The
Terpla'n/Fendalen Campaign
The campaign ran from 1989 to 1997, was set in 1000-system universe, and lasted 510 turns. Technically, both of the main combatants were at the same tech level (13) when a truce was declared and the game ended. Had it continued it would've seen the involvement of the Pulurtans, a higher-tech NPR race generate by the space master. Early house version of weapons such as x-ray lasers and variable focus force beams (as described in the David Weber books Crusade and Insurrection respectively) were used. In adapting the campaign ships to 3rdR rules I made deliberate design modifications so that they would be 'legal' in the sense that they could be used in a 3rdR game. All background details as well as fiction entries have been 'reimagined' (to quote Tim Burton) and updated to reflect changes in game tech and mechanics. The Pulurtan background and subsequent fiction are an entirely new addition to the campaign history. House Rules 1) Warp Points. The standard rules regarding entering a warp point (WP) and simultaneous transits are used. The various WP sizes are used with one modification. For each 100 hull space (round up) of ship in excess of warp point capacity renders said warp point unusable for a number of tactical movement impulses equal to the excess of capacity divided by 100 (round up). Thus, a 200-hull monitor going through a 100 hull-space capacity WP will render the WP unusable for one movement impulse. For a 500-hull juggernaut going through it would render the aforementioned WP unusable for four impulses. So unless it was followed by a pair of battlecruisers (one of which has an active engine tuner) that juggernaut would be on its own for a tactical turn. 2) Carrying small craft as cargo: Each boat bay point of capacity equals 50 cargo storage points. A cutter would take 50 csp while a second-generation pinnace would take 300 cps. Treat such 'crated' small craft as fighters for purposes of MS/SY prepping. 3) Prefabricated Component Transports: Ships built to carry prefab components must have at least 75% of their cargo holds in a single, unbroken chain to qualify as such. A small hold (Hs) can either be located at the front or back of such a chain but not in-between. 4) Carrying gunboats as cargo: Gunboats (GB) can be carried as cargo (crated like fighters) at the rate of one GB per hold (H). A small hold (Hs) by itself cannot contain a GB. When carried in a prefabricated component transport, however, each GB takes up 300 cargo space points as long as said GB is in the cargo hold chain. A MS can prep crated GBs at the rate of one per hullspace of capacity. A SY/SYM can prep crated GBs at the rate of two per hullspace of capacity. 5) A maximum of one colony and three outposts per asteroid hex. 6) Shipyards in a system with asteroid belts gain an additional 10% in construction capacity (FRU) per belt present. A shipyard cannot use the asteroid belts of a binary partner for this calculation. House Tech/Alternate Tech Page Small Craft Table Original Art and Scans of old Starfire game covers Fiction Archive (updated 01/10/24) Footnotes Page Miscellaneous Designs |
The
Terpla'n Republic (Commonwealth of Planetary States) |
Tuphon | Valhalla |
Hazen |
Bulus |
Crajen |
Humarsh |
Tzel |
Ua |
Quagaar |
Hamthen |
Endril |
E'san, Inna,
Scaldart and Sertucon |
Hokum |
Elotoshani |
Gluv |
Foamasi |
Gander |
The
Asteroid Axis |
Darkstorm
Nebula Empire |
The
Calculus of the Nu'Chut |
Socialist
Union of Democratic States |
The Bios Registry | Sunrise
Hegemony |