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Ships of Clement Sector 14: Boyne-class Replenishment Ship (OGL)
by David T. [Verified Purchaser] Date Added: 07/25/2016 08:07:16

Amazing background detail as usual and lovely views and plans of the ship. I love the quality of these products and cost is extremely reasonable for the amount of work put into them



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[5 of 5 Stars!]
Ships of Clement Sector 14: Boyne-class Replenishment Ship (OGL)
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Ships of Clement Sector 13: Strikemaster Class Brig (OGL)
by David T. [Verified Purchaser] Date Added: 07/25/2016 08:04:58

I love the detail put into these, another fine ACS



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[5 of 5 Stars!]
Ships of Clement Sector 13: Strikemaster Class Brig (OGL)
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Grand Safari
by Megan R. [Featured Reviewer] Date Added: 07/17/2016 10:59:23

One of the delights of Traveller is exploring new parts of the universe... and here's a whole campaign about doing just that. Set in the Gypsy Knights Games alternative Traveller universe, it puts the party as members of the Gentlemen's Club of Dashwood (an society you'll find in the book 21 More Organisations) who have booked themselves onto a hunting safari into the unsettled Hannibal Subsector (Leonidas Sector) which is located to spinward of the Dade Subsector in the Clement Sector. You can read about the Dade Subsector in the work Dade Colonies too. Nine pre-generated characters are provided but you can use your own - provided they are 'posh' enough (reckon on SOC 8+) to join the Club or can wangle an invitation from a member to join the trip. There are also safari staff and ship's crew roles, but these are probably best filled by NPCs.


What we have here is a series of loosely-linked adventures which can be played in any order, linked by the theme of the Safari, which is a competition. Various activities accrue points, and these accumulate towards a prize and enhance standing within the Club. The game begins at a Club meeting on Dashwood or at the first stop, a skills training day on Aisha, after which the party should be allowed to choose from a list of available safaris (adventures) which ones they want to do and in what order.


There's plenty of detail to help you run this campaign, from planetary data to the Clubhouse on Dashwood. The safari contest rules are introduced and then it's on to Aisha for Skills Day. Here, the party has the opportunity to demonstrate prowess at various activities: rifle marksmanship, archery, horseback riding, climbing, stealth, and making a shelter out of native materials. Points are awarded for all these activities - and characters who do well despite being unskilled in a given discipline may gain rank 0 in the appropriate skill. The party is then shown a list of six expeditions and can decide the order in which to visit them.


Each expedition is the presented in detail. For each one, there is a defined objective and the party will have a certain amount of time and the appropriate equipment to undertake it. Interestingly, sometimes the task is being done for someone else - for example, in the Sea Hunt the Club has been contracted to capture certain fish for a research group. Some of the tasks involve killing, but there are enough places in which capturing or even making recordings of the target animals or plants will garner points so that those who are uncomfortable with the idea of hunting for sport will find plenty to do. Naturally, each location visited boasts more than the target creature and there are extensive random event charts and other encounters to further enliven affairs. Once the six hunts have been undertaken, the party returns to Aisha where points are added up and prizes awarded.


Full details of all the systems in the Hannibal Subsector are provided, at least to the level that they are known to the Club. As far as is known, none of them have been settled yet... but there's sufficient detail in the system write-ups to allow for that if the party choose to do so in later adventures, or for you to write your own campaign around exploring and settling any one of them. Many do not even have names yet, just catalogue numbers, although some have acquired unofficial names bestowed by the Club during earlier safaris. The ship on which the safari will be undertaken is also presented, complete with deckplans and full details including those of a surface (wet) boat provided for ocean travel during the trip. Finally, there are a few ideas about other things that might be going on in the area...


This presents an exciting and original campaign framework, with loads of detail to support the adventures provided or indeed facilitate your own in a virtually unexplored subsector.



