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Great deck plans but it is somewhat irritating that storage for consumables and water (drinking, showering, etc) are never given space
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Great deck plans but it is somewhat irritating that storage for consumables and water (drinking, showering, etc) are never given space.
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I've only used one of the plots so far, Jeebus the Fairly Magificent. It added a bit of fun to a "5 Spacers in a bar" session. It looks like a lot of the others can be adapted to fit my setting, so I'll probably be using it again.
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"Need a ride?
21 Vehicles is the first book in a new series set within our Clement Sector setting. Within this publication are details and illustrations of twenty-one civilian and military vehicles that can be typically found within Clement Sector."
"All the vehicles have been designed using the Cepheus Engine Vehicle Design Guide (also written by the author of this book) which is available from Moon Toad Publishing and thus can readily be used within any setting using the Cepheus Engine rules system. The vehicles can be used with other settings as well with a minimum of effort"
21 Vehicles 2nd Edition By Michael Johnson is one of those stealth rpg books that doesn't look like a great supplement but is actually a key book for the Earth sector rpg or Clement Sector rpg. The fact is that vechicles are well laid out & statted up for the DM to print them out for their Cepheus Engine rpg games. 21 Vehicles 2nd Edition is solidly done for your own Science Fiction rpg games. The feel of this book is late 50's Texas or Western United States with a classic design asthetic. Someplace between 40's films & Bladrunner.
The writing is tight, the design work classy, the whole 45 page book feels, is & actually has lots of ulitity at the table top level. 21 Vehicles 2nd Edition fits it's role of additional rpg prop equipment, adventure focus, and this book covers everything from civilian to military vehicles.
For six dollars the DM gets a smattering of vehicles from hover trucks to full blown flying tanks all in 21 Vehicles 2nd Edition! And they definitely fit both Earth Sector & Clement sector while bringing the heat of a Space Western to the proceedings. Each of these vehicles takes the place of horse, stage coach, etc. for the Cepheus Engine rpg system. The military vehicles could also be used for Clement Sector equivalant to the 1832 United States Cavalry.
21 Vehicles 2nd Edition By Michael Johnson From Independence Games could also be used for Cepheus Atom easily as a stand in artifact or treasure book for a gang of 2d6 mutant adventurers. This book could also be used for militaries of invading colony forces and more. Thanks for reading our review!
Eric Fabiaschi
Swords & Stitchery
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Covers the setting well. I would have given it 4 stars if it had more artwork and 5 if the 2 alien races covered were not so entirely childish in design. Flying squiirels and Gopher people? Maybe for an RPG targetting pre-teens, but in what is touted as Hard Sci-fi, its just insulting that actula aliens couldnt be designed to actually be alien.
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"Need a freighter on a budget?! Have we got the ship for you!" The Pleiades Light Freighter by Michael Johnson came our way through a pre release via Independence Games
The Pleiades Light Freighter by Michael Johnson is the perfect Earth sector adventuring class ship. The Pleiades Light Freighter clocks in at forty pages of wall to wall light freighter for all of those high risk high reward cargos for the Earth Sector. The Pleiades is the perfect little ship to hop from port to port and get your adventurers in & out of trouble on the high frontier! The Pleiades Light Freighter has some excellent artwork by Ian Stead & rocks in with the history, variants, specs, and everything you need to include the Pleiades Light Freighter by Michael Johnson into your Cepheus Engine or Earth Sector rpg campaigns.
The Pleiades Light Freighter by Michael Johnson is a small adventuring ship with solid chops and includes everything to get your player's PC's into this little beauty of a ship. The whole package comes with some excellent deck plans & starship variants to get you the DM started! The Pleiades Light Freighter is a no nonsense design with tried & true designs at your finger tips. For the Earth sector the Pleiades Light Freighter isn't a starship to break the bank! The material here is aimed with a practical approach in mind! This is an excellent starship to start an adventuring party with and one that allows a party to expand as time goes on.
