| Warp | |
|---|---|
| Founded | 1989 |
| Founder(s) | Steve Beckett and Rob Mitchell |
| Status | Active |
| Genre(s) | IDM, Spoken Word, Experimental |
| Location | Sheffield, UK |
| Official website(s) | Warp website |
Contents |
A UK electronic music label with an experimental/IDM bent. Loads of cool releases, typically with really great packaging. They've also branched off with a Film Division, that's put out a film by Chris Morris and one by Chris Cunningham, with music by Aphex Twin.
(links to websites, label biographies, fansites, books, periodicals or any additional information on the label)
Warp may refer to:
| This is a disambiguation page — a navigational aid which lists pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page. |
Contents |
Emil LaSalle's origin is unknown. This French super-villain had previously fought Phantasmo and Fleur-de-Lis, prior to being approached by the Brain, Monsieur Mallah and Phobia to become part of their new Brotherhood of Evil. At first, Warp refused but, after being attacked by Captain Toulon and trapped on the "Earth-11" alternate Earth, Warp changed his mind and joined the group. (The whole affair had been engineered by Doctor Mist to get rid of Toulon and save the survivors of that alternate Earth.)
As a member of the new Brotherhood, Warp fought the Teen Titans. Warp has fought the Teen Titans on different occasions, later resurfacing with the other Brotherhood of Evil members who are now called the Society of Sin.
When the Joker altered the sanity of dozens of super-villains, Warp was one of those affected. He attacked the United Nations Building, sending the top halves of many people into deep space.
Warp, now partially cured, was found working with Doctor Psycho to free Doomsday from captivity near the center of the Earth.[1]
More recently, he kidnapped Icemaiden, a service paid for by Delores Winters. Winters stole Icemaiden's skin, but the heroine survived, now in a comatose state at S.T.A.R. Labs.
A year after the "Infinite Crisis" event, Warp rejoined the Brotherhood of Evil. He was taken to the prison planet along with most of Earth's super-criminals, as part of Amanda Waller's "Project: Salvation Run". He joined Luthor's faction, but was abandoned there when Luthor, Sivana, Ivo, and Grodd used his powers to fuel the device which returned them all home. The device exploded, seemingly killing Warp in the process.Besides flying, Warp can open portals between any two locations that he chooses and travel through them and bring others through it as well. Repeated use of this power tires him out.
Teleportation
![]() This character is or was primarily an enemy of the Teen Titans, the Titans, or any of the other various Titans incarnations. This template will categorize articles that include it into the "Titans Villains" category. |
|
Doom Patrol Villain(s) |
|
Relm: I couldn't miss the chance to practice my drawing! |
| This article is in need of a few pictures. Perhaps you can help by uploading and adding a picture or two. |
Warp (デジョン, Dejon), also known as Dezone, is a spell that can move the party to different floors, exit the battlefield, and, in some cases, kill enemies. Its effect differs with nearly every game in the series and can either function like Teleport (for transportable means), or Banish (offensive damage or instant kill).
Contents |

Warp, also known as ZAP! in the Famicom release and Banish in the Origins release, is a level 8 Black Magic spell which inflicts Instant Death to all enemies with a moderate success rate.
The spell can be bought at Gaia and can only be learned by the Black Wizard Job class. In the Dawn of Souls and 20th Anniversary Edition releases it costs 30 MP to cast.
Warp, also known as Banish in the Origins release, is a Black Magic spell. When used in battle, the spell attempts to warp one or all foes to another dimension, essentially defeating them. The success rate increases with the spell's level, however the success rate is drastically reduced if the spell targets all foes. When used in a dungeon outside of battle, Warp teleports the party to previous floors depending on the spell's level. For example, if the spell is at level 3, the party will be teleported back three floors, at the point where they exited that floor. If there are no previous floors, the party will be teleported to the World Map in front of the entrance to the dungeon. This spell is ineffective in the Snow Cavern, Bafsk Sewers, the Dreadnought, the Coliseum, and Palamecia Castle due to the storyline which occurs at these locations. Any character can learn Warp by having them use the Warp Tome (called the Banish Scroll in the Origins release).
