#TravellerRPG Tuesday – Shipping Out in The Clement Sector under HOSTILE Conditions with @IndependenceGa6 & Zozer Games

New Classes

It’s been a while since I picked up any new Traveller RPG materials. With summer in full swing I decided to rectify that situation and picked up four ship books from Independence Games. These ships all are part of their The Clement Sector/Earth Sector settings where the former is a personal favorite of mine. As I noted before, The Clement Sector is a “small ship” universe. Thanks to the limitations of the Zimm Drive (The Clement Sector version of the Jump Drive), ships over 2,500-dTons risk bad things using their Zimm Drive. In The Clement Sector, the TL10-12 Zimm Drives effectively cap ships at 4,999-dTons. That said, these latest books show a creep towards larger designs. Which really means I need to go back and reread Tech Update: 2350 and refresh myself on larger ships in Earth Sector.

(Update –Earth Sector has rules for TL13 Zimm Drives that boosts ship sizes.)

Copeline-class Merchant Vessel

The Copeline-class merchant vessel is quickly becoming the most popular ship in Earth Sector!  Created in 2348 by Corolys Shipbuilding Company, the ship has overtaken such venerable designs as the Rucker and Atlas among merchants in Earth Sector.

The Copeline is a 300-tonne ship with modules which can be switched out to make the ship into a freighter, a passenger liner, a scout, or a combination of all of those!  This versatility has made it the chosen ship for independent operators and small shipping corporations.

Ad copy, Copeline-class Merchant Vessel

Opportunity-class Light Trader

Introduced into service in 2330, the Opportunity-class was Corolys Shipbuilding Company’s entry into the light trader market. The designers of the ship focused on high thrust in-system drive and maximizing the cargo space in the smallest starship hull size available.

The Opportunity is a 100-tonne light trader which is found throughout Earth Sector.  This book contains all seven variants of the ship including the Maximus-class (with greater cargo capacity), the Dispatch-class (which is used as a fast courier), and the Star Reach-class (which has enough fuel for two transits).

Ad copy, Opportunity-class Light Trader

Lion-class Battlecruiser

Designed to provide heavy support for independent cruiser squadrons, act as cruiser squadron flagships, to undertake escort duties and to engage in commerce raiding, the Lion-class battlecruisers of the Royal Navy are recognized as being the most modern capital ships in service with any national navy. 

Taking advantage of TL13 innovations in Earth Sector, the 5000 tonne Lion-class battlecruiser is massive and armed to the teeth. This large ship stands ready to defend the British colonies and take the battle to those who would threaten their holdings. 

Ad copy, Lion-class Battlecruiser

This book draws features several new weapons systems; specifically, “the British Space Systems Type 15 Voidswarm Capital Ship Torpedo and the British Space Systems Type 21 Voidlance Capital Ship Torpedo”.

Atlanta-class Carrier

The latest book published just this week is Atlanta-class Carrier.

One of the largest ships in Earth Sector, the Atlanta-class carrier is the main capital ship of the Southern Alliance Navy. The Atlanta-class carriers are often the centerpiece of a strike group and stand ready to launch their fighters. 

The Atlanta-class carrier is a 3800 tonne vessel which is heavily armed and armored.  The Atlanta also carries 50 F-40B Tomcat fighters and 15 B-44A Archangel strike craft.  In short, the Atlanta is prepared for action. 

Ad copy, Atlanta-class Carrier

This book also has rules for small craft weapons such as missiles, rapid fire railguns, lasers, and particle beams. 

As you can tell, there is a wide variety of ships here. From a very nice “adventuring” 100-dTon ship to a 300-dTon merchant for trading there are many story possibilities. The larger military ships are very suitable as backdrops to adventure.

HOSTILE Warning

Speaking of adventure, I also took the opportunity to pick up a couple of free adventure modules from Zozer Games set in their HOSTILE universe. For HOSTILE, think Aliens meets Blade Runner meets Outland. HOSTILE is more of a gritty, hard sci-fi setting. These HOSTILE Situation Reports are free one-page RPG NPCs or adventures seeds that can be added to your game.

  1. Ghost Ship – “A mayday signal draws the PCs to a lonely gas giant, and a starship in an extremely low, atmosphere-grazing orbit. There’s no response … can the crew be saved? Are they even still alive?”
  2. Snakehead – “Meet Baosheng, a veteran Snakehead operating in the Off-World colonies. His syndicate specialises in techno-crime and the theft of shuttle craft. He has a job you might like … it’s just a pity you’re a deniable asset and he is posing as a legit businessman. What could go wrong?”

Feature image courtesy weirdsciencefiction.blogspot.com

#Coronapocalypse #RPG – A different #TravellerRPG future with @IndependenceGa6 #TheClementSector Earth sourcebooks

IN THE PAST FEW WEEKS, I PLAYED SEVERAL Traveller RPG-related wargames. Invasion: Earth (GDW, 1982) and Squadron Strike: Traveller (Ad Astra Games, 2018) are based on the Third Imperium setting. However, my modern “preferred” setting for my Traveller RPG is The Clement Sector from Independence Games (formerly Gypsy Knights Games) using their modified version of the Cepheus Engine ruleset.