The Pleiades Light Freighter is a nice solid addition to the interstellar corp scene in Earth sector because the Earth sector is all about the independent businessmen & women. And its a theme that shines through within the Pleiades Light Freighter. In the darkness of the high frontier you need a ship to depend upon & that's the Pleiades Light Freighter by Michael Johnson !
Thanks for reading our review
Eric Swords & Stitcherty
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I have been looking forward to this release since I saw it was coming. I have enjoyed my previous purchases of Independence Games ships and supplements for years. So let’s get into the review.
Overall I’m pleased with my purchase. The length of the PDF is reasonable for the price – official page count is 40 pages, but actual (i.e. usable with information/illustrations) clocks in at 36 pages. As I have come to expect from the publisher and illustrator, the artwork is top-notch. All of it is very clean, making the PDF easily printable if you prefer to have your own hard-copy or to share images of the ship with your players. It includes some variations of different types, with short descriptions of the variants listed in their own section. However the ship stats and deckplans are only for the primary listed class.
I also want to take the time to call out the extra details I love about these series of ship books. In nearly every one they have a size comparison for previous ships – which give you a sense of scale in both written and visual comparisons. I think that’s a great eye towards detail and is very much appreciated! There’s also a short (about 1-page) example of an interstellar cargo carrier, the British Interstellar Company, that briefly gives a history of the company and ties in the other ship supplements that have been previously released. That’s a nice nugget to be used in games to help gin up plot points if needed.
Now, on to the critique and questions. Every designer has their own reasoning for why they did things. And every other person (usually) has their own head-scratching moment of “why’d they do that?”. So here’s my head-scratching commentary.
For a cargo ship, it seems pretty heavily armed, with 20 turrets and a point-defense system. Since the ship description calls this ship out to be basically owned by the larger lines, that would mean its routes are going to be those that require a LOT of cargo space – which means between busy and habitable worlds. Busy shipping lanes are rarely the target of space pirates because navies tend to put their ships in those areas. The ship is also armored. The naval variant could possibly explain the weapons and armor (though from a regular wet navy they are significantly armed/protected) – but from a pure merchant standpoint it’s hard to justify such extra expenses. The addition of an armory and brig on a merchant ship also seems a bit excessive. Brigs are expenses that merchants don’t want to deal with because that space eats into your profit – and an armory falls under the same thought process. Those two items would be better suited for naval vessels than pure merchants.
I’d liked to have seen more details around the ships accommodations and tying together the well-laid out deckplans with the descriptions. While the distinct areas are clearly marked on the deckplan, the area numbers don’t tie specifically back to the description (and these two sets of information are about 10 pages apart). The decks are clearly split up, though the organization of these are slightly off. Normally you’d either start with the lowest decks and work your way up (which itself is unusual, though logical) OR you’d start with deck 1 and work your way down to deck 7. For some reason the layout starts with deck 4, goes to deck 7, then starts back with decks 1-3 laid out on the final page. Deck 4 is the “top” of the main cargo area, so perhaps they wanted to start there, or else they were looking to start with the main cargo area and then move their way through this section, then go back to the other ones? Either way it seems a little odd to me (hence the head scratching).
The overall layout of the ship’s cargo holds, in general, makes sense. A careful reading and viewing of the ship / deck layout helps you understand the main hold is three decks high (with no actual decks), and the secondary are two high. The deck plan itself states “3 decks (9m)”. At first I thought it was three separate decks looking at the text, but after comparing the three sets of data I realized that was an incorrect assumption. But it may be one that others could make. Maybe a little more clarity around the description or the label?