| Warp Tome | |
|---|---|
| Effect | Allows the target to learn Warp when used outside of battle. Casts Warp VIII when used in battle. |
| Buy In | Salamand, Mysidia |
| Find In | N/A |
| Won From | Dark Soul, Death Knight, Death Rider, Ogre Mage, Royal Guard, Wizard |
| Cost | 1,500 gil (Origins) |
| 1,000 gil (Dawn of Souls, 20th Anniversary Edition) | |
Warp is a level 6 Black Magic spell that either moves the party up one level of a dungeon or kills an enemy. It can be used by the Black Mage, Magus, Sage, and Onion Knight Jobs.
Warp, titled Dejon in the J2e version, is the Black Magic version, and moves up one level of a dungeon or escapes battle. It is learned by Rydia at level 12 and Palom at level 29, and costs 4 MP in the SNES, GBA, and DS versions, and 10 MP in the PSX version.
Warp returns as a Black Magic spell initially learned by Fusoya and Rydia, and learned by Palom at level 19. It costs 4 MP and functions in the same way as in Final Fantasy IV
Warp is a spell available to only Black Mages in Final Fantasy XI, but to many more Jobs if Black Mage is selected as a subjob. It is used to return from the field to the player's Home Point, which would generally be found in a safe place (such as a city). Since the Japanese client of the game calls the spell Dezone, the second tier of the spell is often abbreviated as "D2" by the entire playerbase.
Warp requires the Time Magick 3 License to be used. It banishes all foes in range and characters will not receive EXP or LP if successful.
Warp is a Time Magick 8 License that costs 90 LP in the International Zodiac Job System version. Available for two Job classes: Time Mage and Machinist, although Machinist must obtain the Famfrit license. The spell can be obtained from a chest in the Nabreus Deadlands.
While Warp is not usable by the player, it is used by Loffrey Wodring to open the portal to the Necrohol of Mullonde.
| v · e · d |
|---|
| Recurring Spells |
| Banish - Comet - Disable - Float - Gravity/Demi - Graviga/Quarter - Gravija - Haste - Hastega - Immobilize - Invisible - Meteor - Quick - Regen - Slow - Slowga - Stop - Teleport - Warp |
| Final Fantasy V |
| Mute - Old - Return - Speed |
| Final Fantasy VII |
| Comet 2 - Demi 2 |
| Final Fantasy XII |
| Balance - Berserk - Bleed - Break - Countdown - Reflect - Reflectga - Reverse - Vanish - Vanishga |
| Final Fantasy Tactics A2 |
| Extend |
History of character is unknown.
Warp drive is a technology allowing faster-than-light travel through space, creating warp fields and forming a subspace bubble surrounding a starship, which, in turn, forms a distortion in space-time and allows the starship's movement to exceed the speed of light. The rates of movement above the speed of light are known as warp factors.
Contents |
As different manifestations of the same general force, gravitational forces can be manipulated by applying precisely-controlled electromagnetic forces. Electromagnetic forces, therefore, can alter spacetime's geometry as gravity is simply a curvature of the latter. Warp drive alters spacetime's fabric, allowing the vessel to attain warp velocities.
In most known starships, a matter-antimatter reaction creates high-energy plasma. The plasma, in turn, flows through several warp coils, which are comprised mostly of verterium cortenide, an artificial material. This material bridges gravitational and electromagnetic forces, and, when shaped correctly, high-energy plasma can flow through it and create a "warp field". The interaction between the two can alter spacetime's geometry near and around the warp nacelles, creating multilayered waves of warped timespace, allowing the ship to jump to "warp" and cruise at a velocity greater than the speed of light. The ship itself, within the "warp bubble", does not travel faster than the speed-of-light as the area within the bubble is a pocket of "normal" space; therefore, the laws of physics are not broken. [1]
With the starship stationary within the warp bubble, exceeding the speed of light is possible, with spacetime itself (surrounding the warp bubble) moving. The occupants and starship do not experience any alteration to the normal passage of time, as time within and outside the bubble are the same (under normal circumstances).
