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		<id>http://starfrontiers.info/wiki/index.php?title=Shades_of_Motion&amp;diff=1072&amp;oldid=prev</id>
		<title>Terl obar:&amp;#32;Created page with '&lt;div style=&quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&quot;&gt; Top:Star Frontiersman main page  | Up: Star Frontiersman Issue 6 main index | Up: New Rules m…'</title>
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				<updated>2010-09-12T02:26:23Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;#39;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt; Top:&lt;a href=&quot;/wiki/index.php/Star_Frontiersman&quot; title=&quot;Star Frontiersman&quot;&gt;Star Frontiersman&lt;/a&gt; main page  | Up: &lt;a href=&quot;/wiki/index.php/Star_Frontiersman_Issue_6&quot; title=&quot;Star Frontiersman Issue 6&quot;&gt;Star Frontiersman Issue 6&lt;/a&gt; main index | Up: &lt;a href=&quot;/wiki/index.php/New_Rules&quot; title=&quot;New Rules&quot;&gt;New Rules&lt;/a&gt; m…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 6]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DrammuneRunP28.png|right|300px]]&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Imagine invading a system with your massive&lt;br /&gt;
ships, then they launch their fighters for&lt;br /&gt;
multiple maneuvers, including bombing enemy&lt;br /&gt;
ships and even the planet’s surface. The fighters&lt;br /&gt;
move from hangar to fast-moving space combat to&lt;br /&gt;
entering atmosphere, carrying on atmospheric dog fights,&lt;br /&gt;
then strafing anti-aircraft guns, and then conducting drops&lt;br /&gt;
of soldiers and robots who now do battle on the ground,&lt;br /&gt;
all the while transferring the scale of proportion,&lt;br /&gt;
movement, and turn time.&lt;br /&gt;
&lt;br /&gt;
Here you will learn a system for carrying on great&lt;br /&gt;
adventures that move from one location to another and&lt;br /&gt;
from one movement speed to another without adversely&lt;br /&gt;
affecting combat.&lt;br /&gt;
&lt;br /&gt;
This system bridges movement between Alpha Dawn&lt;br /&gt;
vehicle combat and Knight Hawks Ship combat, and lets&lt;br /&gt;
the Aerospace Fighters move between them with ease.&lt;br /&gt;
This doesn't change either system. It just provides them&lt;br /&gt;
with more shade and makes them flow together&lt;br /&gt;
seamlessly.&lt;br /&gt;
&lt;br /&gt;
One thing not covered in the STAR FRONTIERS board&lt;br /&gt;
game mechanics for vehicle and space flight is the third&lt;br /&gt;
dimension. Previously, all battles have been performed in&lt;br /&gt;
2 dimensions without any consideration of the third&lt;br /&gt;
dimension. This article rectifies this.&lt;br /&gt;
&lt;br /&gt;
==Sliding Scale Movement==&lt;br /&gt;
Knight Hawks was designed for large space-fairing vessels&lt;br /&gt;
that are up to 200 times larger than the fighter, and their&lt;br /&gt;
cruising speed can be expected to be up to 200 times&lt;br /&gt;
faster.&lt;br /&gt;
&lt;br /&gt;
The size also affects how well these units can maneuver.&lt;br /&gt;
A fighter could easily slow down and turn and battle within&lt;br /&gt;
a 10,000 km hex, or even just 100 km. How do you&lt;br /&gt;
determine exactly where it’s going or that it’s even&lt;br /&gt;
moving or not if the piece stays in the same hex? A larger&lt;br /&gt;
ship, however, isn’t likely capable of the same abilities&lt;br /&gt;
within a 10,000 km hex.&lt;br /&gt;
&lt;br /&gt;
In this system, 10,000 km is the scale for a hex and is&lt;br /&gt;
used for 10 minute time scale for space units (like Knight&lt;br /&gt;
Hawks). 2 m is the scale for a hex (previously a square) in&lt;br /&gt;
6 second time scale for characters on foot (like in Alpha&lt;br /&gt;
Dawn). These are the two extremes. One is very, very&lt;br /&gt;
fast, while the other is very, very slow movement. These&lt;br /&gt;
cover battle in speeds from 2 kilometers an hour to&lt;br /&gt;
600,000 km per hour. When you're traveling at 2-6 kph&lt;br /&gt;
(walk-run), and reaction speeds are quicker, 6 seconds is&lt;br /&gt;
more than enough time to take action and conduct battle.&lt;br /&gt;
At 600,000 km per hour, however, conducting a battle in&lt;br /&gt;
6 seconds is nigh on impossible. So 10 minutes ends up&lt;br /&gt;
being the best period for ships to maneuver and to aim&lt;br /&gt;
weapons.&lt;br /&gt;
&lt;br /&gt;
If ships are traveling 6,000 km per hour, however,&lt;br /&gt;
movement is impossible to demonstrate on 10,000 km&lt;br /&gt;
hexes and far too fast for 2 m hexes, and 10 minutes is&lt;br /&gt;
really more time than necessary, as ships moving at this&lt;br /&gt;
speed can maneuver pretty well and take aim in under&lt;br /&gt;