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[5 of 5 Stars!]
Grand Safari
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Dawn Adventures 2: Hell's Paradise
by Megan R. [Featured Reviewer] Date Added: 07/16/2016 11:16:39

Rooting around the Dawn Sub-sector - next door to the Cascadia Sub-sector of the Gypsy Knights Games alternate Traveller universe Clement Sector - this adventure sees the party in a Cascadia Colonization Authority search and rescue ship looking for an exploration ship that has gone missing. The Trailblazer-class scout ship the party is in is the same as the one provided for Dawn Adventures 1: The Subterranean Oceans of Argos Prime - and indeed the adventure starts on Argos Prime. Nine pre-generated characters are also provided, as well as a map of the Dawn Sub-sector and listing of the systems therein. Naturally, you can use your own characters and ship, and indeed set the adventure somewhere in your own Traveller universe without too much amentment necessary if preferred.


The target system of Calliope is detailed extensively - at least, what is known of it - with the main world shown as being largely covered with water with just three small land masses. There is extensive sea life but little to be found on the land. It is not yet settled by anyone, but the Nordic Exploratory Society have been surveying it with an eye to locating suitable sites for a colony. It is their survey ship that has gone missing.


In a neat tie-in to Dawn Adventures 1: The Subterranean Oceans of Argos Prime, the search and rescue ship complete with the party on board have been sent to Argos Prime to assist with the disaster that befell the planet during that adventure. If you want to use the same party you did for that adventure, you'll need to have them reassigned to new duties in order to get them involved in this adventure. Representatives of the Nordic Exploration Society request help, and the party is tasked to investigate. There's a fair bit of background about the Nordic Exploration Society, how much actually needs to be shared with the party is unclear, but this may be made available if they are interested.


They will have to stop and refuel at Biocca, which is a friendly frontier world. As well as the fuel they can pick up some information and a meal whilst here, but they ought to be on their way to Calliope quickly.


Once there, the investigation can begin. The ship itself can be found quite easily... but where are the crew? There's a decklan of the survey ship, assuming the party decide to search it, with full descriptions of all that is to be found there. Eventually the reason for the ship being here, rather than returning as scheduled or even reporting in, will become apparent... but will the party be able to figure it out and how to deal with it before suffering a similar fate?


This is a nice treatment of what is, once discovered, a fairly standard risk of interplanetary exploration, with a few neat ideas to make it less predicable. It proves good fun to run, but is possibly more suitable for a one-off game using the characters provided than as part of an ongoing campaign with cherished characters... yet, it's dangerous out in the black, sometimes parties need to be reminded of this.



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[5 of 5 Stars!]
Dawn Adventures 2: Hell's Paradise
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Dawn Adventures 1: The Subterranean Oceans of Argos Prime
by Megan R. [Featured Reviewer] Date Added: 07/15/2016 08:59:49

If you think Traveller is all about exploring new worlds, then this adventure is for you... because in it the party is hired by the Cascadia Colonization Authority to go explore parts of Argos Prime, a strange world where the surface is barren and the interior contains bodies of water and other necessities for life. It's set in the Gypsy Knights Games custom universe, but it ought not be too hard to find a suitable location in your own campaign setting if you prefer. Likewise, pre-generated characters and a survey ship are supplied, but are not essential.


There is a map of the Dawn Sub-sector with brief details of all the worlds therein, two of which have already been settled by the Cascadia Colonization Authority (the Dawn Sub-sector is next along from the Cascadia one). The target world, however, has been independently colonised by peoples of Greek and Slavic origins although negotions are in progress to plant a colony there as well. The Argos Prime government has also allowed a couple of mining companies to begin work, primarily in the world's two asteroid belts but also on the surface... unfortunately these companies do not get along, and bickering has turned to brawling on more than one occasion.


Full details of Argos Prime are provided - everything from physical geography (quite remarkable and unique) to government and cultural information. System data is also provided as well as maps of Argos Prime, both the frigid surface and the subterreanean areas where people can live. There are also full details and deckplans for the ship provided.


Then things get interesting. Rather than a fully-scripted adventure, you are provided with a situation, a disaster (which is variable in nature, you decide how severe it is) and some suspects... the aim of the adventure is for the party to figure out what - and who, if applicable - caused the disaster... and they thought that they were here just to survey and assess potential locations for new colonies. There is a lot of tension and distrust between various factions and organisations, which is likely to spill over into events.


