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Tell me of your Space Vikings

Kilgs

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Baron
Who has some good campaign stories for TNE? Space Vikings in particular. While I realize that such campaigns could degenerate into straight villainy, I'm betting most of them tackle some neat/complicated/grey situations. I reread Space Viking (H. Beam Piper) and was just wondering what kind of stories have been told?
 
Space Viking (H. Beam Piper) and was just wondering what kind of stories have been told?

I like that version. Of course, Survival Margin also called them the Reavers (Firefly) so we know Josh's version.
 
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I like that version. Of course, Survival Margin also called the Reavers (Firefly) so we know Josh's version.

Traveller reavers are pretty different from Firefly reavers. Josh Whedon may have gotten the term from Traveller, but on the other hand, it goes back to before the 12th Century.


Hans
 
I haven't run my proposed Space Viking setting yet, so keep that in mind, but...

I have in mind three kinds of campaigns, all derivative from the novel. Players could be senior and junior officers (two PCs each, so they can make big decisions and also go planetside for ADVENTURES) in the military of either a Sword World planet or one in the old Federation that maintained its technology, like Marduk. This would be primarily a military campaign.

Alternatively, they can be something like Enterprise was planned to be before Andre Dunnan stole it, or like Lucas Trask did with Nemesis in between hunting for Enterprise. Raids for loot and raw materials, while building a new base somewhere (or uplifting a planet like Tanith with fallen tech).

Or they could be some of the apparently rare traders who venture between worlds trying to make a buck amongst all the intrigue and combat.

Other ideas?
 
IMTU, I have the classic Space Vikings that began rimward, in my campaign area I use Rangers (a blend between the scouts, B5 Rangers and Vikings), and my take on Sword Worlds is completely different.
 
Personally I've never cared for the Reformation Coalition setting, even though I am a big fan of TNE. I find the RC books too steeped in the author's particular tone, which I personally don't like (just a subjective thing).
 
Always loved the Reformation Coalition, though did like the representative Regency as well, just not nearly as much (especially not having the nostalgia).

Main campaign was a typical RCES freelancer "Star Viking" campaign was the players all having partial ownership of a Solomani Scout/Belter with the majority shares being owned by an Aubani corporation. They explore the Wilds and find crucial infrastructure components often completely neglected and/or ignored by the TEDs in the Wilds though but often crucial and they face the decisions of taking what they need back to Auction and either discomfort the natives or potentially killing all of them.

One of them was an uninhabitable boneyard that was marked with no population but they actually found a small colony of a few hundred survivors deep underground in a bunker complex. The environmental system was falling apart and held together with spit and bubble-gum salvaged from adjoining bunkers but was approaching the end of the road and they may have soon died off anyway but happened to have a crucially desired components to help expand the colony on Rohit/Aubaine so would fetch a good price. The two most thoughtful players were conflicted by it, but knew there was no good solution, though the more crude "Jayne types" were not. They all earned a "Viking" title when it was clear that if they didn't take it a less scrupulous NPC group would and leave the natives to die, if not killing them first, but when they proved unwilling to cooperate they had to kill more than a few who tried to stop them and they then lost most of their profit arranging the relocation and as much comfort as possible for the survivors.

Then there was Cosmic Fire, which was from Smash & Grab. And there was an interlude on the Back Face and into the Stepping Stones where they learned some of the more... harder edge of the Hiver manipulations though the Hands Across the Truth which left wary of the Hivers though they still had good friends at the Technical Academy.

Secondary campaign was an RCN/RCMC campaign where they could use the "good hardware" (started on a Victrix and ended up on a Clipper). They did a mix of missions which included some SAGs which would have made them Vikings (according to the Guild at least, though less earned than the freelancer mission above). I had plans to do some of the BR clashes with Solee and then get them on to the RCS Belladonna to make a poke at Terra but campaign died out before that.
 
Always loved the Reformation Coalition, though did like the representative Regency as well, just not nearly as much (especially not having the nostalgia).

Secondary campaign was an RCN/RCMC campaign where they could use the "good hardware" (started on a Victrix and ended up on a Clipper). They did a mix of missions which included some SAGs which would have made them Vikings (according to the Guild at least, though less earned than the freelancer mission above). I had plans to do some of the BR clashes with Solee and then get them on to the RCS Belladonna to make a poke at Terra but campaign died out before that.

I like TNE setting they did a lot of good things you mentioned, but RC left a lot to be desired. They never published a map of RC (only sections), Clippers never had basic deck plans, RC planet descriptions were limited at best. RC was a place to visit, sell stuff and leave, and Star Vikings really lacked some direction not even good rumors so the players could try to follow them. That always bothered me, so i did my own pocket empire.
 
The Coalition only has two subsectors (Aubaine and Oriflamme) so a map isn't too hard. Back in the late 90's I had photocopied all the individual players section subsectors and world data off PoT to give them to the players as handouts and for myself had photocopied and cut/pasted together a map of of the Coalition with the Primary AO on it which I used a highlighter on (though primarily used Galactic for game planning and fleshing out individual areas).

I had done up some general schematics for the Clippers BOW section and one or two modules which mostly served it's purpose, though I see better ones have been done since. For that campaign we were doing character "Trees" for each player so they wouldn't get dragged into military routines (they would shift to the junior officers/naval characters when the hex grid maps came out but shift to RCMC and ground attache types when it was time to go into a firefight, etc) so wasn't really necessary to have plans since it played more cinematically.

