Star Trek’s Warp Drive Technology, Explained

In this science fiction universe, anything is possible. Let's explore the technicalities of breaking the speed of light.

The universe created by the wonderful mind of Gene Roddenberry back in the late 1960s contains a myriad of wacky and wonderful things, from fabulous diverse alien races , to a dizzying array of futuristic technology. One such incredible piece of tech sits at the very heart of Star Trek. Without it, there wouldn’t be much of a show at all, and those such as Kirk and Picard would be extremely limited in exploring the miraculously empty Milky Way. The technology, of course, is the Warp Drive, and acts as an important cornerstone within the vast Star Trek history.

The Warp Drive's Role In The Star Trek Franchise

The Warp Drive is fundamental for two distinct reasons. One is that it acts as an important marker for First Contact between the Federation (or the Vulcans before the Federation was formed) and the developing culture . The reason behind this is rather simple: if a species is able to traverse the universe more easily, they will eventually run into alien species, so they may as well introduce themselves. It also acts as a significant marker for a culture being advanced enough to handle the wealth of technology and information shareable by the federation, without it skewing the culture's natural evolution.

RELATED: How Star Trek: The Next Generation Explored Blindness & Accessibility With Geordi LaForge

The second reason behind the importance of the warp drive even simpler: space is really, really big. Traversing it even with warp drive technology can take weeks to months — and that’s just from traveling between two fairly close star systems. The crew of the USS Voyager understand this all too well. Captain Kathryn Janeway 's journey to bring her crew home from the Delta Quadrant took an estimated 70 years, not including pit stops and detours along the way. The writers of Star Trek needed a solution so that each episode was not just a slow moving jaunt through space twiddling their thumbs in the holodeck , and to close the vast distances between star systems, and thus Warp Drive (or Hyperdrive as it was classed in the pilot episode) was born. Audiences may hear the term frequently, but how exactly does it work?

The Technology Behind Fictional Space Travel

Despite warp drive being purely fictional, a lot of thought had been put into explaining and exploring the science as to how it might work. Star Trek drew on various examples of previously written science fiction to create its own fusion of how this intergalactic space travel might work, and it has only been expanded over the years. The first example of such travel using such speeds was first mentioned in the 1915 - 1921 novel Skylark of Space , so the idea had been around for a while. The biggest problem with this kind of space traversal is that the speed in which an object would have to go to travel such distances would have to be faster than light. Overlooking this impossibility sewn by Einstein's theory of relativity, warp travel works by warping space-time like the folds in cloth, bending reality somewhat to allow for travel at such speeds.

To do this requires an immense amount of power. Of course, it would make sense that for a futuristic civilization they would also have a futuristic power source. In Star Trek, the main fuel is created by burning both matter (in this case deuterium, a type of hydrogen gas) and antimatter in a fusion reactor, controlled carefully through the mediation of dilithium crystals. This creates a warp bubble, or field, around the vessel, which would distorts the local space-time continuum and allows for travel that would not normally be permitted by the laws of physics.

These speeds are measured in warp factors, and go all the way up to warp 9.99. It is possible to go faster, as discovered by renegade pilot Tom Paris in the Voyager series , but speeds this great started to bend reality a little too much, and results in being absolutely everywhere all at once. As a result, it is highly unstable and not a plausible method of transportation. Warp factors in the Original Series were defined as the number cubed and then multiplied by the speed of light; for example, Warp 4 is defined as 64 times the speed of light. Things changed, however, as the writers introduced more and more into the universe. During The Next Generation, the specifics behind warp got a little relaxed, and the writers made these distances work for whatever was best for storytelling.

Warp drive technology is at the very heart of Star Trek , and is arguably one of the most important pillars for its storytelling. Not only is it fundamental to almost every single episode, as the necessary means their crew rely on more than anything else to simply get around, but there have been multiple entire episodes exploring the possibilities and problems surrounding it — including, in Discovery , what happens when it is severely limited. It is integral to the series, and will likely remain so throughout the franchise.

MORE: Star Trek: Deep Space 9's Most Heart Wrenching Moment

Screen Rant

Every star trek captain warp catchphrase explained.

Almost every Star Trek Captain has some kind of catchphrase for when the ship jumps to Warp, but some are more iconic than others.

  • "Go" - Captain Gabriel Lorca keeps it simple with a concise and authoritative command in Star Trek: Discovery season 1.
  • "Execute" - Captain Saru's choice of catchphrase falls a bit flat, feeling clunky and lacking elegance in Star Trek: Discovery.
  • "Carry On" - Captain Saru opts for a passive catchphrase that may not convey the necessary authority in Star Trek: Discovery, still workshopping his perfect phrase.

The starships of Star Trek have seen many Captains and almost all of them has uttered a catchphrase when preparing the ship for Warp speed. The moment a starship jumps into warp is a moment full of endless possibilities. It seems fitting that most Captains would choose to punctuate this moment with a memorable saying. The warp catchphrase has become such a staple that Star Trek: Discovery showed the crewmembers eagerly anticipating what a new Captain would say (and then poking fun at them if their chosen phrase didn't quite work).

Captain Spock (Leonard Nimoy) was in charge of the USS Enterprise when it was a training vessel in Star Trek II: The Wrath of Khan , but he never uttered a warp catchphrase before ceding the center seat to Admiral James T. Kirk (William Shatner). Perhaps this is because of his experience in Star Trek: Strange New Worlds season 2's premiere when Lt. Spock (Ethan Peck) said, " I would like the ship to go... now " after Lt. Erica Ortegas (Melissa Navia) asks him what his catchphrase will be. While that particular phrase might be a bit too clunky to stick, here are 17 warp catchphrases that have been used by various starship Captains.

17 "Go"

Captain gabriel lorca - star trek: discovery.

Star Trek Captain catchphrases don't get much simpler than this. In Star Trek: Discovery season 1, Captain Gabriel Lorca (Jason Isaacs) simply says " Go " just before the USS Discovery engages its spore displacement hub drive . Everyone on the ship is nervous to use the spore drive, but Lorca delivers his concise command in a way that communicates his authority and confidence. While it's not a particularly creative catchphrase, it serves to get his meaning across. Taking into account Lorca's no-nonsense demeanor, it's possible he simply couldn't be bothered to come up with a lengthier Warp catchphrase.

