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Ships of Clement Sector 9: System Defense Boats
by Customer Name Withheld [Verified Purchaser] Date Added: 08/30/2015 06:30:10
Another fine addition to the ever-growing fleet of Clement sector! Good to see some of the alternate modules from the ship-building book make an entrance, such as crew berth and PD nodes. And an interresting new take on the standard stateroom, with the fresher taking up 2x0,5 squares instead of the usual 1x1.

Great to finally see the Raptor sloop, along with its non-zimm River version! The River particular packs a very heavy punch, able to defend important systems from just about any foe.

Clement warships have always been heavily armed. I mean, juts compare the 1,200 dt farragut destroyer with the much heavier Agashaam from Fighting Ships! This is of course true also for the SDBs in this book, just look at the River with its dual meson bays - but the Rattlesnake must be some kind of record-breaker! Just look at it, it's a beast, wow!

With the way zimm drives work, in-system ships can be build much larger than FTL-ships, so I was kinda surprised to see that nothing in this book was larger than 600 dtons - but a separate book will be coming out later with larger SDBs, in-universe classed as monitors.

I'm really glad to see zimm-modules for several of the boats - basically self-propelled zimm-drives to allow system-to-system transfers for when the boats need redeploying. I would however have liked to see more images of the boats docked with their modules, but one can't get everything.

5/5, another job well done!

Rating:
[5 of 5 Stars!]
Ships of Clement Sector 9: System Defense Boats
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Introduction to Clement Sector
by Philip W. [Verified Purchaser] Date Added: 08/01/2015 03:19:11
A very good introduction to the Clementsector. Good background information is given.

The Clement Sector offers a refreshing change from the standard Traveller settings. Gives the impression of being closer to 2300AD than 'regular Traveller. '

I would recommend this to anyone thinking about gaming in this setting.

Rating:
[5 of 5 Stars!]
Introduction to Clement Sector
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Ships of Clement Sector 8: Berlin-class Colonial Destroyer
by Michael S. [Verified Purchaser] Date Added: 07/22/2015 07:53:17
The Berlin might just be the perfect adventuring warship. It's built for solo work, so no need for an entire squadron of warships - always easier to write adventures for a lone superhero than the entire justice league.

As a destroyer however, it also has a place in the line of battle, or as a convoy escort. Sure, in a pure combat situation it brings less firepower than the Farragut class destroyer, but in every other situation it has more to offer, especially since it carries multiple small craft and a sizable troop detachment.

In a setting like Traveller, where FTL is slow, it strikes me as a very good idea to have some troops aboard every military ship that can carry them. You just don't know when you might need an armed landing party. Most warship in the Clement setting do have some marines, but the Berlin carries an entire platoon - plus supporting vehicles!

This opens up for a wider range of missions, both solo and when part of a squadron.

All this makes the Berlin the perfect adventuring ship. Its wide range of possible missions, the broad collection of tools it brings to the table. It's a perfect ship for a Mass Effect-style campaign, or an extended patrol that lets the ship (and thus, the players) run into a wide variety of situations.

The Berlin makes a fine squadron leader for a bunch of patrolling Kiviats, or if we turn the tables it's the perfect "enemy boss-ship" (like in the story example from Superpirate!)

Rating:
[5 of 5 Stars!]
Ships of Clement Sector 8: Berlin-class Colonial Destroyer
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Clement Sector Player's Guide
by Megan R. [Featured Reviewer] Date Added: 05/18/2015 09:01:22
Designed to enhance your enjoyment of Gypsy Knights Games's Traveller setting, the Clement Sector, this book concentrates in the main on creating characters that will fit right in. As it is a fairly self-contained region of space, if you run it as written all your characters will have been born and raised there, so the selection of backgrounds provided ought to be useful.