Between the official product, Challenge, and TNE-RCES list I had enough CIN articles for the "big stuff" and made up a bunch of local flavor news along with a corporate NET and local world newsfeed entries and classifieds.

From the players POV "Vikings" was more propaganda conjured up by the Guild than their MO, though.
 
We had a good run - we started with the adventure in the basic book that dealt with "Gerhard" then some of the missions in Path of Tears. There was one adventure in Challenge magazine that was a prequel to the Vampire Fleets book, we ran the prequel but didn't get a chance to get to Vampire Fleets.

I also adapted a couple of the modules for Twilight: 2000, those worked pretty good once you found a way to keep the player's ship out of the equation, since even a merchant ship's laser turret would put paid to the bad guys.

The biggest grey area seemed to be keeping opposition casualties down - yes, it would be easier to blast in, level everything and fish the maguffin out of the rubble once the fires from the napalm died down, but my take on it was that the RC believed that every dead body was one fewer set of hands that could have been working towards reconstruction. At one point a player gunned down a squad of some TED's soldiers when they were asleep, and when they got back to base to file their report a senior RC leader showed up with a case of tranq rounds and told the players to use them wherever possible.

I also adapted the Classic Traveller "Murder on Arcturus Station", that one went well too. The biggest problem was giving them enough clues but not telegraphing it too much, but I think it went well, they were pleased when they caught the bad guy.
 
Reread 1248.

Sending the Sky Vikings coreward was an interesting twist, but I thought they should be less cohesive. Grow them, spin them in a few directions.
 
Then there was Cosmic Fire, which was from Smash & Grab. And there was an interlude on the Back Face and into the Stepping Stones where they learned some of the more... harder edge of the Hiver manipulations though the Hands Across the Truth which left wary of the Hivers though they still had good friends at the Technical Academy.

Secondary campaign was an RCN/RCMC campaign where they could use the "good hardware" (started on a Victrix and ended up on a Clipper). They did a mix of missions which included some SAGs which would have made them Vikings (according to the Guild at least, though less earned than the freelancer mission above). I had plans to do some of the BR clashes with Solee and then get them on to the RCS Belladonna to make a poke at Terra but campaign died out before that.

The Coalition only has two subsectors (Aubaine and Oriflamme) so a map isn't too hard. Back in the late 90's I had photocopied all the individual players section subsectors and world data off PoT to give them to the players as handouts and for myself had photocopied and cut/pasted together a map of of the Coalition with the Primary AO on it which I used a highlighter on (though primarily used Galactic for game planning and fleshing out individual areas).

Between the official product, Challenge, and TNE-RCES list I had enough CIN articles for the "big stuff" and made up a bunch of local flavor news along with a corporate NET and local world newsfeed entries and classifieds.

From the players POV "Vikings" was more propaganda conjured up by the Guild than their MO, though.

So I'm no newbie to Traveller or TNE, but I am a newbie to online resources for Traveller and I want to ask you to say more about the following (what they are, whether they're still around and where I can get them):
- The Back Face
- Stepping Stones
- Hands Across the Truth
- BR clashes with Solee (BR= Battle Rider?) Is there a source for information on this?
- RCS Belladonna to make a poke at Terra - Same question. Source or your own stuff?
- PoT?
- Galactic?
- TNE-RCES List?
- CIN Articles?

Thanks!
 
The official Area of Operations (AO) was a compromise between the Federalists and Centrists. It was decided they would only go Coreward and Spinward from the Coalition which made it the "front face" of Coalition operations. The Back Face would be Rimward and Trailing and still open for individual members and freelancers to make their own operations. Trailing particularly was implied to have Oriflamme/centrist operations to it. That's official from Path of Tears.

Stepping Stones are the small Hiver uplift colonies to Trailing and/or Spinward in Alpha Crucis/Leonis as well as the rimward/trailing subsetors of Old Expanses that link the Hiver Federation to the Coalition for technical/support convoys. Official from Path of Tears.

Hands Across the Truth is an organization hinted at in Hivers & Ithklur that Dave Nilsen expanded on in some discussion here and there. A nickname for the Hivers is "hands" (due to the starfish shape IIRC) and as an organization it is opposed to at least the most blatant manipulations if not the Orwellian "truth" that's developed around it.

An example "First Clash" in Battle Rider sets up some relic Imperial capital ships and destroyers used by Solee with mostly green crews against the Coalition's best stuff (which are really small in comparison, though their crews are far better trained and skilled).

RCS Belladonna was hinted at in Path of Tears as an exploratory design evolved off the Clipper frame with a streamlined hull (similar to the destroyers). I did my own design as did a couple others though it's mission to Terra was all for my campaign.

Path of Tears (PoT) is the Reformation Coalition sourcebook by GDW

Galactic is a Traveller starmapping program by Jim V.

TNE-RCES was a mailing list just for TNE.

CIN is the Coalition's analogy to TNS. Official entries were mostly in Challenge magazine by GDW though a few showed up in supplements.
 
I figured out most of this soon after asking the questions, but I don't remember the Stepping Stones or Hands Across the Truth. I'll have to re-read PoT & H&I, I guess. Thanks.
 
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.
 
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
....
Depot Locations
Llelish (D) 2702; Delphi (M) 0832;

Llilish has 2 depots
Delphi has 2 depots
Incidentally, Deneb also had 2 depots. SM had a 3rd pseudo-depot identified in the book 1248.
 
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