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ft:planets:terrain [2015/08/31 14:35] samft:planets:terrain [2020/07/19 21:24] (current) sam
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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 (also known as lithobraking).
  
 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's atmosphere is only 10's of kilometres thick, so it's also insignificant on the game board (beyond this altitude it won't have enough effect on the game to be noticeable). If a ship scrapes along the edge of a planet though, then it can be assumed to have encountered the atmosphere.+If a planet has an atmosphere, then it still may not make much of a difference. Earth's atmosphere is only 10's of kilometres thick, so it's also insignificant on the game board (beyond this altitude it won't have enough effect on the game to be noticeable). If a ship scrapes along the edge of a planet though, then it can be assumed to have encountered the atmosphere, especially if it is deliberately trying to aerobrake.
  
 Atmospheres are considered to be //Very Thin//, //Thin//, //Standard// or //Dense// Atmospheres are considered to be //Very Thin//, //Thin//, //Standard// or //Dense//
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 |  4      | Dense           | 2/"    | -8"      | |  4      | Dense           | 2/"    | -8"      |
  
-When encountering an atmosphere, a ship rolls a number of Dice for damage for each 1" of velocity that it has unless it has streamlining. An unstreamlined ship hitting a //Standard// atmosphere with a velocity of 13" will roll 6D of damage (as beam dice). Damage does not penetrate armour, even on a roll up, until all armour has been ablated. Shields do not provide protection. This could destroy small ships and damage larger ones.+When encountering a standard atmosphere, a ship rolls a number of Dice for damage for each 1" of velocity that it has unless it has streamlining. Other types of atmosphere cause different rates of damage as per the above table. An unstreamlined ship hitting a //Standard// atmosphere with a velocity of 13" will roll 13D of damage (as beam dice). Damage does not penetrate armour, even on a roll up, until all armour has been ablated. Shields do not provide protection. This could destroy small ships and damage larger ones.
  
 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, at the risk of taking significant damage. 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, at the risk of taking significant damage.
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 A ship with //Partial Streamlining// can ignore the first 6D of damage. A ship with //Full Streamlining// can ignore the first 12D of damage. A ship with //Partial Streamlining// can ignore the first 6D of damage. A ship with //Full Streamlining// can ignore the first 12D of damage.
  
-A //Partially Streamlined// ship may choose to halve the friction effect, and a //Fully Streamlined// ship can choose to halve or completely ignore the friction effect.+A //Partially Streamlined// ship may choose to halve the drag effect, and a //Fully Streamlined// ship can choose to halve or completely ignore the drag effect.
  
 ==== Fighters and Shuttles ==== ==== Fighters and Shuttles ====
ft/planets/terrain.1441031726.txt.gz · Last modified: 2015/08/31 14:35 by sam