Speaking of cargo holds, there is no mention of any cargo handling equipment inside the hold, such as overhead tracks/crane to move cargo around or to assist in the unloading. According to the cut-away diagram accompanying the text description of the ship there is supposed to be a two-deck tall bow cargo hold, but when I look at the deck plans I cannot find it – at least as I would expect it to be placed from the illustration. The deckplans do show a much smaller cargo section at the bow of the ship, but the cutaway scaling leads me to believe it would be, well, larger than the deckplans make it out to be. As an aside, I can’t seem to find the stated cargo capabilities of each of the separate holds. That would be nice to know.
The general layout of the ship seems well thought-out, with a few exceptions. All of the major holds show the ability to open up to be loaded/unloaded. The description states that the ship isn’t meant to land, so all cargo transfer will be done in a vacuum. Only the larger forward hold shows the capability to use an airlock (the other two do not) – but the airlocks as shown are virtually useless since their width is only 1DT wide. I cannot imagine what kind of cargo would be moved through a lock that tiny (though they are quite long). Again, I suppose certain gyrations would be possible, but not really practical. And since this ship is space-going only, it would require all cargo to be packed in vacuum-rated containers, or else smaller containers (such as you see via trucks on the road today) are packed in larger ones. Perhaps the authors assumed there would be a two-tiered system whereby cargo transported between planets are sealed in vacuum-rated containers and containers for planetary delivery are similar to the thin-skinned aluminum/canvas ones we see on the road today? Once again it is possible, but no real mention of the activity of loading/unloading or anything else is mentioned in the text. I would have liked to have seen more descriptions of such things – and even, perhaps, descriptions and illustrations of cargo tugs that are used for the ship. That would have been a fine addition in my opinion. There is one illustration of the ship approaching a large hub-and-spoke station, so maybe a few paragraphs about how the ship would normally dock with one to transfer cargoes?
Generally I’m very satisfied with my purchase – I’ve yet to have buyers remorse from anything from Independence Games. There are some areas that I think would benefit from more descriptions (and since it’s a PDF there isn’t really additional costs associated with adding more details/explanations). I think it’s a solid 4+ stars. I was vacilating between giving it a 4 or 5 star rating and eventually settled on 5. I don't want to dissuade anyone from purchasing, nor do I want to make it look like the authors didn't do a bang-up job to begin with. I think most buyers appreciate the little things that make a great supplement shine even more.
I’m looking forward to purchasing future supplements from this team of designers and artists.
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“I spent twelve years in the Royal Navy before mustering out and joining British Interstellar Company and do not regret that decision at all. Same discipline, same loyalty to ship and crew, but with far more pay.” - Second Officer BIC MV New Windsor Liam Soltern, 2349 (standard)"
Trade Empire-class Commercial Freighter By Michael Johnson From Independence Games is one of the newest Commerical Freighter books for the Earth Sector rpg. And the Trade Empire-class Commercial Freighter looks like a real winner of a ship that clocks in at forty pages. This is a big time hauler on the space lanes moving cargo between systems & sectors. The Trade Empire-class star ships are the types of starships that legends are built on.
These are commercial ships that provide all of the cargo that worlds are going to need and they act like the paddle boats of the Mississpi of 1860's supplying the Old West. Trade Empire-class starships are the back bone of star systems & worlds on the frontier. They move cargo from point A to B. within the Earth sector & her colony worlds. They are also the prey of the outlaws & pirates of the Earth sector. And they are the investiment backbone of the corporations & banks of Earth.
The Trade Empire-class book is well done with Michael Johnson's usual flare for starship writing, capturing the grandeur, and labor of these starships. Ian Stead & Michael Johnson's artwork & design is on point. These are huge massive starships as the stats reveal; "Type: Corporate Transport Vessel Class: Trade Empire Country: None (Commercial) Service Date: 2335 to date Displacement: 4500 tonnes Mass Tonnage: 22,500 tonnes Length: 153.5m Beam: 44m Thrust: 3G Complement: 79 (15 Officers, 64 Spacers) Craft Carried: 2x Ship’s Boats Cargo Carried: 2670 tonnes Armament: Primary: - Secondary: - Light: 20x dual beam laser turrets Defenses: Point Defense Node Array (45 nodes) Armor: Crystaliron"
This book contains everything you need to drop a Trade Empire-class Commercial Freighter into your on going campaign including her class variants. You get full plans, cut away diagrams, fully indeph stats, and more all to bring to life your own Trade Empire-class Commercial Freighter into your game campaign.
