[GK Games] Artificial: Robots in Clement Sector

Discuss the Traveller RPG and its many settings
Gypsy Knights Games
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[GK Games] Artificial: Robots in Clement Sector

Postby Gypsy Knights Games » Mon Dec 03, 2018 4:23 pm

Coming December 14!

Art seen here by Bradley Warnes. Cover layout by Stephanie McAlea.

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John Watts
Gypsy Knights Games

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Home of the Clement Sector setting.

Our website.

On Twitter @GKGames , Google + as Gypsy Knights Games and Facebook as GypsyKnights Games
Gypsy Knights Games
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Re: [GK Games] Artificial: Robots in Clement Sector

Postby Gypsy Knights Games » Thu Dec 13, 2018 5:38 pm

Now available!

Designed to excel!

Robots are a common sight in Clement Sector. They are often seen taking on not only the jobs that humans, altrants, and uplifts cannot do but also the jobs where biological lifeforms are unwanted. Often seen as tools and machines rather than entities, few care if you endanger the existence of a robot.

Artificial: Robots in Clement Sector provides you with a detailed design sequence that allows you to create robots of all shapes and sizes. With Artificial, you can create everything from a common cargo loader to a state of the art synthetic companion. Anything from the average cleaner bot to a biosynth avatar of your starship's computer AI.

Artificial also provides a method to play a robot as a player character. Play anything from an efficient robot butler to a dangerous warbot!

Artificial is designed to be compatible with Clement Sector, Cepheus Engine, and any science fiction setting where robots are present.

It's time to create!

https://www.drivethrurpg.com/product/26 ... ent-Sector

Image
John Watts
Gypsy Knights Games

Image

Home of the Clement Sector setting.

Our website.

On Twitter @GKGames , Google + as Gypsy Knights Games and Facebook as GypsyKnights Games
phavoc
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Re: [GK Games] Artificial: Robots in Clement Sector

Postby phavoc » Thu Dec 13, 2018 6:13 pm

Is there going to be a full-sized preview available? I will probably still buy b/c I like to support the industry, but it's always nice to be able to see what you are getting.
Gypsy Knights Games
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Re: [GK Games] Artificial: Robots in Clement Sector

Postby Gypsy Knights Games » Thu Dec 13, 2018 8:28 pm

phavoc wrote:
Thu Dec 13, 2018 6:13 pm
Is there going to be a full-sized preview available? I will probably still buy b/c I like to support the industry, but it's always nice to be able to see what you are getting.
Thanks for letting me know. It's become a common issue with DTRPG and I really should have checked it earlier than this.

In general, I always post previews. If you ever see a product without a preview, you can generally assume that I've skipped a step inadvertently or DTRPG is screwing it up (again....).
Last edited by Gypsy Knights Games on Thu Dec 13, 2018 8:37 pm, edited 1 time in total.
John Watts
Gypsy Knights Games

Image

Home of the Clement Sector setting.

Our website.

On Twitter @GKGames , Google + as Gypsy Knights Games and Facebook as GypsyKnights Games
Gypsy Knights Games
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Re: [GK Games] Artificial: Robots in Clement Sector

Postby Gypsy Knights Games » Thu Dec 13, 2018 8:32 pm

phavoc wrote:
Thu Dec 13, 2018 6:13 pm
Is there going to be a full-sized preview available? I will probably still buy b/c I like to support the industry, but it's always nice to be able to see what you are getting.
I double checked it. It's become a very common issue with DTRPG lately and quite annoying.

Hopefully, it is now fixed.
John Watts
Gypsy Knights Games

Image

Home of the Clement Sector setting.

Our website.

On Twitter @GKGames , Google + as Gypsy Knights Games and Facebook as GypsyKnights Games
phavoc
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Re: [GK Games] Artificial: Robots in Clement Sector

Postby phavoc » Thu Dec 13, 2018 8:52 pm

Gypsy Knights Games wrote:
Thu Dec 13, 2018 8:32 pm
phavoc wrote:
Thu Dec 13, 2018 6:13 pm
Is there going to be a full-sized preview available? I will probably still buy b/c I like to support the industry, but it's always nice to be able to see what you are getting.
I double checked it. It's become a very common issue with DTRPG lately and quite annoying.

