In ages past, your ancestors settled the fair land of Jotuun. The ice had not yet come, and out sun was warm in the sky. We were reavers, conquerors in red and gold and we sailed the stars. We were titans, striding the stars.
But the Republic cast us down. Mustering their fleets and legions, they crushed our kingdoms and cursed our planet to an eternal winter. They forced us into mines and quarries, forced to labor while they watch from their towers and orbital stations.
However, rumor has trickled in that the Republic has collapsed. The ships orbiting your world have vanished, removing the threat of orbital bombardment. And your people have not been idle, discovering the secrets of Cold Steel, a hard metal resistant to energy fire.
It is time for champions to rise, and for the galaxy to fear the Space Viking’s coming once again.
Welcome to Risky Space Vikings! You play as Viking Champions, seeking to gain wealth and power by raiding through the galaxy. However, for now you are stuck on your home planet of Jotuun.
First Create your Character:
Name:
Appearance and favored weapon:
Skill: Smith, Shipmaker, Drillmaster
Attributes: (1A/2D/1H)
Wealth: 3K credits
Prestige: 0
Crew: 1 Viking Gang (2A/2D/10H/.2U)
Your crew are raiders and warriors that you lead into battle. They require a portion of the spoils from the raid as their upkeep. You must lead your warriors into battle, they cannot go without you. You can lend them to other leaders, details on terms must be agreed between you and the borrower.
Right now you just have access to Viking Gangs, eager warriors of the clans, armed with a mix of melee weapons and basic rifles and pistols. They cost 1k credits to recruit and equip, and .2k credits of plunder per battle.
You can recruit as many units as you can afford in the Market.
They (and typically everything else) have 4 stats:
Attack: Rolls a d6 for each point, total is amount of damage done.
Defense: A flat subtraction of damge.
Health: Typically 10 for unenhanced squads. (1 per warrior).
Upkeep: Amount of kc taken as payment for the unit per raid.
Skills allow you to make use of the resources gathered on raids.
Drillmaster: allows you to train and equip Gangs to higher tiers. Requires credits and sometimes Cold Steel.
Shipmaker: Allows you to build the warships and transports for your Viking Fleet. Requires Reactors and credits.
Smith: Lets you create advanced weapons and armor. Requires Cold Steel and sometimes credits.
Note! Using Skills takes your full use of the turn, you cannot raid and use your skill. You are not locked into your choice and may freely switch until you use your skill for the first time.
So you have your crew ready to raid, how do you do that?
Well, you sign on to a raid!
First, pick your target. You will be typically informed of their general level of defense, and what special resources they may provide. Sometimes there may be Unique targets that the largest raid can go after.
Then, you decide upon on the terms of the Raid, a Raid-Oath, where you decide the Order of Battle and the incentives for anyone to take the vanguard. And perhaps most importantly, how to split up the loot!
Note, Raid-Oaths are open to all Vikings to join, if they have the means to travel (you need not provide a berth on a ship even if you have an opening) but if they do have a ship or, in these beginning stages, feet, they may join the Raid.
Raid Oaths need to include these things.
-A Unique name to help the GM to keep track, and of course the target of your raid.
- How to split the plunder (expect per gang/unit provided), in particular on how to deal with limited special items like Reactors or Cold Steel
-Any benefits for being in the Vanguard (priority on special items or extra reinbursement for lost units)
-Order of Battle- This is where you list your champion and what units you are taking with you. YOU MUST INCLUDE THE STATS NEXT TO YOUR UNITS (like 2A/2D/10H/.2U) If you would include a cumulative total of the stats at the top or bottom that would be fantastic. Once you unlock ships please sort by what ship you are on as well.
The writer of the Raid-Oaths will be known as the Raid-leader and gain additional prestige from a successful raid.
Raid Oaths should not mention specific players, characters, or pacts. They are a banner raised attracting eager warriors! The Oaths may however give special benefits to the Raid-Leader, Ship owners, or participants in the Vanguard.
To encourage a few larger raids (outside of being safer and less risky) the larger raids will have priority for the wealthiest targets.
