Tuesday #TravellerRPG – “Give me a fast ship, for I intend to go in harm’s way” with The Anderson & Felix Guide to Naval Architecture (3rd Ed) fm @IndependenceG6 #CepheusEngine

One of the many reasons the Traveller RPG system keeps me coming back to it even after 40 years is the many “sub-games” that the system includes. Not only is character generation its own game, but other world building elements of the rules are games in their own right. One of the more important subgames in Traveller and the modern Cepheus Engine rules incarnations is ship design. The new third edition of The Anderson & Felix Guide to Naval Architecture from John Watts at Independence Games is the ship design and advanced rules compilation for The Clement Sector (TCS) Alternate Traveller Universe (ATU).

Clement-ready

The Anderson & Felix Guide to Naval Architecture, 3rd Edition (hereafter referred to a A&F) is a 252-page, full color pdf. Author John Watts describes it as thus:

This updated third edition of Anderson and Felix Guide to Naval Architecture has been written for use within the Clement Sector setting. Clement Sector is a small ship setting, with restrictions on the size of starships bought about by the Zimm drive, the setting’s only means of FTL interstellar travel. Further, Clement Sector has an overall maximum technology level of 12 though some technology, notably computers are higher.

Even with these restrictions, the Anderson and Felix Guide to Naval Architecture can be used in any setting with the referee or designer simply substituting back element of those settings requirements or for that matter, any type of alternative setting-based guidelines wished. There is plenty of information in A&F to interest any referee or designer, including the pre-gravitic module, which allows for more detailed designs. I do hope you enjoy the book.

A&F, “Authors Note,” p. 20

John brings up a great point here; though these books might be sold under The Clement Sector setting label, A&F, like so many Independence Games products, is really “universal” in that you can use the rules beyond the house setting.

Modular

A&F is arranged in seven “Modules.” Several are familiar, some are setting specific, and others not what one might expect to see.

Module 1 of A&F is the Clement Sector version of Spacecraft Design. To many Traveller RPG or Cepheus Engine veterans this module should be very familiar. Just note that because the Clement Sector is a small-ship setting that Adventure-class ships top out at 1,800 displacement Tons (dT) and Capital Ships are no larger than 20,000 dT.

Module 2 of A&F should likewise be familiar as it is for Small Ship Craft (less than 100 dTons). There is also a provision to make “Drones” which is not just a remote control craft, but an autonomous vehicle.

Module 3 of A&F covers pre-gravitic drive spacecraft. For all you fans of The Expanse this is how you get close to building Rochinante! More realistically, this is a great module to use to build something like Odyssey from 2001: A Space Odyssey or even USS Sulaco from Aliens (better yet, check out HOSTILE from Zozer Games).

The pre-gravitic drive Trent-class is maybe my favorite design…

Module 4 of A&F is “Zimm Drive Alternatives.” While you might be tempted to this this is where you will find the “standard” Jump Drive of Traveller RPG you should be (delightfully) surprised to find “alternate” drive technologies like the Alcubierre Drive instead.

Module 5 of A&F is Advanced Space Combat. These are the rules for capital ship combat in the Clement Sector. Again, nothing really new here (hello High Guard) but the setting specific adjustments of technology can be inspiration of how to “fit” the classic Traveller RPG approach to technology levels into your personal campaign design.

Module 6 of A&F provides six sample spacecraft. All of these have appeared in previous Clement Sector products but all here are brought up to third edition standards. Which is to say if you have the “outdated” versions you can still play with them as the changes are not necessarily major.

Module 7 of A&F is one I don’t recall seeing before. “Module 7 – A Primer of Creating Deck Plans” provides guidelines and tips for drawing your own deck plans. For myself, I’ve been drawing deckplans for almost 40 years so I thought I didn’t need this module. However, after reading it I see lots of ways I can step up my personal deckplan game and make them more interesting without necessarily more work.

Non-Naval Architecture

As much as I love A&F, it is not without a few (minor) issues. Personally, I like a complete table of contents but really wish the pages were hyperlinked. Also, the ToC might be a good place to use two-column the print as the single column format is 20(!) pages long. The index is double-column, but again not linked. I know; small quibbles and, after all, in the pdf you just use the search function anyway, eh?

“Second Star to the Right, Straight on ’til Morning”

The Anderson & Felix Guide to Naval Architecture is the “round-out” book for the Clement Sector Third Edition core rule book. Taken together, players, referees, or designers now have everything (and I mean everything) they might desire to make their own adventures in the Clement Sector—or any small ship ATU setting of their choice.

I should also mention that purchasers of the first or second edition of A&F were given a coupon for a substantially discounted copy. If you were a previous buyer and can’t find you coupon LOOK HARD because the price is well worth it!

RockyMountainNavy.com © 2007-2022 by Ian B is licensed under CC BY-SA 4.0

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