16 "Execute"

Captain saru - star trek: discovery.

Captain James T. Kirk made use of this catchphrase in Star Trek V: The Final Frontier , but he's not the only Star Trek captain to have said it. Saru (Doug Jones) tries this one as Captain of the USS Discovery to signal the use of the spore drive. Saru struggled to find his perfect Captain's catchphrase , and " Execute " just doesn't quite stick. It's not an elegant word, and it feels clunky to shout when in the middle of a potentially tense situation.

15 "Carry On"

Captain Saru still has some workshopping to do when it comes to his catchphrase.

After having previously tried " Execute " out as his potential catchphrase, Saru then chooses to go with " Carry on ." While this one arguably works better than " Execute ," it feels almost too passive. " Carry on " is not an authoritative command so much as it is a suggestion to keep doing what you're doing. Perhaps, nothing will ever top the simplicity and punchiness of Captain Picard's (Patrick Stewart) " Engage ," but it seems Captain Saru still has some workshopping to do when it comes to his catchphrase.

14 "Let's Go"

Captain jonathan archer - star trek: enterprise.

Simple, and to the point, it seems fitting that the first Captain of the Enterprise would say this to send his ship, the NX-01, to Warp. Not so much a catchphrase as a thing Captain Archer (Scott Bakula) just says sometimes , this doesn't feel like the order that it should be. He says it as if he's excited to set off on this journey through space, but not necessarily as if he's commanding an entire ship full of people.

Star Trek: Every Captain of the Enterprise

13 "take us out", captain james t. kirk - star trek (2009).

In the 2009 Star Trek movie , Chris Pine's Captain James T. Kirk uses " Take us out ," but as will become apparent from this list, Kirk doesn't have one particular catchphrase. Kirk orders his crew to initiate Warp Drive in many different ways , often specific to the situation he and his crew are in. This catchphrase, for example, works best when the USS Enterprise is leaving a ship dock or otherwise heading out into the stars. " Take us out" might be more appropriate for impulse engines; it doesn't feel strong enough as a command to go to Warp.

12 "That-a-Way"

Admiral james t. kirk - star trek: the motion picture.

Admiral James T. Kirk responds with this one at the end of Star Trek: The Motion Picture when Mr. Sulu (George Takei) asks for a heading. As Kirk says this, he gestures vaguely at the stars, suggesting that there will be more adventures ahead for Kirk and his USS Enterprise crew. Though this one didn't exactly catch on, it wouldn't make sense in every context anyway. However, here, it's perfect. As the send-off for the first feature-length Star Trek film, Kirk's phrase encapsulates the wonders of exploring the stars.

11 "Let's See What She's Got"

Captain james t. kirk - star trek iv: the voyage home.

Kirk's line feels like a fitting end for Star Trek IV.

As the final words said in the film Star Trek IV: The Voyage Home , this catchphrase works so well. Kirk and his crew have just successfully traveled back in time and saved the Earth. This phrase not only hints that there are more adventures to come but also celebrates Kirk's new USS Enterprise-A and what she's capable of. It's also reminiscent of the popular Scotty phrase, " I'm giving her all she's got! " Kirk's line feels like a fitting end for Star Trek IV and a way to commemorate the many achievements of the ship called Enterprise.

10 "Do It"

Captain kathryn janeway - star trek: voyager.

Star Trek: Voyager 's Captain Janeway's (Kate Mulgrew) Warp catchphrase may be simple, but she says it with such a commanding air that it's impossible not to want to follow her orders. While it's more than just the word " Go ," this one is still a basic catchphrase that serves to get the point across without any flowery language. As the first female starship Captain to lead her own show, it makes sense that Janeway would have a catchphrase that commands authority. Something about the way she says it also makes it feel like it must be obeyed, which works well for her job on the USS Voyager.

Star Trek: Every Version Of The Starship Enterprise

9 "¡dale", captain cristobal rios - star trek: picard.

Spanish for " Go ahead ," this was Captain Cristobal Rios' (Santiago Cabrera) catchphrase of choice in Star Trek: Picard . While at one point, Rios also lovingly mocks Picard by saying " Make it so ," his " ¡Dale! " is direct and effective regardless of whether his crew speaks Spanish or not. The way Rios says it communicates his meaning clearly enough, and it's a word that has the same punchy quality as Picard's " Engage ."

8 "Punch It"

Captain christopher pike - star trek (2009).

"Punch it" denotes director J.J. Abrams' Star Wars fandom.

Used only by the version of Captain Christopher Pike (Bruce Greenwood) from 2009's Star Trek , this catchphrase acts as an homage to the Star Wars franchise. " Punch it " is Han Solo's preferred way to tell Chewie to send the Millennium Falcon into hyperspace. It's not a bad Warp catchphrase, and it's always fun to see connections between two of science fiction's biggest franchises, but this phrase will be forever associated with Solo and the Millennium Falcon. A good Star Trek Captain should come up with their own catchphrase, not just borrow from another franchise, but "Punch it" denotes director J.J. Abrams' Star Wars fandom.

7 "Let's Fly"

Captain michael burnham - star trek: discovery.

When Michael Burnham (Sonequa Martin-Green) became the USS Discovery's Captain, she went with " Let's fly " as her catchphrase. "Let's fly" phrase captures Captain Burnham's idealism and desire to explore the stars . While it doesn't feel as commanding as something like " Hit it " or " Engage ," that's not really Burnham's style anyway. This phrase works well for her as a character and as a Captain. It conjures the wonder and pure fun of spending your time exploring space in a starship.

6 "Step On It"

Captain jean-luc picard - star trek: the next generation.

