TNE Campaign
I would like to see if a small band of determined characters can work together against everything out there in a way that will make a significant difference for the redeployment of Naval might and civilization in the name of the Coalition
I have set up a series of tasks and scenarios for our small group of intrepid adventures to undertake that will help them get what they want while they help the Coalition move forwards towards regaining the stars and reestablishing contact with other stellar governments (and possibly becoming the 4th Imperium). Hivers are helping to build Jump drives and teach engineering in the universities. Thousands of students join every year and thousands of graduates need jobs working on starships. The Navy is always looking for the best and brightest to send out to reclaim the stars.
Making lists of problems and possible solutions seems the best first step.
First I developed the governments trying to also pull themselves back from the edge of darkness (including some not so nice T.E.D.’s but others which welcome help)
Next I developed those powers and organizations which will be working against the interests of the merry band of Star Vikings as they set out to grab what they desire by force. (the Guild and other T.E.D.'s)
I have set up a list of military and civilian craft which would be most useful for the Coalitions plans to not only project a strong presence in systems already under their control but which will help them conquer and control future systems which are currently under the influence of hostile forces.
I have started by developing a direction in which we desire for our group to travel as they seek out new and better equipment to return with (much like hearing of a treasure pile guarded by an enemy force).
The players will need a ship and crew to chase down the rumor of a mega transport that they will then be able to use to stuff full of cargo and bring back to the coalition (for a hefty payday; if they survive).
Having limited manpower is the greatest challenge for getting and retrieving the military hardware needed in space to make a difference.
The Coalition is training men and woman at the academy as fast as they can get recruits into the seats but they are years away from being where they desire to be. This is actually a good thing because it will take years to gather all the necessary equipment to defend what they have as well as attack their enemy’s bases of power in order to neutralize them.
One benefit of the training cycle is that every time the players return there will be one or two classes of graduates ready willing and dying to join the crew the players are in charge of.
The tails being spun about their adventures have grown in the retelling and the reputations of those who joined them have also grown so perhaps there are other starship captains trying to pull their skilled crew away from them with promises of bonuses and or partial ship ownership. Perhaps one of the characters could even challenge the commander of the REC for the job or even become the leader of the coalition itself.
“Doing more with Less” is the motto of this undermanned team of adventures.
To help them achieve success I want to start them out with several advantages:
a. Surprise (secrecy about their true mission will be required at first) After their first mission, the cat will be out of the bag although their next mission and target may yet remain a secret.
b. Resources (a crew, finances, equipment and a ship to get them to their initial target)
c. Intelligence (I want them to have the best possible knowledge of what they are going to face when they reach their target)
d. Training (I want the crew to be as highly skilled in their jobs as they can be)
The first ship they will be allowed to use for their first mission (and more than likely the first 3 missions) will be the Therania-Class Luxury Liner (in order to transport the crew that will be needed for when they reach their target). The liner will have just been restored to full functionality and returned from its first shakedown voyage of resupplying a distant outpost. The bridge crew of 5 will be made up of the player characters (having more players will open opportunities to play other roles around the ship). Or they may have a scout ship to check the systems out before the rest of the team jumps into them (to limit nasty surprises).
I propose for their first target to be the Solomani made Leviathan-Class Megafreighter “Spirit of Valdez” located at the asteroid belt in the depot system. On the way they will find other ships on their list and some that are not but worth picking up on the return trip.
First upon arriving at Depot they will need to secure the ship and then make sure it is ready for use. They may need to use their repair skills (or those of the crew sent with them) to make the ship space worthy before they can head back to the Coalition.
Then they can look at their “Shopping List” to see what else is around the area that they need and or can fit in the freighter to transport back home (after installing the Liner within the freighter so they can transfer the crew to work the freighter.)
I have developed a Cym AI to help defeat Virus ships wherever found.
Rather than nonintegrated and compartmentalized computers to defeat virus, I chose to introduce P.A.C.I.F.I.C. (Processing Accelerated Cyber Interactive Floating Interface Character) which my group named "Patsy" as I gave her a feminine voice whenever she spoke to them.
What will their opposition be in the form of?