Opening with a couple of pages of fiction to get you into the mood, the first part of the book consists of an extensive series of tables to use - in standard random Traveller manner - to create a past for your character. You can follow through the random process as directed, or if you prefer (and your Referee permits) choose the option that appeals the most. After you have rolled up your characteristics (UPP) according to the core rulebook, the tables here will let you determine which planet in the Clement Sector is your homeworld, and then you can find out the background skills you would have learned growing up there. Note that you are going to need a set of percentile dice as well as D6s. Once you know where you come from, the next step is to determine your native language - Clement Sector was fairly recently colonised from Earth, and people tend by and large to use the language they spoke 'back home'. There's a note on translation technology to ensure that everyone can (more or less) communicate with each other, though.

Next comes the beginnings of the 'lifepath' backstory, beginning with their youth modelled by two rolls to determine significant events in ages 4-8 then 9-12. Some of these are good, some less so. Events for the teenage years are resolved with another two rolls (or, of course, choices - but rolls are more fun and more in the spirit of Traveller character generation). As in real life, next you deal with time in college or university (should your character choose to attend and manages to gain admission). By the time you've finished all this and are ready for a career, you will have a vivid thumbnail sketch of your character's formative years... even if, rather ominously, the final table in this section is Prison Events!

The rest of the book is taken up with Clement Sector careers. There's a list of careers in other Gypsy Knights Games books, useful if you have a good collection or it might even inspire you to pick something up if you like the sound of some of the careers in it, and of course there are plenty more here. You can even be a celebrity or a professional sportsperson, never mind more likely careers such as being a merchant or in the military. Each career has the normal set of tables to help you build a solid backstory.

For those who like things a little less random, a series of Character Packages are provided. These give the skills accrued and other details, but not quite as detailed a personal history. Most are military careers but there are some civilian ones such as journalist, orbital construction worker... and you can still become a celebrity by this route. Finally there's a section on new skills and specialties.

Illustrated throughout with some atmospheric artwork (some of the poses are a bit awkward, but the scenery and spaceships are good), this provides a solid grounding for any character who is going to be played in the Clement Sector.

Rating:
[4 of 5 Stars!]
Clement Sector Player's Guide
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21 Vehicles
by paul h. [Verified Purchaser] Date Added: 04/14/2015 14:45:01
Look in the discussion area for my in-depth review. This is a great supplement with no major flaws. There are a number of minor ways they could improve it and make it even better. It's a solid 4 stars, and it definitely is worth five bucks.

Rating:
[4 of 5 Stars!]
21 Vehicles
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Career Companion
by Wayne Y. [Verified Purchaser] Date Added: 01/11/2015 11:17:29
Specifically tailored to Mongoose Traveller and the Clement Sector setting, highly adaptable to CT/MT. The uplifts and altrants are particularly well done, the alternate experience rules are something to consider as a very viable option. Nice book chock full of good ideas for a decent price.

Rating:
[5 of 5 Stars!]
Career Companion
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Ships of Clement Sector 6: Jinsokuna Chirashi-class Yacht
by Michael S. [Verified Purchaser] Date Added: 12/23/2014 04:10:05
Aye, she's a beauty, with those sleek yet aggressive lines!

The Swift Flyer is a perfect ship for the rich and powerful, the government or megacorporation or the independent opportunity-seeker*

*Yeah, that'd be pirates, corsairs and raiders.

With 16 staterooms - plus two large suites - There's plenty of room for all your noble drinking buddies and their servants, your important business associates or your fellow marauders, depending on personal taste. As the included alternate versions of the ship show, the interior can easily be reconfigured for other duties. Sacrifice the large common room to make room for some barracks, or perhaps replace some state rooms with labs, armories, or whatever might be needed.

The baseline ship offers a solid foundation to build from, with decent thrust, protection, hull size and armament, and the model could easily be reconfigured for a multitude of roles. Apart from the ones included in the book (yacht, pirate ship, naval escort), I could imagine it'd work great for mercenaries or small Spec-ops units. I kinda wanna slap on a coat of stealth paint, name the ship Normandy and play a mass effect-like campaign - or why not introduce it in the third imperium setting, Vargr corsairs are gonna love it!

Nice touch with the fictive tv show, giving us action characters as sample crew and plot hooks in the shape of episode synopsis made for some fun reading, now I wanna watch Superpirate!