Captain Jean-Luc Picard (Patrick Stewart) only uses this one once, after just returning from a Holodeck program as Dixon Hill in Star Trek: The Next Generation . While it's fitting for the outfit he's wearing and the concept of driving a car, it doesn't really make sense as a Warp catchphrase. No one has to step on anything to make a starship go. Still, it works here because everyone on the bridge is in on the joke . It's a fitting end to an entertaining episode that allowed the normally serious Picard to have a little fun.

5 "Warp Me!" & "It's Warp Time!"

Captain carol freeman - star trek: lower decks.

Captain Freeman tried out both "Warp Me!" and "It's Warp Time!," and she seems to prefer the former to launch the Cerritos into action.

Captain Carol Freeman (Dawnn Lewis) experienced a lot of Captain envy on Star Trek: Lower Decks , and that includes trying to think up an iconic catchphrase of her own. As Captain of the California Class USS Cerritos, Freeman's Starfleet career is perpetually in the shadow of more prestigious ships like the USS Enterprise . Captain Freeman tried out both "Warp Me!" and "It's Warp Time!," and she seems to prefer the former to launch the Cerritos into action.

4 "Hit It"

Captain christopher pike - star trek: strange new worlds.

Captain Christopher Pike's (Anson Mount) " Hit it " has already hit it off with Star Trek: Strange New Worlds fans. Somehow, this phrase feels punchier than many of the others, and it just fits this version of Pike so well. Of all the catchphrases on this list, this one might come the closest to achieving the iconic status held by both of Captain Picard's famous phrases. It's not especially different from many of the other chosen catchphrases, but for whatever reason, when Captain Pike says it, it just works.

3 "Make It So"

"Make it so" is perhaps Picard's most well-known catchphrase

One of the most iconic Star Trek phrases of all time, Captain Picard's " Make it so " was first used during Star Trek: The Next Generation series premiere. "Make it so" is perhaps Picard's most well-known catchphrase, and it feels fitting for the type of captain Jean-Luc is. He's professional, diplomatic, and to the point, and this catchphrase perfectly encapsulates that. Often used after an Enterprise crew member has suggested a course of action, this phrase also shows Captain Picard's regard for his crew. Fans have jumped on this phrase as well, going so far as to make a parody video for the holidays called " Make it snow ."

2 "Engage"

Captain & admiral jean-luc picard - star trek: the next generation & star trek: picard.

Though the warp catchphrase, " Engage ," may be most associated with Captain Picard, many starship Captains have used this one. Captain Pike used it all the way back in Star Trek: The Original Series unaired pilot,, "The Cage." Captain Kirk used it over the course of TOS , Captain Benjamin Sisko (Avery Brooks) used it on the USS Defiant , Janeway and Lt. Tuvok (Tim Russ) both used it on the USS Voyager, and of course, Picard used it often on Star Trek: The Next Generation . It's no surprise " Engage " is as popular as it is. For one thing, it's a more realistic command, as the starship engines are, in fact, engaging as they start up. It's also satisfying to say and has the ring of a true order, so it's no surprise it has become such an iconic Star Trek phrase.

1 "???"

Captain seven of nine - star trek: picard season 3.

We don't know what Captain Seven's warp command is.

Star Trek: Picard season 3 ended with the newly-minted Captain of the USS Enterprise-G, Seven of Nine (Jeri Ryan), about to command her starship to warp for the first time. Only we don't know what Captain Seven's warp command is. Picard season 3's in-joke sets up a spinoff series, Star Trek: Legacy , about Captain Seven and the Enterprise-G's voyages. But, unfortunately, no Picard spinoff is in development at Paramount+. This means Captain Seven's warp catchphrase will remain a Star Trek mystery.

Star Trek : Warp (2380)

This page provides a chart with warp factor, speed, power requirements, etc.

In 2380, a team of Federation scientists and engineers (including Commander LaForge and Lieutenant Crusher) developed revolutionary new warp field configurations, calculations, and technology which have redefined Warp travel and necessitated a new warp scale.

Behind the Scenes

The new scale is a more standard exponential equation with no theoretical limit, each warp factor being several times faster than the previous factor.

The standard warp scale seen in TNG, DS9, and VOY for the purposes of travel in RPGs is rediculously slow when compared to the size of the Federation. The Federation at it's greatest diameter is between 8,000 ly and 10,000 ly. If we were to assume a crusing speed of warp 8, it would take a ship a little less than 8 years to traverse federation space.

In "All Good Things" we saw Federation ships using an alternative warp scale, so there is prescedent.

Using this new scale, a cruising warp factor of 8 would take a starship about two years to travers the federation. In addition to the warp factor and relative speed, I've included the power requirements for use with the Star Trek Adventures RPG. Speeds with a power requirement of 0 are considered cruising speeds, do not cost additional energy to sustain, and do not generate significant wear-and-tear on the warp engines. According to Memory Alpha the time a ship could maintain maximum warp varied from days to months ( Source ).

In the Star Trek Adventures RPG, have the crew/ship perform skill checks probably (Engines + Engineering). Each sucess "buys" a challenge die. (May need to take into account ship / crew talents to augment this roll). Roll challenge dice equal to the number of sucesses. The rolled challenge dice score is the number days the ship may maintain maximus warp. Each effect counts as a month.

  • explore Travel Time Calculator Distance (Light Years) Warp Factor Travel Time: Power Requirement: Calculate
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Generic Warp Core

A Starfleet Warp Core

Klingon Ships Engineering Warp Core

A Klingon Warp Core

Romulan Ships Engineering Singularity Core

A Romulan Singularity Core

Warp and Singularity Cores are a type of starship equipment which was added to the game with Legacy of Romulus . They determine the maximum warp speed in sector space and primarily increase the available power for certain subsystems .

  • 1 Background
  • 2 Types of Warp Core
  • 3.2 Uncommon
  • 3.4 Very Rare
  • 3.5 Ultra Rare
  • 4.1 Fleet Cores
  • 4.2.1 Mod comparison
  • 4.3.1 Mod comparison
  • 5 External links

Background [ | ]

A warp core is the power generator for starships. The most common type is an Matter Anti-Matter Warp Core that derives energy from the controlled reaction of matter and anti-matter . Specifically, Starfleet uses deuterium and antideuterium reacting in a dilithium crystal matrix. The anti-matter is contained through magnetic fields. The Romulans differ from all other known species in drawing power from an artificial quantum singularity (similar to a man-made black hole). In both cases, they generate sufficient power for the establishment of a faster than light travel via a warp bubble.