The Trade Empire-class Commercial Freighter could also work just as well for a Cepheus Engine rpg campaign where you need this type of a commerical frieghter. And its a really well thought out design & class easily able to run a complete campaign aboard one of these star ships.
Eric Fabiaschi
Swords & Stitchery blog
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by Don H. [Verified Purchaser]
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Date Added: 03/01/2022 10:47:34 |
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A great system for a great genre. I ran this receintly and we had a lot of fun! I highly recommend it!!!
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" Are you ready to alter your experience?
Altrants are defined as groups of humans which have been genetically manipulated to have abilities different than a baseline human. These changes were most often made to allow humans to be able to perform tasks or live in environments which would be difficult or impossible for baseline humans.
Tree of Life: Altrants in Clement Sector details altrants, how and why they came into being, how they deal with humans and uplifts, and what sort of lives they live within Clement Sector. Tree of Life expands on the information provided in Clement Sector and introduces you to new altrant types such the Siren, the Khailt, and the Baaz.
In addition, Tree of Life brings you the ability to not only alter existing human and uplift characters but also provides you with a system to create your own altrant types. Humans in Clement Sector have long had the ability to make alterations to their bodies and now your characters will be able to make changes as well.
Tree of Life is intended for use with the Clement Sector setting and rules but could be easily adapted for use with any science fiction rules or setting."
Tree of Life: Altrants in Clement Sector is an eighty three page book by John Watts for the Clement Sector rpg or Cepheus Engine. The book covers genetically modified colonists, clones, and altrant types for the Clement sector along with uplifted animal types. The book is very much set within the Clement sector & its a very well put together book with rules, roles, and types of options for creating your own specialized altrant types. This is the third edition of Tree of life enabling the DM to keep up with updates to the third edition of the Clement system. Could Tree of Life be used with other 2d6 old school or Cepheus Engine rpg games?! Easily and this is one of the joys of the Tree of Life.
What Tree of Life: Altrants in Clement Sector By John Watts allows the DM to do is to create Altrants to suit their own campaign for both NPC's & for player's PC's. We get a full on treatment of the various abilities, careers, options, roles, & PC trait options. And its well put together with artwork, solid layout, and good cartography throughout. And as an under class the Altrants are both resource & relied upon class for the banks, corporations, and colonies within the Clement system. Tree of Life: Altrants in Clement Sector By John Watts does is present the Altrants in their own book & within their own light.
And even in the Earth sector the Altrants could provide a critical & put upon class of humanoid. Why?! Because the Altrants are fitted out for the nation states of Earth to create their own colonists modified to fit upon their interstellar planetary colonies. They can claim these as their own.
In the Clement sector, the Altrants are the perfect 'Mayflower' colonists shaped to their own environments & making gains on the humans by leaps & bounds over humanity. But all is not 'wine & roses' because the Altrants are starting to realize their own from colonists to gene shaped parts across the Clement sector. Is humanity's days numbered?! Yes & no, because the Altrants are getting thier own in art,politics, and even within the corporate world. Humanity is facing down a power that it has created within its own reach. The economics of the Altrants isn't lost on one whose studied the American Civil War. The Altrants are a power block that affecting far more then they seem. They are not an NPC analogy of the 'American African slave' but instead a true power block created within the Clement sector's humancentric corporate heirarchy. Is Tree of Life: Altrants in Clement Sector Third Edition By John Watts For The Clement Sector rpg worth the price of admission?! In a word yes! The writing is spot on, the interstellar tension rings true within the Clement & Earth sectors. Thanks for reading for reading our review!