A reaction between deuterium and antideuterium, tempered through a dilithium crystal assembly, allows 24th century Federation vessels to travel at warp speeds. Dilithium does not react with antimatter when high-frequency electromagnetic fields come into play. The reaction between the deuterium and antideuterium creates electro-plasma, a highly-energetic plasma. Magnetic conduits deliver the electro-plasma to the plasma injectors via the electro-plasma system (EPS). Once at the plasma injectors, the plasma flows into a series of field coils; these coils are usually housed in the warp nacelles aboard the ship.
Other civilizations, like the Romulans, utilize other power sources. In the case of the Romulans, this is an artificial quantum singularity. Overall, the basic process remains very similar amongst all warp-faring nations.
Some Federation Starfleet starships, like the Intrepid-class and Aotearoa-class have nacelles whose geometry can be altered via moveable pylons, allowing these types of starships to travel faster and damage subspace less (or not at all). Newer Starfleet ships, like the Sovereign-class, have had this issue addressed through redesigned nacelles, eliminating the variable-geometry pylons while allowing the faster velocities.
Cultures throughout the galaxy discover warp drive at different times. The Vulcans are known to have utilized warp drive as early as Earth's 3rd century; however, the Vulcans lost this ability during a planetary civil war, and they did not gain the capability again until several centuries later. By 2151, Vulcan warp drives could reach warp 7. (ENT: "Kir'Shara") Klingons, on the other hand, could travel at warp 6 in the same year, although not much is known about when they first became warp capable. (ENT: "Judgement") Humanity's gaining warp capability in the 21st century fostered a renaissance of exploration in the Milky Way Galaxy and fostered the formation of the United Federation of Planets.
Warp drive makes interplanetary trade and exploration possible. For example, Vulcan is approximately 16 light years from Earth. At 2270's top impulse speeds (warp factor 0.8), this journey would take 20 years between the two planets. At warp speeds, this same journey could take as little as 4 days. (Star Trek: The Motion Picture)
Under the Federation's Prime Directive, Federation personnel are not to contact or openly interfere with a warp-incapable society or culture. (TNG: "First Contact")
Earth's Zefram Cochrane developed warp drive on the planet in the years following the disastrous planetary war, World War III. With hardship amongst the planet's people and the lack of advanced materials being generally available, he converted a Titan V missile to contain his warp-capable ship, the Phoenix. On 6 April 2063, Cochrane and a flight crew successfully tested the Phoenix, getting a passing Vulcan exploratory vessel's attention. This event was the catalyst for first contact between Earth and the Vulcans. (Star Trek: First Contact)
Cochrane's original design used fission, incorporating materials from the Titan V. Later developments of matter-antimatter reactors in later years would create more stability amongst the systems and allow humans to utilize it to its full potential.
Despite humanity's great leaps and bounds in warp technology during the middle of the 21st century, the next 80 years brought very few changes. During the 2140s, Henry Archer created a warp engine able to break the "warp 2 barrier". Commanders A.G. Robinson and Jonathan Archer tested the engine in the second NX prototype, achieving warp 2.5 during the test. (ENT: "First Flight")
By 2151, some human starships could achieve warp 5: the starship Enterprise was one. (ENT: "Broken Bow") After its initial launch, Enterprise could only reach a maximum of warp 4.7, but, on 9 February 2152, it gained the ability to travel warp 5. (ENT: "Fallen Hero")
During the year of the Federation's founding, newer Starfleet vessels could reach warp 7 with their newly-configured warp drives. (ENT: "These Are The Voyages...")