Overall I'm quite fond of this yacht, great work!

Rating:
[5 of 5 Stars!]
Ships of Clement Sector 6: Jinsokuna Chirashi-class Yacht
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Ships of Clement Sector 7: Perth-class Frigate
by Michael S. [Verified Purchaser] Date Added: 12/23/2014 04:06:35
A new warship for the Clement sector, this time for the Australian navy.

As readers of previous books in the series will know by now, the book contains deck plans, stats, short stories, plot hooks and lots of background.



The Perth is a brutal beast, looks very capable at its intended role of escort/close combatant. Fast, well armored and packing a very heavy punch, especially up close - any fleet or convoy should feel safe with a couple of Perths around!

The book included two variants of the frigate (one with deckplans and everything, the other hasn't been built yet in-universe, and the main difference is in weapons, so no new deckplan is needed nor provided for that one, but full stat-block and background is included) as well as stats and plans for alternate versions of the fast launch and boat seen in earlier Clement books.

Always fun to see some railguns, great way to totally trash anything daring to come too close!

All in all, within this book is a ship that looks very nice, both visually and stat-wise, and if your campaign needs a fleet escort, look no further! Of course the Perth works on its own too, without a convoy to protect. It's small enough that a team of players will find their way around and actually make a difference, but large enough to handle itself and be a force to reckon with, especially in a small-ship dominated setting.

Rating:
[5 of 5 Stars!]
Ships of Clement Sector 7: Perth-class Frigate
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Hub Federation Ground Forces
by Megan R. [Featured Reviewer] Date Added: 11/28/2014 08:25:53
In the Hub Federation, a key feature of Gypsy Knights Games's alternative Traveller universe, as well as a navy there are two types of ground forces - a Federation-wide force of Marines and individual planetary ground forces. This book deals with both, and is of most use if your game includes the Hub Federation as presented in this alternate setting. However, it could be retooled for any pocket empire that choses to organise its forces this way, and includes career tracks and equipment that could be useful whatever sort of game you are running where ground troops are involved.

The first part describes the Hub Federation Marines and then the various planetary ground forces - loads of detail here from history and structure down to uniforms and rank badges. Unlike the Hub Federation Navy, where fleets of British and German origin combined (and created a new force based on both traditions), the Hub Federation Marines were formed from a group of British Royal Marines and have insisted on retaining their traditions by and large intact. Each planetary force, however, has established their own and this is reflected in variations to a standard uniform for all of them. However I am left wondering why the Marines wear bearskin caps... something never worn by the Royal Marines, they are the sole preserve of the British Guards regiments! The Hub Federation Marines have also adopted the kilt, as an optional item of dress, due to the presence of the 'Royal Highland Marine Regiment' or Black Watch (again a bit of confusion - yes, there was a Black Watch or Royal Highland Regiment on the British books until the last round of mergers but they were never marines!). It makes a nice touch, especially the thought that the kilt may be worn into battle along with combat armour. Scary... and there's even an illustration to give the idea.

Next come all the details necessary for creating a character with a background in either Marines or a planetary ground force. There's a section on medals too, no pictures alas but names and terms of award. That's always something nice for players... I once ran a game at a convention in which success was rewarded by some medals, and was surprised that the players carefully noted the decorations they received on the pre-generated character sheets they'd been handed for the game! The career paths are detailed and comprehensive, with loads of tables to roll upon as you work your way through.

Then comes a selection of landing craft to get these ground-pounders where they need to go, followed by ground vehicles, aircraft and equipment for use when they get there. Atmospheric fiction and pictures are scattered throughout, and appendices contain reference to a notable past action - the Battle of Beol - and organisation charts. All in all, a good resource if you are using the Hub Federation in your game and want to know a bit about their ground forces.