Eric Fabiaschi
Swords & Stitchery Blog
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"Independence Games is proud to present the sixteenth entry in our line of products dedicated to the starships of Clement Sector.
Ships of Clement Sector 16 covers the Rucker-class merchant vessel which is the most commonly found ship in Clement Sector. Building on the information found in The Clement Sector Core Setting Book, Ships of Clement Sector 16 lovingly details this mainstay of Clement Sector's shipping lanes.
Commonly called "Odd Job", the ship is renowned for its reliability and easy customization. While the Rucker's most common role is being the favored vessel of free trading merchants, the ship has been used for everything from a cargo hauler to a music stage to a system defense vessel. All in a day's work for the "Odd Job".
Within these pages, you will find the standard Rucker as well as these popular variants:
Passenger Variant - A Rucker modified with comfort of passengers in mind. Replacing cargo space with luxury!
Cargo Variant - Used by merchants who would rather sacrifice passenger space for more cargo. No pesky transiters!
Casino Variant - An opulent modification allowing for a traveling gambling experience for high rollers!
System Defense - For the less wealthy system, the Rucker system defense variant can be the perfect answer. Modified to be armed with a particle beam barbette, this ship can strike fear into marauders and pirates!
Missile Boat - Modified to hold a missile bay in the bow of the ship, this variant can pack a mighty punch against those who would attack shipping in your system!
Ships of Clement Sector 16: Rucker-class Merchant comes complete with beautiful views of the ship. The Rucker is presented with full deckplans and statistics to make your use of our product simple, easy, and fun. In addition, the ship comes with a set of adventure hooks to get your characters right into the action as well as two short stories written by Bradley Warnes.
Though designed specifically with our Clement Sector setting in mind, the Rucker will be at home in any science fiction setting.
Get on board! Adventure awaits!"
We're gonna pick up right from here & this blog entry from yesterday. I went to Independence Games & said I want starships used by adventurers, outlaws, and those working their way across the Clement Sector. Remember the Clement sector has been cut off from Earth for a long time & only now has the doorways between worlds been open. So the Rucker-class Merchant is another ship where adventurers, spacers, & the like can serve their way across the frontier of the Clement Sector. The Rucker-class Merchant is the perfect ship for this. Regardless of the job there's a Rucker-class Merchant variant for it.
And it from with the ranks of the Rucker-class Merchant these starships that earned their way across the frontier of the Space Western frontier of the Clement Sector. We get histories, variants, adventure hooks, sub systems, and everything that we need to form the basis for a campaign involving a Rucker-class Merchant starship at it center. And Ships of Clement Sector 16: Rucker-class Merchant has all of the tools for a sucessful campaign.
Take for example The Cascadia Adventures which features the Rucker-class Merchant & the same crew that appears within Ships of Clement Sector 16: Rucker-class Merchant is a perfect add on. A starship that can get the player's PC's from here to there as well as back again without too much fuss. Or as much fuss as needed. There some great lead in's and adventure hooks that also make Ships of Clement Sector 16: Rucker-class Merchant a must have. Michael Johnson's writing is on point bringing the Rucker-class Merchant & its variants to life. And this is solid for hooking this into the Clement Sector setting.
Ships of Clement Sector 16: Rucker-class Merchant For the Clement Sector Rpg is a solid addition to the spacecraft of the Clement Sector. And perfect for adventurers looking to score in the Clement Sector.
Thanks for reading our review
Eric Swords & Stitchery
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" Ships of Clement Sector 4-6: Traders, Scouts and Small Craft compiles the fourth, fifth and sixth volumes of our popular PDF starship series. Included within this book are such varied vehicles as the F38-D Lightning System Defense Fighter, the MC-17-11 Modular Cutter, the Starlight-class Light Trader, the Dromedary-class Tanker and the Jinsokuna Chirashi-class Yacht.