Between 2236 and 2254, the Federation made a major breakthrough in warp technology, breaking the "time barrier". This allowed Starfleet ships, such as those of the Constitution-class, a warp 6 cruising speed and emergency speeds up to warp 8. In some rare circumstances, vessels could even reach warp 9. (TOS: "The Cage")
Alien interventions or dangerous malfunctions saw warp speeds increase. The Kelvans modified the USS Enterprise's warp drive to achieve warp 11 in 2268, and, a few months later, an alien entity named Losira sabotaged the Enterprise, nearly tearing the ship apart at warp 14.1. (TOS: "By Any Other Name", "That Which Survives")
Starfleet redesigned the warp engine, and the Corps of Engineers replaced the cylindrically-shaped warp nacelles with a flatter, more rectangular design aboard Constitution-class refits during the 2270s. These new designs allowed for standard speeds of warp 8 and higher. (Star Trek: The Motion Picture)
Starfleet also experimented with a new type of warp drive called transwarp during the 2280s. The theories behind this drive included greater efficiency and attaining higher warp velocities. Starfleet tested this failed technology aboard the USS Excelsior but deemed them unsuccessful. (Star Trek III: The Search for Spock) The Excelsior gained a conventional warp drive and continued to serve Starfleet. (Star Trek VI: The Undiscovered Country)
Sometime between the 23rd and 24th centuries, a new warp factor scale was created and used. With the original design based on a cubic power scale, the new scale worked exponentially, with warp 10 allowing a ship to be at infinite places and infinite times. (TNG: "Encounter at Farpoint"; VOY: "Threshold")
By 2364 and the launch of the Galaxy-class USS Enterprise-D, warp drives could sustain warp 9.6 for 12 hours; however, many engineers believed warp 9.2 was the "red line". (TNG: "Encounter at Farpoint")
The Federation Council set a speed restriction of warp 5 after Hekaran scientist Serova revealed warp drive damaged spacetime. The limit could be broken in extreme emergencies. (TNG: "Force of Nature", "Eye of the Beholder")
The Corps of Engineers came up with a solution within eight months, adapting all vessels' warp drives to once again utilize maximum warp velocities. Some ships, like the Intrepid-class, were outfit with variable-geometry warp nacelles, while other ships, like the Sovereign-class, were fit with new nacelle designs from their launch. (VOY: "Caretaker"; Star Trek: First Contact)
At the start of the 25th century the pulse wave warp drive became a more efficient means of warp travel. Cruising speeds of warp 9.99 became commonplace with absolutely no damage to subspace as well as a highly improbable chance of artificial wormholes being created within strong gravity fields. This did however limit the effects of lightspeed breakaway. (Star Trek: Pioneer (PNR): "Destiny of Freedom", "Something Kinda New")
Another new warp technology utalized in the 25th century was multiple field warp drive which utilized many small incomplete warp fields paired with a stable one. (Journal of Applied Treknology)
Yet another warp technology was the extragalactic warp drive which allowed travel between galaxies. This technology was utilized by STAG. (Adventures of STAG)
| Transformers: Cybertron > Episode 38 | |||
| Previous episode | Next episode | ||
The Autobots head for the warp-hole leading to the alternate universe where Gigantion rests.
Contents |
In the Autobot base on Cybertron (which is still in the form of Primus' robot mode), Coby is working on a deactivated Scrapmetal. Optimus checks in on him, and Coby enthusiastically replies he's been tinkering... and Optimus knows he's doing it to keep from being depressed about his brother Bud, who is stranded along with Jolt and Reverb aboard the missing Atlantis starship. Vector Prime alerts them that they've found the time-space tunnel to the alternate dimension where Gigantion and the final Cyber Planet Key wait.
Vector tells the assembled Autobots that the tunnel, located in the Skeleton Nebula, is only open for a few days before closing down for an entire year. Red Alert warns that travelling through the tunnel could separate their minds from their bodies, a prospect that scares Jetfire considerably. Red assures them all that they've created a vaccine program based on data from Vector Prime's sword, which can create warps safely. Vector then reminds Coby that humans and Mini-Cons are already immune to the tunnel's effects.