Types of Warp Core [ | ]

Starfleet and Klingon Empire starships use a [ Matter Anti-Matter Warp Core ] , while Romulan Republic and Imperial vessels use a [ Singularity Warp Core ] . All warp cores fall under one of six categories: Standard, Field Stabilizing, Hyper Injection, Overcharged, Deuterium-Stabilized/Thoron-Infused, and Plasma-Integrated.

Standard warp cores do not have any subsystem affinity, however of the remaining five types, three provide a bonus to a single subsystem power level and add an efficiency bonus if that subsystem is running below 75 power. These Matter-Antimatter warp cores boost the maximum power level to 130 as opposed to the normal 125, while the Singularity warp cores increase the corresponding subsystem power level as the ship's singularity charge level builds. The remaining two types increase power drain resistance, or power transfer rate.

Maximum Warp speed is based on the core's Mark level (values may be rounded)

Singularity Cores provide up to five Singularity Core abilities as higher tier Romulan vessels are unlocked. Singularity Core abilities are fueled by Singularity Charge. All Romulan ships have a Singularity Charge gauge with five levels. Using any Singularity ability consumes all remaining Singularity Charge, and the effectiveness of the ability used scales based on the amount of power that was consumed. After a Singularity ability is used, the Singularity Charge gauge will go offline for limited time before the charge begins to build again.

Uncommon Matter-Antimatter cores focus on Engineering stats, boosting abilities like Battery Expertise or Engine Subsystem Performance , while uncommon Singularity Cores focus either on Science stats such as Control Expertise or Drain Expertise , or instead affect the rate at which you gain singularity charge or reduce the wait time between using singularity abilities. Either can boost Electro-Plasma System Flow .

Rare Matter-Antimatter cores create a synergy bonus from one power level to another, for example providing bonus weapon power when focusing on auxiliary systems , while rare Singularity Cores improve one of their singularity core abilities. Very Rare cores go a step further, providing a battery capacitor power – a reusable battery which can be used to either add power to a subsystem or to bring it back online if it has been knocked out.

With these cores, the goal is to allow players to tweak their own singularity mechanics to their liking, and experiment with power levels in new and interesting ways to discover optimal uses for each singularity ability. Rare Singularity cores can enhance certain Singularity abilities, adding effects like high-yield torpedo redirection to a Warp Shadow or a Critical Severity buff during a Singularity Overcharge. Very rare cores provide an analogue to the “capacitor” powers found on Matter-Antimatter cores: allowing the player to drain the current Singularity charge and shunt a portion of it into a particular subsystem.

Modifiers [ | ]

Warp and Singularity Cores above Mk I have modifiers in several categories. Unlike most other items, the number of modifiers is dependent on both the item's rarity and mark :

Any conventional Warp or Singularity Core will only have one modifier from each of the following categories (some special Cores have more than one):

Mk XI+ [ | ]

Transwarp/Slipstream (Warp and Singularity Cores, Mk XI and above)

  • [Trans] - 50% Reduced Cooldown on Transwarp
  • +10% at Mk XI
  • +20% at Mk XII and above
  • [SSR] - Slipstream drive recharges 100% faster
  • [SST] - +100% Slipstream Turn Rate

Uncommon [ | ]

Skill Bonus (Warp and Singularity Cores, Uncommon and above)

Adds a bonus value, dependent on mark level , to one of a Captain's skills or, for singularity cores, improves the performance of those abilities.

  • [Bat] - Starship Battery Expertise (Improves Battery Duration)
  • [Eff] - Starship Starship Warp Core Efficiency (Improves Power Levels when Low)
  • [Rep] - Starship Damage Control (Improves Passive Hull Regeneration)
  • [SecSpd] - Starship Sector Speed (formerly [Coi])
  • [SEP] - Starship Engine Subsystem Performance (Bonus Engine Power)
  • [GG] - Starship Control Expertise (formerly G raviton G enerators) (Improves Control Effects / Resistance to Same)
  • [EPG] - Starship Exotic Particle Generator (Improves Exotic Damage)
  • [SingA] - +20% Singularity Charge Rate
  • [SingC] - -10% Singularity Cooldown time
  • [SingS] - -20% Singularity Power loss rate
  • [EPS] - Starship Electro-Plasma System Flow (Improves Power Transfer Rate)
  • [PI] - Starship Drain Expertise (formerly P ower I nsulators) (Improves Energy & Shield Drains / Resistance to Same)
  • [SSP] - Starship Shields Subsystem Performance (Bonus Shield Power)
  • [SWP] - Starship Weapons Subsystem Performance (Bonus Weapon Power)

e.g. A Mk XII core with [SecSpd] adds 17.5 to the Captain's Driver Sector Speed skill value.

Power Bonus (Warp Cores, Rare and above)

  • Provides 7.5% power of one subsystem to another. Given in the form [x->y]. e.g.: [A->E] Adds 7.5% of your Auxiliary power to your Engine power as bonus power.
  • Note that this bonus does not reduce the source subsystem. In the [A->E] example above, if Aux power is at 100, then Engine power is boosted by 7.5 (while Aux remains at 100).
  • There are 11 possible combinations for this modifier; [W->S] is reserved for Epic quality.

Singularity Ability (Singularity Cores, Rare and above)

  • [Jump] - +100% Singularity Jump Accuracy
  • [OLoad] - While Singularity Overcharge is active, you gain +20% Crit Severity.
  • [Res] - Your Quantum Absorption also provides you with 20 resistance to all damage.
  • [Shad] - Singularity Warp Shadow will confuse all High - Yield Torpedoes in a 5km radius.
  • [Wave] - 10% chance to disable 1 subsystem for 5s with Plasma Shockwave.