The parameters for the surveys are laid out precisely: both location and what the party needs to do whilst they are there. Charts are supplied from which you can give them the relevant data once they settle down to collect it, and each location that is to be surveyed is detailed as well. Also, randon encounters tailored to each location are supplied to liven things up a bit.


Then we get to the impending disaster. The general nature is outlined in some detail, but its severity and just where it happens is left to you. The party will - assuming that they survive - be hauled off their survey duties and asked to investigate. Six different options for what caused it are provided, along with a whole bunch of NPCs to question and various 'clues' which may or may not point to the guilty parties, depending on whom you decided was behind it all. Red herrings abound and it can be quite easy for the party to go off along a completely different track - it's recommended that you limit the red herrings so that the party do eventually home in on the correct suspects. Or of course you may decide that it was a freak accident and, despite all the evidence to the contrary, nobody was responsible. Then the party will have to debunk all the conspiracy theories flying around!


Overall it's a delightful mix of exploration and investigation with an innovative methodology that allows you to determine what was actually going on without having to make everything up for yourself. Great fun - but it repays careful preparation although it is well-enough organised that you could run it on the fly if necessary!



Rating:
[5 of 5 Stars!]
Dawn Adventures 1: The Subterranean Oceans of Argos Prime
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Cascadia Adventures 3: Fled
by Megan R. [Featured Reviewer] Date Added: 07/14/2016 08:48:37

As with the previous two adventures in the Cascadia series, this one is set in the alternate Traveller universe created by Gypsy Knights Games - it takes place in the Cascadia Sub-Sector which is part of Clement Sector. Again, the whole thing starts with the Razz Casino on Chance, a planet in Cascadia. Pre-generated characters and a ship are provided, or you can use your own. The advantage of the characters provided is that they are embedded into what is going on with links to the Casino and an array of useful contacts who pop up during the adventure to help - but if using your own characters it's not too hard to work them in. Likewise, if you are not using the alternate universe it will be possible to amend the adventure to fit in with your own. If you have either of the previous two adventures, there is some repeated material - the pre-generated characters, the ship, and details of the Razz Casino itself - primary for the benefit of those who only have this work. Each adventure stands alone, so if you like this one, go back and try the other two!


The plot is quite straightforward - or at least appears to be when first introduced. A fellow called Hawthorne, part of Razz Casino security, has stolen a large amount of money from the Casino and the owner, Carrie O'Malley, wants not just the money back but Hawthorne's head on a platter as well. The party will be tasked with going to Cascadia, where Hawthorne used to live, and visiting his ex-wife to find out if she knows anything about the theft or Hawthorn's whereabouts. They'll have to be discreet, as this lady has since remarried... to one of Cascadia's leading politicians.


Once the party has accepted the offer - and it is, shall we say, in their best interests to do so - they can begin to make their way to Cascadia via Dimme, another world where they can refuel. Throughout, scenes are presented as 'essential' (necessary to the plot), 'optional' (flavour and role-playing opportunities, but not contributing to the plotline) and 'contact' (where the party has a chance to gather useful inforamation) - a neat trick to keep things moving yet create a sense of reality in your game.


There's a spot of local colour - and time for a meal - at Dimme, then on to Cascadia where the main part of the adventure takes place. There's a lot going on, particularly on the political front with a major election coming up and the party soon gets caught up in it all. There are copious details of Cascadian politicians and their parties to provide background and substance to what is going on. Many of them could make useful contact for the future. Or enemies, of course, depending on the interactions the party has with them. Many in the Cascadian political scene play the game hard and with deadly sincerity.


It all builds up to an exciting climax at a political rally. There's a plan of the auditorium and full notes about what's where and what is taking place. Guile rather than brute force is likely to win the day, indeed this is the case throughout the adventure. Parties who plan their actions and come up with inventive schemes to achieve their goals are likely to do best... but fear not, at several points there are opportunities for a brawl, although the consequences may not be to participants' liking.


A well-written taut adventure that could leave the party with some measure of renown - or notoriety - as well as powerful friends and equally powerful enemies. And a ship.



