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Interstellar travel is prolific across the Orion Spur. Long trips across the stars are relatively affordable between highly developed systems, but costs increase in less developed systems. There are two known methods of interstellar travel within the Spur; using the system of warp gates established across inhabited systems by the powers that be, or using an expensive ship-bound interstellar drive, which allows vessels to travel across the stars under their own power. Between the two, traveling via the gate system is far more common, as the majority of ships do not head into uncharted space, wish to spend the money on a drive, or do not want the risks associated with using any form of drive within a system’s gravity well.


These divisions are split further by how faster-than-light travel is achieved, either using bluespace, or warp. Since 2462, and the beginning of the phoron scarcity, traveling via bluespace has become more expensive, and prices will continue to rise if the new phoron deposits of Orchard Moon cannot satisfy the market.
In the present day, interstellar travel is prolific across the Orion Spur. Hopping planet-to-planet or system-to-system to see friends, dispersed family, or to commute to distant jobs has become normalised. It is more uncommon to find someone who hasn’t travelled beyond their home system than has.
 
Space, however, is incredibly large. In the 25th Century though, both subluminal/Slower-Than-Light (STL) and superluminal/Faster-Than-Light (FTL) travel have advanced to a degree that travel across the 100LY<sup>3</sup> region that is the explored Orion Spur can take months, at most. The Spur’s states have also seen the construction of vital transport infrastructure that permits the ease of this travel.
 
An uncountable number of STL transport means exist, from humanity’s old chemical rocket propulsion to electrical propulsion, such as ion propulsion, that sees usage in the by the [[skrell]]. But, only two FTL transport means exist — warp, discovered earliest, more widespread, albeit slower; and bluespace, discovered more recently, less reliant on infrastructure, reliant on scarce [[phoron]] — each with major drawbacks that have only been brought to the light amid the [[Phoron Scarcity]].
{{TOC Hidden}}
= The Interstellar Transport Database =
The '''Interstellar Transport Database''' was created as an independent body in 2137 by the [[Solarian Alliance]] shortly after the [[Timeline#The_Discovery_of_Warp|discovery of warp]]. It initially served as a repository of all safely charted warp lanes and, today, has expanded to include bluespace ring connections and established, well-trafficked bluespace routes. Its travel maps and live data on in-use warp lanes and bluespace routes protects interstellar pilots from collisions or poorly placed bluespace jumps, seeing it receive various tongue-in-cheek, oft-holy nicknames by different groups.
 
<center><div class="toccolours mw-collapsible mw-collapsed">
==[[Interstellar Travel|Interstellar Travel Map]]==
The Interstellar Warp Database's Travel Map, displaying warp lanes and established bluespace routes.
 
Expand the collapsible, and feel free to open the image link in a new tab for a closer and more detailed look! ▶
<div class="mw-collapsible-content">
[[File:ITD_TravelMap.png|1600px]]
 
''Note: An 'established bluespace route' is a bluespace route so frequently travelled, the systems it passes have phoron refuelling infrastructure and/or is patrolled by local enforcement. Bluespace travel is not constrained to these routes, but requires extra consideration into fuel supply.''
</div></div></center>
 
<div class="toccolours mw-collapsible mw-collapsed">
==Active Major Travel Advisories==
Expand the collapsible to view active ITD Major Travel Advisories! Useful for Bridge Crew to know! ▶
<div class="mw-collapsible-content">
The following travel advisories have been included on Live Travel Maps by the Instellar Transport Database, informed by both state, megacorporate, and independent organisations:
 
* '''[[The_Orion_Spur#Sparring_Sea|Sparring Sea]] ― Extreme Piracy:''' Warp travel ''strongly'' unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; do not exit bluespace in the region unless necessary. No reliable law enforcement in region.
* '''[[The_Orion_Spur#Southern_Reaches|Southern Reaches]] / ''Pustkowie'' ― Decivilised, Extreme Piracy:''' Warp travel unadvised in all systems and ''strongly'' unadvised away from patrolled systems; seek alternative routes where possible. Exercise additional care charting bluespace routes. Refer to ''Solarian Navy'' notices for up to date information on anti-piracy operations and where to avoid.
* '''[[The_Orion_Spur#Crescent_Expanse|Crescent Expanse]] ― Extreme Piracy, No Refuelling Infrastructure:''' Warp travel ''strongly'' unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; do not exit bluespace in the region unless necessary. No reliable law enforcement in region. Limited refuelling infrastructure.
* '''East [[The_Orion_Spur#Badlands|Badlands]], [[The_Orion_Spur#Light’s_Edge|Lemurian Sea]] ― Extreme Piracy, No Refuelling Infrastructure:''' Warp travel ''strongly'' unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; do not exit bluespace in the region unless necessary. No reliable law enforcement in region. Limited refuelling infrastructure.
* '''[[The_Orion_Spur#Light’s_Edge|Light's Edge]], [[The_Orion_Spur#Light’s_Edge|Lemurian Sea]] ― High Anomalous Activity:''' Warp travel unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; exiting bluespace in the region unadvised. Report unusual phenomena to [[Assunzione#The_Assunzionii_Expeditionary_Corps|local scientific and state bodies]], including: ''stellar diffusion without supernova'', ''sudden photon termination'', and ''sudden warp field dissipation''.
* '''[[Notable_Skrell_Systems_and_Locations#Zeiqi-Trqn|Zeiqi-Tqrn]] ― Quarantine:''' Major epidemic of ''[[Skrell_Ailments#Black-Blood|Black Blood]]'' disease. Military cordon enforced; special travel permissions required by local ''Nralakk Federation''. Non-permitted vessels enter at risk of ship scuttling.
</div></div>
 
 
=Warp Travel=
Warp drives, less frequently referred to as ''Alcubierre-Akysonov drives'', work by distorting the space-time continuum around a ship, where space-time is compressed at the front and expanded at the rear, creating a wave-like '''"warp field"''' which propels the ship forwards at superluminal speeds. Some warp drives and gates go so far as to generate a micro-singularity to further distort the space-time continuum around a ship.
 
Warp travel is a ''continuous form of faster-than-light travel'', whereby a ship continues to exist within and interacts with realspace, and therefore must avoid physical obstacles the realworld presents. Warp travel can be incredibly dangerous for those outside of the warp field, as an object moving at FTL speeds will destroy anything it hits. Consequently, '''warp travel is confined to "warp lanes"''', and warp drives can only be activated within '''"warp zones"''' at the ''edges of star systems''. It used to take several years to chart a safe warp lane; even today with the assistance of present-day Cartographer AIs, it can take a year.
 
Warp travel has no 'special fuel' requirement, unlike bluespace travel which rely upon phoron. However, warp travel has a larger power requirement, necessitating a dedicated power generator to overcome this obstacle: typically fission for smaller ships; fusion for larger ships; a series of fusion generators for gates.
 
<div class="toccolours mw-collapsible mw-collapsed">
==Specifications & Travel Costs ==
Expand the collapsible to see the average prices and specs of forms of warp travel ▶
<div class="mw-collapsible-content">
 
{| class="wikitable" style="text-align:center"
|-
! width="300px"| '''Warp Drive'''
| '''Average Speed (Light Years per Day [LY/D])'''
| '''Supported Class Sizes'''
| '''Additional Requirements'''
| '''Average Cost with Requirements (电) (Civilian)'''
|-
| '''Personal Warp Drive Models'''
| ~0.35 LY/day
| Class I to II
| Warp-dedicated Fission Reactor, with fuels (eg. Uranium)
| ~5,000电
|-
| '''Standard Warp Drive Models'''
| ~0.5 LY/day
| Class II to III
| Warp-dedicated Fusion Reactor (eg. Helium-3)
| ~15,000电
|-
| '''Heavy-Duty Warp Drive Models'''
| ~1.0 LY/day
| Class III to IV
| Large, Warp-dedicated Fusion Reactor (eg. Helium-3)
| ~50,000电
|-
| '''Suzuki-Zhang Hammer Drive Models'''
| ~1.5 LY/day
| Class II to IV
| Warp-dedicated Fusion Reactor (eg. Helium-3)
| ~100,000电
|}
 
'''Note:''' Due to the abundance of warp gates, warp drives are typically only used in larger, state/megacorporate vessels, those charting warp lanes, or warp enthusiasts willing to deal with the longer transit times.
 
'''Average Warp Gate Use Cost:''' ~20电 to traverse a complete lane (eg. the many gates between Sol and Nova Patria).
 
The Spur's states and megacorporations reserve certain warp lanes for their employees or for regular travellers who have subscribed (starting at 50电/month) to avoid warp traffic.
 
'''Average Warp Gate Construction Cost:''' Immense, requiring multiple dedicated fusion reactors, a large contractor costs, and cartographers to ensure a route is safe. It adds up to compare to constructing an airport.'''
</div></div>
 
==History==
<center>''“It's pleasing to know that the many children who dream of living among the stars will have the chance I never did. Perhaps the generations born stars away will dream of life on Earth.”'' - Dr. Evgeniy Aksyonov, warp drive inventor.''</center>
 
The idea of warp drives in the context they are known today began to crop up in the mid-1900s, with Dr. Miguel Alcubierre expanding upon and providing the first equations in which a warp drive may behave and be possible. It wouldn't be until the mid-2130s, amid the [[Timeline#The_Crisis_of_2127|Earth's Climate Crisis]] that threatened humanity, that Soviet physicists led by Dr. Evgeniy Aksyonov would design the first, functional warp drive. This discovery laid the foundations for humanitys' conquest of the stars, demonstrating the possibility of traversing systems and between systems within acceptable human timeframes. Only 17 years later, the first planet outside of the Sol System would be colonised — [[Tau Ceti]].
 
In 2355, the [[Solarian Alliance]] would announce the '''Warp Gate Project''', which would aim to connect all of humanity's well populated and profitable systems together with a series of warp gates. [[Einstein Engines]] would be contracted to complete this work and, in 2384, they would announce the completion of the last planned warp gate.
 
As these warp gates could be used without a drive, they kicked off an age of ''driveless FTL travel'', with only those seeking to hasten journeys or take unconventional shortcuts installing warp drives into their vessels — as well as military vessels, not wanting to be confined to lanes. Warp drives are capable of bolstering the speed of warp gate travel though, and so larger vessels continued to field warp drives to make gate travel more efficient.
 
In the 100 years since then, warp travel solidified itself as the mainstay for interstellar travel, until the later discovery of bluespace travel that threatened to make warp obsolete.
 
==Warp Lanes and Gates ==
Warp lanes are mapped out routes that avoid planets and stations, dense asteroid fields, and other objects that the Spur doesn't want a warping ship to collide with. These warp lanes can only be used by one ship at a time, and so '''bundles''' or '''highways''' of warp lanes exist, all connecting the same two locations, for well-trafficked routes. Warp lanes are all publicised on the '''Interstellar Transport Database''' — the bible for any pilot who travels interstellar — which additionally indicates when warp lanes are in-use and inaccessible, so as to avoid collisions.
 
It is a frustrating truth that even these highways can see traffic jams, as the Spur's commuters, pleasure vessels and logistic vessels all queue to enter or leave via the same common highways. Warp lanes accessible only to specific states or megacorporations also exist, ensuring those 'important' need not get stuck in warp traffic; subscriptions are also offered for regular travellers to use these exclusive routes.
 
Since the completion of the '''Warp Gate Project''', many of these warp lanes are now connected by '''warp gates''', negating the need for a warp drive to traverse a warp lane. They are reliably found in all inhabited systems and form a spider web of connection across the known galaxy. Though expensive to set up initially, they are quite easy to maintain compared to bluespace rings.
 
Most drives produced in the current day are locked to these warp lanes and gates, however those utilised by warp cartographers — or those jailbroken — come without restrictions and can freely warp anywhere, at others' and one's own peril.
 
== Warp Cartographers ==
<center>''“Sir, I put a lot of thought into those― please do not engage manual— oh, you blithering buffoon!”'' - GERALD (2316-2329), Cartographer AI aboard the ''ICV Wizard Wednesdays''; final transmission recorded on the ship's telecommunications blackbox.''</center>
 
For those wishing to avoid warp traffic or for those wishing to make a significant amount of credits or respect, it is possible to explore and chart your own warp lane — those who do this are known as ''stellar cartographers'' or, more recently, '''warp cartographers'''. This is an incredibly slow and arduous process, requiring a cartographer to meticulously calculate trajectories and velocities for a warping vessel to traverse between two points, then trace the route in their own ship. This can take up to a decade if done ‘’analogue’’ and is incredibly dangerous, with one large mistake seeing a cartographer's ship tear through a habited system, end up destabilised by a planet's magnetic field and atmosphere where it will then crashland and be stranded, or warp straight into a star. However, it has been made a lot simpler by sophisticated '''Cartographer AIs''' which can handle the brunt of the calculation load in a matter of days, though this still requires a warp cartographer to put faith in the resulting route. Alternatively, one can find a [[skrell]] to be their cartographer!
 
[[Sol#Unity_Station|Unity Station]] is also home to the '''Cartographer's Monument''' that honours any cartographer who has perished charting a new warp lane - regardless of species, religion, nationalist, etc. It is a large, black obelisk with a shining, golden pinnacle, inscribed with all of the names of those who have given their life in service of other space pilots. Inscribed is the following, "''Without their work and sacrifice, the modern Spur would be a collection of isolated systems, alone in the dark.''"
 