Very Rare [ | ]

Battery Capacitor (Warp and Singularity cores, Very Rare only)

On Matter-Antimatter cores, the capacitor gives +15 power to the named system for 10 seconds, while on Singularity cores, it gives up to 30 power based on your Singularity level. On both types of core, it will also repair the subsystem if it is offline.

  • [WCap] - Weapons Capacitor: Weapons Power Buff
  • [SCap] - Shield Capacitor: Shield Power Buff
  • [ECap] - Engines Capacitor: Engine Power Buff
  • [ACap] - Auxiliary Capacitor: Auxiliary Power Buff
  • Some special cores , currently the Breen Cryoplasma-Infused cores , Krenim Temporal Phase cores and the Kobali cores , have a special battery capacitor that functions differently: in these cases, giving more power by drawing it from other system, reducing Bridge Officer ability recharge times, or making its effect AoE, respectively.
  • Some other special cores, currently the Delta Alliance cores and the Temporal Defense Initiative cores , both from the Reputation system, have a special Trajector Jump ability in lieu of a battery capacitor (not to be confused with Subspace Fold ).
  • ↑ This does not seem scale with Shield Capacity, Shield Power or your Shield Regeneration skill, though the value differs by ship, and so may scale based on Shield Modifier or some other variable. Values are given for a Utility Cruiser ; on a T5 D'Kyr Science Vessel , the Matter-Antimatter Core value was +355.9, and the Singularity Core +711.8, for Mks XII, XIII and XIV, curiously.

Ultra Rare [ | ]

There is currently no extra mod given at Ultra Rare quality for standard warp cores. It is unknown of this is a bug or intentional. Some special cores , however, can get these mods at Ultra Rare :

  • [AMP] - +3.3% All Damage for each sub-system with 75 or more power
  • [CON] - 1% Chance when hit to grant 1 Singularity Level (Singularity Cores Only)
  • [EAS] - 2% Chance when hit with energy weapons to grant +15 Auxiliary Power Setting for 10 sec
  • [EWS] - 2% Chance when hit with energy weapons to grant +15 Weapon Power Setting for 10 sec

All Warp and Singularity cores get the [W->S] modifier at Epic quality, which adds 7.5% of your Weapon power to your Shield power as bonus power.

For example, a Hyper Injection Warp Core may get [SSS] at Mk XI, [EPS] at Uncommon , [E->A] at Rare , [ECap] at Very Rare , and [W->S] at Epic , ultimately ending up as [Hyper Injection Warp Core Mk XIV [E->A] [ECap] [EPS] [SSS] [W->S] .

Special Warp Cores [ | ]

Fleet cores [ | ].

Advanced and Elite Fleet Warp Cores and Fleet Singularity Cores are available from the Fleet Dilithium Mine . The Fleet Spire holding provides access to Advanced and Elite Thoron-Infused and Plasma Integrated Warp and Singularity Cores.

Variants are combinations of the Reinforced, Hyper-Charged, or Plasma-Integrated warp cores.

'Advanced' cores have an additional modifier, making a total of four. 'Elite' cores have two additional modifiers making a total of five.

  • Fleet Reinforced, boosts Shield and Auxiliary Power.
  • Fleet Hyper-Charged, boosts Engine and Auxiliary Power.
  • Fleet Plasma-Integrated, increases base resistance rate of all power levels and increases power transfer rate.
  • Advanced Fleet Warp Cores. - Obtained at Fleet Dilithium Mine - (Reinforced), (Hyper-Charged)
  • Elite Fleet Warp Cores. - Obtained at Fleet Dilithium Mine - (Reinforced), (Hyper-Charged)
  • Advanced Fleet Plasma-Integrated Warp Cores. - Obtained at Fleet Spire
  • Elite Fleet Plasma-Integrated Warp Cores. - Obtained at Fleet Spire

Variants are combinations of the Reinforced, Hyper-Charged, or Hyper-Stabilizing singularity cores.

  • Fleet Hyper-Stabilizing, boosts Engine and Shield Power.
  • Fleet Thoron-Infused, boosts Resistance and Power Transfer Rate.
  • Advanced Fleet Singularity Cores. - Obtained at Fleet Dilithium Mine - (Reinforced), (Hyper-Charged), (Hyper-Stabilizing)
  • Elite Fleet Singularity Cores. - Obtained at Fleet Dilithium Mine - (Reinforced), (Hyper-Charged), (Hyper-Stabilizing)
  • Advanced Fleet Thoron-Infused Singularity Cores. - Obtained at Fleet Spire
  • Elite Fleet Thoron-Infused Singularity Cores. - Obtained at Fleet Spire

Reputation Cores [ | ]

The following are reputation set cores. Stats using an X multiplier also scale as the item increases in Mark level, shown in the table above. When a table cell lists two modifiers, the top one is for the Matter-Antimatter core, while the bottom one is for the Singularity core. Numbers taken from a level 60 character on the ground with no skill points spent, no traits slotted, and no specializations affecting item stats.

Mod comparison [ | ]

Reputation cores on average have 6 X s worth of stats. If they were Very Rare Warp Cores, their modifiers would be as below, keeping in mind that this does not take set bonuses into account:

In a few cases, one of the Warp or Singularity Core is superior to the other. It is unknown if this is intentional.

  • ↑ 1.0 1.1 The Delta Alliance Trajector Singularity Core has one fewer mod than its Matter-Antimatter counterpart.
  • ↑ 2.0 2.1 The Temporal Defense Initiative Overcharged Warp Core has one fewer mod than its Singularity counterpart.
  • ↑ 3.0 3.1 The Lukari Restoration Initiative Reinforced Warp Core has one fewer mod than its Singularity counterpart.

Crafted, Event, Mission and Starship Cores [ | ]

Special cores on average have 4 or 5 X s worth of stats, but often some other unique characteristic, such as a special battery capacitor. If they were Very Rare Warp Cores, their modifiers would be as below, keeping in mind that this does not take set bonuses into account:

  • ↑ 1.0 1.1 1.2 The Braydon Reconnaissance Warp Core has two fewer mods than its Singularity counterpart.
  • ↑ 2.0 2.1 The Dual Injection Singularity Core cannot yet be upgraded, but presumably it would get a 4th mod at very rare.
  • ↑ 3.0 3.1 3.2 3.3 These are the starting Mods, specific mods can be changed by the player via re-engineering .