Rating:
[5 of 5 Stars!]
Cascadia Adventures 3: Fled
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Cascadia Adventures 2: The Lost Girl
by Megan R. [Featured Reviewer] Date Added: 07/13/2016 12:53:49

The second in a series of loosely-connected adventures set in the Cascadia Sub-Sector of Gypsy Knights Games' Traveller setting, there is some duplicated material from the first adventure (Save Our Ship) as a convenience especially for those who do not have a copy of that adventure. This includes the ship and pre-generated characters provided - they are worth considering as everything is neatly linked in to the setting and plot. However, if you have your own characters and ship the story will work equally well with a little thought, and it can be translated into your own preferred location without much difficulty.


The adventure starts at the Razz Casino on the planet Chance in the Cascadia Sub-Sector. The casino's owner has been asked by a former employee for help in finding his daughter, who has gone missing and hasn't been heard from for the better part of a year... and so the party has been called in to render assistance. If you are using the pre-generated characters, there's ample reason for them to be asked to help, you will have to come up with your own reasons for why the casino owner should turn to the party otherwise, although some suggestions are given.


In a scene at the Razz Casino, the party gets its briefing: to find Frida Moskalawicz. A neat trick is the use of different types of scene within the adventure: there are 'essential scenes' which need to take place for the adventure to progress, 'optional scenes' which provide added colour and role-playing opportunites but can be safely ignored without risk to the story, and 'contact scenes' specifically set up to allow the party to gather necessary information. The default is to use the extensive network of contacts each of the pre-generated characters has, but each of these is provided in sufficient detail to run as an NPC and you can find your own ways to work them in relatively easily if your party doesn't already know them. Those who wish to may engage in optional scenes of drinking, gambling and watching shows whilst they are at the casino as well as talking to those who have useful information.


It is likely that the party will proceed to Gagnon, the planet where Frida Moskalawicz had been a university student. They will need to refuel along the way, the most efficient route takes them to a planet called Slaren - oh, and they've been given a voucher for fuel to redeem there. While there, they have the opportunity to get a bite to eat (with several restaurants being available) and hear that there's a lot of pirate activity at the moment.


Then on to Gagnon and the core of the investigation. Various avenues are provided to aid you in running this, and the party ought to be able to figure out what has happened reasonably easily. Location and NPC descriptions are excellent giving a good feel of the places and people involved.


The climax of the adventure involves a raid on a well-guarded establishment... and there's a good chance of having to use violence, although stealth may also work, depending on what your party prefers. The conclusion of the adventure covers several alternatives, depending on what the party manages to do... and they might end up with an extremely powerful enemy!


It's a well-presented and resourced adventure, if a little linear and straightforward. Good fun to run...



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[5 of 5 Stars!]
Cascadia Adventures 2: The Lost Girl
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Cascadia Adventures 1: Save Our Ship
by Megan R. [Featured Reviewer] Date Added: 07/12/2016 11:10:52

This adventure makes some assumptions: the party operates out of a planet called Chance in the Cascadia Subsector which is part of the Clement sector (Gypsy Knights Games custom Traveller setting) and works mostly as interstellar merchants (ethically challenged or not, it doesn't matter) with the odd side-job for the Razz Casino. This holds good for all three episodes in the Cascadia Adventures series, although they do not form a story-arc, you can run them in any order or pick and choose which ones you will run at all.


Before you get to the actual adventure, there are full details - including a sketch and deckplans - of the ship the party is assumed to be using, a Rucker-class vessel called Dust Runner. Then there are a full nine pre-generated characters, all with links to each other, the ship and even the casino. Naturally you can substitute existing characters (and indeed their own ship), or use some of them as NPCs, but if this is the first adventure you are running in a campaign they are worth considering because they are already embedded in the setting. They also all have contacts which will be useful as the adventure proceeds - details of these are supplied where they turn up along with notes on how to use them with either the supplied characters or your own.