Each ship is beautifully detailed with multiple views, detailed deckplans and full statistics. Also included are several NPCs and adventure hooks to get these vessels quickly and easily into your campaign.
While each of these ships has been specifically designed to fit into the Clement Sector setting, they could easily be used in other settings or within other science fiction RPGs if needed.
Get on board! Adventure awaits! "
Ships of Clement Sector 4-6: Traders, Scouts and Small Craft by John Watt from Independence Games is tonight's Clement Sector book. This is a honking big two hundred sixteen page book of ten types of star ships & varitions. This book has the star ship that adventurers, pirates, outlaws, & bandits use. Each ship comes with renders, deck plans, prose, and more background that gives feel to the Clement sector's underbelly.
The Clement Sector is a hub of a Space Western setting with the frontier aspect hooked into where & when each of these star ships operates. Artist(s) Ian Stead, Michael Johnson, & Bradley Warnes brings the gold with each of the star ships with Ships of Clement Sector 4-6: Traders, Scouts and Small Craft . These star ships bring the heat for the surrgate homes, bases, lairs, and work points for our PC's. And this says volumes about the Clement Sector as a whole.
And yes the Wild West analogy continues with each ship having a whole plethora of adventurers who work aboard these ships as homes talking about them. This gives Ships of Clement Sector 4-6: Traders, Scouts and Small Craft a bit of a rawness to it.
Indepdence Games goes deeper with this book by providing not only the deck plans, histories, production runs, and annicdotes with each star ship. But each starship has adventure hooks, Clement Sector ideas, and full on adventure opporunities within Ships of Clement Sector 4-6: Traders, Scouts and Small Craft. This is important because it slyly lays the foundation for the using the Clement Sector as the blackness of the universe for the Ships of Clement Sector 4-6: Traders, Scouts and Small Craft .
Why is this important?! Because it sets up the void of the Clement Sector as the campaign setting's sea of mystery. Just about anything that's been brought into focus within the Clement Sector can & will be encountered by the PC's. The Old West meets the dark sea of wine of the Clement Sector comes across in spades. Because it sets up the Workhorse starships being the bread & butter of the the adventurer's ecology of fiance & commerce within the Clement Sector. Adventure is what happens between the stars & the black. Ships of Clement Sector 4-6: Traders, Scouts and Small Craft can mean the difference between having a job, home, and income or being a floating piece of debris between the stars.
Ships of Clement Sector 4-6: Traders, Scouts and Small Craft brings home the idea that the PC's are forging the frontier. exploring the black, and waging a campaign of adventure against the forces of chaos by bringing civilization to the next planet or star system. Ships of Clement Sector 4-6: Traders, Scouts and Small Craft is a must buy for the DM who wants to run a campaign featuring traders, scouts, and explorers. These are the craft that hold the webs of adventure together. Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery
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"Designed to excel!
Robots are a common sight in Clement Sector. They are often seen taking on not only the jobs that humans, altrants, and uplifts cannot do but also the jobs where biological lifeforms are unwanted. Often seen as tools and machines rather than entities, few care if you endanger the existence of a robot.
Artificial: Robots in Clement Sector provides you with a detailed design sequence that allows you to create robots of all shapes and sizes. With Artificial, you can create everything from a common cargo loader to a state of the art synthetic companion. Anything from the average cleaner bot to a biosynth avatar of your starship's computer AI. "
"Artificial also provides a method to play a robot as a player character. Play anything from an efficient robot butler to a dangerous warbot!
Artificial is designed to be compatible with Clement Sector, Cepheus Engine, and any science fiction setting where robots are present.
It's time to create!"
Clocking in at one hundred pages of artificial A.I. & robotic guideline goodness for the Clement Sector. And this supplement Artificial: Robots in Clement Sector By Michael Johnson fits the bill quite well. The Clement & Earth sectors use all of the A.I. bells & whistles from the Cepheus Engines rpg. Artificial: Robots in Clement Sector takes the Cepheus Engine guidelines & turns the volume up to eleven then breaks the knob off. What this book does is allows the DM to create any robotic & A.I influenced life forms that they want.