Rating:
[4 of 5 Stars!]
Hub Federation Ground Forces
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Hub Federation Navy
by Megan R. [Featured Reviewer] Date Added: 11/26/2014 07:57:16
At its simplest level, this is a sourcebook for the Hub Federation Navy and of great use if you are running a game in Gypsy Knights Games's alternate Traveller universe based around the Clement Sector. If so, you will find several other of their books invaluable including The Hub Federation and Clement Sector as well as, of course, the core Traveller rules from Mongoose. However, this would be a good basis for creating the naval forces for any pocket empire of your own devising, whereas the extensive naval career tables could enhance any game in which naval forces (or characters with naval backgrounds) are involved.

The first part of the book details the history and current organisation of the Hub Federation Navy - copious detail even down to their uniforms and rank badges! The Hub Federation Navy was formed after the wormhole back to Earth collapsed out of British Royal Navy and German Navy fleets that were in the Hub sub-sector at the time. (A US fleet was also present but declined the invitation to join the alliance.) Most things are now handled bilingually, with a deliberate attempt to combine the best of both naval traditions, although the 'official' language of the Navy is German. A new uniform was designed, in space black rather than navy blue, which includes features of both British and German uniforms. Descriptions are given of dress/service uniforms, working dress and combat dress and even officer's evening dress (mess dress). There are even a couple of illustrations and a rank chart to help you visualise the fine display. Female personnel dress exactly like males except that they are permitted skirts on shore billets (but not aboard ship).

The next section is about Characters and deals with those characters who would like a naval background. Whilst they can use the career paths presented later on, it is to be remembered (if you are playing this alternate setting as is) that the Hub Federation Navy is only some eleven years old so anyone wishing to have served more than three terms will have started in another navy - probably the German or British one. There is a Career Companion supplement which is ideally suited to dealing with characters of specific national navies. There are details of the Hub Federation Naval Academy and recruit training, as well as of progression thereafter through a naval career. This section ends with notes on the medals and other awards available to naval personnel... no pictures, alas, but good details of terms of award.

This is followed by the various career paths offered to members of the navy, which will empower detailed character generation and backstories... and could be used as an ongoing career track if you decide to run a game around serving members of the Hub Federation Navy rather than retired ones who are now off doing something else! There are loads of options available, not just the regular engineering, flight, support, etc., but naval intelligence, a 'command' track for bridge crew and possibly most interesting, 'senior command' and 'higher command' options for those seeking to command a naval vessel or even aiming for Admiral's rank.

Finally, Appendices detail the different classes of vessel in the navy and current fleet organisation complete with example squadrons and the present list of ships.

Overall, spectacular resource if you are running a navally-oriented game in the Clement Sector or if you have a character who has served in the Hub Federation Navy; and of some use - perhaps with adaptations - if your game is elsewhere but you like the amount of detail about naval careers in particular.

Rating:
[5 of 5 Stars!]
Hub Federation Navy
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Hub Federation
by Megan R. [Featured Reviewer] Date Added: 11/24/2014 08:20:03
Placed firmly in Gypsy Knights Games's alternate Traveller universe, this book presents a discrete political unit that can be used as a basis and location for a range of adventures or even a whole campaign. It also provides a groundwork for using other Gypsy Knights Games books within the alternate setting, tying everything together neatly.

It begins by presenting the history of the Hub Federation, right back to pre-colonisation days when humans were exploring their own solar system and not much else. Then came the discovery of a starship drive based on quantum entanglement, the Zimm Drive, that could take a ship further and faster than hitherto imagined, roughly a parsec in a week. Moving out to the stars, a wormhole was discovered which led somewhere on the far side of the galaxy, opening near to an inhabitable solar system that was soon named The Hub as it was used as a base for exploring what lay beyond.

The next hundred years or so saw great expansion with many colonies being established. Some were independent, others beholden to whichever Earth government sponsored them. All manner of groups sponsored colonies, religious or philosophical groups seeking somewhere they could live out their ideas without interference, companies seeking to exploit natural resources and more soon scattered out from Hub across what in time became known as the Clement Sector. Trade flourished between the worlds, as well as back 'home' through the wormhole... until one day it just collapsed!

