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Great work on the theme. I like how you offer options but they are designed to fit the overall Clement Sector setting and game flavor.
Well done. :-)
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Once again, Independence does a great job. This is a wonderful addition to their Rider series/setting. It is clear the author has spent time and effort to research the subject. He presents the subject with a fair and honest view. Offering options for the game and historical context. Well worth the price in my opinion.
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This is an excellent companion to the Bounty Hunters, Outlaw and Piracy books for Clement Sector and covers both corporate security and police forces (beat cops, detectives and SWAT and bomb squad).
It also covers police procedures and how to run a law enforcement campaign which is easily adaptable to other games.
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I wish I could give half stars, because this product is fantastic, but there are a few things that keep it from being 5 stars.
The good:
It's a whole game, Cepheus style neo-traveller. Everything you'll need to play. Characters, combat, vehicles settling all of it.
̷T̷h̷e̷ ̷b̷a̷d̷ Could us improvement:
The layout is ok, but there are several places in the book where only part of the page is used, so there ends up being a good bit of wasted space.
There is alot here as I mentioned in the good, but I'd like it better is it was split into a few different books rather than one monsterous one.
The name, "Clement Sector" makes it sound like this is just a map book. It's so much more. But you wouldn't know it to look at the title. Get rid of the "sector" in the name. Rename it something like "Distant Stars" and add the tag line "A Cepheus Engine Game" so people know it's a whole game.
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Creator Reply: |
Thanks for the kind words. At this stage, a full name change after 14 years of being its own game and three versions would likely be a bit late. However, I have changed the title on the sales pages to reflect the change as well as on our new bundle with all of the core books and I appreciate the feedback. Glad you're enjoying the book! |
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This is a surprisingly well thought out design and set of deckplans for a hospital ship. The text was actually a pretty interesting read and background and the fiction pieces definitely add to the context. The couple of non-space artworks in the back really add to the piece. Normally, I find things I would add or change with deckplans. These deckplans, I think really hang well together. I wish all ship designs/deckplans could be this good.
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Some fun new toys for the characters to go more in debt trying to chase.
Well done team!
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This is a great book covering more than just plain bounty hunters. Rather offers a wider range of folks and ideas. Well worth the cost in my opinion.
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Creator Reply: |
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I loved the Atlas and having a smaller version was just too good to pass up.
Thank You Very Much
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Creator Reply: |
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Rider |
by Jonathan [Verified Purchaser]
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Date Added: 10/03/2024 01:06:02 |
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Best old west game out there. Easy to understand 2d6 system and very robust.
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Creator Reply: |
Thank you for the kind words! |
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I might rate it 3.5 as a toolkit. It has plenty of fun ideas but some design I might want to reconsider.
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"The Mighty Lee!
Nearly five years after the debut of the Lee-class merchant vessel, the BSI design division put a proposal to the CEO of Boone Starship Industries (BSI) that a direct competitor for the Cascadia- manufactured Atlas-class should be considered given the sales success of the Lee. It was further suggested that a design team should be tasked as soon as possible to commence work on the proposed project, requesting the CEO and the board approve the proposal and allocate funds for the design process."
"And thus, the 800-tonne Thorpe-class Merchant, known unofficially as "The Mighty Lee" was born.
The Thorpe-class Merchant contains full deckplans by author Michael Johnson for both the standard Thorpe-class Merchant and the Thorpe EC ("Extended Capacity") variant. Both are brought to you in beautiful art by fan-favorite artist Ian Stead.
Climb aboard a Thorpe-class and see why so many are trading in their Atlases for this new merchant vessel!"
The Clement sector rpg & setting lives and dies on it's trade vessels! The Clement sector is vast and completely imposing with pockets of unexported blackness just around the corner. The Wild West analogy isn't far off with supply lines being the back bone of the setting. And it's the traders & trade vessels that act as the literal life line for colonies in the Black
The Thorpe Class Merchant Vessel aka 'The Mighty Lee' is an exceptional trade vessel and that's no lie. The vessel is given wall to wall detail with incredible artwork by Ian Stead, Michael Johnson, & Bradley Warnes. The layout & editing of the Thorpe Class Merchant Vessel is incredibly well done.
The Thorpe fufills a role of a mid range heavy duty trade vessel for colonies opening up the space lanes. This starship fulls that role in spades and does it where few other vessels can operate! And the 'Mighty Lee' makes an excellent vessel to fly the space lanes of the Clement Sector.
Why do I like the Thorpe Class Merchant Vessel?! Because this is an adventurer's ship and one that player's PC's can trade into if thier very lucky. The Thorpe is designed to & haul good sized cargoes between colonies. And as such is the target of pirate cartels. No worries , 'The Mighty Lee' is armed for bare with 4x dual beam laser turrets, 2x dual turrets (1x missile/1x sandcaster) & (2 vacant hard points with provided fire control). This is not a ship that is going down without a fight!
