Warp Movement can be used as a Standing Order - XWARP. The information below also pertains to this Standing Order.
Warp Movement can be used as an order in a Convoy Route.
This is the order used to send a Fleet through a Warp Point. The Fleet must be located at a Warp Point to use this order. Use the Move order (Move To Warp Point) to move a Fleet to a Warp Point. Then use this order to move through the Warp Point. Sufficient Fuel must be available as cargo on the Fleet to supercharge the Jump Engines of every ship in the fleet. This primes the Jump Engines for Warp Point entry and provides for Jump Engine power throughout the journey. Individual ships do not need to have Fuel Tankage loaded with Fuel because tankers or other ships can share their Fuel for in-space Jump Engine priming just before entry. It is therefore possible to add tankers to a Fleet instead of adding Fuel Tankage to all of your ships. Every ship in the Fleet must have at least one Jump Engine of any type or this order will fail. Additional Jump Engines on a ship will reduce the size of its Warp bubble, allowing more ships to fit in a line abreast formation and appear at the exit point in the destination system during the same instant. This is only important in combat situations. The higher the class of the Warp Point being transited, the more Fuel that is required for transit. Base fuel usage per ship is based solely on the total mass of the ship, and is then modified upward as the Warp Point Class increases. Class “A” Warp Points are the easiest to transit. The appearance location of a Warp Point in the destination system might fall within a dangerous terrain type, which could prove hazardous to the transiting vessels. You are well advised to send expendable scouts through previously unexplored Warp Points before risking large Fleets.
At the conclusion of a Warp movement, every ship in the Fleet has its remaining Action Points reduced to zero. This prevents the Fleet from executing many other orders, such as a System Scan. Fleets that have just arrived in a star system must therefore survive until the following turn before they can begin snooping about.
WARP, Fleet #
Fleet #: The Fleet # that is attempting to jump through the Warp Point.
WARP, 85
Fleet # 85 enters the Warp Point it is located at. If this Fleet is not currently at a Warp Point, or the Fleet has insufficient Fuel, or at least one of the ships in the Fleet has no Jump Engines, this mission will fail. Class F, G and higher Warp Points are considered theoretical by your scientists and most agree that they probably don’t exist.
| Warp Point Class | Fuel Usage Multiplier |
|---|---|
| A | 1 |
| B | 2 |
| C | 4 |
| D | 9 |
| E | 16 |
| F | 25 |
| G | 36 |
Content contributed by Raven Zachary from the SuperNova: Rise of the Empire Orders Supplement by Rolling Thunder Games