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The Clement Sector is balls to the wall high end technologies & this includes cybernetic & robotic lifeforms. These guidelines extend what was laid down in the Clement Sector rulebook & the core setting books. What Artificial: Robots in Clement Sector does is push the envelop by presenting the rules & guidelines for all sorts of robotic or cybernetic lifeforms. But it also presents rules & guidelines for androids as well. All of the robotic staples for the Clement sector are here and their presented well. The Clement Sector books are some of the best unofficial original Travellers rpg books & supplements to be published. Artificial: Robots in Clement Sector isn't any exception.
Artificial: Robots in Clement Sector not only offers the guidelines & rules for creating you're own artificial lifeforms & robots. But it also offers you the opportunity to use the factions & groups built up around the Clement Sector setting. Take for example; 'The Sanctity of Belief This anti-robot and AI group primarily operates within the Hub and Sequoyah subsectors. Known to have Caxtonist roots and with strong evidence indicating it is funded by Kingston-based backers, The Sanctity of Belief is the extreme expression of the deep distaste of all artificial life according to Caxtonist religious teachings. The trademark sword through a stylized robot head symbol is always painted near an area the group targets giving them the derogatory nickname “pointy heads” by popular media throughout the two subsectors, belying the seriousness of their actions.'
Its not hard to see how this group or faction could impact your own Clement sector setting campaign. This is going to be especially true if you've got an android adventurer or pilot on the party's pay roll. And this is one of the rpg factors that adventures & campaign have to balance when playing within the Clement sector setting.
Artificial: Robots in Clement Sector is both campaign & adventure setting sourcebook that plugs directly into the Clement Sector & the Earth's Sol sector themselves. And this is one of the marks of a good solidly done sourcebook. The book isn't over done at 100 pages. 'Artificial: Robots in Clement Sector' By Michael Johnson is a must have book for the Cepheus Engine DM or Player who wants to liven up their Cepheus Engine rpg with an artificial or robotic PC!
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery
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"Incoming intelligence!
Ship captains need information about the systems to which they are traveling. These captains depend on Wendy’s Naval Weekly as their primary source of naval fleet information. It is rare to find a ship captain that doesn’t have Wendy’s Naval Weekly on their handcomps or mindcomps.
Wendy’s Guide to the Fleets of Earth Sector Volume 3 is the third entry of a series which will collate all the available information to provide a complete overview of the fleets of the nations of Earth Sector. Each of these books will briefly outline a nation’s spacegoing navy as well as provide some insight as to how that organization functions and provide a list of the ships reported to be in commission.
This book provides information on the space navies of the Antiochian Union, Indonesia, Israel, Korea, Mexico, New Zealand, and the Seleucid Confederation. The book covers every ship currently operated in those fleets, their doctrines, and even their uniforms. The book also contains an in-depth discussion of the Nahash-class system defense boat, one of the many classes of ship used by the Space Navy of Israel."
So I'm coming at Wendy's Guide to the Fleets of Earth Sector, Volume 3 very late. Earth space has been cut off from the Clement Sector. The Clement Sector & Earth have no connections with each other. The interstellar hyperspace gateways have collapsed entirely.
In the meantime, technologies have gone on including space craft. Wendy's Guide to the Fleets of Earth Sector, Volume 3 brings more of the smaller space craft fleets of Earth. Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson brings this home right within the introduction; 'At the date of this publication, it has been twenty years since the collapse of the wormhole conduit leading to Clement Sector. This volume explores the naval forces of those nations who were little effected by the Conduit collapse. These smaller navies, regarded by defense organizations as third tier, still provide their nation with defense and security of their interstellar holdings'. This is brought home by the first Wendy's Guide to the Fleets of Earth Sector, Volume 1
Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson From Independence Games breaks these lesser Earth fleets down. The volume is solidly done with a great indepth discussion about the Nahash-class system defense boat. This is a backbone craft of the lesser interstellar fleets. PC's would encounter these craft dealing with some of the Earth trade routes when pirates or criminals come calling. Given each of the Earth nation’s space going navies are showcased there's a sense here that the Earth is a dangerous interstellar power unto itself.