1. Other raiders (The Guild)
2. Hostile natives
3. Hostile Vampire ships
4. Helpful Vampire ships
5. Robot defenses
6. Lack of critical parts requiring fabricating them or more adventures to acquire them
They can then refit the ship, grab another crew and head back out into space in search of the next ships on their list and even take along some war ships with them using the freighter as a giant battle tender to fight enemies and protect their assets.
The ideas and ships I have listed could take years to develop and play out. These may also be the only times characters could ever come across or play in a meaningful way with the military hardware listed in the 1,001 starship manual.
I asked for help creating the situations, enemies, challenges, puzzles, levels of damage to the ships involved, NPC's, descriptions of the locations/systems/lifestyles of NPC's where the players will travel too, rumors they will hear before they leave and once they get there.
Basically everything else that would be found in an adventure module for each phase of the planed campaign (each phase would include gaining and getting away with the grand prize ship for that section of the campaign) starting with the acquisition of the Mega-Freighter "Spirit of Valdez"
Depot Locations
Ley (F) 1420; Llelish (D) 2702; Corridor (F) 1511; Anteres (K) 2021; Dispora (G) 2018
Vland (L) 2728; Delphi (M) 0832; Zanrushagar 1920; Massilia 0301; Foranst 1811
Lishun 1134; Gushmege 0301;
Each Depot system has at least 3 and as many as 6 Starports
DPS (Depot Primary Starport)
DBS (Depot Beta Starport) Mothballed fleet location.
DCTS (Depot Commercial Traffic Starport) Liberty location and Nobel housing
DSF (Depot Security Starport)
ISS (Imperial Scout Station)
INA-TB (Imperial Naval Academy and Training Base)
The first ships they get to take on this voyage of acquisition:
Therania-Class Luxury Liner (GTL11, J-4, 10,000T, Crew 191(≤30)+ 1,400 Passengers)
Jump = 4 (FTL drive =4 AU spaces per jump/1 week)
Acceleration= 1.2G
Crew= 5 Bridge, 15 Engineers, 115 Stewards, 5 medics, 25 other, 26 security
Passengers = 100 Noble, 300 High, 1,000 low (cryotubes)
2 theaters seating 200 each
6 meeting Halls seating 100 each
3 stages 100 seats each
10 Holoventure zones
Swimming pool (464M³ total)
1 Exercise room (Gym)
5 Sickbays
1 Operating theater
1 Microsurgery theater
10 Brigs (2 prisoners each)
1,887 Tons of Cargo space
Warhoud-Class Assault Carrier (TL12, J4, 1,200T, Crew73, 50 Rampart Class fighters 15T)
Jump= 4, Acceleration= 3
Crew= 5 Bridge, 3 Engineers, 12 Gunners, 2 Medics, 51 auxiliary
37 staterooms, 3 utility, Sickbay
Stromail-Class Escort Destroyer (TL12, J4, 2,000T, Crew 30, 2 Citadel-Class Fighters 50T)
Jump= 4, Acceleration= 6.5
Crew= pilot, 10 Engineers, 16 Gunners, 4 Auxiliary
16 staterooms, 3 utility
Firal-Class Tanker (TL11, J4, 10,000T, Crew 245, 100 Prenei Scoopships 80T)
Jump= 4, Acceleration= 1.5
Crew= 3 Bridge, 42 Engineers, 200 Auxiliary
123 staterooms, 20 utility
Voidtrekker-Class Rift Scout (TL12, J6, 400T, Crew14 self refueling)
Jump= 6, Acceleration= 1.1
Crew= 5 Bridge, 1 engineer, 1 medic, 2 technicians, 2 auxiliary, 4 gunners
14 staterooms, 1 Workshop, 1 Utility, 2 Labs, 1 Sickbay
Set-up
The adventurers are restricted in some ways by the laws of the Reformation Coalition which they are part of, act under and use for their own authority. In other ways, being away from Aubaine control, they become free to act in their own best interests with the understanding that A.) Everyone with them is their responsibility and B.)
Everyone will give the authorities on Aubaine a report of how the Crew acted while on their mission.
The adventurers will have to make their way towards their final destination of the Navy Depot by jumping to various systems along the way. There may be opportunities for side adventures at each emergence from Jump Space into a fresh system. Therefore all battle stations will have to be manned upon emergence because you never know what kind of poop you will fly into.
What they will find once they reach the Depot will need to be made up and the target list consulted as a shopping list in order of least to greatest priority to find and bring back to the RC for use.