These systems are available only to those with a Havoc GunStar, a Corporate FlagShip, or an Imperial StarShip. TransWarp drives require Fuel Ore to run, and are worth the 50,000 credits later in the game. Especially if you have an Evil Imperial StarShip. They will 'hop' you from one sector to another safely, as long as you have a fighter in the destination sector in one turn. A good addition.
The TWARP drive is essentially the same in V2 as in 1.03(d) with a couple of exceptions. As noted above, it is possible to TWARP tow a ship. Twarping requires the same number of turns that it takes to move one sector. So if you're in an ISS which takes 4 turns per warp, and you have 3 turns left you won't be able to TWARP. Commissioned players can TWARP directly to fedspace, which comes in handy when going to stardock or colonizing. It has been reported that the game sometimes forgets which sector the stardock is in and thus doesn't find the locator beam. This has never happened to me but if it happens to you DON'T blind jump!
a. Blind Warping
Speaking of blind jumps, they are much more hazardous in V2 because of Limpet mines which don't show up on holoscans or EPROBE reports. There is an option in the computer which disables TWARP. It is called TWARP preference. This eliminates the message asking if you want to engage TWARP which can be annoying if when traveling to nonadjacent sectors with regular warp. If, however, you answer "yes" to Twarp but "no" to engage right before you type C U and N to disable TWARP, instead of having TWARP unavailable you'll find yourself unable to travel to nonadjacent sectors using something other than TWARP!
This can be fixed by re-enabling TWARP preference, plotting a non TWARP
course, then disabling TWARP again. This is the basis of the TWARP towing
bug. "Beware of marker beacons!! Marker beacons and wandering aliens are
the two greatest dangers to blind TransWarp. Never place them, and destroy
them when you can." (IWM p.16; ¶6, 1995).
"Always have MORE than 37,000 credits on your ship. If you have no
fuel to transwarp out of a hazardous situation, you will be able to build
a class 4 port, steal enough fuel to transwarp, and continue with your
turns, hopefully ending up in a safer location, and won't have to use another
25,000 credits to replace the cloak you would need to use if you cloaked
hoping you might be in a safer situation later in the day. Since all ports
under construction have products when they are first created, you can immediately
steal the fuel you need. You are evil, you don't have to wait until the
port is open for normal trading." (IWM p.17; ¶6, 1995)
c. Marker Beacons
These are cheap and useless. They are also dangerous. They are fun to put in your Home Sector or in a sector with an enemy that you have towed and surrounded with mines, but if you blind TransWarp and even one of these are in the sector, good-bye ship!