Hopefully, it is now fixed.
Yup, seems to be fixed.

Though if you had an index for the book I find it always g-r-e-a-t to know all the sections to get a better feel for what's coming. I don't want be TOO crazy... :)
Old School
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Re: [GK Games] Artificial: Robots in Clement Sector

Postby Old School » Sat Dec 15, 2018 12:09 am

Anyone pick this up yet? Any reviews on the construction system and/or it applicability to the MgT ruleset?
phavoc
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Re: [GK Games] Artificial: Robots in Clement Sector

Postby phavoc » Sat Dec 15, 2018 12:39 am

I picked it up this afternoon. Only had time to glance through it, but it would appear to be chock full of robotic goodness. GK obviously put a lot of thought into the design process and I liked how they have provided additional background for their setting (such as how robots/inorganics are treated in the various star nations).

I think it's definitely worth the price to add to your collection. Even if you don't play in their setting the information for your own gaming settings carries over quite well. There are pages and pages of options. Plus the illustrations are quite eye-pleasing.

Two tentacles up!

(fyi - tentacles are an optional arm-type)
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Re: [GK Games] Artificial: Robots in Clement Sector

Postby madmike » Sat Dec 15, 2018 1:28 am

Thanks :)

I spent a lot of time getting this together.

It is a bit more "techie" than our other works but certainly not overly so. I would not knowingly inflict a FF&S style tome on anyone (well some maybe).

If you own Anderson and Felix Guide to Naval architecture, you can see the dangling thread I left about Avatar AI-Core biosynths :)
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SOCS Series
Hub Federation Navy & Ground Forces
21 Vehicles
Anderson & Felix Guide to Naval Architecture
Wendy's Naval Guides
Artificial: Robots in Clement Sector

A2L Far Trader
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steve98052
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Re: [GK Games] Artificial: Robots in Clement Sector

Postby steve98052 » Wed Dec 19, 2018 7:26 pm

madmike wrote:
Sat Dec 15, 2018 1:28 am
. . . I would not knowingly inflict a FF&S style tome on anyone (well some maybe).
. . .
It seems that Fire, Fusion, and Steel is the Traveller exemplar of crunchy gearhead rules. How does it compare with GURPS Vehicles second edition? I don't have the former, but building a spreadsheet for just the weapons section of the latter turned out to be too complicated for an early version of Google Sheets; I had to break out Excel for the spreadsheet until Google upgraded Sheets.
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Re: [GK Games] Artificial: Robots in Clement Sector

Postby AnotherDilbert » Wed Dec 19, 2018 7:45 pm

steve98052 wrote: It seems that Fire, Fusion, and Steel is the Traveller exemplar of crunchy gearhead rules. How does it compare with GURPS Vehicles second edition?
I have not seen Gurps Vehicles, but let's just say that FFS didn't have weapon lists, it had weapon design systems, many different systems. Every component considered volume, mass, surface area, and power. You have to use iterative spreadsheets to solve all the circular references in the systems. It's great!
Gypsy Knights Games
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Re: [GK Games] Artificial: Robots in Clement Sector

Postby Gypsy Knights Games » Thu Jan 10, 2019 6:49 pm

Artificial: Robots in Clement Sector is now available in print at DTRPG.

Designed to excel!

Robots are a common sight in Clement Sector. They are often seen taking on not only the jobs that humans, altrants, and uplifts cannot do but also the jobs where biological lifeforms are unwanted. Often seen as tools and machines rather than entities, few care if you endanger the existence of a robot.

Artificial: Robots in Clement Sector provides you with a detailed design sequence that allows you to create robots of all shapes and sizes. With Artificial, you can create everything from a common cargo loader to a state of the art synthetic companion. Anything from the average cleaner bot to a biosynth avatar of your starship's computer AI.

Artificial also provides a method to play a robot as a player character. Play anything from an efficient robot butler to a dangerous warbot!

Artificial is designed to be compatible with Clement Sector, Cepheus Engine, and any science fiction setting where robots are present.

It's time to create!

https://www.drivethrurpg.com/product/26 ... ent-Sector
John Watts
Gypsy Knights Games

Image

Home of the Clement Sector setting.

Our website.

On Twitter @GKGames , Google + as Gypsy Knights Games and Facebook as GypsyKnights Games

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