External links [ | ]

  • Warp core at Memory Alpha , the Star Trek Wiki.
  • Legacy of Romulus Dev Blog #17 at the Official website .
  • 2 Playable starship
  • 3 Delta Recruitment

Memory Alpha

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Warp core , or warp core reactor , was the common designation for the main energy reactor powering the propulsion system on warp-capable starships . During the 22nd century , warp reactors aboard NX-class starships were technically known as the " gravimetric field displacement manifold ". ( ENT : " Cold Front ") A less common name for this core was antimatter reactor core . ( TNG : " Booby Trap ", display graphic )

The first Terran warp core was invented by Zefram Cochrane in 2061 and used in Humanity 's first warp-capable vessel, the Phoenix , in 2063 . The Phoenix's first flight on April 5th, 2063 was detected by a passing Vulcan survey ship, the T'Plana-Hath , who decided to initiate the first open contact between Humans and another species. The event was later considered a defining moment in Human history and celebrated as First Contact Day . ( Star Trek: First Contact ; VOY : " Friendship One ", " Homestead ")

Yamato warp core

The internal location of a Galaxy -class warp core

On Federation starships, the warp core usually consisted of a matter / antimatter reaction assembly (M/ARA) utilizing deuterium and antideuterium reacting in a dilithium crystal matrix, producing a maximum output of four thousand teradynes per second . ( VOY : " Drone ")

Twenty-second century warp cores were designed as oblong cylinders connected by pylon conduits directly into the warp nacelles. ( ENT : " Broken Bow ")

Twenty-third century warp cores varied in design, but still had the matter-antimatter reaction occur horizontally until at least 2269. On some ships such as the Crossfield and Constitution -classes , the warp core was not located in main engineering and was instead located in the dilithium energizer room, separate from main engineering ( ENT : " In a Mirror, Darkly, Part II "; TOS : " That Which Survives ", " The Alternative Factor ")

In 2269 , Federation warp cores had gained a radical upgrade. A new vertical segment was added to the dilithium crystal converter in main engineering, marking the transition to a new age of Starfleet warp core design. This new component allowed for increased power generation, and a large upgrade of the older horizontal mixing warp cores. ( Star Trek: The Animated Series )

By 2270 , most Federation warp cores were redesigned to consist of a large verticle warp core unit, doing away with the older obsolete horizontal cores. Located in the secondary hull, the matter and antimatter reaction plasma from the intermix chamber traveled the core through vertical conduits into the dilithium crystal converter, or main energizer as it was then called, ( Star Trek II: The Wrath of Khan ) with the resulting warp plasma energy directed to the nacelles through horizontal conduits leading out from the rear of the core. This advancement allowed for speeds of up to warp factor 12 on the old scale. At this point the warp speed scale was revised for TNG to allow for higher warp speeds. ( Star Trek: The Motion Picture )

As a safety precaution, the core could usually be physically ejected from the ship, should an event such as a catastrophic containment failure of the matter-antimatter reaction occur that could not be corrected. There were also some tactical uses for ejecting and detonating a core on purpose. The detonation could, for example, be used to neutralize the cascade of a subspace tear or to push a ship away from the gravity well of a black hole . ( TOS : " That Which Survives "; TNG : " Cause And Effect ", " All Good Things... "; VOY : " Cathexis ", " Day of Honor ", " Renaissance Man "; Star Trek: Insurrection ; Star Trek ; LD : " The Stars At Night ")

Antimatter containment was achieved through the use of magnetic fields, which guided and directed the antimatter through the antimatter integrator to injector coils, which precisely compressed and streamed the antimatter into the form which entered the intermix chamber. Deuterium, stored in the ship or attracted by the Bussard collectors , was funneled in a stream from the opposite deuterium injector . The resulting energy plasma molecules entered the lattice matrix of the crystallized dilithium chamber, reacting within it and releasing a tuned energy stream in the form of electro-plasma , a highly energetic form of plasma . The electro-plasma was carried by magnetic plasma conduits throughout the power transfer system. In the Federation power transfer grid , this was the electro-plasma distribution network , comprised of EPS conduits and EPS taps . The most energized stream created was the warp plasma , which exited in twin power transfer conduits connected to the warp nacelles . ( ENT : " Cold Front ", " These Are the Voyages... "; Star Trek: Insurrection )

By the 24th century the dilithium crystal converter and matrix was replaced by a dilithium chamber matrix and articulation frame housed directly inside the matter-antimatter intermix chamber in a vertical warp core. ( TNG : " The Best of Both Worlds ", " Relics ")

Dilithium crystals were also used in Klingon warp reactions on the 23rd century to generate energy at sufficient levels to enable warp flight. In the late 24th century , Klingon reactors used a tritium intermix , a feature not included in Federation and Romulan ships of the same era. ( DS9 : " When It Rains... ") On Romulan starships, a completely different approach was used; an artificial quantum singularity in the warp core harnessed the energy necessary to power warp flight. ( TNG : " Timescape ")

Warp cores on starships left resonance traces , allowing for the ability to track vessels. ( VOY : " Caretaker ")

A warp core could be towed at warp using a tractor beam if calibrated properly. ( VOY : " Day of Honor ", " Renaissance Man ")

When a warp core went offline, deuterium was a vital fuel to support basic functions of a ship's auxiliary fusion reactors and impulse drive. Warp cores from shuttlecraft and shuttlepods could augment power, if necessary. ( VOY : " The Void ")

Warp cores emitted a thrumming sound, audible through much of the ship, that some Humanoids found soothing, gentle, or otherwise pleasant. ( LD : " Terminal Provocations "; SNW : " Spock Amok ", " Those Old Scientists ")

Gallery [ ]

The warp core of an NX-class starship

  • 3 Ancient humanoid

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Enterprise E warp core

Warp core of the Sovereign -class USS Enterprise -E .