And so to the adventure itself, beginning with a overview that explains what is going on. Basically, the Razz Casino had been hosting a politician who was about to run for high office on another planet, and had sent one of their ships to fetch him - but ship and politican failed to arrive. The party's task is to find out what has happened and to sort it out. The adventure background contains all the information that you will need, and in succeeding pages various locations and events are provided for you to run the adventure.


Events begin in the Razz Casino, and this may be a place that your party likes to hang out anyway. A sidebar explains a neat way of presenting adventures with 'essential scenes' which a key to the plot, 'optional scenes' which add flavour and encourage role-playing but can be left out without harming the story, and 'contact scenes' which help advance the plot as they provide opportunities for the party to find something out that they need to know. The casino 'optional scenes' include details of the games of chance and shows on offer, in case the party wish to indulge.


From the beginning in the casino, the adventure should take the party to the politician's departure point, his homeworld of Roskilde, where they can commence their investigations. Plenty of ways for them to find things out are provided and it should be relatively straightforwards to piece together what has transpired and lead them to the casino ship's current location. Once they get there, they have various situations to deal with - including some other folks also trying to find the missing ship - before they can complete their mission and return triumphant.


Overall it's a cracking adventure and great fun to run (I cannot speak for playing it, but they did seem to enjoy it...). It fits beautifully into the Gypsy Knights Games setting, but would not be too hard to transplant elsewhere if you want to drop it in to your own Traveller universe instead.



Rating:
[5 of 5 Stars!]
Cascadia Adventures 1: Save Our Ship
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Ships of Clement Sector 13: Strikemaster Class Brig (OGL)
by Daniel C. [Verified Purchaser] Date Added: 05/15/2016 17:52:58

One of the things I love about these Gypsy Knight products is the effort they put into the complete package. It is not just a deck plan nor is it just game specs. They work to bring together a back story, logical reasons why it even exists, and then add in game stats and a great deck plan to go with it. Another purchase that I am very happy with. Keep it up Gypsy Knight, you are doing a great job.



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[5 of 5 Stars!]
Ships of Clement Sector 13: Strikemaster Class Brig (OGL)
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Ships of Clement Sector 13: Strikemaster Class Brig (OGL)
by paul h. [Verified Purchaser] Date Added: 05/15/2016 15:00:35

Strikemaster class Brig, by Gypsy Knight Games


Once again I picked up a new ship from Gypsy Knight Games (GKG) based solely on the enjoyment I had from past products. I wasn’t specifically looking to integrate this ship into a Traveller campaign (which is easily doable), and I don’t have an ongoing set of gaming sessions set in their alternate Clement Sector setting. I got this for three very simple reasons. The first is that they put out some kick-ass high quality gaming supplements. I have yet to be disappointed with any of the things I have purchased from them. Secondly the artwork and deckplans are nice. Many publishers scrimp on the artwork, especially full color artwork. The Traveller GURPS materials where chock-full of grey-scale artwork, but it added a lot to the pleasure of the game, and I wish more publishers would listen to their gaming constituency and do the right thing. Finally I like to support my gaming community, especially the small publishers who do this more for the love of the game than as an attempt to earn a living at it. Enough of the fan-boying, let’s get on with the review!


The cover is always a helpful sales tool, and as usual the artwork of Ian Stead is enjoyable just to look at. The ship, while small, still looks deadly and menacing without having to resort to a lot of distractions. The first few (five to be exact) pages provide some history behind the creation of the ship. When I first saw the teaser post that the Strikemaster class brig was coming, I first thought, “WTF… a brig?? Nobody has used the term brig for a naval vessel since the end of sail”. Luckily enough, the included introduction answers that very same question I had! There are a couple of pages of fiction outlining the beginning of the civil war, with ships having to pick which side they want to support. The fiction itself is decent enough, and with a little bit more polish it could be easily expanded upon for a nice short story.


