ft:planets:terrain
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ft:planets:terrain [2015/08/31 14:16] – sam | ft:planets:terrain [2020/07/19 21:24] (current) – sam | ||
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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. | ||
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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. | ||
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===== 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// | ||
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+ | A //Partially Streamlined// | ||
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+ | ==== Fighters and Shuttles ==== | ||
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+ | 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.1441030575.txt.gz · Last modified: 2015/08/31 14:16 by sam