WarpCore

The warp core of a Galaxy class starship.

A warp core was the energy production reactor technology which allowed starships to use warp drive to travel at warp speeds .

  • 1 History and specifics
  • 2.1 Connections
  • 2.2 External link

History and specifics [ ]

Commonly, warp cores utilized matter / antimatter reactions to produce the required energy to achieve warp speed. Federation starships used deuterium and antideuterium which was reacted in a dilithium matrix. Romulan starships typically used artificial quantum singularities to produce the required power. The majority of starships used their warp cores for general energy requirements in addition to powering their warp drives.

An unusual hybrid starship encountered by the USS Enterprise -D in 2370 included a warp core from a Romulan warbird . ( TNG - The Space Between comic : " Strategy ")

Appendices [ ]

Connections [ ], external link [ ].

  • Warp core article at Memory Alpha , the wiki for canon Star Trek .
  • 1 The Chase
  • 2 Preserver (race)
  • 3 J.P. Hanson

Warp Drive Mechanics

Warpcores.jpg

Warp Cores are a feature on Star Trek – The Continuum. They are the main source of power generation and also warp drive (jumping). Each warp core consists of a block that functions as a jump drive. The supporting blocks are decorative or function as reactors. Which block does what will be broken down later in this guide.

  • 1 Important Notes
  • 2 Warp 1 Warp core
  • 3 Enhanced Warp Core
  • 4 Proficient Warp Core
  • 5 Elite Warp Core
  • 6 Deuterium Containment Units (Fuel)

Important Notes

  • Large Grid Large nuclear reactors have been removed from the game as the main source of power on a starship will come from the antimatter warp cores.
  • Each grid can only have a limited amount of warp core blocks. See Server block Limits.
  • Each grid can only have 1 block that functions as a Warp Drive,
  • Warp 1 Reactors use Uranium as fuel source for early game progression.
  • Enhanced, Proficient and Elite Warp Cores use “Deuterium Containment Units” as a fuel source.
  • These units can be created via the Deuterium Processor block by having the base materials “Deuterium” and “Anti Deuterium”

Warp 1 Warp core

Warp 1 Warp Core.png

  • Warp1-Reactor.png
  • Warp1Base.png

This is your first Warp Core to build in game. It does not require any tiered tech to create. All other Warp Drives require some sort of tiered components to build.

Enhanced Warp Core

Entbase.png

Proficient Warp Core

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Elite Warp Core

Elite Warp Core.png

Deuterium Containment Units (Fuel)

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What is Deuterium Intermix?

Deuterium intermix (“intermix”) is the fuel type required by the tiered warp reactors.  The Enhanced, Proficient, and Elite warp cores all utilize intermix instead of uranium.  It is a compound made of deuterium, anti-deuterium and dilithium.

If you hope you progress in the game with tiered warp reactors, you’ll therefore need to find a way to obtain some for yourself.

The absolute easiest way to obtain intermix is to buy it; You can visit any trade station and purchase it for credits.  However, you’ll find the intermix is one of if not the most expensive item at the store, so if buying it is not possible for you, how else can you obtain it?

The answer is to manufacture it for yourself (or to sell!).  This process is relatively straightforward, but it requires multiple steps.  Keep reading.

How do I get Deuterium Intermix?

The first step in creating intermix is to go mining.  You can do this on a planet or in space in an asteroid cluster; the raw materials will appear in both locations.  You are looking for 3 specific ores: Deuterium ore, Anti-Deuterium ore, and Dilithium ore.  You’ll want to find good quantities of each of these, and it’s not a bad idea to try to have equal amounts of deuterium and anti-deuterium ore on hand.  

The second step involves refineries.  You’ll need to return to your base and put the dilithium ore into your refineries.  The deuterium and anti-deuterium ores will not refine, nor do they need to be.

The third step is to manufacture dilithium matrix in your assemblers.  This is the final material you need before you can start generating intermix for yourself.

The fourth and final step is to put all 3 of your materials (deuterium, anti-deuterium and dilithium matrix) into a Deuterium Processor.  Like many blocks in STC, there are 4 tiers of processor for you to create.  Each higher tier will be more efficient and faster than the last, but they all work on the same principle.  Placing deuterium ore, anti-deuterium ore, and dilithium matrix into the inventory of the processor will begin to passively make intermix.  The processors will run so long as all 3 materials are present in their inventory.

Note: Unfortunately, the processors will not pull deuterium, anti-deuterium and dilithium matrix into their inventory in even amounts automatically.  You’ll often find it full of 1 thing, but not a mix of the 3.  This will require some manual intervention on your part.

For Advanced Users: If you’re using Isy’s Inventory management script, you can have the processors automatically fill themselves using the “Special” container feature of Isys.  Just append “Special” to the name of each processor, and go into the Custom Data and set quotas for your processors on the lines for deuterium ore, anti-deuterium ore and dilithium matrix.  (I like 2000, 2000 and 1000 respectively, but set whatever quotas you desire )

How to engage Warp Drive

Warp.png

1. Go into your cockpit/control seat and press "G".

2. Select your Warp Drive block and drag it to the toolbar.

Warp-step1.png

3. Select "Toggle Supercruise"

Warp-step2.png

4. Get out of the "G" menu and press the toolbar hotkey associated with the warp drive.

5. Warp Drive speed is based on your power output. If you try to go to fast and don't have the required power it will kick you out of warp.

6. To go faster press the "W" key repeatedly, To slow down press the "S" key repeatedly.< /br>

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IMAGES

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  2. Warp core

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  3. Warp Speed Wallpapers

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  4. Warp-5-Antrieb

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  6. Warp drive

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VIDEO

  1. Warp drives: Physicists give chances of faster-than-light space travel a boost

  2. Star Trek: Time Warp

  3. Is Star Trek's Warp Drive Real?! The Truth Revealed!

  4. Star Trek's coolest Warp Jump recreated

  5. Star Trek coolest Warp Jump

  6. Star Trek Time Warp: TOS Trivia That Will Test Your Knowledge!

COMMENTS

  1. Warp factor

    Star Trek: The Next Generation []. A document dated May 14, 1986 and attributed to Gene Roddenberry places warp 10 at the top of the scale: "Beyond that time-space continuity is disoperative." The corresponding velocity is given as "the speed of light multiplied by the speed of light ten times", whereas warp 2 is now "the speed of light squared", implying a general rule of the speed of light ...