==Dangers==
<center>''“DEFENDANT: Yeah well, how could he have know it was me? There was like, no way to even see into the ship's helm when I warped through his solar array. I mean when my ship did.”'' - Exerpt from a Republic of Biesel court transcript.''</center>
 
Warp travel is dangerous — a fact drilled into the minds of those across the Spur by [[NanoTrasen Corporation]]'s bluespace drive ad campaigns. Some of the heavy-hitter messages include:
 
* '''Warp Collisions:''' As warp travel involves an object moving at FTL speeds in materialspace, there is a massive risk of collisions. Warping ships not beholden to a safe warp lane may rip through stations, ships in subspace, or small habited exoplanets. For those inside of the ship however, warping into a planet or star's magnetic field will destabilise the warp field and see the ship plummet into the planet or star, either stranded or incinerated. A study published by [[NanoTrasen Corporation]] in 2463 estimated 21,487 deaths per year to warp collisions, but had the unintentional consequence of resulting in greater reliance on Einstein Engines' warp gates.
 
* '''Singularities:''' For those warp drives that augment their distortion of the space-time continuum with a micro-singularity, additional dangers are of course incurred, with the rare event whereby a singularity escapes its containment, consumes the ship, then goes on to create a blackhole (hopefully not in civilised space!).
 
* '''Warp Field Accretion''', and '''Shotgun Warping:''' When a ship is soaring through space in warp, this warp field will 'catch' other particles in the trough-like space-time distortion at the front of the warp field, be it solid matter, light photons, etc. When the ship then exits warp, these accreted particles and matter - which accumulated immense energy from being propelled at FTL speeds - will explosively disperse in a scatter-ray of ionising radiation or superheated plasma. This is incredibly dangerous for other vessels, and is why Warp Zones are important. They can also be ''weaponised'', with it not being a rare tale to hear of a pirate ''"Shotgun Warping"'' someone in an ambush, however this is an incredibly skilled maneuver to pull off.
 
* '''Arbitrary Warp Malfunctions,''' officially ''Warp NSCP Events''''':''' Warp drives and gates have an inherent 'failure chance' when primed for warp travel. In the latest models released by [[Einstein Engines]], a warp drive or gate will malfunction ''3 times out of 100''. The malfunctions are usually not major, overloading and damaging components. This inherent failure chance is attributed to the relationship between FTL Travel and Time Travel, for anything that can be used to travel faster-than-light can ''theoretically'' be used to time travel. However, the universe is prepared to smite any attempts at time travel with what is known as the ''Novikov self-consistency principle (NSCP)'' - the universe's safeguard against the creation of paradoxes. When someone operating a warp drive or gate ''thinks'' of traversing time with the warp drive, that 3% chance to fail will ''always'' land on a fail chance despite its statistical improbability, as it ''must'' be impossible to time-travel, as that could create a paradox.
 
* '''Piracy:''' Though safe to use in well-patrolled regions, utilising warp travel through uninhabited or poorly-patrolled systems often leaves one at risk of piracy. Unlike bluespace travel which is direct to one's endpoint and occurs outside of the material world, warp lanes are fixed, predictable, and have multiple stops and interchanges that leave a ship vulnerable to piracy.
 
==Suzuki-Zhang Hammer Drives==
<center>''“We are no longer the Einstein of the past decades, reeling from defeat after defeat and barely keeping pace with NanoTrasen [...] we can not only meet NanoTrasen, but that we can best them even in [Biesel].”'' - Noelle Lopez-Zhang (2408—), October 17th, 2461, at the steps of Xavier Trasen Memorial Courthouse after ''Einstein Engines v. NanoTrasen Corporation''.</center>
 
The Suzuki-Zhang Hammer Drive model was designed in October 2462 by a team orchestrated by [[Einstein Engines]]'s Chief Research Officer, Dr. Mio Suzuki. At first only fitted into vessels of the Solarian Alliance, a commercial variants of the Suzuki-Zhang Hammer Drive would be placed on the open market in July 2464. Not quite the ultimate bluespace drive replacement it was marketed to be, Hammer Drive models remains a ''feat'' of human engineering and is still markedly better than all other warp drives on the market.
 
Whereas other warp drives are ''negative warp drives'', which generate negative mass particles to distort space-time to create the warp field, the Hammer Drive was the first ''positive warp drive'' to be designed. This is an unimportant distinction for most but, crucially, it forgoes the requirement for warp drives to come with built-in negative mass particle generators, massively reducing their size and power demand — two of the larger downsides for consumers. An additional benefit is that most warp interdiction technology targets negative warp fields, resulting in Hammer Drives being immune to most interdiction technology.
 
Only available on the open market in 2464, Hammer Drives remain expensive, though not prohibitively so: '''A Hammer Drive model costs fluctuates around 电100,000, and can reduce the average journey to a matter of weeks with none of the phoron cost of a bluespace drive, less power demand than other high-end warp drives, and can fit in ships other high-end warp drives could not.'''
 
== Warp Interdiction ==
Warp travel is quite easy to interdict, unlike bluespace which cannot be interdicted from realspace as the target is in another dimension, requiring more complex nets to be positioned in bluespace.
 
Available on the open-market for bounty hunting and military use are ''warp field dissolvers'' or just ''warp interdictors'', which can be placed into the ''warp lane'' someone anticipates their victim to be making use of. When the warping ship collides with the warp field dissolver, it prematurely aborts the warp travel, often causing electrical malfunctions, and allows the ship to be attacked.
 
Interdiction nets are popular with pirates who set them up where warp lanes pass through uninhabited systems, pillaging those they capture in their snare. Interdiction nets are easy to jury-rig and can be produced with inexpensive, modified warp drives, resulting in their widespread use by rather infamous groups. However, an advanced understanding of engineering and the internal complexities of warp drives is needed to make an improvised interdiction net.
 
In a military setting, specialised, destroyer-sized or larger interdiction vessels are also capable of preventing warp travel in a large area around the interdiction vessel. These vessels field ''warp destabilisers'' which ― by creating an odd, rapid undulation of space-time ― trigger the emergency shutdowns or prevent start-ups in most warp drives and gates.


=Bluespace Travel=
=Bluespace Travel=
<center>''“It would be unwise to base the next foundations of the Spur on this cosmic madness.” — Dr. Vincent Chen-yue (2325—2442), Chief Research Officer with Taipei Engineering Industrial''</center>


Bluespace travel describes a process that uses phoron-powered engines to bore tunnels into the “bluespace dimension” so named for its characteristic blue hue. The vessel then uses onboard propulsion to enter the tunnel and begin travel. It was first discovered in 2341 by '''Luo Qiqiang''', a physicist employed with Einstein Engines. Qiqiang theorised that bluespace would revolutionise FTL travel, though he could not grasp its full implications, thinking it was just a more efficient version of the warp, rather than the separate dimension it is known to be today.
Little is understood about bluespace. It is believed to be an alternative dimension 'overlayed' over our dimension — often formally named materialspace or realspace — where a position in bluespace roughly corresponds to a point in realspace. It also appears to be intrinsically tied to the phoron, with bluespace phenomena and phoron often coinciding: the [[Tau_Ceti#The_Romanovich_Cloud|Romanovich Cloud]] being the prime example, rich in both phoron and anomalous phenomena connected to bluespace.  


It was not until NanoTrasen’s discovery of phoron, and the further work of '''Samantha Tigard''', that bluespace was able to be better researched, understood, and applied. The high energy capacity of phoron allowed bluespace gates and drives to be easily used. As early methods of propulsion were being developed, bluespace drives saw quick adoption, and plans were put in place to partially replace the prior generation of warp gates, with some scientists confidently declaring warp travel obsolete. However, even before the scarcity, maintaining bluespace drives and gates was an expensive endeavor, one which never saw a significant price drop; causing plans to phase out the warp gates in favor of bluespace ones to be canceled, and revised into the more modern system we know today.
Bluespace travel involves piercing a tunnel with a pre-calculated exit point in materialspace into bluespace, which the ship then is then pulled into — and any matter around the ship with it. After traversing through this bluespace tunnel for a short duration, the ship spews forth from the exit point. At the core of bluespace drives and rings are '''"bluespace crystal matrices"''' — series of '''phoronic bluespace crystals''', that appear to display piezoelectric-like characteristics by forces believed to be exerted in the bluespace dimension. Inputting the destination for a bluespace jump will realign the bluespace crystals, then once further energised with an influx of fluidic phoron and a variable moderator, will create the bluespace tunnel. No one quite understands the mechanisms behind this - ''it just works''; normally, this would bar the wide adoption of something, but not something as profitable as bluespace.


In the 2460s, circumstances have changed. The phoron scarcity brings doubt as to whether bluespace travel will remain a viable option in the future, andNanoTrasen and the Stellar Corporate Conglomerate have put great effort into alleviating the scarcity. After the SCCV Horizon discovered the “Orchard Moon” asteroid in the galactic region of Valley Hale, some of the drain on resources has been lessened, but only time will tell if bluespace travel is passing into the annals of history.
Like warp travel, bluespace travel must begin and end in designated '''bluespace egress and ingress zones''', as the formation of a bluespace tunnel — entrance and subsequent exit — will displace and suck in nearby mass, ejecting them with the ship when it exits bluespace. These egress and ingress zones align with the warp zones on the edges of star systems and also — as bluespace travel occurs in another dimension and poses no collision threat — in high orbit and between planetary bodies.


== Phoron ==
Unlike warp travel, bluespace travel does not rely on ensuring a route is safe, only that your end point is clear of obstacles. As a result, ships are unburdened by specific routes and can go virtually anywhere. The '''Interstellar Travel Database''' does log well-established bluespace routes however, the systems of which a route passes often being built up with phoron refuelling infrastructure and being patrolled by local enforcement.
Discovered within the Romanovich Cloud in 2417 by the [[Nanotrasen Corporation|NanoTrasen]] Science Vessel Yosemite, Phoron irrevocably changed the history of the Orion Spur - while initially for the better, in recent times nothing could be further from the truth. Purple and opaque in appearance, the mineral was discovered to be incredibly useful for energy production, alongside uses as a catalyst for creating advanced medications that transformed the field of medicine into what it is known as today.  


It is extremely toxic and caustic in all its forms, however, most notably dangerous when in gaseous form, capable of significantly harming those that breathe it in as well as being capable of causing significant damage to anything engulfed within should it be set alight. Sirens blaring due to the caustic gas escaping containment is oftentimes the last sound that many employees will hear before succumbing to its severe toxicity. Phoron is used mostly in energy production, predominately within fusion generators that sustain both Bluespace Drives and Gates due to the excessive amount of power required to commence travel within the anomalous dimensional pocket.  
Limited by the size of any given vessel, bluespace drives vary in their power and precision depending on their design — how much phoron primes them, the fluid moderator choice, the size of the drive. The most powerful of bluespace drives are reserved for flagships of the respective nations and megacorporations within the Orion Spur, reaching shockingly high FTL speeds and with perfect precision.


Currently, the only deposits of the mineral have been located within the [[Republic of Biesel]] and the [[Republic of Elyra|Serene Republic of Elyra]] - with reports from Vaurcae that [[Sedantis]], their homeworld, also had deposits of the mineral. Due to the exhaustive extraction and refining operations that have been conducted since its discovery, there now exists a scarcity that deeply impacts the entirety of the Orion Spur, and continues to worsen as the limited supplies of phoron are used to keep the status quo. The [[Stellar Corporate Conglomerate]], predominately NanoTrasen, continues to search for additional deposits with the [[SCCV Horizon]], with limited success, such as the previously mentioned "Orchard Moon".
<div class="toccolours mw-collapsible mw-collapsed">
==Specifications & Travel Costs ==
Expand the collapsible to see the average prices and specs of forms of bluespace travel ▶
<div class="mw-collapsible-content">
 
{| class="wikitable" style="text-align:center"
|-
! width="300px"| '''Bluespace Drive'''
| '''Average Speed (Light Years per Day [LY/D])'''
| '''Supported Class Sizes'''
| '''Additional Requirements'''
| '''Average Cost with Requirements (电) (Civilian)'''
|-
| '''Low-Power Bluespace Drive Models'''
| ~1.5 LY/day
| Shuttles to Class II
| Individual Phoron Canisters
| ~50,000电
|-
| '''Standard Bluespace Drive Models'''
| ~2.75 LY/day
| Class II to IV
| Small Phoron Holding Tank
| ~100,000电
|-
| '''High-power Bluespace Models'''
| ~5.0 LY/day
| Class II to IV
| Phoron Holding Tank
| ~300,000电
|-
|}


== Bluespace Drives ==
'''Average Bluespace Ring Ticket Cost:''' ~电250. [[NanoTrasen Corporation]] used to offer a subscription for frequent travellers, however it is now only offered to their employees for 1,000电/month.
Bluespace drives are generally reserved for military vessels or those that have the luxury of affording a bluespace drive, such as high-end corporate and commercial vessels. Limited by the size of any given vessel, bluespace drives vary in their abilities depending on their design. The most modern and powerful drives are reserved for flagships of the respective nations within the Orion Spur. They utilize a combination of compacted preprogrammed databanks referred to as “bluespace crystal matrices” that empower a drive to ‘breach’ the anomalous dimension, and require quantities of energy currently only capable of acquiring by using phoron.