Add to this a solid fleet of variations of the 'Mighty Lee' & you've got a winner of a trade ship. The fact is that the Thorpe Class adds in a window of opportunity in the vast black of the Clement scector. This is a working man's starship in every sense of the word.
You get a working ship that can ply the spacelanes of the Clement sector and does it with gusto and style. Thanks to Independence Games for letting me take a look at her!
Eric Fabiaschi
Swords & Stitchery blog
Want more OSR 2d6 goodness
Please subscribe to https://swordsandstitchery.blogspot.com/
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Love this for my game universe, my focus has always been smaller, and lower tech since my initiation into Traveller in '81.
Your Delta V will vary
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I've got a soft spot for these boxy little jobbies of a trade ship and they are well suited to the Space Western asthetic of the Independence Games product line. I love the design and feel of these boxy little adventurers ships. Ian Stead & Michael Johnson bring a unique feel to the Coner while proving an excellent little adventurer's ship.
Eric Fabiaschi
Sword & Stitchery
Want More 2d6 please subscribe to https://swordsandstitchery.blogspot.com/
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"Hacking and computers have been part of the common experience now since at least the 1990s and there is no sign that the future will see less of either of them. Therefore, it seemed necessary for us to address how hacking is done in the Clement Sector setting. In doing so, the scope of the product soon expanded to include information about worldnets and their history, computer equipment, and careers related to hacking and online security. Hopefully, this product will help your enjoyment of the Clement Sector setting and allow your characters and campaigns to enter the shadowy world of the hacker, the realm of futuristic online security, and get a sense of how the average Clement Sector character relates to being online."
Cybersneaks Hacking In The Clement Sector By Authors Michael Johnson and John Watts is a supplement for the Clement Sectore that we've been waiting for. And this has to do with the Henderson family. The Hendersons are a generational family of cyberdeckers from our Hostile, Clement Sector, and even our Rider rpg games. The Hendersons start out as telegraph operators in our Rider game campaign & then later on appeared in the Earth and Clement sector rpg campaigns.
Cybersneaks clocks in at about eighty one pages and it covers the gamit of the Worldnet in the Clement Sector. And this includes everything from the history of frontier hacktivism to full on Worldnet law enforcement. The design and writing is clear and very well done.
We get the history of hacking within the Worldnet, and the effects of social engineering, airgapping and more.We get hacking kits, some great equipment, handcomps, and then end with mindcomps. Mindcomps as a technology are interesting & I admit that while this is a partial "gear & equipment' book its a well done 'gear & equipment' book.
For example the mindcomp entry; "A mindcomp is simply a computer that directly interfaces with the brain. For more details regarding mindcomps refer to Clement Sector page 336 and Interface page 37. Mindcomps provide their wearer with advantages over other computers but also create more risks if they are used for hacking activities." And then later we get a great example of these mindcomps; "Head Gear 66 – The Head Gear 66 is an older model mindcomp which remains popular in Clement Sector. While both less useful and more obvious than later models, the Head Gear 66 is often seen being used by those who don’t mind flaunting societal norms on worlds where cyberware is frowned upon. The Head Gear 66 is manufactured in Clement Sector on Minerva (Franklin 0401) and Chriseda (Sequoyah 0204) by the Overdrive Corporation. Despite the two companies being bitter rivals, many users will pair the Head Gear 66 with Bolt Glass for what is described as the perfect retro experience."
The idea that cybersneaks and hackers have thier own internal Clement sector techno dialogue going is brillant.
And it's the cyberhacking rules that are really the heart & soul of Cybersneaks.
We get clear and concise rules that make hacking and decking in the Clement sector flavorful and meaningful. This adds gravitas and weight to the cybersneak's role within the Clement sector. And it's the simple and yet highly effective rule set up with Cybersneak so damn well done.
And then we go deeper down the rabbit hole with malware, mindcomp hacking, and more.
Cybersneaks does a great job of setting up the hacking and cybernetic decker as a viable and vital PC within a party of Clement and even Cepheus Engine adventurers.
And out in the blackness of the frontier the cybersneak is a vaulable member of a crew within the Clement sector.
And I do think that Cybersneaks is a fantastic addition to the Clement and Earth sector rpg's. Even at only eight one pages Cybersneaks is packed with good and solid viable gaming information for 2d6 Science Fiction and Cepheus Engine rpg's.
Eric Fabiaschi
Swords & Stitchery blog
Want More 2d6 reviews & action?
Please subscribe to https://swordsandstitchery.blogspot.com/
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