Example:
These Vikings swear to the undertaking of the raid of PLACENAME. Each Champion receives 1 share, and an additional share for each unit contributed, of the total plunder. You may bid your shares on Special Items, highest bid 24 hours after the end of the Raid gets the item, and the shares worth of credits is distributed to the rest of
Those in the Vanguard receive an additional share per contributing Champion or gang.
Order of Battle: Total attributes -15A/18/63H/1.2U
Vanguard:
Ragnar (1A/2D/1H)
- Ragnar's 2 Viking Gangs (2A/2D/10H/.2U)
----
Main Line
(Raid Leader) Freja (1A/2D/1H)
-Freja's 3 Viking Gangs (2A/2D/10H/.2U)
Sven (1A/2D/1H)
-Sven's 1 Viking Gang (2A/2D/10H/.2)
After the RaidAt the start of the next turn, I will inform everyone how the raids went, and include the spoils and casualties next to the raid. Spoils will be considered on my end to go into a pool for each raid, the GM will not be involved with distributing the loot to each player. The terms of the Raid Oath govern the distribution, and the Raid Oath Leader is responsible for ensuring the correct distribution takes place.
Each champion in the Raid gets 1 prestige, and the Raid Leader gets an additional 1 prestige.
Units can be destroyed, and you will be informed of that in the Raid post. Champions can be wounded, but that is typically only when they are among the last standing or in the vanguard. If your champion is wounded, they must spend a turn resting not on a raid, though they may still use their skill to craft or train.
The Vanguard of the raid leads the way, first into battle and exposed to the most danger. Damage is concentrated there first, then once everyone in the vanguard is defeated damage is dealt to the rest of the Raid group.
This is a tool to manage risk to the group as a whole if the rewards for being part of the front line are high enough, you can expect to come out ahead even losing a few units
Also, some units will perform stronger as part of the vanguard.
Pacts are formed between specific players. This can be used to pool resources to purchase ship(s) or units. Pacts/Contract's terms are to be decided on between players.Hopefully any disagreements should be resolved by the players. In case of severe disagreements, it may be arbitrated by the GM or settled via a duel between two champions. It will be up to the members of the pact to track any profit or asset sharing.
And below will include a deeper look into the skills and what you can do with them. Note more will be unlocked as the Vikings progress.
Drillmasters are the trainers of the Viking armies, and are also responsible for equipping warriors with the best possible gear.
Drill masters can train 1 unit at the start, but can train more by building larger training facilities. Cost of Training facilities is how many units it can train X5. So a lvl 1 training facility can train 1 additional unit(so 2 total counting your starting 1) and cost 5k credits to build. A lvl 2 2 additional units (total 3) and costing 10kc. You can only upgrade once per turn and only 1 level at a time, but you may use it immediately.
Training takes 1 turn and rewards units at the end of the turn
Base Unit: Viking Gang- (2A/2D/10H/.2U) (Requires 1kc to recruit from Market, or you can train for free.)
Young men and women looking to make their fortune by raiding and plunder. Armed with a mix of melee weapons and basic laser pistols, lightly armored.
Regulars- (3A/3D/10H/.3U) Requires 1 Viking Gang and 1kc to train.
Well organized and drilled vikings, tend to armed with carbines and shotguns along with melee weapons. Effective at close ranges.
As a Smith you take Cold Steel and turn it to arms and armor. However, it does take special knowledge and skill to manipulate, and thus requires your full attention to create.
Similar to the Drillmaster, can increase the number of items you create by investing in advanced forges, with the cost of these forges being X5 the number of items they can make.
Smithing takes 1 turn to make the item.
Cold Steel Armor: Requires 1 Cold Steel. A full suit of plate. Adds 4D to a Champion. Describe what the armor looks like.
Cold Steel Weapon: Requires 1 Cold Steel. Adds 1A to a Champion. Describe what the weapon looks like.
Shipmaking typically requires a Reactor and some funds to build. Reactors are typically gained from raiding, but one or two reactors may start coming on the market as the Vikings expand.
Shipbuilding takes 1 turn to complete.
SKIPPER-CLASS: Requires Class 0 Reactor and 5kc. 10 units of space.
-Slow, unwieldy, modified designs off of intra-planetary ore haulers. Will expand your raid targets to all over the planet of Jotuun.