One of the things to keep in mind is that the Clement sector setting is very much about smaller-scale ships. No 500,000 Dton Tigress class dreadnoughts floating around. The Strikemaster itself comes in at 400 tons. Building multi-thousand ton warships is fun in and of itself, but most gamers play with much smaller ships, so this fits well within a gaming session. It also lends itself to a size of ship that a player has a remote chance of surviving an encounter with. A full-up 5k Dton destroyer typically wouldn’t even break a sweat swatting down a PC’s Free Trader or other smaller adventure-class ship. But at 400 Dtons, the Strikemaster does fit the role of ye olde naval brig - a small, fast combatant that is able to hold it’s own with similarly sized naval vessels and poses a significant threat to mere merchanters.


Ship Design and Description
Once again GKG does an excellent job of describing the layout of the ship, both visually and textually. They make note that the primary armament, a particle beam barbette, is mounted dorsally. The accompanying images also amply illustrate this fact. The ship layout is well done, both logically and visually. You see not only the expected areas (bridge, airlock, crew quarters, docking bay, etc), but little things like the bathing facilities that would not be in every cabin like on a passenger liner. Areas set off from the mess deck for food preparation and storage, even between-deck lifts. I do like the fact that some designers call these out on deckplans. It just makes them feel more realistic.


The room descriptions match well with the deck plan illustrations. The ship itself has three primary decks, with the upper level being officers country, with an officer’s mess, the main deck with the control spaces, ships crew quarters/mess, ships troops/mess, and the hangar. The lower deck is set aside for cargo and engineering. All pretty standard and logical. I do have a couple of quibbles and questions about the choices though. It’s a small ship, and to have three separate mess areas seems a bit excessive to me. While larger ships have more space to burn, smaller ships do not. And the design follows the idea of a ship with a crew much larger than this one’s. I could see, perhaps, keeping officers and crew separate, but not the ships’ crew and troops. A ship this small is really not the type that can afford the luxury of dedicated marines.


While there is a great level of detail and information concerning the ship itself, there seems to be relative dearth about the crew. The total crew complement is listed on the ships information card (5 officers, 14 crew, 6 troops), but I didn’t see anywhere a breakdown on exactly what positions were being filled. Obviously the 6 ships troops makes for easy reading, but is that 5 troops and a single officer, or is that 6 troops? How many are ratings vs. NCO’s? Are the troops led by a marine LT? The background of the brig specifically calls out the typical level of command for the ship itself. Since it’s considered a junior command (and also was in the days of sail), that would mean there would also be more junior officers, such as 2nd Lt, or ensigns still working on their skills as an officer.


Artwork and Extras
One of the things I really enjoy about the GKG ship supplement is the artwork. I’ve said it before and it really bears repeating – you can’t put in enough great art in a sci-fi book or gaming supplement. The game itself requires imagination, and it’s far easier to visualize things when you have something to start with. The credits call out Ian Stead, and two other artists (Bradley Warnes who did the people portraits, and Michael Johnson who did ship deck plans). It’s (almost) like you are getting a Jane’s style explanation of a warship with the different views of the ship outside of the normal imagery of them being in space. Being able to see a ship from different views really helps to sell the fantasy.


The last few pages are taken up with some illustrations of a ships’ commander, Benjamin Waters, and a d6 chart of possible missions/encounters for a game master to use when wanting to incorporate a Strikemaster into their gaming session. This is a nice touch and an added bonus in my opinion.


Shortcomings
I was (and am) pleasantly surprised with the details for the ship itself and descriptions on the interior of the compartments. Always helpful if you need something to help describe the interior to players that happen to be onboard one of the ships, for whatever reason. It also really helps in selling the image. There’s an entire page dedicated to a commander of one of the ships, but sadly absolutely nothing about a crew. Not even a breakdown of the typical crew positions. A few more pages, even just two, could have done a lot to provide more details and background for the ship, it’s crew and it’s operations.


Do keep in mind that what I consider to be shortcomings may not be universally agreed to. Every designer has to make their own choices, and ultimately it’s going to be up to the individual player and purchaser to agree or not. For some what they are getting may exceed their expectations. Others, such as myself, like to see things fully fleshed out.