Unlike their gate counterparts, drives are considered unreliable or even dangerous to use within a system’s gravity well, due to the displacement of mass caused by entering and exiting bluespace, a danger that increases with the size and distance a ship jumps. However, this is only a problem for large vessels as the risks of using bluespace drives within gravity wells steeply decreases with the size of the vessel, and the very few shuttles which possess bluespace drives can reliably jump within a gravity well. Still, large ships using their bluespace drives for anything but the shortest of jumps while inside a systems gravity well may suffer any number of damages, or at worst, cause their drive to critically malfunction, potentially destroying the ship; a crew would need to be bordering on suicidal for a drive to get to this point. Instead, large ships using drives will plot travel to the edge of a system, and make their way to their destination under the power of sublight thrusters, or through a series of short jumps, though even this brings risk, as it is possible to collide with unseen objects upon exiting bluespace. Therefore, every system will have many points of ingress or egress that are marked on stellar charts. Those who either independently charter or are contracted to charter new ingress/egress points are often paid incredibly well due to the hazardous nature of their work.
'''Average Bluespace Ring Construction Cost:''' Insurmountable and will garner laughs from investors.
</div></div>


Bluespace drives project a field around a certain distance around the ship itself, enveloping it into the anomalous dimension, and then proceeds to ‘jump' it to the plotted destination. Typical means of moving do not work within bluespace, and a drive is required to do so. Drives can be used to jump to any location within range, so long as enough power is provided to them. High-quality drives are more efficient in plotting exit coordinates, and some are even rumored to be able to give an accurate picture of their egress point before exiting bluespace, but these drives are incredibly expensive and used almost exclusively by the militaries of the major factions.
[[File:BSgates2024.png|thumb|300px|Blue indicates an active connection; Red indicates an intentional disconnection/prohibition; Yellow indicates an unintentional disconnection/maintenance.]]


*'''Low-end bluespace drives found in shuttles and corvettes tend to reach velocities of .10 lightyears a day, with the highest end reaching .25LYD.'''
== History ==
Bluespace was discovered very recently in 2410 by Einstein Engines physicist '''Dr. Luo Qiqiang''', who detected the first indications of bluespace phenomena while studying a particularly large deposit of phoron in the Romanovich Cloud, connecting the two. Following Dr. Luo Qiqiang's revelation in 2412, [[NanoTrasen Corporation]]'s '''Dr. Samantha Tigard''' would go to lay the foundations of bluespace science as it is today, and design the first means of bluespace travel - the same year, the first commercially-viable bluespace drive would hit the market.


*'''Mid-range, expensive bluespace drives found in frigates and destroyers tend to reach velocities of .30 lightyears a day, with the highest end reaching .50LYD.'''
Bluespace travel saw rapid adoption after the initial skepticism wore off and saw widespread use among megacorporations, states, and express transport. Most of the Spur’s residents turned away from warp travel — both drive and gates — and had bluespace drives fitted into their ships, rendering pre-charted warp lanes obsolete in a matter of years now due to their crushingly slow speeds.


*'''Heavy-duty, powerful bluespace drives found in cruisers tend to reach velocities of .60 lightyears a day, with the highest end reaching .75LYD.'''
This wasn’t the end, as [[NanoTrasen Corporation]] envisioned a total replacement of warp gates, aiming to install a bluespace ring in every inhabited system where a warp gate sits. Shouldering the cost and with generous grants from the [[Solarian Alliance]], construction of the first bluespace ring began in the [[Sol]] system in 2415. Growing pains were quick to present and it became clear that the phoron burden of installing dozens of bluespace rings was simple impossible, and so the project was downscaled to only the most traffic-heavy of systems. A total of 6 rings were constructed, with the last finished in [[Xanu_Prime|Xanu]] in 2422. Despite only 6 bluespace rings having been constructed, they revolutionised Spur logistics, turning month long warp freight journeys with a half-dozen interchanges or month long bluespace jumps, into only a couple week long series of ring jumps.


*'''Capital bluespace drives found in battleships and larger tend to reach velocities of .85 lightyears a day, with the highest end reaching 1 LYD.'''
In the 2460s, as the Scarcity continues to take its toll, circumstances are appearing to reverse and there are doubts as to whether bluespace travel will remain a viable option. [[NanoTrasen Corporation]] and the [[Stellar Corporate Conglomerate]] have invested significant amounts into alleviating the Scarcity and locating more phoron deposits, however [[Einstein Engines]] continues to undercut the bluespace market with more affordable and reliable warp drives — the Suzuki-Zhang Hammer Drives being the first of nails into bluespace's coffin.


=== Bluespace Interdiction Nets ===  
== Bluespace Rings ==
Bluespace interdiction nets are designed to overload bluespace drives, essentially forcing vessels in bluespace to violently breach, oftentimes straining opposing drives causing a multitude of issues that not only requires a full reset but maintenance as well if not outright rendering them inoperable.  Interdiction nets are popular with pirates who use them near a system's ingress/egress points, pillaging those they capture in their snare. Interdiction nets are easy to jury-rig and can be produced with inexpensive, modified warpdrives, resulting in their widespread use by rather infamous groups - however, an advanced understanding of engineering and the internal complexities of warpdrives is needed to do so.
[[File:InterstellarTransport BluespacevsWarp.png|thumb|A [[NanoTrasen Corporation]] infographic presenting the benefits of bluespace transpot vs. warp, in the context of bulk, Spur logistics.]]
[[File:BSgates2024.png|thumb|300px|Blue means a solid connection, red means one that has been deconstructed on one or both ends, and yellow means "temporarily" shut down.]]


== Bluespace Gates ==
Bluespace rings are particularly useful for being the ''superhighway'' of interstellar travel. They are massive constructions which ships pass through to be transported,  capable of hurling a ship through bluespace in any direction (though, in practise, stick to precalibrated routes) and — being so powerful — permit near-instantaneous travel, with a promised 5 minutes maximum transit time. As a result, the Spur's logistics ''rely'' upon these 6 bluespace gates for speedy deliveries, with the rare gate outage often wreaking havoc upon planetary supply lines.
The first bluespace gates began construction in 2420, and became operational by 2425.


Bluespace gates are particularly useful for being a highway of interstellar travel for ships that are not outfitted with any kind of drive, or even those that are, due to the cost of fuel. They are massive constructions, taking up a square kilometre, shaped like giant rings which ships pass through to be warped.  They are outfitted with phoron-powered projectors facing inwards, and as with nearly all gates, are overseen by an integrated artificial intelligence which permits access based on ship credentials and performs the highly-complex calculations required to transport a vessel thousands of kilometers through a different dimension. To use a bluespace gate, a transmission consisting of several details is required, which are usually checked against existing records and with the local authority of the entity that the bluespace gate resides within.
Bluespace rings are overseen by Ring AIs ― all interconnected on a shared extranet network ― which permit access based on ship credentials and civilian records, and perform the highly-complex calculations required to calibrate a bluespace matrix and transport a vessel through a different dimension. Both the start-point bluespace ring and end-point bluespace ring must synchronise for a jump to be successful. In times of diplomatic troubles, bluespace rings can be blacklisted from connecting, as is seen with Sol's bluespace ring.


A key detail to the use of bluespace gates are the bluespace lanes. These “lanes” are pre-established and documented trajectories between separate gates, which allow for instantaneous travel between them. It is expensive, time-consuming, and extraordinarily complex to create new bluespace lanes between gates, which is why they are limited in number.
Bluespace rings can be found in the following systems: [[Sol]], [[Qerrbalak|Nralakk]], [[Tau Ceti]], [[Konyang|Haneunim]], [[Xanu Prime|Xanu]], and [[Persepolis|Tabiti]]. Of note is the bluespace ring between Tau Ceti and Xanu which, in 2462, is said to have “collapsed” due to reasons unknown. It is unclear what exactly happened or if the ring will re-open, as both governments and the corporations they contract keep their investigations highly classified.
Originally bluespace gates were expected to be a total replacement to warp gates; this idea was quickly discarded after it became clear how expensive these new gates were. Instead, they were built in only the most traffic-heavy systems of the spur. Still, the construction of the modern bluespace gates, even after the scale of their deployment was toned down significantly, is to this day considered the most ambitious, far-reaching, and expensive construction project in the Orion Spur. The Solarian Alliance shouldered most of the costs, with a majority of the gates being in their territory at the time of their construction. Diplomatic agreements with the Nralakk Federation, Coalition of Colonies, and Serene Republic of Elyra also saw the Alliance allow new lanes to be created between gates constructed within the capital of each respective nation. No new gates have been constructed since 2425. In the modern day, the only systems to possess bluespace gates are Sol, Qerrbalak, Tau Ceti, Konyang, Xanu Prime, and Persepolis.  
Of note is the bluespace lane between Tau Ceti and Xanu; in 2462, which is said to have “collapsed” due to reasons unknown. It is unclear what exactly happened, and if the lane will re-open, as both governments and the corporations they contract keep their investigations highly classified.


Unlike drives, bluespace gates are not affected by being within a gravity well, and therefore are normally placed in orbit over the primary planet in a system; as an example, Sol’s bluespace gate is in orbit of Earth.
== Dangers ==
[[Einstein Engines]] and scientists in the wake of bluespace's discovery had and have a lot to say on bluespace travel. After all, it has never been wise for those to play with what they do not truly understand.


== Mysteries ==
* '''Bluespace Dematerialisation''', and the colloquial '''Bluespace Sickness:''' While in Bluespace, everything about you and the ship you stand upon is alien to this dimension, down to your matter. Matter does not like being unstable like it is in bluespace, and to stabilise it must convert into the same 'stuff' that permeates bluespace - obviously, this is not good for the ship or those within it. Bluespace drives are able to prevent this from becoming a problem, however ''particularly long'' journeys through bluespace will see a bluespace drive falter. Random particles will begin to 'vanish', overtime causing damage or malfunctions to ship equipment, or resulting in an individual developing an acute illness depending on where they have been affected, with symptoms ranging from memory loss, to temporary vision impairment, to skin rashes. For this reason, it has always been advised to plot a series of consecutive, mid-range bluespace jumps instead of one large bluespace jump.
=== Slimes ===
* '''Bluespace Chronology Protection Events (BCPEs):''' Travelling along the X and Y planes in bluespace will correspond with locational movement in realspace, however travelling along the Z-plane is ''believed'' to correspond with temporal movement — after all, all FTL travel brings with it possibilities for travel. Similar to a warp drive's ''nonviolent NSCP events'', though instead seemingly caused by sudden, immense energy build up, any attempts to traverse time using bluespace self-abort. Unlike warp drives however, this is handled destructively, whereby once a ship begins traversing the bluespace Z-plane, the bluespace drive near-instantly explodes, either damaging the ship after it is pulled out of bluespace or ― for those even unluckier ― simply sees the ship dematerialise in bluespace. [[NanoTrasen Corporation]] have kindly set a hard-lock in their bluespace drives preventing Z-plane traversal, though many an aspiring time travel have bypassed this lock only to next be seen drifting in a destroyed vessel or not at all.
Slimes are gelatinous, jelly-like creatures known to appear in areas with Phoron deposits or odd Bluespace activity. They were first discovered by the Skrell in the aftermath of the [[Skrell History|Tri-Qyu Incident]] after an enormous explosion of energies that included Bluespace ones. The Skrell continue to maintain tight control on them in the [[Nralakk Federation]], but slimes have appeared in areas such as Biesel and the Republic of Elyra near their Phoron deposits. These creatures pose a significant threat to anyone unprepared to deal with them. Scientists and Xenobiologists study slimes for their many anomalous properties and the unusual effects their cores can have. They have been seen living symbiotically with golems, who can also be created or summoned through the usage of a specific slime core. Slimes are presently incredibly difficult to work with and dangerous when they manage to escape. But researchers still believe there is some value that could be gained from them, especially if a method of reliably farming slimes was found. Due to slimes' relationship with Tri-Qyu, the [[Nralakk Federation]] is known to keep an eye on slime research facilities within the Spur, legally or otherwise.
[[File:Mayfly.png|thumb|300px|The [[Scarabs| Scarab]] vessel ''Riphean Voyager'' exiting bluespace at high velocity, its hull shimmering as it enters real space.]]
=== Golems ===
Referred to as Golems, these humanoid beings are believed to be creatures that inhabit Bluespace - with theories regarding them existing in a different form to what is displayed outside of the anomalous dimension, their corporeal forms oftentimes exhibiting characteristics of natural resources such as wood, uranium or even gold. It is unknown why, but Golems have been observed to only materialize outside of Bluespace for approximately twenty-four hours after appearing, with attempts to track them not successful despite advances in the understanding of the dimension. They have also been discovered in close proximity to naturally occurring colonies of Slimes, for reasons unknown, but with a proposed theory of the irregular characteristics of the slimes creating pockets of “bluespace-like” areas which Golems can appear from.  


=== Artifacts ===  
== C-Goliath Bluespace Drives ==
Considered the most bizarre of Bluespace anomalies "artifacts" is a broad term used to refer to any anomalous items found in areas that have or have had ongoing Bluespace activity. These were first reported in the Romanovich Cloud a few years after the discovery of Phoron when the mining team of the [[Nanotrasen Corporation|NanoTrasen]] Mining Vessel Yangtze discovered a 5000-year-old pillar in an asteroid. When they brought it back with them the pillar reacted to the oxygen entering the airlock and immediately began to violently expel flames. The more of these items found the more questions they raise. Some were linked back to the known species of the spur despite being far from their homeworlds and predating their first space flights. The vast majority are of unknown origin. The field of Xenoarcheology exists to work with these artifacts and figure out what they are, what they can do, and how to harness them.
The C-Goliath Bluespace Drive is an odd marvel of engineering that is a hybrid warp and bluespace drive, designed by [[NanoTrasen Corporation]] in response to Suzuki-Zhang Hammer Drive models. The idea was to create a primarily bluespace drive with a built-in, fallback warp drive should the vessel ever find itself out of phoron fuel. However, the C-Goliath has proved impractical and inefficient for most uses, with it being simpler to just install both a warp drive and bluespace drive, or ― if phoron supplies are the concern ― axe the bluespace drive entirely. This hasn't stopped NanoTrasen Corporation and the [[Stellar Corporate Conglomerate]]'s installing C-Goliath Drive models in their expeditionary vessels ― a niche that the C-Goliath could actually fulfill.