Wing Saber is ready to go, but the Autobots have no ship capable of getting the non-flying Autobots there (or, as Leobreaker quips, a "really big slingshot"). Override calls in then, with a surprise... the colony-ship that brought her ancestors (and a Cyber Planet Key) to Velocitron, the Ogygia. She recounts that Brakedown and Clocker had been searching for the legendary craft, and finally uncovered it recently. As the Autobots prep the Ogygia and load it with supplies, Coby, Lori and Six-Speed are pushing a crate into the bay. Landmine asks what's in it, but Coby simply says it's a surprise.
With the ship ready, the Autobots line up to install Red Alert's vaccine program, which apparently is done via injection. Leobreaker is apprehensive about needles, but not as much as Jetfire is, the last Autobot in line. He says that he should stay behind to keep watch over the power-drained Primus... and then Primus steps in via glowing orb, saying his power levels are rising and he'll be just fine, thank you, so you can all go on to Gigantion. Shut down by god, Jetfire hems and haws a lot, then finally admits defeat and gets the shot, which Red Alert takes a mild sadistic pleasure in administering.
With everyone all shot up, the Ogygia takes off for the tunnel. Vector Prime warns everyone that the tunnel is unstable, and that even the psychic imprints formed by doubts, fears, etc. might distort the warp and basically destroy them. Coby grips Lori's hand to assure her (aww). However, as they enter the tunnel, they come under attack from behind, by the Atlantis! The Autobots realize they can't shoot back, because of their comrades trapped aboard the ship.
Speaking of, Bud peers out a window to see the Ogygia, confused by the appearance of what looks like another Atlantis. Jolt picks up Six-Speed's energy signature coming from it, which gets Bud excited and ready to act! He encourages the Mini-Cons to follow him: Jolt is scared, but Reverb doesn't hesitate.
Another blast takes out the Ogygia's main engine, and the ship starts to sink towards the edges of the tunnel. Coby says he'll fix the engines, and Optimus sends Red Alert and Six-Speed to help him. In the engine room, Coby hits on the idea of re-routing the power from the weapons (whcih they're not using anyway) to the engines. He and Six-Speed re-patch the cables, and hit the toggle switch to restart the engines in a Dramatic Moment. The Ogygia pulls from the edge, but the celebration is short-lived... a gigantic asteroid is right in their path! With no weapons, no room to evade, and Starscream still on their tail, things look bad, until Coby gets a message from Bud.
The trio on the Atlantis start smashing up the engine room, which causes the ship to lag behind and give the Autobots some breathing room. Optimus decides the only way to get past the asteroid is on a personal level... all of the Autobots with projectile weapons (save Red Alert) Cyber-Key up and unleash a barrage on the asteroid, which cuts a hole through it large enough for the ship to fly through.
Coby wakes up, having been knocked out when the asteroid was blasted, to find they're safely in the alternate universe. The Autobots thank Coby for saving them, and they head for Gigantion...
But they're not the first to get there. Guided by a mysterious robot, Megatron and his Decepticons have made it to the planet first.
Original airdate: ???
Written by: ???
(Numbers indicate order of appearance.)
| Autobots | Decepticons | Humans | Others |
|---|---|---|---|
|
|
Regulars
Guests |
"What matters is not how you start a race, but how you finish it."
Leobreaker: Would you cool your turbines, Wing Saber?! Some of us can't just take off, y'know!
Wing Saber: Uh, I almost forgot! Not all Transformers know how to fly.
Snarl: That doesn't mean flying Autobots are better.
Hot Shot: Yeah, but where are we gonna find a spaceship?
Leobreaker: Or a really big sling-shot?
Snarl: (Falls to the ground, anime style, and almost immediately gets up.) " Will you get serious?!"
"Hey, Big Sister! Where you been?"
"Well, I took your advice, Lori... and went shopping."
"Are you Autobots or Autonots?"
"I've learned from the Autobots that sometimes one must save the moment before he can save the whole day!"
|
|