ft:planets:terrain
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ft:planets:terrain [2015/08/30 17:44] – [Modelling Planets] sam | ft:planets:terrain [2020/07/19 21:24] (current) – sam | ||
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These rules assume somewhere in between, with planets represented as large objects which block line of sight and movement to a significant degree but small enough to fit entirely on the table. | These rules assume somewhere in between, with planets represented as large objects which block line of sight and movement to a significant degree but small enough to fit entirely on the table. | ||
- | ==== How Big Is My Planet? ==== | + | ===== How Big Is My Planet? |
**Full Thrust** generally ignores scales of either sort (both time and space), but if we want to model a planet then we have to choose a scale in space. Since it is a round number, a scale of 1" = 1,000km has been chosen. This means an Earth-sized planet is about 13" across, which is about as large as is feasible to have on most gaming tables. | **Full Thrust** generally ignores scales of either sort (both time and space), but if we want to model a planet then we have to choose a scale in space. Since it is a round number, a scale of 1" = 1,000km has been chosen. This means an Earth-sized planet is about 13" across, which is about as large as is feasible to have on most gaming tables. | ||
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Many planets and moons, such as Mars or The Moon will be much smaller - but they will still be significant terrain features several inches across. | Many planets and moons, such as Mars or The Moon will be much smaller - but they will still be significant terrain features several inches across. | ||
- | === This Sucks === | + | ==== Gravity |
Planets at this scale will have a noticeable gravity well, and to work out what affect this has on ships in the game we also need to fix the time scale. Again, another round number has been chosen, and a turn of 1000s is assumed (16m 40s). | Planets at this scale will have a noticeable gravity well, and to work out what affect this has on ships in the game we also need to fix the time scale. Again, another round number has been chosen, and a turn of 1000s is assumed (16m 40s). | ||
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Another easy way is to buy a polystyrene sphere from a craft shop, cut it in half to form a hemisphere and | Another easy way is to buy a polystyrene sphere from a craft shop, cut it in half to form a hemisphere and | ||
paint it to look planet-like. Most craft shops don't see to have spheres larger than 10cm in diameter, though there' | paint it to look planet-like. Most craft shops don't see to have spheres larger than 10cm in diameter, though there' | ||
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Another technique is to use round MDF bases. I get mine from [[http:// | Another technique is to use round MDF bases. I get mine from [[http:// | ||
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+ | For my own gaming, I've settled on the use of MDF bases. They are easier to source, and much easier to store and move around. Though the polystyrene hemispheres give a good 3D feel to the table, they are bulky and difficult to get in a variety of sizes. | ||
For the size of model to use, some example planets are given below. | For the size of model to use, some example planets are given below. | ||
- | ^ Planet | + | ^ Planet |
- | | Earth | + | | Earth |
- | | The Moon | 3, | + | | The Moon | 3, |
- | | Mars | 5, | + | | Mars | 5, |
- | | Jupiter | + | | Jupiter |
+ | |||
+ | (*) Since gas giants are almost entirely atmosphere, atmospheric density will vary with altitude. | ||
Unless you are playing on the floor of a large hall, the gas giants aren't practical to use in a game. | Unless you are playing on the floor of a large hall, the gas giants aren't practical to use in a game. | ||
+ | |||
===== Planets as Terrain ===== | ===== Planets as Terrain ===== | ||
- | If a planet is on the table, then it completely blocks line of sight for purposes of shooting. Ships also cannot move through a planet - if they try to do so, then they will crash and be destroyed. | + | If a planet is on the table, then it completely blocks line of sight for purposes of shooting. Ships also cannot move through a planet - if they try to do so, then they will crash and be destroyed |
Many planets are airless, so unless a model actually comes into contact with such a planet then it will avoid it. | Many planets are airless, so unless a model actually comes into contact with such a planet then it will avoid it. | ||
- | If a planet has an atmosphere, then it still may not make much of a difference. Earth' | + | If a planet has an atmosphere, then it still may not make much of a difference. Earth' |
Atmospheres are considered to be //Very Thin//, //Thin//, // | Atmospheres are considered to be //Very Thin//, //Thin//, // | ||
- | ^ Density ^ Atmosphere Type ^ Damage ^ Friction | + | ^ Density ^ Atmosphere Type ^ Damage ^ Drag ^ |
| 0 | Vacuum | | 0 | Vacuum | ||
| 1 | Very Thin | 1/ | | 1 | Very Thin | 1/ | ||
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| 4 | Dense | 2/" | | 4 | Dense | 2/" | ||
- | When encountering | + | When encountering |
+ | |||
+ | The ship will also suffer atmospheric drag. Reduce its velocity for next turn by the number given. This can be a good way to perform aerobraking, | ||
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+ | A ship with //Partial Streamlining// | ||
+ | |||
+ | A //Partially Streamlined// | ||
+ | |||
+ | ==== Fighters and Shuttles ==== | ||
+ | |||
+ | Vehicles which don't use vectored movement, such as fighters and [[../ | ||
- | The ship will also suffer friction. Reduce its velocity for next turn by the number given. This can be a good way to slow down, at the risk of taking significant damage. | + | A fighter group can simply choose to land on a planet at a cost of 1 point of endurance. If they do not have any endurance remaining then they are considered |
- | A ship with //Partial Streamlining// | + | ===== Landing on a Planet ===== |
- | A //Partially Streamlined// | + | If a ship has a thrust greater than the planet' |
ft/planets/terrain.1440956650.txt.gz · Last modified: 2015/08/30 17:44 by sam