=Warp Travel=
C-Goliath Bluespace Drives operate as bluespace drives for the most part, though are noticeably slower. However, when switched to their warp drive setting, must rely on forming a micro-singularity to warp space-time a sufficient amount, posing all the hazards a singularity does, compared to singularity-free warp drives.


Nearly 300 years of history have solidified warp as the mainstay for galactic travel, especially for poorer areas of the spur. While at first, the invention of the bluespace drive and gate were expected to make warp obsolete, it quickly became clear that while bluespace was much faster, the expenses associated with the construction of the bluespace gates made it clear that a vast majority of interstellar travel would always remain warp-based. Even though nearly every new drive produced used bluespace, the warp gates which existed in almost every inhabited system remained active, and are still constantly used to travel across the stars.
'''C-Goliath Drive models are only available to the [[Stellar Corporate Conglomerate]] and [[NanoTrasen Corporation]].'''


Warp works by warping the space around a ship or multiple ships, by exploiting the fundamental laws of physics, folding the universe in on itself and creating a “warp bubble” around a vessel. Similarly to bluespace, there is danger present attempting to use a warp drive within a gravity well, one that increases as the size of a ship increases. However, warp drives are considered to have a significantly higher level of risk, unless they are following a charted warp lane. When a ship enters warp, to the outside world, they are seen speeding up very, very quickly, before stopping abruptly and blasting off into the void.
= Interstellar Travel Infrastructure =
[[File:InterstellarTravel WarpBluespaceZones.png|thumb|300px|A graphic representing warp zones and bluespace ingress/egress zones.]]


Unlike bluespace, which tunnels through another dimension, warp travel is far more restrictive in terms of movement, being heavily dependent on the “warp lanes”. Warp lanes are mapped safe routes for vessels to travel along, and form the lifeline of the Spur; they are what keeps all but those systems with bluespace gates connected. Warp lanes were first charted in the early periods of Skrell expansion, and then again following humanity’s expansion into the void. They are still charted to this day as explorers continue to map the frontier of space. In order to chart a warp lane in the modern age, a vessel needs a highly sophisticated and immensely powerful artificial intelligence called a  Cartographer-class AI, which can analyze trillions of points of data and not only store, but account for itss analysis to keep a vessel safe as it hurtles towards its destination; this is because warp lanes are not mapped ahead of a jump, but during. As one can imagine, to make a living as a stellar cartographer is to live life on the edge, constantly one wrong calculation by an artificial intelligence away from death. Despite the danger, this is a marked improvement compared to cartography before this level of AI was developed by Skrell and humanity; back when the warp was just being discovered, it was almost a certainty that cartographers would eventually be killed while attempting to chart new lanes.
To sustain and ease the burden of regular interstellar travel around the Spur, networks of infrastructure have been established overtime. Without this infrastructure, or in the frontier where it begins to thin, most ships — except those designed for expeditionary purposes or with antiquated but hyper-optimised designs — begin to struggle.


For ship captains and crew with the nerve to chart lanes, the rewards are lucrative. Once a warp lane is charted, it can be used with zero risk to other vessels, whether they are propelled along by drive or gate. This is because when a Cartographer-class AI stores its analysis of data gathered during jumps, it runs special processes on navigational data, simplifying it enough to where it can then be transferred and used safely by far less powerful intelligences either within a warp gate, or within a ship’s drive. However, these intelligences can only follow an established warp lane, not chart their own. Without a Cartographer-class AI making the calculations during a jump, any ship which strays outside of a lane plays an extremely high risk game, as at best they may find themselves having warped lightyears away from their intended target, or at worst, into a stellar body. A vessel may not even be able to head towards its destination immediately, instead having to first get to a system with a warp lane to it, or lead to another that does, causing an already slower form of travel compared to bluespace to become exponentially slower.
'''Warp Gates and Bluespace Rings:''' As explained above.


Due to their unique, and foundational contribution to the modern Spur, stellar cartographers are often given the greatest amount of respect by others, even nation-states, which includes a monument on Unity Station; a black obelisk with a shining golden pinnacle, inscribed with all the names of cartographers who perished charting new lanes, regardless of their species, religion, nationality, or any other considerations. Without their work and sacrifice, the modern Spur would be a collection of isolated systems, alone in the dark.
'''Waystations:''' Interspersed along warp lanes, every several gates or so, are waystations. The most simple waystations contain refuelling facilities for travelling spaceships, ensuring one has plenty of opportunities to restock on fission or fusion fuels for their warp drive power reactors, or phoron for bluespace drives. More furnished waystations often included rented accomodations for short stays, allowing wary travellers a break from flying, and other premium facilities. Ownership of waystations vary by state: most in the [[Republic of Biesel]] are megacorporate-owned; independent waystations grow more common the further one gets from inhabited systems. Working on a waystation can be a dangerous job, as they are often prime targets for piracy in poorly patrolled systems.  


Starting a warp engine requires no phoron, but it is power-hungry all the same. They require no direct fuel source beyond energy from a ship’s own reactor to provide movement. This fuel is most commonly Helium-3.
'''Orion Express Mobile Stations:''' An [[Orion Express]] take on waystations. Orion Express mobile stations are on the smaller end of waystations and are posted on well-trafficked FTL routes ― particularly those used by the [[Stellar Corporate Conglomerate]]'s constituent companies. Capable of in-system manoeuvers, but not FTL transit, they are capable of rendezvousing with a vessel in-need of resupplying.


'''Low-end warp drives are roughly a quarter of the highest possible bluespace speeds for their respective weight classes, while the highest end can reach up to half. Higher speeds are possible to obtain but generally avoided due to safety concerns and lack of necessary power in even the most efficient or over-tuned vessels.'''
= Slower-Than-Light (STL) Travel =
Sitting shy out of the limelight are subluminal means of transport, and yet ''every'' space vessel comes with at least one STL propulsion means to manoeuvre through a system between planets and other celestial bodies.


== Warp Gates ==
Up until the [[Timeline#The_Second_Space_Age|Second Space Age]], direct STL travel was not possible, with — at the time — rockets and probes having to economically accelerate and decelerate and 'slingshot' off gravitational bodies, so as to conserve fuel. Since then, STL propulsion has grown strong enough to allow direct, '''constant acceleration''' transit, where ships can accelerate to and decelerate from extreme velocities that bypass the need to base manoeuvres off gravitational wells.
Where bluespace gates form the highways of travel in the spur, warp gates are considered local roads. They are reliably found in every known inhabited system, and in conjunction with warp lanes, form a spider web of connection across the known galaxy. Significantly smaller and cheaper to run than bluespace gates, they’re seen as the mainstay of interstellar travel, even during the dominance of bluespace. A drive is not required to use a warp gate, and they are significantly shorter range than bluespace ones. However, a specific security key for their destination is needed for a vessel to travel between warp gates. These security keys are long strings of barely decipherable code, which “unlock” use of a gate on a ship by ship basis. Each warp-gate will house a AI who, in addition to processing the simplified navigational data on a warp route to ensure a zero-risk jump, has all the codes for other gates within range on hand, and will transmit them on a ship-to-ship basis, ensuring the right ship receives the right code. These AI, or some form of them, are used even by those in the spur who reject artificial intelligence. However, compared to the fully sentient, aware, and exponentially more powerful AI installed in bluespace gates; warp gate AI can be incredibly simple, allowing nations such as the Empire of Dominia to still utilize their warp gates with non-sentient AI. Nearly all organics cannot hope to achieve the raw computing power necessary to process even the simplified navigational data needed to ensure safe warping, however, there is a notable exception in the Nralakk Federation, who have created an organic alternative to use on warp gates, which can be read about [[Nralakk_Federation#Computing | here.]]


Similarly to bluespace gates, warp gates are unaffected by the gravity well of a system, and are therefore normally placed in orbit of specific planets; such as the famous network above the port planet of Callisto.
There are many tried-and-true STL propulsion systems, judged by their ''specific impulse'' — how much thrust can be generated with the least amount of fuel per second — with the most establisheed being:
* '''Chemical Propulsion:''' Seen as an antiquated, low-tech option — but still popular in parts of human space, and all of unathi and tajara space. Chemical propulsion involves igniting a propellant and chanelling the resulting high-pressure gas into space, propelling a vessel forwards. Chemical propulsion struggles to reach the extreme velocities that allow ''constant acceleration'', and so is only good for short, intrasystem journeys. That was until the discovery of phoron; ''phoron chemical propulsion'', due to the immense amounts of energy in phoron, are capable of propelling vessels as velocities capable of achieving constant acceleration. Amid the Scarcity, this is now seen as a tremendous waste of phoron, with there being a massive push to chemical propulsion alternatives.
* '''Ion Propulsion:''' The most common form of electrical propulsion ― popular in skrell space. Ion propulsion involves using electricity to ionise a propellant — typically ''xenon'', a limited element due to its atomic mass ― and channel the resulting ions into the void, propelling a vessel forwards. Ion propulsion is slow to accelerate and decellerate, but has a greater specific impulse compared to chemical propulsion ― it is more economical and requires carrying less fuel mass.
* '''Stellar Sails''', or ''Photon Sails, Solar Sails''''':''' Stellar sails are a scarcely used but very effective form of STL propulsion, 'catching' high momentum photons in stellar radiation and using their pressure exerted to propel a vessel forwards. This stellar radiation can also be augmented by a high-power laser attached to the ship directed into the stellar sail, but this adds an energy cost to what is otherwise a near-zero-cost propulsion method. The downside to stellar sails are variable speeds that depend on nearby stars, as well as poor manoeuvrability. Stellar Sails are only used on vessels not expected to enter atmospheric conditions, as stellar sails are incapable of propelling a vessel into orbit of planets notable gravity.
* '''Fusion Propulsion:''' The gold standard of STL propulsion. Fusion Propulsion involves fusing helium-3 in a magnetic confinement, then injecting a chemical propellant which is instantly superheated into a plasma and chanelled out of the vessel. Fusion propulsion is quick to accelerate and has an excellent specific impulse, and has the added benefit of also being able to generate power for small and medium-sized vessels. Following the discovery of phoron, superconductors and cooling systems inside of these fusion thrusters could be reduced in size, making fusion thrusters more scalable.
* '''Warp Surfing:''' In times of emergencies, it is possible to utilise a warp drive on a low power setting to move at non-FTL speeds. It is incredibly power inefficient and dangerous to nearby vessels, but is the fastest one could go without breaking FTL speeds. Due to its danger to nearby vessels, it is ''illegal in inhabited systems''.


==Sublight Interstellar Propulsion==
Since the discovery of phoron, many of these forms of sublight propulsion have incorporated phoron into to augment them. With the Phoron Scarcity chugs on, a Spur with diminished STL speeds once again looms, threatening to reduce intrasystem transport to a stagger or forcing states, megacorporations and other groups to refit entire fleets of ships to pre-Phoron STL models.
The standards for interstellar propulsion involving sublight speeds are only addressed nowadays by racers and atmospheric-capable spacecraft. Moving in the literal sense without utilizing bluespace or warp pushes vessels of any kind to their extremes. Even the most powerful gravity generators and dampeners can not ease all inertia for a ship’s crew, making sublight travel slow and meticulous.