A major reason I like The Clement Sector is that it is in the future, but not so far in the future (like the 56th Century of the Third Imperium) that I cannot relate. Here is how Independence Games describes the core setting:

In 2210, scientists discovered a wormhole allowing travel to the opposite side of the Milky Way galaxy.  Once across, exploration teams discovered worlds far more suited to human habitation than those in star systems nearer to Earth.  Were they terraformed by some unknown race?  Are they just a coincidence in the vast diversity of the universe?

Over the ensuing years humans left Earth and began to colonize these worlds.  Nation-backed colonies.  Corporate colonies.  People who simply no longer felt compelled to remain on Earth.  The best and brightest.

In 2331, the unthinkable happened.  The wormhole collapsed leaving those in Clement Sector cut off from Earth.  Now these new worlds and new civilizations must stand on their own.

The year is 2342.  Adventure awaits!

Originally, The Clement Sector focused in ‘the other side’ of the wormhole and the regions that grew up around there. I really like the setting because it has everything one may prefer; a subsector that is very Space Opera, another that is Space Western. I also absolutely enjoy how Independence Games makes their sourcebooks; a combination of wide topics with ‘seeds’ of adventure thrown in. They paint the broad strokes of the setting but leave plenty of space for you, the GM or players, to fill in. In an era when so many folks play IP-derived settings then complain of being ‘constrained’ by canon, The Clement Sector is a refreshing dose of freedom. Which is why I approached a few of the most recent releases with a bit of trepidation.

Earth Sector: A Clement Sector Setting

Earth_Sector_Cover_540xI actually talked about this sourcebook back in February 2020 and was not so keen on it then. Truth be told it has grown on me in the short time since. Earth Sector: A Clement Sector Setting focuses on the Earth Sector but AFTER the Conduit Collapse. I was concerned about this ‘alternate-future’ look and although there is certainly a good deal of ‘history’ in the product I am very pleased on the post-Collapse focus. Indeed, that is what saves the entire product for me – it is as much more of a look forward into the ‘future’ than a tie to the ‘past.’

A major reason Earth Sector has grown on me is another one of those Traveller games-within-games. As the ad copy for Earth Sector states:

Using the relationship matrix developed in Balancing Act: Interstellar Relations in Clement Sector, Earth Sector contains detailed reports on which nation is doing well, how much they are raking in from their colonies, and upon which nation they may yet declare war.

CTadv5Long ago, Classic Traveller Adventure 5: Trillion Credit Squadron included rules for determining budgets for a world. The idea was players could design and build fleets and fight with them. Over the years, this world budget concept has often cropped up in the game. Independence Games added their take on the concept with Balancing Act: Interstellar Relations in the Clement Sector:

It also includes a game within a game called “The Balancing Act”. This game will allow you to take on the role of a head of state in Clement Sector and go up against other leaders as you attempt to push your world ahead of your competition. These rules can easily be used in other settings and games where one might wish to become a leader of a world.

What I really like about Balancing Act is that it is not solely focused on the military (although that certainly makes up a large part of the ‘balance’). Although most RPGs are inherently very personal and focused on a individuals in a small group, as a GM I can use Balancing Act to ‘world-build’ the setting.

Subsector Sourcebook: Earth

EarthSectorFrontPromoCover_1024x1024@2xComplementing Earth Sector is Subsector Sourcebook: Earth. This product looks beyond the Earth and to the whole subsector. Again, the post-Collapse focus is what makes this product; there is enough history to broadly explain how the various locales came to be and how they are dealing with the post-Collapse situation. In addition to all the ‘details’ about the planets, this subsector book also includes the Balancing Act data meaning it is ready-set for GMs and players to start their own world-building adventure game.

Which brings me to the last new product this week…

Tim’s Guide to the Ground Forces of the Hub Subsector

Tims_Hub_Cover_Final_1024x1024@2x.pngIndependence Games already publishes their Wendy’s Guides for space navies in The Clement Sector. Tim’s Guide to the Ground Forces of the Hub Sector takes that same concept an applies it to non-space forces (ground, aerospace, naval) and organizations. Unlike the other products I talked about above, this first Tim’s Guide goes back to ‘other side’ of The Clement Sector and focuses on the Hub Subsector.

Like the Wendy’s Guides before, each planet has their non-space forces laid out. Planetary factors related to The Balancing Act are also included. As I so often say about Independence Games’ products, the depth of detail is just right. For example, one entry may tell you that the planet has a Tank Company equipped with FA-40 tanks, but they don’t tell you the details on that tank. It might be in one of the vehicle guides or, better yet, you can use the Cepheus Engine Vehicle Design System to build your own. [I guess it is just a matter of time until Independence Games publishes their own The Clement Sector-tailored vehicle design system too.]

