In this campaign, the Jump Drive is never invented, instead the human race is stuck with sunlight drives until the invention of warp drive. Warp drives don't require jump fuel, instead they require an energy input from the ship's power plant and operate much like maneuver drives except that they tend to be energy hogs compared to them and they work well with antimatter reactors. Unlike maneuver drives, warp drives have a maximum warp speed that is some multiple of the speed of light. A Warp-1 drive can go up to 100 times the speed of light, A Warp-2 drive can go up to 500 times the speed of light, warp-3 can go 2500 times the speed of light. This motion is pseudo motion, there is no inertia involved, if the warp drive shuts down for whatever reason the ship resumes its previous sublight speed it had prior to engaging the warp. The 100 diameter limit applies to engaging the warp drive, as it fails to engages when too close to a gravitational mass. All other assumptions to a standard Traveller campaign remain valid, what are the main differences from the standard campaign that would result from the use of warp drives instead of Jump drives? When rolling tech levels for worlds, I suggest you use a 10-sided die instead of a 6-sided die and add all the modifiers listed in the rulebook to that.