=Ships and Stations=
=Ships and Stations=
Spaceships in the 25th century are a common sight. Different star nations and alien powers use different models, designations, and hull types that makes specifics impossible. There are giant barges, small freighters, huge carriers and battleships, heavily armored cruisers, and more. The primary distinction between all ships is whether or not they are equipped with Bluespace Drives that allow them to use FTL outside the network of Bluespace Gates. Military, research, and scouting vessels typically have bluespace drives while the majority of commuter or civilian traffic must use bluespace gates to go between star systems. Warp drives are also relatively common, being a cheaper, albeit slower, solution to non-gate travel.
== Transponders and IFF Tags ==
All ships are typically outfitted with a transponder which broadcasts an IFF tag and the ship's name for identification by other vessels. '''It is often a legal requirement for a transponder to be activated in habited star systems''', however outside of habited systems it is rarely enforced but remains common etiquette.
An IFF tag is a typically 3 letter prefix that denotes which state a ship was registered in or who owns it. Below is a list of IFF tags in use across the Spur:
<div class="toccolours mw-collapsible mw-collapsed">
'''IFF Tags'''<br>
<div class="mw-collapsible-content">
*'''Coalition'''
**'''AKPV''' - Air Konyang Passenger Vessel<br>
**'''AXSV''' - All-Xanu Spacefleet Vessel<br>
**'''CCV''' - Coalition Civilian Vessel<br>
**'''FPBS''' - Frontier Protection Bureau Ship<br>
**'''GNV''' - Gadpathurian Navy Vessel<br>
**'''KASFV''' - Konyang Aerospace Forces Vessel<br>
**'''PCV''' - PACHROM Cargo Vessel<br>
**'''SFV''' - Scarab Fleet Vessel<br>
**'''USPGV''' - United Syndicates Planetary Guard Vessel<br>
*'''Adhomai'''
**'''ACV''' - Adhomian Civilian Vessel<br>
**'''DPRAMV''' - Democratic People's Republic of Adhomai Vessel<br>
**'''NKAMV''' - New Kingdom of Adhomai Vessel<br>
**'''PRAMV''' - People's Republic of Adhomai Vessel<br>
*'''Corporations'''
**'''EEV''' - Einstein Engines Vessel <br>
**'''EERV''' - Einstein Engines Research Vessel<br>
**'''EMV''' - Eridani Military Vessel<br>
**'''HCV''' - Hephaestus Civilian Vessel<br>
**'''HCS''' - Hephaestus Civilian Shuttle<br>
**'''IIV''' - Idris Incorporated Vessel<br>
**'''NTV''' -  Nanotrasen Vessel <br>
**'''OEV''' - Orion Express Vessel<br>
**'''PMV''' - Private Military Vessel.<br>
**'''SCCV''' - Stellar Corporate Conglomerate Vessel<br>
*'''Izweski Hegemony'''
**'''HMV''' - Hegemony Military Vessel<br>
**'''IHGV''' - Izweski Hegemony Guild Vessel<br>
**'''IHKV''' - Izweski Hegemony Kataphract Vessel<br>
*'''Diona'''
**'''RCS''' - Rokz Clan Ship<br>
**'''SCS''' - Serz Clan Ship<br>
*'''Sol'''
**'''FSFV''' - Free Solarian Fleet Vessel<br>
**'''SAMV''' - Sol Alliance Military Vessel<br>
**'''SFAV''' - Southern Fleet Administration Vessel<br>
*'''Other'''
**'''BLV''' - Biesel Military Vessel<br>
**'''ENV''' - Elyran Navy Vessel<br>
**'''GDMV''' - Golden Deep Mercantile Vessel<br>
**'''HIMS''' - His Imperial Majesty's Ship<br>
**'''IAV''' - Interstellar Aid Vessel<br>
**'''ICV''' - Independent Civilian Vessel<br>
**'''IFR''' - Independent Freighter<br>
**'''IPV''' - Independent Passenger Vessel<br>
**'''NFV''' - Nralakk Federal Vessel<br>
</div></div>


Ships, much like stations, hold a three or four-letter prefix in their name that designates the ownership, type, and classification of the ship. To get a prefix that works for that faction, abbreviate the faction then add the ship type. For example,
== Civilian Vessels ==
Civilian vessels are routinely seen zipping around space, ferrying commuters from one system to another, delivering supplies and commodities across planets, or simply exploring the stars. All manner of hull types exist, from pleasure yachts to rag-tag skiffs, to modular freighters and enormous fuel tanks with chemical rockets strapped to them. The more functional the design, the cheaper; the more elegant and luxurious, the more expensive. Beyond the initial cost of the ship, a number of other factors may affect the price, such as whether ammenities and long-term entertainment and forgone for a cryogenics suite, etc. Ship classes are prescribed based primarily on total load, with a rough correlation to size.


*'''SAMV''' - Sol Alliance Military Vessel<br>
=== Spaceliners ===
*'''EMV''' - Elyran Military Vessel<br>
The average person who infrequently relies upon FTL transit or who only travels to commute more often relies upon Spaceliners to travel than a personal vessel outfitted with a FTL drive. They provide affordable and accessible FTL transit options between systems and between states, sparing most from shelling out on an FTL drive.
*'''EMV''' - Eridani Military Vessel<br>
*'''HIMS''' - His Imperial Majesty's Ship<br>
*'''NFV''' - Nralakk Federal Vessel<br>
*'''PRAMV''' - People's Republic of Adhomai Vessel<br>
*'''NKAMV''' - New Kingdom of Adhomai Vessel<br>
*'''DPRAMV''' - Democratic People's Republic of Adhomai Vessel<br>
*'''EEV''' - Einstein Engines Vessel <br>
*'''NTV''' -  Nanotrasen Vessel <br>
*'''PMV''' - Private Military Vessel.<br>


==Ships and Sizes==
Up until the Phoron Scarcity, most spaceliners operated bluespace drives to promise the fastest journey times to paying customers. Today, bluespace drives are now reserved for luxury spaceliners, with more affordable options relegated to utilising warp gates.
 
[[Idris Incorporated]] maintains a notable monopoly on mid-line and luxury spaceliner options, with their standout subsidiary [[Idris_Incorporated#Celestial_Cruises|Celestrial Cruises]] being the pinnacle of comfort and extravagance  while crossing the stars. They continue to field the latest bluespace drive models, promising the greatest speed in the market.


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
! colspan="4" style="font-weight: bold;" | Military Vessels
! colspan="4" style="font-weight: bold;" | Civilian Vessels
|-
|-
| '''Class'''
! width="300px"| '''Class'''
| '''Average Length'''
| '''Average Length'''
| '''Average Crew Complement'''
| '''Average Crew Complement'''
| '''Average Price (Civilian)'''
| '''Notes'''
| '''Notes'''
|-
|-
| Corvette
| Shuttles
| 25-100m
| 10-25m
| 16-50 up to 80
| 1-2
| These ships are the mainstay of many fleets and serve many purposes. Scouts, patrol ships, search and rescue, and more, the majority are able to conduct atmospheric operations and smaller examples are capable of landing on carriers. '''These can cost about as much as a house.'''
| ~电5,000
|-
| Typically used by larger ship classes for in-atmosphere operations and transit between vessels. Incapable of FTL, including gate travel. Less frequently used by wealthy individuals for transit around the same planet.
| Frigate
| 100-300m
| 100-150
| Larger and more armored than corvettes, these tend to be the largest ships in the small Frontier navies. They pack more armor and guns. Some frigates are of atmospheric operations, for example the Sol Alliance Navy, Valkyrie Class frigate. '''These can cost somewhere around twice as much to four times as much as an equivalent Corvette.'''
|-
| Destroyer
| 250-450m
| 100-500
| Heavily armed and equipped with advanced electronic warfare and countermeasures that can wreck havoc on enemy fleet's computer systems and defend against the same. Only a very select handful are capable of entering the atmosphere because of the general size and weight. Destroyers and above are usually capable of long-term, independent operations. They are primarily used to help allied corvettes that bit off more than they could chew. '''These, and ships of larger classes, are prohibitively expensive for anyone but specialist groups, or people such as rich pirate lords with a group to back up the price.'''
|-
|-
| Cruiser
| '''Class I:''' Skiffs, Yachts, Light Freighters, Light Tankers.
| 400-800m
| 40-150m
| 400-1000
| 4-20
| It is extremely rare for frontier nations to possess even a single heavy cruiser. Cruisers are used as the gunboats of the galaxy, with the Sol Alliance sending cruisers on patrols in frontier systems to project their power. Many Frontier nations are incapable of even hoping to scratch an Alliance cruiser, so they usually operate in small star nation's space with impunity.
| ~电30,000
|  These vary in costs depending on size, outfitting, in-atmosphere capabilities, FTL capabilities, and any ammenities.
|-
|-
| Battleship
| '''Class II:''' Ferries, Freighters, Tankers.
| 750-1200m
| 150-400m
| up to 2000
| 20-200
| Bristling with weapons and armor, the battleship is the bread and butter of space navies. A battleship always serves as the flagship of any star nation that can get their hands on one.
| ~电80,000
| These are quite pricy for the average individual: a family or group of friends can field one; specialist groups often field a few. Usually utilise propulsion methods that prohibit atmospheric capabilities, requiring a shuttle.
|-
|-
| Carrier
| '''Class III:''' Starliners, Large Freighters, Large Tankers, Expeditionary Vessels.
| 500-2000m
| 400-850m
| 750-5000 Crew
| 200-500
500-9000 Air Crew
| ~电200,000
| Vary massively in size and crew build up due to differing roles and craft carried. Drone and Scout Carriers are built to be smaller, faster and more agile, like the Icarus that defends the NSS Aurora
| Fielded by larger specialist groups, megacorporations, states, and the more wealthy of the Spur.
|-
|-
| Super-Dreadnaught
| '''Class IV:''' Cruiseliners, Superfreighters, Supertankers, Large Expeditionary Vessels.
| 1000-2000m
| 850-1500m
| 2000 - 5000 Crew
| 500-1000
| With immense firepower and incredibly thick armor, Super-Dreadnaughts follow the philosophy that "more is better". They are an unusual evolution from previous classes of warships. Only the [[Unathi|Izweski Hegemony]] currently possess ships of this class, with each one serving as the flagship for a fleet. Despite being huge vessels they are still built for ramming actions.
| ~电800,000
| Typically fielded for large, state or megacorporate operations.
|}
|}


=== General Purpose Ships ===
== Military Vessels ==
Military vessels, especially present-day models, are rarely found in the hands of non-military or non-megacorporate groups. In most regions of space, including the [[Republic of Biesel]], it is also considered '''illegal''' to own a fully-furnished and armed military vessel without hard to source licenses for particular sensors equipment, armaments, etc. These vessels are all expensive to field and upkeep, equipped with all the latest equipment.


A '''Shuttle''' is the smallest of all spacefaring vessels. Shuttles are very common and inexpensive. Many larger ships and carriers often have two or more shuttles for atmospheric operations. These cost just a bit more than a hovercar.
Outdated and stripped models are often seen available on open markets, though pale in comparison to fully furnished military vessels. Outdated models and salvaged military vessels can also occasionally fall into the hands of the unsavoury.  


===Space Stations===
There is no one classing specification or series of ship designs due to the versatility of combat in space. Information on military doctrine can be found on respective faction pages.


There are all kinds of space stations in orbit of planets or out in deep space. They vary from spaceports where ships dock and crew mingle, sprawling habitats where entire generations live and work, deep space pirate bases, bristling cannons in orbit of planets, giant refineries or factories, and more. Any sort of industry or infrastructure that would make sense to put out into space (and somewhere it doesn't seem to make any sense) is out there somewhere. Many of these stations are worked in by the [[Offworlder Humans|Spacers]].
== Space Stations ==
Space stations are a common sight in orbit of planets and stars, to the dismay of planetbound astronomers, and vary in purpose, from scientific to industrial to military.


== Civilian/Commercial Vessels ==
Unlike habitable planets which are limited in number and have both financial and environmental obstacles impeding colonisation, space stations can be easier for a group to establish. As a result, space stations are found all across the Spur where those looking to set up their own long-term community have decided to set up, be it a pirate freeport in an unclaimed system or [[Offworlder Humans]] setting up in orbit of civilised planets. Stations must be registered with the state who has claimed the system before being set up and, while autonomy may be permitted by certain states, '''they remain beholden to local laws and regulations'''.
 
{| class="wikitable" style="text-align:center"
=====Freighters=====
! colspan="4" style="font-weight: bold;" | Stations
The mainstay sight of commercial spacefaring is the freighter vessel, used for the transport of supplies, raw materials, and other goods from pretty much every destination in the known universe. There are further subclasses of Bulk Freighters, Tankers, Barges, etc. These are relatively inexpensive, a small step up from a shuttle, costing around the same as a high-end car, not including secondary expenses. It is not unknown for certain owners to stick with a freighter, simply upgrading them as much as the power source and hull allows.
|-
 
! width="80px"| '''Class'''
=====Ferries/Liners=====
| '''Average Capacity'''
Used for the transportation of passengers and light goods, as well as vehicles between planets and systems. Ferries are smaller craft but are larger than shuttles. Luxurious ferries are called Star Yachts. Asides from Star Yachts, their price driven up solely due to their target audience, ferries are around the same cost as Freighters, if not slightly cheaper.
| '''Average Cost (Civilian)'''
 
| '''Notes'''
=====Residence Vessels=====
|-
Residence vessels are a catch-all term for various ships that have been retrofitted or modified for usage as a residential space. Often these are cheaper and older models of ferries and shuttles bought from scrapping zones, retrofitting current models being more expensive. When purchased, these vessels are normally heavily modified to suit the needs of the residents: Bedrooms, botanical gardens, even workshops and pools have been found on residence vessels. They normally have rudimentary and basic ship systems on board, if any at all. While ships maintain a costly investment, to those willing to pay the price, they remain a perfect investment. A small private place to call your own alone is tempting, but the promise of eventually fixing the vessel, updating it, and using it for contracts is a dream many ship buyers hope to fulfill. Megacorporations are always happy to expand their roster of freighters and transports. For the daring, the path to more illegal but lucrative jobs is always open. Stations with permanent residences, such Unity Station and the Odin itself have hangars full of people living communally within residence vessels. They are also popular within newly settled or poorer colonies across space or to form off the grid towns on developed worlds. These generally cost around the same as an equivalent motorhome.
| Habitats, Small Stations
 