Should you pick it up?
That’s an easy one. Ab-so-lutely! The price point (a very inexpensive $4.99) makes it a literal steal for what you are getting. Plus you know you have the satisfaction of supporting one of the few independent gaming houses out there that support Traveller in a consistently high-quality way. None of the “shortcomings” that I’ve mentioned take away from the quality of the work, the great art, or the enjoyment. For the price of cheap burger I can support my gaming community and get something of value – as opposed to an expanded waistline! 



Rating:
[5 of 5 Stars!]
Introduction to Clement Sector
by Adrian S. [Verified Purchaser] Date Added: 12/22/2015 11:58:33

Clement Sector is the house setting for Gypsy Knight Games. It represents an alternative universe for use with the Traveller RPG and is designed to be used with the Mongoose Traveller rules. 'An Introduction to' does just what it says on the cover, providing a wealth of background and flavour for the setting.


The layout is A4 in a two-column format, and is clear and easy to read. The artwork is excellent and the whole feel is crisp and professional.


Clement Sector itself is a region of space around 60,000 light years from Earth, originally connected to the homeworld by a wormhole called the Conduit. Eleven years ago the Conduit collapsed, leaving the sector utterly isolated from the rest of humanity and reliant upon itself for survival.


The book opens with a credits page and some scene-setting fiction. It includes an overview of the sector's history and background, including early developments on Earth, the nature of the Conduit, exploration, colonization and expansion, and finally isolation. Sidebars provide additional atmosphere, including notes on sporting leagues and narcotic substances.


It also covers, in pleasing detail, the Zimm drive, the device that allows faster than light travel. This technology is functionally quite different to the Jump Drive familiar to most Traveller players. Rules for its use are included.


A Sector/Subsector map gives a good sense of the layout of Clement sector. Human settlement in the region is concentrated in the coreward regions; expansion is restricted by areas of low stellar density and the limitations of the Zimm Drive.


'An Introduction to' includes a comprehensive lest of recommended books and some FAQs, including a few notes relating to possible future developments. It also has a sample scenario from Gypsy Knights' '21' series. This adventure meshes well with the other background material presented in the book.


And this is pretty much where the introduction ends. It is an excellent teaser for the setting and is produced to a very high standard. Thoroughly recommended.


But theres more!


The Osiris system is provided as an example of a star system within Clement Sector. The material makes up nearly a half of the content of the 'An Introduction to' book. There are no less than seven pages of text and four pages of full colour maps.


It begins with brief overviews of each of the planets and bodies orbitting Ra, the primary star. The maps show the layout of the system and also depict all of the major worlds in a classic geodesic format. Next comes a detailed physical examination of Osiris itself, including its atmosphere, geography, hydrosphere, and major flora.


The people who live on the world are examined in some degree of detail. Their society and government are covered, as are local laws. The population's general outlook, attitudes, and culture are also detailed. There is even information about the major centres of population.


Osiris is excellently detailed and is arguably comparable to similar Traveller products such as GDW's Tarsus and Beltstrike. It could easily be used with almost any other Traveller setting or version of the rules, with only minimal effort. Though the population is low the whole system is awash with opportunities for adventure.


Osiris is an unexpected gem. Perhaps Gypsy Knights should make more of the fact that An Introduction to Clement Sector is also a free Osiris System Sourcebook.



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[5 of 5 Stars!]
Introduction to Clement Sector
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Ships of Clement Sector 11: Fedpost Mail Courier
by Michael S. [Verified Purchaser] Date Added: 12/10/2015 04:41:54

Ah, the x-boat of Clement-verse, the pony express of the space lanes!


A great addition to the setting, the mail courier is a perfect plot device. Rob the courier, protect the courier, be the courier - or just pass by in the darkness of space.


For small (1-2 people) groups the ship - along with the brand new fedpost career (included in the ship book) can be the focus of a gaming session or campaign. I know at least I got a kind of pony express/Wild West vibe from reading the book, and I can see lots of potential for a fedpost campaign filled with dangers and adventure!