  2. Warp drive

    A warp drive or a drive enabling space warp is a fictional superluminal (faster than the speed of light) spacecraft propulsion system in many science fiction works, most notably Star Trek, and a subject of ongoing physics research. The general concept of "warp drive" was introduced by John W. Campbell in his 1957 novel Islands of Space and was popularized by the Star Trek series.

  3. Zefram Cochrane

    Dr. Zefram Cochrane was a Human scientist in the 21st century and a pivotal figure in Human history. An eccentric genius, he was the inventor of warp drive on Earth and became the first recorded Human to travel faster than light, prompting official first contact with the Vulcans. (Star Trek: First Contact; ENT: "Broken Bow", "Future Tense", "Home"; TOS: "Metamorphosis"; TNG: "New Ground"; VOY ...

  4. Technology in Star Trek

    The reference work Star Trek Fact Files indicates this limit at warp factor 9.99. This is the highest conventional warp speed mentioned for a spaceship (Borg cube). Also in the episode Threshold (Star Trek Voyager) the warp factor 9.99 is suggested as the limit. This is the last warp factor mentioned before the leap takes place in the transwarp ...

  5. Star Trek: How Fast Warp Speed Is (& How It Compares To Hyperspace)

    According to the Star Trek Encyclopedia, in simple terms, the new warp speed factor 1 is the exact speed of light, 299,792,458 m/s. Each factor above is a multiple of that warp speed, although what those values are vary depending on the show in question. Warp Factor 1 - 1x lightspeed. Warp Factor 2 - 10x lightspeed. Warp Factor 3 - 39x lightspeed.

  6. Warp drive

    Warp drive is the primary propulsive force behind most advanced space vessels, propelling them faster than the speed of light. The drive does this by generating warp fields to form a subspace bubble that envelops the starship, distorting the local spacetime continuum immediately around the ship and moving the starship at superluminal velocities. These velocities are referred to as warp factors ...

  7. Star Trek's Warp Drive Technology, Explained

    The Warp Drive's Role In The Star Trek Franchise. The Warp Drive is fundamental for two distinct reasons. One is that it acts as an important marker for First Contact between the Federation (or ...

  8. Warp speed

    Warp speed is the term for traveling at faster-than-light velocity through a warp drive propulsion system. It is the principal mode of transport in Star Trek, being used by all space-faring factions. While not the first species to develop the technology, humanity's first use was in 2063 by Zefram Cochrane's Phoenix. This led to their first contact with Vulcans, celebrated by the Federation as ...

  9. How Does The Warp Drive From Star Trek Work?

    Conclusion. In theory, a Warp Drive can be constructed by manipulating a localized area of space-time, according to the metric created by Alcubierre. The Warp Drive from Star Trek works on this very principle and gives us (and Kirk's crew) a way to cover vast intergalactic distances. The next time someone scolds you for watching yet another ...

  10. Every Star Trek Captain Warp Catchphrase Explained

    Almost every Star Trek Captain has some kind of catchphrase for when the ship jumps to Warp, but some are more iconic than others. Summary. "Go" - Captain Gabriel Lorca keeps it simple with a concise and authoritative command in Star Trek: Discovery season 1. "Execute" - Captain Saru's choice of catchphrase falls a bit flat, feeling clunky and ...

  11. star trek

    Trans-warp is one of those generic terms that was thrown around a lot in the Star Trek Universe. In the case of the USS Excelsior, it is my understanding that trans-warp stood for an experimental technology that allowed a ship to jump from standstill to any warp velocity the ship was capable of without having to accelerate through the various levels (warp 1, warp 2, warp 3, etc).

  12. Star Trek : Warp (2380)

    In addition to the warp factor and relative speed, I've included the power requirements for use with the Star Trek Adventures RPG. Speeds with a power requirement of 0 are considered cruising speeds, do not cost additional energy to sustain, and do not generate significant wear-and-tear on the warp engines.

  13. Warp Core

    Warp and Singularity Cores are a type of starship equipment which was added to the game with Legacy of Romulus. They determine the maximum warp speed in sector space and primarily increase the available power for certain subsystems. A warp core is the power generator for starships. The most common type is an Matter Anti-Matter Warp Core that derives energy from the controlled reaction of ...

  14. Warp core

    Warp core, or warp core reactor, was the common designation for the main energy reactor powering the propulsion system on warp-capable starships. During the 22nd century, warp reactors aboard NX-class starships were technically known as the "gravimetric field displacement manifold". (ENT: "Cold Front") A less common name for this core was antimatter reactor core. (TNG: "Booby Trap", display ...

  15. Warp core

    A warp core was the energy production reactor technology which allowed starships to use warp drive to travel at warp speeds. Commonly, warp cores utilized matter/antimatter reactions to produce the required energy to achieve warp speed. Federation starships used deuterium and antideuterium which was reacted in a dilithium matrix. Romulan starships typically used artificial quantum ...

  16. Warp Drive Mechanics

    Warp 1 Reactors use Uranium as fuel source for early game progression. ... Star Trek - The Continuum is a not for profit Space Engineers themed Server. Viacom, as the owner of Paramount Pictures, owns the film licenses to Star Trek, and produces the Pine/Quinto-starring films. CBS Corporation's CBS Television Studios has the rights to produce ...

  17. Threshold (Star Trek: Voyager)

    "Threshold" is the 31st episode of American science fiction television series Star Trek: Voyager and the 15th episode in its second season. It first aired on UPN on January 29, 1996.. The series follows the adventures of the Federation starship Voyager during its journey home to Earth, having been stranded tens of thousands of light-years away. In this episode, Lieutenant Tom Paris (Robert ...