| ~8
== Price ==
| ~电20,000
While spacefaring vessels can be quite expensive for the layman, there are several factors that can make the bill less painful. The primary factor is what drive you have, bluespace drives being almost a lifetime investment for anything larger than a frigate, the average price for a functional drive for sub-Destroyer vessels being double the ship’s price, not to mention fuel costs. Warp drives are much cheaper, the best drives costing a quarter of the cost, compounded with not requiring phoron fuel, though buyers will have to keep in mind the additional need for cryogenic storages or good entertainment to combat the very long travel times. Capability of the ship to enter atmosphere or not can adjust the price, often larger starships themselves cannot enter a planet’s atmosphere to reduce cost, relying on secondary landing craft. Another factor that can severely reduce cost is having a crew, many hands making light work. Depending on what jobs the crew carries out, legal or otherwise, it is not unheard of for a crew to own even a Frigate. Any larger ships such as a Destroyer are typically staffed by specialist groups, military, corporate, pirate or otherwise. Only rich independent groups own a Destroyer, only the very rich or militaries/corporations own Cruisers. Other miscellaneous factors can be age of the vessel, group of manufacture, power source, source of parts (and their quality/amount, such as weapons, armament, energy shielding, sensors, etc), and how qualified the crew is to repair it themselves. Naturally, choosing to live aboard ones' vessel rather than owning a second home can help.
| A common sight in orbit of planetary bodies and similar gravity wells. Resided within by those who are unable to or reject life upon planets; still used for research purposes by states, megacorporations, etc. Their price varies depending on design, ammenities, specialist equipment, and such. They are not self-sufficient, requiring shuttled resupplies.
|-
| Stations
| ~500
| ~电750,000
| Typically owned by specialist groups, businesses, or those wishing to setup a small voidbound community. Their price varies drastically depending on size, ammenities, specialist equipment, and such. They are not wholly self-sufficient, but can locally produce most necessities.
|-
| Large Stations
| ~5,000
| Prohibitively Expensive
| Uses for much the same purposes as standard stations, and also the size of a typical military station. Typically self-sufficient and capable of producing excess for bulk sale. Prohibitively expensive for individuals and small groups, and typically the largest station seen in Frontier systems.
|-
| Orbital Complexes
| ~250,000
| Prohibitively Expensive
| Orbital complexes go beyond self-sufficiency and aim to produce everything locally. They are rarely seen beyond the human [[The_Orion_Spur#Jewel_Worlds|Jewel Worlds]] or skrell [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Core-to-Contingent]] systems, where major planets often have one in orbit.
|-
| Orbital Supercomplexes
| ~1,000,000
| Prohibitively Expensive
| These go even beyond regular orbital complexes, and are often compared to cities in the orbit of planets. Only two exist: the [[Odin|NTCC Odin]] and the [[Sol#Unity_Station|Unity Station]]. They are considered feats of engineering.
|}

Latest revision as of 07:03, 17 August 2025

In the present day, interstellar travel is prolific across the Orion Spur. Hopping planet-to-planet or system-to-system to see friends, dispersed family, or to commute to distant jobs has become normalised. It is more uncommon to find someone who hasn’t travelled beyond their home system than has.

Space, however, is incredibly large. In the 25th Century though, both subluminal/Slower-Than-Light (STL) and superluminal/Faster-Than-Light (FTL) travel have advanced to a degree that travel across the 100LY3 region that is the explored Orion Spur can take months, at most. The Spur’s states have also seen the construction of vital transport infrastructure that permits the ease of this travel.

An uncountable number of STL transport means exist, from humanity’s old chemical rocket propulsion to electrical propulsion, such as ion propulsion, that sees usage in the by the skrell. But, only two FTL transport means exist — warp, discovered earliest, more widespread, albeit slower; and bluespace, discovered more recently, less reliant on infrastructure, reliant on scarce phoron — each with major drawbacks that have only been brought to the light amid the Phoron Scarcity.

Contents

The Interstellar Transport Database

The Interstellar Transport Database was created as an independent body in 2137 by the Solarian Alliance shortly after the discovery of warp. It initially served as a repository of all safely charted warp lanes and, today, has expanded to include bluespace ring connections and established, well-trafficked bluespace routes. Its travel maps and live data on in-use warp lanes and bluespace routes protects interstellar pilots from collisions or poorly placed bluespace jumps, seeing it receive various tongue-in-cheek, oft-holy nicknames by different groups.

The Interstellar Warp Database's Travel Map, displaying warp lanes and established bluespace routes.

Expand the collapsible, and feel free to open the image link in a new tab for a closer and more detailed look! ▶

Note: An 'established bluespace route' is a bluespace route so frequently travelled, the systems it passes have phoron refuelling infrastructure and/or is patrolled by local enforcement. Bluespace travel is not constrained to these routes, but requires extra consideration into fuel supply.

Active Major Travel Advisories

Expand the collapsible to view active ITD Major Travel Advisories! Useful for Bridge Crew to know! ▶

The following travel advisories have been included on Live Travel Maps by the Instellar Transport Database, informed by both state, megacorporate, and independent organisations:

  • Sparring Sea ― Extreme Piracy: Warp travel strongly unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; do not exit bluespace in the region unless necessary. No reliable law enforcement in region.
  • Southern Reaches / Pustkowie ― Decivilised, Extreme Piracy: Warp travel unadvised in all systems and strongly unadvised away from patrolled systems; seek alternative routes where possible. Exercise additional care charting bluespace routes. Refer to Solarian Navy notices for up to date information on anti-piracy operations and where to avoid.
  • Crescent Expanse ― Extreme Piracy, No Refuelling Infrastructure: Warp travel strongly unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; do not exit bluespace in the region unless necessary. No reliable law enforcement in region. Limited refuelling infrastructure.
  • East Badlands, Lemurian Sea ― Extreme Piracy, No Refuelling Infrastructure: Warp travel strongly unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; do not exit bluespace in the region unless necessary. No reliable law enforcement in region. Limited refuelling infrastructure.
  • Light's Edge, Lemurian Sea ― High Anomalous Activity: Warp travel unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; exiting bluespace in the region unadvised. Report unusual phenomena to local scientific and state bodies, including: stellar diffusion without supernova, sudden photon termination, and sudden warp field dissipation.
  • Zeiqi-Tqrn ― Quarantine: Major epidemic of Black Blood disease. Military cordon enforced; special travel permissions required by local Nralakk Federation. Non-permitted vessels enter at risk of ship scuttling.


Warp Travel

Warp drives, less frequently referred to as Alcubierre-Akysonov drives, work by distorting the space-time continuum around a ship, where space-time is compressed at the front and expanded at the rear, creating a wave-like "warp field" which propels the ship forwards at superluminal speeds. Some warp drives and gates go so far as to generate a micro-singularity to further distort the space-time continuum around a ship.

Warp travel is a continuous form of faster-than-light travel, whereby a ship continues to exist within and interacts with realspace, and therefore must avoid physical obstacles the realworld presents. Warp travel can be incredibly dangerous for those outside of the warp field, as an object moving at FTL speeds will destroy anything it hits. Consequently, warp travel is confined to "warp lanes", and warp drives can only be activated within "warp zones" at the edges of star systems. It used to take several years to chart a safe warp lane; even today with the assistance of present-day Cartographer AIs, it can take a year.

Warp travel has no 'special fuel' requirement, unlike bluespace travel which rely upon phoron. However, warp travel has a larger power requirement, necessitating a dedicated power generator to overcome this obstacle: typically fission for smaller ships; fusion for larger ships; a series of fusion generators for gates.

Specifications & Travel Costs

Expand the collapsible to see the average prices and specs of forms of warp travel ▶

Warp Drive Average Speed (Light Years per Day [LY/D]) Supported Class Sizes Additional Requirements Average Cost with Requirements (电) (Civilian)
Personal Warp Drive Models ~0.35 LY/day Class I to II Warp-dedicated Fission Reactor, with fuels (eg. Uranium) ~5,000电
Standard Warp Drive Models ~0.5 LY/day Class II to III Warp-dedicated Fusion Reactor (eg. Helium-3) ~15,000电
Heavy-Duty Warp Drive Models ~1.0 LY/day Class III to IV Large, Warp-dedicated Fusion Reactor (eg. Helium-3) ~50,000电
Suzuki-Zhang Hammer Drive Models ~1.5 LY/day Class II to IV Warp-dedicated Fusion Reactor (eg. Helium-3) ~100,000电

Note: Due to the abundance of warp gates, warp drives are typically only used in larger, state/megacorporate vessels, those charting warp lanes, or warp enthusiasts willing to deal with the longer transit times.

Average Warp Gate Use Cost: ~20电 to traverse a complete lane (eg. the many gates between Sol and Nova Patria).

The Spur's states and megacorporations reserve certain warp lanes for their employees or for regular travellers who have subscribed (starting at 50电/month) to avoid warp traffic.

Average Warp Gate Construction Cost: Immense, requiring multiple dedicated fusion reactors, a large contractor costs, and cartographers to ensure a route is safe. It adds up to compare to constructing an airport.

History

“It's pleasing to know that the many children who dream of living among the stars will have the chance I never did. Perhaps the generations born stars away will dream of life on Earth.” - Dr. Evgeniy Aksyonov, warp drive inventor.

The idea of warp drives in the context they are known today began to crop up in the mid-1900s, with Dr. Miguel Alcubierre expanding upon and providing the first equations in which a warp drive may behave and be possible. It wouldn't be until the mid-2130s, amid the Earth's Climate Crisis that threatened humanity, that Soviet physicists led by Dr. Evgeniy Aksyonov would design the first, functional warp drive. This discovery laid the foundations for humanitys' conquest of the stars, demonstrating the possibility of traversing systems and between systems within acceptable human timeframes. Only 17 years later, the first planet outside of the Sol System would be colonised — Tau Ceti.

In 2355, the Solarian Alliance would announce the Warp Gate Project, which would aim to connect all of humanity's well populated and profitable systems together with a series of warp gates. Einstein Engines would be contracted to complete this work and, in 2384, they would announce the completion of the last planned warp gate.

As these warp gates could be used without a drive, they kicked off an age of driveless FTL travel, with only those seeking to hasten journeys or take unconventional shortcuts installing warp drives into their vessels — as well as military vessels, not wanting to be confined to lanes. Warp drives are capable of bolstering the speed of warp gate travel though, and so larger vessels continued to field warp drives to make gate travel more efficient.

In the 100 years since then, warp travel solidified itself as the mainstay for interstellar travel, until the later discovery of bluespace travel that threatened to make warp obsolete.

Warp Lanes and Gates

Warp lanes are mapped out routes that avoid planets and stations, dense asteroid fields, and other objects that the Spur doesn't want a warping ship to collide with. These warp lanes can only be used by one ship at a time, and so bundles or highways of warp lanes exist, all connecting the same two locations, for well-trafficked routes. Warp lanes are all publicised on the Interstellar Transport Database — the bible for any pilot who travels interstellar — which additionally indicates when warp lanes are in-use and inaccessible, so as to avoid collisions.

It is a frustrating truth that even these highways can see traffic jams, as the Spur's commuters, pleasure vessels and logistic vessels all queue to enter or leave via the same common highways. Warp lanes accessible only to specific states or megacorporations also exist, ensuring those 'important' need not get stuck in warp traffic; subscriptions are also offered for regular travellers to use these exclusive routes.

Since the completion of the Warp Gate Project, many of these warp lanes are now connected by warp gates, negating the need for a warp drive to traverse a warp lane. They are reliably found in all inhabited systems and form a spider web of connection across the known galaxy. Though expensive to set up initially, they are quite easy to maintain compared to bluespace rings.

Most drives produced in the current day are locked to these warp lanes and gates, however those utilised by warp cartographers — or those jailbroken — come without restrictions and can freely warp anywhere, at others' and one's own peril.

Warp Cartographers

“Sir, I put a lot of thought into those― please do not engage manual— oh, you blithering buffoon!” - GERALD (2316-2329), Cartographer AI aboard the ICV Wizard Wednesdays; final transmission recorded on the ship's telecommunications blackbox.

For those wishing to avoid warp traffic or for those wishing to make a significant amount of credits or respect, it is possible to explore and chart your own warp lane — those who do this are known as stellar cartographers or, more recently, warp cartographers. This is an incredibly slow and arduous process, requiring a cartographer to meticulously calculate trajectories and velocities for a warping vessel to traverse between two points, then trace the route in their own ship. This can take up to a decade if done ‘’analogue’’ and is incredibly dangerous, with one large mistake seeing a cartographer's ship tear through a habited system, end up destabilised by a planet's magnetic field and atmosphere where it will then crashland and be stranded, or warp straight into a star. However, it has been made a lot simpler by sophisticated Cartographer AIs which can handle the brunt of the calculation load in a matter of days, though this still requires a warp cartographer to put faith in the resulting route. Alternatively, one can find a skrell to be their cartographer!

Unity Station is also home to the Cartographer's Monument that honours any cartographer who has perished charting a new warp lane - regardless of species, religion, nationalist, etc. It is a large, black obelisk with a shining, golden pinnacle, inscribed with all of the names of those who have given their life in service of other space pilots. Inscribed is the following, "Without their work and sacrifice, the modern Spur would be a collection of isolated systems, alone in the dark."

Dangers

“DEFENDANT: Yeah well, how could he have know it was me? There was like, no way to even see into the ship's helm when I warped through his solar array. I mean when my ship did.” - Exerpt from a Republic of Biesel court transcript.