For old school Traveller or Cepheus Engine Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson outlines the Earth as a force to be reckoned with. Its a solidly done book with some very good Earth details thrown into the interstellar mix. Countries such as Indonesia fielding a small space fleet means that these smaller interstellar powers can take the fight to galactic pirates or other local issues. Are there opportunities for adventure?! Yes I believe there's plenty of hooks for using Earth as a center for Cepheus power campaigns and Wendy's Guide to the Fleets of Earth Sector, Volume 3 could provide what the players need when dealing with Earth's smaller fleets. I have to mention the fact that artists such as Ian Stead, Michael Johnson, & Tiziano Cremonini really help to make this supplement a really solid addition to the Clement Sector family of books.
Thanks for reading our review!
Eric Fabiaschi
Swords & Stitchery blog
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"Bring 'em back alive!
With the many independent governments of Clement Sector, it is necessary to have a method to capture criminals who take advantage of the lack of a ruling interstellar polity and go on the run from justice. For most governments in Clement Sector, the answer is the manhunter. "
"Manhunters include those who have dedicated their lives to tracking down criminals on the run, average ship crews who see an opportunity in being the person to bring in a wanted criminal for a bounty, bail enforcement agents and marshals who work for a single government or corporation, thieftakers that work for aggrieved families in finding justice, repossession agents who recover stolen property and capture ships from captains who are behind on their payments, altrant and uplift hunters who operate on the fringe of society capturing those who have escaped their "owners" and made it to freedom, and the skiptracers whose research and dedication can aid all of the above."
Manhunters: Bounty Hunters in Clement Sector covers all of these and delves deeply into the laws, regulations and traditions of manhunters in the Clement Sector setting. This book includes eight career tracks as well to allow characters to delve into the world of justice and recovery."
'Bounty Hunters In The Clement Sector' By John Watts is a slightly different book then others that have crossed my gaming table. This book covers bounty hunters who handle everything from debt collecting to full on manhunts for the local intergalactic governments. And it does so with the Clement sector in mind Because the Clement sector is more then slightly different. There are a wide variety of local system laws & legal tape to keep track of. And 'Bounty Hunters In The Clement Sector' allows one to take care of the small details & generate the type of PC that can handle the smooth & the rough of skip tracing, debt collecting, and even full on manhunts for pirates.
Because let's face facts 'Bounty Hunters In The Clement Sector' By John Watts is a book end for 'Skull and Crossbones: Piracy in Clement Sector'.
Why because you're going to have to track down the space pirate at some point as well as be the space pirate. And its all about shifting alliances, corporate factions, and the relationships of adventurers in the Clement sector. This is a sector with higher technologies, lots of problems, and a boat load of opportunities for bounty hunters of all stripes. From Blade Runner's Deckard to Bobba Fett the opportunity is there in Manhunters: Bounty Hunters in Clement Sector. John Watts does a cracking job of cranking up the details & yet providing a fast read for his DM's. Manhunters: Bounty Hunters in Clement Sector is a good read & surprisingly well thought out for the DM. There's plenty of opportunity within the universe that's presented in Manhunters: Bounty Hunters in Clement Sector. The scores here are highly thought of and the rewards done right. This is a solidly done, maturely thought out, and well executed book for the Cepheus Engine rpg as well as the Clement Sector. If you want to run a complete bounty hunter campaign in the Clement Sector or the Cepheus Engine rpg then this is the book to get. Highly recommended.
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery
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