Nobody has yet discovered why the wormhole collapsed, but in the aftermath the President of Hub, one Fyodor Hauser, contacted the leaders of other worlds proposing an alliance to replace the former model of being governed from Earth. He also contacted the Admirals of various navies stationed nearby, some of them agreed to join but others did not. Likewise many worlds decided they'd be better off on their own, but several of the closest worlds joined the alliance. This was about ten years ago, and the year is now 2342.

If you do not want to use the alternate universe as is, you can abstract as much as you wish if you want to use these worlds, perhaps as a pocket empire somewhere on the fringes of known space.

Next we take a look at how the Hub Federation is governed. There is a small Senate, with each constituent world represented by a single Senator. Interestingly, it is completely left to each world to decide how that Senator is chosen. Then there is a President, whose role is as chief executive and commander-in-chief. The Senate is responsible for making laws, the President puts them into effect. The President is elected by the Senators from amongst their number with a term of office of ten years. The world for which he was a Senator must then find another to replace him.

The Federation governs at the highest level: common defense of the member worlds, a common currency, combatting interstellar crime, provision of a navy and the coordination of ground forces and diplomatic relations with other worlds. Everything else is left to individual worlds to deal with. The Hub military forces consist of the navy and marines, other worlds may have their own ground forces and limited naval ones - their ships may not be equipped with Zimm Drives and are limited to system defence roles.

On to wider matters, next comes a sub-sector map of the Hub sub-sector and UWPs of all its worlds, followed by greater detail of each of the member systems of the Hub Federation. (See the Hub Sub-sector Sourcebook for the other worlds.) Each comes with an astronomical overview of the system followed by more details of the inhabited world - its geography, atmosphere, government, laws, culture, etc. All the things the well-informed visitor might want to know. Although the governmental system is covered in each case, there's one omission: how they pick their Senator to represent them in the Hub Federation, however in most cases it can be deduced from the way in which the world itself is governed.

This makes a neat Pocket Empire, or the core of the known colonies if you are using the alternate setting. Ideas for adventures spawn quite readily as you read, and some specific suggestions are made as well. The work ends with an overview of technogical changes between regular Traveller and this alternate setting, mostly dealing with the ramifications of the Zimm Drive. Overall, a fascinating concept and well worth a look.

Rating:
[5 of 5 Stars!]
Hub Federation
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Subsector Sourcebook 4: Sequoyah
by Megan R. [Featured Reviewer] Date Added: 11/19/2014 08:35:32
This sub-sector contains some ninteen inhabited solar systems, and the majority of the book is devoted to delivering an almost in-character 'travelogue' style guide to what is found there. Additional comments aimed at Referees and (to a lesser extent) players are found in grey boxed text throughout. Sequoyah sub-sector is part of the alternate Traveller universe setting of Clement Sector, although individual worlds or the whole sub-sector could be put anywhere you please in your own universe.

To start with, there is a map of the sub-sector, a list of UWPs for the inhabited systems and some general notes. As this alternate setting uses a Zimm Drive rather than regular Traveller Jump Drives (consider a Zimm Drive as roughly equivalent to Jump-2), comments include discussion of how far you can travel and how the systems in the sub-sector are grouped into 'regions' according to their accessibility.

Then each system is described in turn, beginning with an astronomical overview of the system describing all the planets within it before focussing down on the inhabited world which is probably the main focus of attention. Physical, atmospheric, hydrographical and geographical data set the scene, along with a planetary map, and this is followed by details of the population, government, laws, culture and notable cities. Other information is included as appropriate, especially noteworthy natural features, unusual customs or anything that a typical visitor might want to seek out.

There is a wide diversity of worlds both in natural details and in how they have been developed and run by human inhabitants. With the alternate setting being based on a fairly recent influx all the way from Earth (yes, the one you're sitting on reading this) through a wormhole which has now closed, many draw on fairly unadulterated heritages of wherever on Earth they came from, which makes for some interesting places and attitudes which yet have some familiarity to the reader. Even if you do not use this setting, it can make for an enjoyable visit although you may want to downplay some of the more overt references to each colony's origins. OK, so the folk on Bowemiwak may like barbeques and slow-roast pork, you just don't have to mention that they originated in Texas! In fact it can be quite fun NOT referencing the heritage, let the characters (or at least their players) deduce it for themselves.