Warp travel is dangerous — a fact drilled into the minds of those across the Spur by NanoTrasen Corporation's bluespace drive ad campaigns. Some of the heavy-hitter messages include:

  • Warp Collisions: As warp travel involves an object moving at FTL speeds in materialspace, there is a massive risk of collisions. Warping ships not beholden to a safe warp lane may rip through stations, ships in subspace, or small habited exoplanets. For those inside of the ship however, warping into a planet or star's magnetic field will destabilise the warp field and see the ship plummet into the planet or star, either stranded or incinerated. A study published by NanoTrasen Corporation in 2463 estimated 21,487 deaths per year to warp collisions, but had the unintentional consequence of resulting in greater reliance on Einstein Engines' warp gates.
  • Singularities: For those warp drives that augment their distortion of the space-time continuum with a micro-singularity, additional dangers are of course incurred, with the rare event whereby a singularity escapes its containment, consumes the ship, then goes on to create a blackhole (hopefully not in civilised space!).
  • Warp Field Accretion, and Shotgun Warping: When a ship is soaring through space in warp, this warp field will 'catch' other particles in the trough-like space-time distortion at the front of the warp field, be it solid matter, light photons, etc. When the ship then exits warp, these accreted particles and matter - which accumulated immense energy from being propelled at FTL speeds - will explosively disperse in a scatter-ray of ionising radiation or superheated plasma. This is incredibly dangerous for other vessels, and is why Warp Zones are important. They can also be weaponised, with it not being a rare tale to hear of a pirate "Shotgun Warping" someone in an ambush, however this is an incredibly skilled maneuver to pull off.
  • Arbitrary Warp Malfunctions, officially Warp NSCP Events: Warp drives and gates have an inherent 'failure chance' when primed for warp travel. In the latest models released by Einstein Engines, a warp drive or gate will malfunction 3 times out of 100. The malfunctions are usually not major, overloading and damaging components. This inherent failure chance is attributed to the relationship between FTL Travel and Time Travel, for anything that can be used to travel faster-than-light can theoretically be used to time travel. However, the universe is prepared to smite any attempts at time travel with what is known as the Novikov self-consistency principle (NSCP) - the universe's safeguard against the creation of paradoxes. When someone operating a warp drive or gate thinks of traversing time with the warp drive, that 3% chance to fail will always land on a fail chance despite its statistical improbability, as it must be impossible to time-travel, as that could create a paradox.
  • Piracy: Though safe to use in well-patrolled regions, utilising warp travel through uninhabited or poorly-patrolled systems often leaves one at risk of piracy. Unlike bluespace travel which is direct to one's endpoint and occurs outside of the material world, warp lanes are fixed, predictable, and have multiple stops and interchanges that leave a ship vulnerable to piracy.

Suzuki-Zhang Hammer Drives

“We are no longer the Einstein of the past decades, reeling from defeat after defeat and barely keeping pace with NanoTrasen [...] we can not only meet NanoTrasen, but that we can best them even in [Biesel].” - Noelle Lopez-Zhang (2408—), October 17th, 2461, at the steps of Xavier Trasen Memorial Courthouse after Einstein Engines v. NanoTrasen Corporation.

The Suzuki-Zhang Hammer Drive model was designed in October 2462 by a team orchestrated by Einstein Engines's Chief Research Officer, Dr. Mio Suzuki. At first only fitted into vessels of the Solarian Alliance, a commercial variants of the Suzuki-Zhang Hammer Drive would be placed on the open market in July 2464. Not quite the ultimate bluespace drive replacement it was marketed to be, Hammer Drive models remains a feat of human engineering and is still markedly better than all other warp drives on the market.

Whereas other warp drives are negative warp drives, which generate negative mass particles to distort space-time to create the warp field, the Hammer Drive was the first positive warp drive to be designed. This is an unimportant distinction for most but, crucially, it forgoes the requirement for warp drives to come with built-in negative mass particle generators, massively reducing their size and power demand — two of the larger downsides for consumers. An additional benefit is that most warp interdiction technology targets negative warp fields, resulting in Hammer Drives being immune to most interdiction technology.

Only available on the open market in 2464, Hammer Drives remain expensive, though not prohibitively so: A Hammer Drive model costs fluctuates around 电100,000, and can reduce the average journey to a matter of weeks with none of the phoron cost of a bluespace drive, less power demand than other high-end warp drives, and can fit in ships other high-end warp drives could not.

Warp Interdiction

Warp travel is quite easy to interdict, unlike bluespace which cannot be interdicted from realspace as the target is in another dimension, requiring more complex nets to be positioned in bluespace.

Available on the open-market for bounty hunting and military use are warp field dissolvers or just warp interdictors, which can be placed into the warp lane someone anticipates their victim to be making use of. When the warping ship collides with the warp field dissolver, it prematurely aborts the warp travel, often causing electrical malfunctions, and allows the ship to be attacked.

Interdiction nets are popular with pirates who set them up where warp lanes pass through uninhabited systems, pillaging those they capture in their snare. Interdiction nets are easy to jury-rig and can be produced with inexpensive, modified warp drives, resulting in their widespread use by rather infamous groups. However, an advanced understanding of engineering and the internal complexities of warp drives is needed to make an improvised interdiction net.

In a military setting, specialised, destroyer-sized or larger interdiction vessels are also capable of preventing warp travel in a large area around the interdiction vessel. These vessels field warp destabilisers which ― by creating an odd, rapid undulation of space-time ― trigger the emergency shutdowns or prevent start-ups in most warp drives and gates.

Bluespace Travel

“It would be unwise to base the next foundations of the Spur on this cosmic madness.” — Dr. Vincent Chen-yue (2325—2442), Chief Research Officer with Taipei Engineering Industrial

Little is understood about bluespace. It is believed to be an alternative dimension 'overlayed' over our dimension — often formally named materialspace or realspace — where a position in bluespace roughly corresponds to a point in realspace. It also appears to be intrinsically tied to the phoron, with bluespace phenomena and phoron often coinciding: the Romanovich Cloud being the prime example, rich in both phoron and anomalous phenomena connected to bluespace.

Bluespace travel involves piercing a tunnel with a pre-calculated exit point in materialspace into bluespace, which the ship then is then pulled into — and any matter around the ship with it. After traversing through this bluespace tunnel for a short duration, the ship spews forth from the exit point. At the core of bluespace drives and rings are "bluespace crystal matrices" — series of phoronic bluespace crystals, that appear to display piezoelectric-like characteristics by forces believed to be exerted in the bluespace dimension. Inputting the destination for a bluespace jump will realign the bluespace crystals, then once further energised with an influx of fluidic phoron and a variable moderator, will create the bluespace tunnel. No one quite understands the mechanisms behind this - it just works; normally, this would bar the wide adoption of something, but not something as profitable as bluespace.

Like warp travel, bluespace travel must begin and end in designated bluespace egress and ingress zones, as the formation of a bluespace tunnel — entrance and subsequent exit — will displace and suck in nearby mass, ejecting them with the ship when it exits bluespace. These egress and ingress zones align with the warp zones on the edges of star systems and also — as bluespace travel occurs in another dimension and poses no collision threat — in high orbit and between planetary bodies.

Unlike warp travel, bluespace travel does not rely on ensuring a route is safe, only that your end point is clear of obstacles. As a result, ships are unburdened by specific routes and can go virtually anywhere. The Interstellar Travel Database does log well-established bluespace routes however, the systems of which a route passes often being built up with phoron refuelling infrastructure and being patrolled by local enforcement.

Limited by the size of any given vessel, bluespace drives vary in their power and precision depending on their design — how much phoron primes them, the fluid moderator choice, the size of the drive. The most powerful of bluespace drives are reserved for flagships of the respective nations and megacorporations within the Orion Spur, reaching shockingly high FTL speeds and with perfect precision.

Specifications & Travel Costs

Expand the collapsible to see the average prices and specs of forms of bluespace travel ▶

Bluespace Drive Average Speed (Light Years per Day [LY/D]) Supported Class Sizes Additional Requirements Average Cost with Requirements (电) (Civilian)
Low-Power Bluespace Drive Models ~1.5 LY/day Shuttles to Class II Individual Phoron Canisters ~50,000电
Standard Bluespace Drive Models ~2.75 LY/day Class II to IV Small Phoron Holding Tank ~100,000电
High-power Bluespace Models ~5.0 LY/day Class II to IV Phoron Holding Tank ~300,000电

Average Bluespace Ring Ticket Cost: ~电250. NanoTrasen Corporation used to offer a subscription for frequent travellers, however it is now only offered to their employees for 1,000电/month.

Average Bluespace Ring Construction Cost: Insurmountable and will garner laughs from investors.

Blue indicates an active connection; Red indicates an intentional disconnection/prohibition; Yellow indicates an unintentional disconnection/maintenance.

History

Bluespace was discovered very recently in 2410 by Einstein Engines physicist Dr. Luo Qiqiang, who detected the first indications of bluespace phenomena while studying a particularly large deposit of phoron in the Romanovich Cloud, connecting the two. Following Dr. Luo Qiqiang's revelation in 2412, NanoTrasen Corporation's Dr. Samantha Tigard would go to lay the foundations of bluespace science as it is today, and design the first means of bluespace travel - the same year, the first commercially-viable bluespace drive would hit the market.

Bluespace travel saw rapid adoption after the initial skepticism wore off and saw widespread use among megacorporations, states, and express transport. Most of the Spur’s residents turned away from warp travel — both drive and gates — and had bluespace drives fitted into their ships, rendering pre-charted warp lanes obsolete in a matter of years now due to their crushingly slow speeds.

This wasn’t the end, as NanoTrasen Corporation envisioned a total replacement of warp gates, aiming to install a bluespace ring in every inhabited system where a warp gate sits. Shouldering the cost and with generous grants from the Solarian Alliance, construction of the first bluespace ring began in the Sol system in 2415. Growing pains were quick to present and it became clear that the phoron burden of installing dozens of bluespace rings was simple impossible, and so the project was downscaled to only the most traffic-heavy of systems. A total of 6 rings were constructed, with the last finished in Xanu in 2422. Despite only 6 bluespace rings having been constructed, they revolutionised Spur logistics, turning month long warp freight journeys with a half-dozen interchanges or month long bluespace jumps, into only a couple week long series of ring jumps.

In the 2460s, as the Scarcity continues to take its toll, circumstances are appearing to reverse and there are doubts as to whether bluespace travel will remain a viable option. NanoTrasen Corporation and the Stellar Corporate Conglomerate have invested significant amounts into alleviating the Scarcity and locating more phoron deposits, however Einstein Engines continues to undercut the bluespace market with more affordable and reliable warp drives — the Suzuki-Zhang Hammer Drives being the first of nails into bluespace's coffin.

Bluespace Rings

A NanoTrasen Corporation infographic presenting the benefits of bluespace transpot vs. warp, in the context of bulk, Spur logistics.

Bluespace rings are particularly useful for being the superhighway of interstellar travel. They are massive constructions which ships pass through to be transported, capable of hurling a ship through bluespace in any direction (though, in practise, stick to precalibrated routes) and — being so powerful — permit near-instantaneous travel, with a promised 5 minutes maximum transit time. As a result, the Spur's logistics rely upon these 6 bluespace gates for speedy deliveries, with the rare gate outage often wreaking havoc upon planetary supply lines.

Bluespace rings are overseen by Ring AIs ― all interconnected on a shared extranet network ― which permit access based on ship credentials and civilian records, and perform the highly-complex calculations required to calibrate a bluespace matrix and transport a vessel through a different dimension. Both the start-point bluespace ring and end-point bluespace ring must synchronise for a jump to be successful. In times of diplomatic troubles, bluespace rings can be blacklisted from connecting, as is seen with Sol's bluespace ring.

Bluespace rings can be found in the following systems: Sol, Nralakk, Tau Ceti, Haneunim, Xanu, and Tabiti. Of note is the bluespace ring between Tau Ceti and Xanu which, in 2462, is said to have “collapsed” due to reasons unknown. It is unclear what exactly happened or if the ring will re-open, as both governments and the corporations they contract keep their investigations highly classified.

Dangers

Einstein Engines and scientists in the wake of bluespace's discovery had and have a lot to say on bluespace travel. After all, it has never been wise for those to play with what they do not truly understand.

  • Bluespace Dematerialisation, and the colloquial Bluespace Sickness: While in Bluespace, everything about you and the ship you stand upon is alien to this dimension, down to your matter. Matter does not like being unstable like it is in bluespace, and to stabilise it must convert into the same 'stuff' that permeates bluespace - obviously, this is not good for the ship or those within it. Bluespace drives are able to prevent this from becoming a problem, however particularly long journeys through bluespace will see a bluespace drive falter. Random particles will begin to 'vanish', overtime causing damage or malfunctions to ship equipment, or resulting in an individual developing an acute illness depending on where they have been affected, with symptoms ranging from memory loss, to temporary vision impairment, to skin rashes. For this reason, it has always been advised to plot a series of consecutive, mid-range bluespace jumps instead of one large bluespace jump.
  • Bluespace Chronology Protection Events (BCPEs): Travelling along the X and Y planes in bluespace will correspond with locational movement in realspace, however travelling along the Z-plane is believed to correspond with temporal movement — after all, all FTL travel brings with it possibilities for travel. Similar to a warp drive's nonviolent NSCP events, though instead seemingly caused by sudden, immense energy build up, any attempts to traverse time using bluespace self-abort. Unlike warp drives however, this is handled destructively, whereby once a ship begins traversing the bluespace Z-plane, the bluespace drive near-instantly explodes, either damaging the ship after it is pulled out of bluespace or ― for those even unluckier ― simply sees the ship dematerialise in bluespace. NanoTrasen Corporation have kindly set a hard-lock in their bluespace drives preventing Z-plane traversal, though many an aspiring time travel have bypassed this lock only to next be seen drifting in a destroyed vessel or not at all.

