| The Warp Speed formula is going to use the cube simply because it's easy to calculate.
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| In short, whatever speed your ship can go in normal allocation it can still effectively fight.
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| Once you desire to go beyond that (i.e. go into warp beyond what your computers can calculate as far as a fight) you follow the procedure below (this is what I call "Going into Warp"):
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| 1. Your new speed for each turn is your speed from last turn plus whatever movement you place into it (positive or negative) up to your ship's rated maximum speed (calculated below). To slow down you simply apply negative movement (notice it could take many turns to secure from warp speed--trying to stop immediately is an automatic breakdown, which may be worth it depending on circumstances). If you drop below your maximum energy plotted speed for Star Fleet Battles you are considered to be secured from warp and can resume operations normally. Note that unlike SFB it is not possible to go into warp in reverse beyond what you can normally allocate.
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| 2. Only deflectors (minimum shields) may be raised. Your ship is not any harder to hit (beyond the fact that you're moving so fast) and there is no "damage multiplier" for high warp speeds.
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| 3. Any movement based operations dependent on SFB do not function (i.e. positron flywheel does not work, no EM/HETs, etc.). All ships may turn 1 hex side per game turn regardless of its turn mode or impulse engine status.
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| 4. Everything is done as if under passive fire control as far as weapons are concerned. This in effect doubles the range to each target which you're firing at. This assumes you are paying for fire control. If not, quadruple the range for each target.
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| 5. Tractor Beams automatically force a breakdown roll for both units involved. Assuming the link is not broken, use the regular rules as far a calculating a pseudo-speed, etc. Thus it is possible to "warp tractor tow" something. Breakdown rolls are not made if one of the following cases exists:
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| (a) Both units are moving slower than warp 4.
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| (b) The tractored unit is willing to be tractored, in this case only the tractoring unit must roll. If the tractored unit ever changes its mind, it must roll as soon as it starts to anti-tractor.
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| (c) Both units are moving at the same warp factor, or within 60 speed. Of course both must be moving in the same direction as well, and if one of them turns and accelerates, both must roll for breakdown.
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| (d) Both units tractor each other, in this case, one breakdown roll is made for both at the worse breakdown rating. If failed, both breakdown and tumble at maximum allocated speed with no tractor links.
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| (e) One of the units is immobile, in this case, the mobile (assumed to be moving in warp) unit must roll for breakdown and will stop in either case unless the tractor is broken.
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| Both units may accelerate or decelerate in warp if connected in a tractor beam. A pseudo-max safe speed is calculated based on their movement costs. If one unit accelerates and one decelerates, or if both turn in different directions (and both have warp movement) a new breakdown roll must be made. Multi-tractor engagements are done on an individual basis with the following exception: if a non-warp unit tractors two other units, the two other units are considered to be tractored to each other for the above rulings, as well as to the central unit. (for breakdown purposes, not for movement and figuring a psuedo-speed).
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| 6. Deceleration due to damage is based on the following formula:
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| (# of turns moving at warp) x (maximum allocated speed) = max current speed
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| If the current speed is more than the max current speed, it must be lowered to that amount. If the difference is more than the ship could decelerate by in one turn, the ship automatically breaks down. If not, the ship must roll for a breakdown.
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| 7. Breaking down in warp speed lowers the ship's speed to zero, unless it tumbles by (C6.55), in which case the speed is equal to its maximum allocated speed. After that the ship must roll for breakdown everytime it attempts high warp speed until it reaches a star base where repairs can be made (which will also repair the loss of the breakdown rating).
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| 8. Transwarp units moving at speeds beyond warp 10 are considered "cloaked" as far as lock-ons and weapons fire, but not for actual scanners. The transwarp vessel itself can still fire, under penalty of 4, but at triple (or sextuple) the range.
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| 9. Ultrawarp units in any case are not subject to any of the effects above, with the exception of 3.
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| 10. Movement must be done in a linear fashion for warp units, i.e. a ship moving at warp 6 (speed 216) would move 6 times every impulse plus whenever 24 moves in addition. Transwarp units may move up to one-third of its movement (round up) each impulse, as long as its total movement over the turn is its actual speed, i.e. a ship moving at transwarp 6 can move 60-50-60-40-6 and then 27 impulses at no movement, as long as the total is still 216. Ultrawarp units may move any number of hexes in an impulse as long as its total movement is its actual speed. Neither Transwarp or Ultrawarp movement per impulse has to be plotted, but note that the faster units move first (in order of impulse movement).
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| 11. Movement beyond warp 10 (presumably by transwarp means) done in a single impulse "jumps" terrain-- i.e. the ship does not really exist in the interval in between the start and end positions. An example of this is the Andromedan displacement device which creates a somewhat stable warp 15 "bubble" for 1/8th of an impulse.
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| The following table gives the warp scale:
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