends on how you want to play it; in my universe anything over 3 is hard to find and 6 is usually restricted to couriers and military vessels.

Are warp ratings above 6 possible?

Again, depends on your universe, though I play it as warp 6 for game balence (because ya know, 800x the speed of light and all...)

The warp booster rules give fixes mass and costs for boosters regardless of the size and rating of the the drive they’re attached to. So A Scout Courier could boost it’s warp rating by +0.5 using 10 tons of boosters, but so could a 50kton battlecruiser. Is that right?

You make an excellent point, these where intended to be quick, dirty rules, I may refine them on down the line.
 
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