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Warp Factors 1-4.49999999999 and Speed
Posted: Wed Dec 08, 2010 5:06 am
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?
Posted: Wed Dec 08, 2010 1:47 pm
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?"
Posted: Wed Dec 08, 2010 11:22 pm
by Jean
The answer should be in Hailing Frequencies which will be released on Friday.

Posted: Thu Dec 09, 2010 4:51 pm
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".
Posted: Sun Dec 19, 2010 6:14 am
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.
Posted: Sun Dec 19, 2010 1:58 pm
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.)
Posted: Sun Dec 19, 2010 7:59 pm
by Steve Cole
Also remember that tactical speeds are cube of WF but the strategic speeds use a different and much higher scale.
Posted: Sun Dec 26, 2010 1:29 pm
by gurps_gm
Yeah, I noticed the difference. I told my players that it was like from first to second gear...