C-Goliath Bluespace Drives

The C-Goliath Bluespace Drive is an odd marvel of engineering that is a hybrid warp and bluespace drive, designed by NanoTrasen Corporation in response to Suzuki-Zhang Hammer Drive models. The idea was to create a primarily bluespace drive with a built-in, fallback warp drive should the vessel ever find itself out of phoron fuel. However, the C-Goliath has proved impractical and inefficient for most uses, with it being simpler to just install both a warp drive and bluespace drive, or ― if phoron supplies are the concern ― axe the bluespace drive entirely. This hasn't stopped NanoTrasen Corporation and the Stellar Corporate Conglomerate's installing C-Goliath Drive models in their expeditionary vessels ― a niche that the C-Goliath could actually fulfill.

C-Goliath Bluespace Drives operate as bluespace drives for the most part, though are noticeably slower. However, when switched to their warp drive setting, must rely on forming a micro-singularity to warp space-time a sufficient amount, posing all the hazards a singularity does, compared to singularity-free warp drives.

C-Goliath Drive models are only available to the Stellar Corporate Conglomerate and NanoTrasen Corporation.

Interstellar Travel Infrastructure

A graphic representing warp zones and bluespace ingress/egress zones.

To sustain and ease the burden of regular interstellar travel around the Spur, networks of infrastructure have been established overtime. Without this infrastructure, or in the frontier where it begins to thin, most ships — except those designed for expeditionary purposes or with antiquated but hyper-optimised designs — begin to struggle.

Warp Gates and Bluespace Rings: As explained above.

Waystations: Interspersed along warp lanes, every several gates or so, are waystations. The most simple waystations contain refuelling facilities for travelling spaceships, ensuring one has plenty of opportunities to restock on fission or fusion fuels for their warp drive power reactors, or phoron for bluespace drives. More furnished waystations often included rented accomodations for short stays, allowing wary travellers a break from flying, and other premium facilities. Ownership of waystations vary by state: most in the Republic of Biesel are megacorporate-owned; independent waystations grow more common the further one gets from inhabited systems. Working on a waystation can be a dangerous job, as they are often prime targets for piracy in poorly patrolled systems.

Orion Express Mobile Stations: An Orion Express take on waystations. Orion Express mobile stations are on the smaller end of waystations and are posted on well-trafficked FTL routes ― particularly those used by the Stellar Corporate Conglomerate's constituent companies. Capable of in-system manoeuvers, but not FTL transit, they are capable of rendezvousing with a vessel in-need of resupplying.

Slower-Than-Light (STL) Travel

Sitting shy out of the limelight are subluminal means of transport, and yet every space vessel comes with at least one STL propulsion means to manoeuvre through a system between planets and other celestial bodies.

Up until the Second Space Age, direct STL travel was not possible, with — at the time — rockets and probes having to economically accelerate and decelerate and 'slingshot' off gravitational bodies, so as to conserve fuel. Since then, STL propulsion has grown strong enough to allow direct, constant acceleration transit, where ships can accelerate to and decelerate from extreme velocities that bypass the need to base manoeuvres off gravitational wells.

There are many tried-and-true STL propulsion systems, judged by their specific impulse — how much thrust can be generated with the least amount of fuel per second — with the most establisheed being:

  • Chemical Propulsion: Seen as an antiquated, low-tech option — but still popular in parts of human space, and all of unathi and tajara space. Chemical propulsion involves igniting a propellant and chanelling the resulting high-pressure gas into space, propelling a vessel forwards. Chemical propulsion struggles to reach the extreme velocities that allow constant acceleration, and so is only good for short, intrasystem journeys. That was until the discovery of phoron; phoron chemical propulsion, due to the immense amounts of energy in phoron, are capable of propelling vessels as velocities capable of achieving constant acceleration. Amid the Scarcity, this is now seen as a tremendous waste of phoron, with there being a massive push to chemical propulsion alternatives.
  • Ion Propulsion: The most common form of electrical propulsion ― popular in skrell space. Ion propulsion involves using electricity to ionise a propellant — typically xenon, a limited element due to its atomic mass ― and channel the resulting ions into the void, propelling a vessel forwards. Ion propulsion is slow to accelerate and decellerate, but has a greater specific impulse compared to chemical propulsion ― it is more economical and requires carrying less fuel mass.
  • Stellar Sails, or Photon Sails, Solar Sails: Stellar sails are a scarcely used but very effective form of STL propulsion, 'catching' high momentum photons in stellar radiation and using their pressure exerted to propel a vessel forwards. This stellar radiation can also be augmented by a high-power laser attached to the ship directed into the stellar sail, but this adds an energy cost to what is otherwise a near-zero-cost propulsion method. The downside to stellar sails are variable speeds that depend on nearby stars, as well as poor manoeuvrability. Stellar Sails are only used on vessels not expected to enter atmospheric conditions, as stellar sails are incapable of propelling a vessel into orbit of planets notable gravity.
  • Fusion Propulsion: The gold standard of STL propulsion. Fusion Propulsion involves fusing helium-3 in a magnetic confinement, then injecting a chemical propellant which is instantly superheated into a plasma and chanelled out of the vessel. Fusion propulsion is quick to accelerate and has an excellent specific impulse, and has the added benefit of also being able to generate power for small and medium-sized vessels. Following the discovery of phoron, superconductors and cooling systems inside of these fusion thrusters could be reduced in size, making fusion thrusters more scalable.
  • Warp Surfing: In times of emergencies, it is possible to utilise a warp drive on a low power setting to move at non-FTL speeds. It is incredibly power inefficient and dangerous to nearby vessels, but is the fastest one could go without breaking FTL speeds. Due to its danger to nearby vessels, it is illegal in inhabited systems.

Since the discovery of phoron, many of these forms of sublight propulsion have incorporated phoron into to augment them. With the Phoron Scarcity chugs on, a Spur with diminished STL speeds once again looms, threatening to reduce intrasystem transport to a stagger or forcing states, megacorporations and other groups to refit entire fleets of ships to pre-Phoron STL models.

Ships and Stations

Transponders and IFF Tags

All ships are typically outfitted with a transponder which broadcasts an IFF tag and the ship's name for identification by other vessels. It is often a legal requirement for a transponder to be activated in habited star systems, however outside of habited systems it is rarely enforced but remains common etiquette. An IFF tag is a typically 3 letter prefix that denotes which state a ship was registered in or who owns it. Below is a list of IFF tags in use across the Spur:

IFF Tags

  • Coalition
    • AKPV - Air Konyang Passenger Vessel
    • AXSV - All-Xanu Spacefleet Vessel
    • CCV - Coalition Civilian Vessel
    • FPBS - Frontier Protection Bureau Ship
    • GNV - Gadpathurian Navy Vessel
    • KASFV - Konyang Aerospace Forces Vessel
    • PCV - PACHROM Cargo Vessel
    • SFV - Scarab Fleet Vessel
    • USPGV - United Syndicates Planetary Guard Vessel
  • Adhomai
    • ACV - Adhomian Civilian Vessel
    • DPRAMV - Democratic People's Republic of Adhomai Vessel
    • NKAMV - New Kingdom of Adhomai Vessel
    • PRAMV - People's Republic of Adhomai Vessel
  • Corporations
    • EEV - Einstein Engines Vessel
    • EERV - Einstein Engines Research Vessel
    • EMV - Eridani Military Vessel
    • HCV - Hephaestus Civilian Vessel
    • HCS - Hephaestus Civilian Shuttle
    • IIV - Idris Incorporated Vessel
    • NTV - Nanotrasen Vessel
    • OEV - Orion Express Vessel
    • PMV - Private Military Vessel.
    • SCCV - Stellar Corporate Conglomerate Vessel
  • Izweski Hegemony
    • HMV - Hegemony Military Vessel
    • IHGV - Izweski Hegemony Guild Vessel
    • IHKV - Izweski Hegemony Kataphract Vessel
  • Diona
    • RCS - Rokz Clan Ship
    • SCS - Serz Clan Ship
  • Sol
    • FSFV - Free Solarian Fleet Vessel
    • SAMV - Sol Alliance Military Vessel
    • SFAV - Southern Fleet Administration Vessel
  • Other
    • BLV - Biesel Military Vessel
    • ENV - Elyran Navy Vessel
    • GDMV - Golden Deep Mercantile Vessel
    • HIMS - His Imperial Majesty's Ship
    • IAV - Interstellar Aid Vessel
    • ICV - Independent Civilian Vessel
    • IFR - Independent Freighter
    • IPV - Independent Passenger Vessel
    • NFV - Nralakk Federal Vessel

Civilian Vessels

Civilian vessels are routinely seen zipping around space, ferrying commuters from one system to another, delivering supplies and commodities across planets, or simply exploring the stars. All manner of hull types exist, from pleasure yachts to rag-tag skiffs, to modular freighters and enormous fuel tanks with chemical rockets strapped to them. The more functional the design, the cheaper; the more elegant and luxurious, the more expensive. Beyond the initial cost of the ship, a number of other factors may affect the price, such as whether ammenities and long-term entertainment and forgone for a cryogenics suite, etc. Ship classes are prescribed based primarily on total load, with a rough correlation to size.

Spaceliners

The average person who infrequently relies upon FTL transit or who only travels to commute more often relies upon Spaceliners to travel than a personal vessel outfitted with a FTL drive. They provide affordable and accessible FTL transit options between systems and between states, sparing most from shelling out on an FTL drive.

Up until the Phoron Scarcity, most spaceliners operated bluespace drives to promise the fastest journey times to paying customers. Today, bluespace drives are now reserved for luxury spaceliners, with more affordable options relegated to utilising warp gates.

Idris Incorporated maintains a notable monopoly on mid-line and luxury spaceliner options, with their standout subsidiary Celestrial Cruises being the pinnacle of comfort and extravagance while crossing the stars. They continue to field the latest bluespace drive models, promising the greatest speed in the market.

Civilian Vessels
Class Average Length Average Crew Complement Average Price (Civilian) Notes
Shuttles 10-25m 1-2 ~电5,000 Typically used by larger ship classes for in-atmosphere operations and transit between vessels. Incapable of FTL, including gate travel. Less frequently used by wealthy individuals for transit around the same planet.
Class I: Skiffs, Yachts, Light Freighters, Light Tankers. 40-150m 4-20 ~电30,000 These vary in costs depending on size, outfitting, in-atmosphere capabilities, FTL capabilities, and any ammenities.
Class II: Ferries, Freighters, Tankers. 150-400m 20-200 ~电80,000 These are quite pricy for the average individual: a family or group of friends can field one; specialist groups often field a few. Usually utilise propulsion methods that prohibit atmospheric capabilities, requiring a shuttle.
Class III: Starliners, Large Freighters, Large Tankers, Expeditionary Vessels. 400-850m 200-500 ~电200,000 Fielded by larger specialist groups, megacorporations, states, and the more wealthy of the Spur.
Class IV: Cruiseliners, Superfreighters, Supertankers, Large Expeditionary Vessels. 850-1500m 500-1000 ~电800,000 Typically fielded for large, state or megacorporate operations.

Military Vessels

Military vessels, especially present-day models, are rarely found in the hands of non-military or non-megacorporate groups. In most regions of space, including the Republic of Biesel, it is also considered illegal to own a fully-furnished and armed military vessel without hard to source licenses for particular sensors equipment, armaments, etc. These vessels are all expensive to field and upkeep, equipped with all the latest equipment.

Outdated and stripped models are often seen available on open markets, though pale in comparison to fully furnished military vessels. Outdated models and salvaged military vessels can also occasionally fall into the hands of the unsavoury.

There is no one classing specification or series of ship designs due to the versatility of combat in space. Information on military doctrine can be found on respective faction pages.

Space Stations

Space stations are a common sight in orbit of planets and stars, to the dismay of planetbound astronomers, and vary in purpose, from scientific to industrial to military.

Unlike habitable planets which are limited in number and have both financial and environmental obstacles impeding colonisation, space stations can be easier for a group to establish. As a result, space stations are found all across the Spur where those looking to set up their own long-term community have decided to set up, be it a pirate freeport in an unclaimed system or Offworlder Humans setting up in orbit of civilised planets. Stations must be registered with the state who has claimed the system before being set up and, while autonomy may be permitted by certain states, they remain beholden to local laws and regulations.

Stations
Class Average Capacity Average Cost (Civilian) Notes
Habitats, Small Stations ~8 ~电20,000 A common sight in orbit of planetary bodies and similar gravity wells. Resided within by those who are unable to or reject life upon planets; still used for research purposes by states, megacorporations, etc. Their price varies depending on design, ammenities, specialist equipment, and such. They are not self-sufficient, requiring shuttled resupplies.
Stations ~500 ~电750,000 Typically owned by specialist groups, businesses, or those wishing to setup a small voidbound community. Their price varies drastically depending on size, ammenities, specialist equipment, and such. They are not wholly self-sufficient, but can locally produce most necessities.
Large Stations ~5,000 Prohibitively Expensive Uses for much the same purposes as standard stations, and also the size of a typical military station. Typically self-sufficient and capable of producing excess for bulk sale. Prohibitively expensive for individuals and small groups, and typically the largest station seen in Frontier systems.
Orbital Complexes ~250,000 Prohibitively Expensive Orbital complexes go beyond self-sufficiency and aim to produce everything locally. They are rarely seen beyond the human Jewel Worlds or skrell Core-to-Contingent systems, where major planets often have one in orbit.
Orbital Supercomplexes ~1,000,000 Prohibitively Expensive These go even beyond regular orbital complexes, and are often compared to cities in the orbit of planets. Only two exist: the NTCC Odin and the Unity Station. They are considered feats of engineering.