The descriptions of different worlds spawn quite a few adventure ideas specific to that world as well as the more general ones involving exploration or trading. Some suggestions are also included in the grey box comments although they are mostly vague enough that it will not matter if players have read them - it's still up to the Referee to take the suggestion and detail an adventure around it.

It's a fascinating collection of worlds and visiting them makes for a splendid series of adventures. Whether or not you use the alternate universe, it is worth considing these worlds for inclusion in your game.

Rating:
[5 of 5 Stars!]
Subsector Sourcebook 4: Sequoyah
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Peel Colonies
by Megan R. [Featured Reviewer] Date Added: 11/17/2014 08:17:16
Although still part of Gypsy Knights Games's alternate Traveller universe setting, the Peel Colonies are not in the Clement Sector at all, but in the Ariel Sector coreward of it. As such they are very new colonies, having only been established for some fifty years or less. Moveover, most of the worlds have not been fully explored - at least, not on the ground, whatever surveys might have been done from orbit.

We start with a map of the Peel Sub-sector, which contains some eighteen systems although only seven are as yet inhabited. There's a list of UWPs and other information, and a bit of background about the sub-sector as a whole.

We then move on to look at each settled world in turn. Each is presented in a standard manner, beginning with an overview of the star system as a whole with a diagram and notes about every body in the system. There's a map of at least the main world (often some of the other planets as well, especially if they have been visited) followed by physical, atmospheric, hydrographic and geographical details. This can include notable natural features and even some of the more interesting native plants and animals. Next we get to hear about the people: government type, law and culture. This background is quite detailed: Referees will have to determine how much is known by outsiders, particular those who are planning a visit.

The worlds on offer are quite varied. There's Layla, a place dedicated to individual freedom with extensive participatory democracy. Their commitment to freedom is deeply held and based on religion (although of course, nobody is compelled to believe!). About the only thing wrong with the place is that it's on the chilly side!

The New Perth system is well blessed with planets, two of which are inhabited. It's a representative democracy, colonised by the Australian Government (yes, the one on Earth) which was technically a treaty violation. A lot of Australian slang and even the playing of Aussie Rules Football is popular, and there are even some imported Australian plants and animals to be found.

Peel, on the other hand, is under military dictatorship. The founder, Jacob Peel, established the place as a society devoid of religion (which he and his followers saw as a malign influence on society) and after many years of ruling the place personally - including mandatory nutritional guidelines and requirements to have lots of children - he'd turned power over to an elected parliament. In the course of time, other ideas came into play, and these eventually led to civil war. The military contrived a cease-fire, only to grab control for themselves.

And so it goes on with some quite fascinating worlds that should prove interesting to visit (if they'll give you a visa!). Neachdain is a world with few native land animals but plenty of amphibians run by the Technical Coalition on the remains of a failed Celtic-based colony. Alverca is a sparsely-inhabited world of 75% water with an elected President where they speak Portuguese. Rocroi is much drier and in its 11 years of operation has acquired a mere three thousand odd colonists governed by a self-appointed 'King'. Finally, Ariel is another wet world (73% water) whose inhabitants mostly farm or fish, with a complex system of delegated democracy based on the unusual origins as a joint Palestinian and Israeli settlement!

There are suggestions for character generation for those coming from these worlds, some adventure ideas and even random encounters for some of the unexplored regions of different worlds. Oh, and a bestiary of some of the more unusual wildlife. All in all, there's a splendid frontier feel to the sub-sector which gives a true urge to go exploring!