The other part of this book that I appreciate is the fully detailed “Hub Federation’s Yorck-class Battlecruiser, a seafaring vessel capable of engaging forces both on the oceans and in close orbit.” The Traveller grognard in me wants to take this ship and place in a Harpoon 4 (Admiralty Trilogy Games) naval miniatures wargame scenario and see how it goes.

So there you have it; three new The Clement Sector books for YOUR game. That’s probably the most under appreciated part of Independence Games. Unlike so many other settings, The Clement Sector empowers the players and GM. There is lots of material to chose from, and many adventures to be created.

#RPGThursday -Finding Earth in The Clement Sector from @IndependenceGa6

What is it about the Original Traveller RPG that keeps me coming back? I mean, I don’t play in a session that often although the RockyMountainNavy Boys have repeatedly expressed an interest. This last week, Independence Games, the new name for Gypsy Knight Games, had a sale and I couldn’t resist picking up several items in their The Clement Sector collection.

I like The Clement Sector setting. It’s a small-ship universe that tops out around TL12 or 13. It’s fun to adventure around in mostly because Gypsy Knight Independence Games gives plenty of seed material but little restrictions on where you can take your adventure.

Earth_Sector_Cover_540x
Courtesy Independence Games

The first item I picked up was Earth Sector: A Clement Sector Setting. As author and publisher John Watts puts describes it:

Earth Sector is an extension of Independence Games (formerly Gypsy Knights Games) Clement Sector setting. For those familiar with the Clement Sector setting, Earth Sector is set in Earth Sector after the Conduit Collapse of 2350. Earth Sector, while it can be played without knowledge or familiarity with the Clement Sector setting, is best experienced if you are conversant with the full Clement Sector story.

It is our intention with Earth Sector to branch off from Clement Sector, much as the Conduit Collapse forced the seperate evolution of both sectors. Earth Sector will be its own setting united by the past background before 2331 and then branching off in a new direction afterward. This is the first book in that adventure, and it is our sincere hope that you enjoy where this goes.

Earth Sector is a 300 page product with lots of background. All the major nations of the Earth are detailed, along with the obligatory sector maps and data. New characters from among the various subsectors are introduced as each is unique in some way. There are also multiple career paths detailed, again tailored for this sector and time in space.

As much as I like The Clement Sector and how Independence Games generally approaches the setting, there are two parts of Earth Sector I don’t enjoy. First, like John Watts says, you need familiarity with the background of Clement Sector to fully use this book. There is no timeline in Earth Sector, for that you need to get something like Introduction to Clement Sector or the Clement Sector: Core Setting Book to see the history. Come on! A simple timeline to help orient oneself is not to much of an ask, eh? Second is the aliens in Earth Sector. This is all a matter of taste and to each their own. For my aliens I tend more towards a hard sci-fi or a Space Opera approach. In Earth Sector, the Monikarans, semiaquatic carnivores similar to Earth’s otters, beavers, or weasels, pushes too far into Space Pulp for me. In no way it this a showstopper for me; the Independence Games setting doesn’t hinge on this race so it can be ignored or something else substituted in easily.

Tech_Update_2350_Front_Cover_Promo_540x
Courtesy Independence Games

The second book I picked up was Tech Update: 2350. The cover clearly identifies this as both a Clement Sector and Earth Sector product. The book details updates to technology, on both sides of the Conduit Collapse, in the twenty years since the incident. If there is a part I really like, it is the updated Computer rules. If there was one area the designers of Original Traveller missed it was computer technology. Even Mongoose Traveller and early Clement Sector retain much of the old or outright ignore the original version. In Tech Update: 2350, Independence Games lays down a marker on new Computer rules that are a believable reworking of the original version.

Knox_Cover3_540x
Courtesy Independence Games

The third book I purchased is Knox-Class Frigate, another is a long line of ship sourcebooks from Independence Games. Like Tech Update: 2350, this book is branded for both Clement and Earth Sector. These are 1,000 dTon ships with a 4G maneuver drive and a Zimm Drive (interstellar FTL) of 2 parsec range. The ships are very heavily armed with a 2x 50 ton Meson Bays and 2x 50 ton Particle Beam Bays.

Unmerciful Frontier
Courtesy Independence Games

The last item I picked up is another ship book. Lance-Class Gunboat details an older design from the days before gravitic drives. In many ways, a Lance-class looks like Independence Games version of the Rochinante from The Expanse. The Lance is a 300 dTons boat with a Fusion Plasma Reaction Drive delivering 12 hours of 3G thrust. It is armed with a 50 ton Spinal Particle Beam Mount, a Railgun Barbette, a Triple Turret. It is a ‘tower’ design with decks perpendicular to the main thruster. I like these older boats and looking at their designs as it helps me explore the full depth of world-building the rules offer.

IMG_0508
Lance-class Gunboat from Independence Games