Warp Factors 1-4.49999999999 and Speed

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gurps_gm
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Warp Factors 1-4.49999999999 and Speed

Post by gurps_gm »

PD has the conversion table for warp factors for parsecs/day, but only from warp factor 4.5+. Vulcan is, IIRC, mentioned as 16 light-years in GURPS Romulans, and a week or so away at warp 2.5.

Is there somewhere a scale that includes warp 1 up to warp 4.49999999999?
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Post by mojo_billbo »

I dug through all three of my GURPS PD books and Module Prime Alpha, and I couldn't find anything for less than warp 4.5.

It's never come up with any PD stuff I ran into, the opposite usually happens, "Why isn't our ship faster than warp 5.5?"
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Jean
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Post by Jean »

The answer should be in Hailing Frequencies which will be released on Friday. :D
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Steve Cole
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Post by Steve Cole »

The bottom line is anything up to 3.2 is "tactical combat speed" and would take so long to get anywhere as not to be worth the bother of going. (Think: six months to get to Hawaii. Why bother going?)

Even 3.5 would be "pack a lot of lunches".
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Post by gurps_gm »

I just want to cover my bases. I have had players who will make "reasonable decisions" because they are filling empty spots from episodes of classic trek, not knowing that things are different in the SFU.
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Post by Jean »

Well, since Warp 1 is the speed of light, you have a base number to start with. The slowest ship is Warp 4.5. So you (and they) have a range to work with. When do they want to arrive? "In your ship, flying at normal speed, you could get there in X days. At Warp 1, it'll take Y years. When would you like to arrive?" (That's sort of how I would handle it, in my games.)
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Post by Steve Cole »

Also remember that tactical speeds are cube of WF but the strategic speeds use a different and much higher scale.
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Post by gurps_gm »

Yeah, I noticed the difference. I told my players that it was like from first to second gear... :D
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