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The Secret Weapon of the Terellian Empire - Sublight Starships

IMTU The Terellian Empire is a pocket TL15 empire located in the Astron sector. Their territory boarders the much larger Kazan Empire who are distant cousins of the Aslan. Though outnumbered nearly 5 to 1 in naval strength, the sides are effectively equal because of the following reasons:

1. Infighting among Kazan clans has kept them from organizing any truly coordinated campaigns.
2. The Terellians are several tech levels above the Kazans.
3. The Terellians are organized, coordinated, and can muster every ship in their empire into a single fighting force.
4. The Terellians are similiar to the Dynchia in that everyone is a member of the planetary army (starting at age 11), making any well established colony nearly unconcorable without the use of WMD's. (Use of such weapons on any inhabitable world would cause an instant mutany amongst the Kazan Ihatei.)
5. The Terellians have a resource based economy (material, time, and money), and spare no expense in ships, equipment, or training. At minimum the empire allocates a full third of its economy to the raising, training and education of it's citizens.
6. The Terellians have 'Jump Wave Transmitters' enabling instantaneous communications across interstellar distances. This is their most closely guarded secret.

Referees Notes:
'Jump Wave' is actually a misnomer used to misdirect anyone as to how the technology actually works. The technology works by splitting a certain type of particle and then "spooky physics at a distance" dictates that when a change is made to one half of the particle, a similiar change is made to the other half, even at interstellar distances. The one drawback to this technology is that if either end of the connection enters jump space or a wormhole the connection is permanetly severed.

In my origional campaign I simply stated that the sublight ships needed to build and expand the jump wave network simply existed Now I think I may actually need to design the ships using the power plant rules from Signs and Portents issue 76.

The ship will need to have the following stats/stuff:
Maneuver 6
Jump 1 or 2
Be able to carry at minimum 12 transmitters (100 tons each)
Carry a jump capable life ship (starship) if a self destruct is needed.
Be able to cross 1-2 parsecs via maneuver drive.

Size and cost are not an issue. Tech level 14-15.

Any ideas on how to design such a ship?
 
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