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[5 of 5 Stars!]
Ships of Clement Sector 11: Fedpost Mail Courier
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Ships of Clement Sector 10: Lee-class Merchant Vessel
by paul h. [Verified Purchaser] Date Added: 12/07/2015 20:36:37

I picked up the Lee because I've been continually impressed with GKG's solid product line. As usual they have included a sample crew and fiction in regards to time aboard the ship. And you really can't beat the wonderful ship illustrations they put between the covers. It's so hard to convey to publishers sometime that art really helps sell things - especially sci-fi things. It's already a world of fantasy and when you put in decent illustrations it brings it even more to life than just the text. I also really liked the idea that some of the sample crew were uplift characters. It gives more flavor and character - something many ship supplements lack.


The layout and design of the ship is pretty solid. Even though it's for their alternate Traveller setting, a referee or playing group could easily drop it into a new or ongoing campaign. At 400 tons the Lee is a solid tramp freighter. And just a few things to dance a little gleefully over - lifts for movement between decks, airlocks with actual storage nearby, decks laid out in a logical manner... even something as simple as stairs to move between the lower and upper areas of the cargo hold/engineering stations. That might seem rather boring and simple to most, but I find realism in ship plans rather refreshing!


The narrative about the ship gives some background on how the design and certain aspects of the ship came about. The additional touch of something like that is generally the hallmark of people who know how to catch the imagination of a player. A brief description of the upper and lower decks follows. Each compartment and room has sufficient enough text explaining the features and functions. Even simple things like what is generally stored where in lockers is included. Because the designers decided to separate the crew from the passengers by placing them on separate decks, each has a full galley (with storage space) for each deck. The cargo area is equally generous in both size and features. There are loading hatches at the rear, the port and starboard. Internally the deck is double-high (6m) that allows the carriage of larger outsized cargo, or containers stacked two-high. While it's not necessary, I think it would have been nice to have had a little bit more description here, like if there is any sort of internal cargo movement mechanisms, or perhaps where many crews like to park their grav forklift or similar cargo moving gear. While one can assume that most ports have their own equipment (and unions to unload it!), ships like this don't always call at the best of places and thus need to be prepared for all contingencies.


I exchanged email with the publisher in regards to the armaments of the ship. Like many Traveller ships, the turrets are sometimes positioned where you cannot have a magazine present beneath (or above) the turret mount on the hull. The write-up of the ship explains that there are no reloads available. When discussing this with GKG it was explained that the ship is built for carrying cargo, not fighting. While I would not want to have a ship that only had a single missile or sand canister in my turrets, it's a fair enough explanation. It would be interesting to see some variants that actually were able to carry some ammunition in properly placed magazines. Another refreshing aspect is that they explained the why and how of their decisions. Often you'll find a design that just allocates cargo space to ammo even though it's not practical, or sometimes even possible, to reload the weapons.


All in all I am very happy with my purchase. The price point makes even these minor quibbles pale in comparison to what you are getting for your money. It's DEFINITELY worth $5.


I guess the only thing "bad" I have to say is that some of the ship description text could be tightened up a bit to make it flow better from a reader's perspective. Not that it's grammatically incorrect or anything like that. It's an extremely minor thing and I only bring it up because I had to write so many papers in college and grad school that my instructors beat proper writing into my head. :)



Rating:
[5 of 5 Stars!]
Ships of Clement Sector 10: Lee-class Merchant Vessel
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Hub Federation Ground Forces
by Daniel C. [Verified Purchaser] Date Added: 11/03/2015 13:58:43

This was well worth the cost. The background information was quite complete and the feel of the "history" and present state felt realistic. This material fit well with the previous materials I have bought from them. A lot of the art is the same CGI type feel, but they did a good job using it to show off various elements of the text. Uniforms for example. The equipment section contained many items you would expect from a ground force book, but because they tried to tie in the background it made even such generic items as a combat knife feel interesting.


If you love Traveller an love military settings/organizational backgrounds this is a great product for you.



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[5 of 5 Stars!]
Hub Federation Ground Forces
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Clement Sector Player's Guide
by Daniel C. [Verified Purchaser] Date Added: 10/18/2015 22:51:33

I loved the way this setting is handled. It feels realistic and I had fun reading the product. I would suggest this setting to anyone looking for an alternate to the 3I setting of Traveller.



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Clement Sector Player's Guide
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