Rating:
[5 of 5 Stars!]
Peel Colonies
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Subsector Sourcebook 3: Hub
by Megan R. [Featured Reviewer] Date Added: 11/14/2014 08:31:02
This book presents a complete sub-sector, drawn from Gypsy Knights Games's Clement Sector alternative Traveller universe setting. The Hub sub-sector is a bit different from the others they've presented because it is home to the Hub Federation, a mult-world political body. Most of the rest of their worlds function independently in isolation from each other. At that, the Hub Federation involves six solar systems - not the giant galaxy-spanning Imperium of the official Traveller universe by any means!

First up is a subsector map, list of UWPs and an overview of the sub-sector as a whole. This explains the place of the Hub Federation in local politics, with the remaining thirteen systems remaining independent from it for various reasons - explained under their individual entries. If you want to read about the six Hub Federation worlds, though, you need to get the separate sourcebook The Hub Federation... this book deals with the rest of the sub-sector worlds.

So, on to the individual entries for each system. These begin with details of the system as a whole and then focus in on the inhabited world, starting with physical data then looking at the environment, culture, government, legal system and other details of interest to a visitor (or indeed a resident). There's a map and notes on major cities and other features. As you read through you will find 'grey boxes' of text which provide insights as to what might be really happening or ideas for adventures embedded into the world in question.

The worlds are quite diverse, ranging from a desert world with a democratic government through an ice world to one completely in the thrall of a quite repressive religion. There's quite a bit of background as to how each world came to be colonised and developed in the way that it did, and this works much more easily if you are using the Clement Sector alternate setting, although they could be modified for use in your own universe if preferred. Notes are provided to aid you if this is what you want to do, a nice feature.

Each world is quite distinctive, yet many seem to go out of their way to make it quite hard to visit them, meeting travellers with obstacles such as visa requirements and - of course - ensuring that they many not carry weapons during their visit. However, they are interesting and well described and have the potential to make for some memorable adventures...

Having absolutely no mention of the Hub Federation and its worlds does rather leave a hole, and if you want to use this as a sub-sector (rather than as individual worlds), purchase of The Hub Sector sourcebook is recommended.

Rating:
[4 of 5 Stars!]
Subsector Sourcebook 3: Hub
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Subsector Sourcebook 2: Franklin
by Megan R. [Featured Reviewer] Date Added: 11/13/2014 08:25:12
This work presents a fully-developed sub-sector in a travelogue style, providing plenty of places for the party to visit in pursuit of adventure, profit or whatever it is that they are after. Franklin is designed as a sub-sector of the Clement Sector, the 'home' of Gypsy Knights Games's product line, their alternate Traveller universe, but it's possible to place it wherever you want it in your Traveller universe instead. Some of the inhabited planets originally appeared in their 'Quick Worlds' series, but have been subsequently modified here, others are brand new.

First up is a sub-sector map accompanied by each system's UWP in a table and an overview of the sub-sector as a whole, followed by a detailed system-by-system description of what you'll find here. The inhabited systems in this sub-sector are quite scattered and operate as independent rather than belonging to any wider association.

Each system is presented in a standard format, beginning with an overview of the system, in words and pictorially, before moving on to physical data of the inhabited world that is probably of most interest. Size, atmosphere, hydrography, geography... then moving on to population, government, law (look out for ways to trap unwary characters!) and cultural details. Grey boxes are scattered everywhere with 'behind the curtain' comments about design or straight-out adventure ideas you can use on that particular planet. There's a map of the world showing major features, notes on the main settlements, even details of calendars, festivals and port facilities - everything, in short, that a visitor might need to know.

The inhabited worlds are quite varied in nature and most sound like they'd be interesting to visit. Some have exotic wildlife, spectacular scenery or unusual customs which might prove an attraction, as well as trading opportunities or potential contracts for mercenary groups. Perhaps you'd like to visit a desert world with a participatory democracy that can have everyone at the polls several times a day, or a world of great cliffs with jungles below in which dinosaur-like creatures are to be found.

Overall, the Franklin sub-sector is a fascinating place to visit replete with opportunities for adventure, adventures that are embedded in the very nature of the worlds on which they take place. Well worth a visit...

Rating:
[5 of 5 Stars!]
Subsector Sourcebook 2: Franklin
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