two minutes, so 2 minutes ends up being the optimal turn&lt;br /&gt;
time and 20 km hexes are ideal for movement.&lt;br /&gt;
&lt;br /&gt;
60,000-600,000 kph on 10,000 km hexes with 10 min&lt;br /&gt;
rounds is the highest end of the scale, which is the&lt;br /&gt;
standard Knight Hawks movement range. Anything higher&lt;br /&gt;
and battle is effectively impossible to continue (In fact,&lt;br /&gt;
battle at this speed is generally unrealistic in itself.&lt;br /&gt;
Changing scale is the cure. Though this system still allows&lt;br /&gt;
players to battle at this scale if they so choose), and&lt;br /&gt;
anything slower cannot be accurately demonstrated on&lt;br /&gt;
that scale.&lt;br /&gt;
&lt;br /&gt;
Use the Movement Sliding Scale table below to change&lt;br /&gt;
scale at different times in your game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; float:right; margin:0 0 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Note:''' To adjust your refereeing style and space battle&lt;br /&gt;
philosophy, consider the average speed of units&lt;br /&gt;
involved in the battle per what you feel to be realistic,&lt;br /&gt;
then handle them on the relative hex size and turn time&lt;br /&gt;
related in the scale chart. If you think over 60,000 kph&lt;br /&gt;
is too fast for effective battle, then move it down to&lt;br /&gt;
6,000 kph per hex traveled.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ '''MOVEMENT SLIDING SCALE TABLE'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|SV|| Turn|| Hex Size|| kph/hex&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1|| 6 sec|| 2m|| 1.2&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2|| 6 sec/30 sec|| 10m/50m|| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|3|| 1 min|| 1km|| 60&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4|| 2 min|| 20km|| 600&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5|| 5 min|| 500km|| 6,000&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|6|| 10 min|| 10,000km|| 60,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Example: 6 hexes per turn at SV 4 equals 3,600 kph, and 2 minute turns are best to resolve combat.''&lt;br /&gt;
&lt;br /&gt;
===Changing Scale on the Fly===&lt;br /&gt;
[[File:ShadesOfMotion.png|right]]&lt;br /&gt;
This system is meant for changing scale on the fly (no pun&lt;br /&gt;
intended). If you have fighters flying around the ships, or&lt;br /&gt;
if a battle moves from space to the upper atmosphere of a&lt;br /&gt;
planet, the units involved will slow down dramatically and&lt;br /&gt;
continue to slow down until they reach atmospheric&lt;br /&gt;
velocity (recommended at under 6,000 kph; SV 4). As a&lt;br /&gt;
result, the scale of both distance and time will need to&lt;br /&gt;
change. Scale must change depending on distance&lt;br /&gt;
traveled and reaction times. This sliding scale allows&lt;br /&gt;
action to continue on a gradual reduction or increase&lt;br /&gt;
based on the circumstances.&lt;br /&gt;
&lt;br /&gt;
Of course, when you change scale on the fly, graphic&lt;br /&gt;
maps become irrelevant, so the key is just to stick to one&lt;br /&gt;
hex map without graphic (unless you’re using a board&lt;br /&gt;
game program on computer with hex scaling that allows&lt;br /&gt;
you to change hex size in relation to the background&lt;br /&gt;
graphic).&lt;br /&gt;
&lt;br /&gt;
It is recommended to change scale when action slows to&lt;br /&gt;
under 1 hex movement or increase to more than 10 hex&lt;br /&gt;
movement on the current scale and especially when you&lt;br /&gt;
want to determine what is going on within a single hex.&lt;br /&gt;
&lt;br /&gt;
While movement appears to be dead on the current map,&lt;br /&gt;
it may still happen on a lower SV. When a ship slows&lt;br /&gt;
down or speeds up, its acceleration and deceleration must&lt;br /&gt;
adjust as its mass becomes increasingly harder or easier&lt;br /&gt;
to control relative to its thrust, and the resultant gees also&lt;br /&gt;
affect the strain you can put on the ship, its passengers,&lt;br /&gt;
and its systems. As a result, ADF and MR do not change&lt;br /&gt;
significantly when changing scale. The exact gradient of&lt;br /&gt;
momentum change can’t be minutely measured without a&lt;br /&gt;
huge number of calculations, so it is approximated&lt;br /&gt;
through the change in SV.&lt;br /&gt;
&lt;br /&gt;
When movement slows to 0 hexes on the current SV, but&lt;br /&gt;
movement is still considered to be occurring, you may&lt;br /&gt;
change to a lower SV measurement. If a ship is in&lt;br /&gt;
movement, apply the remainder of its ADF on the new SV&lt;br /&gt;
measurement. On that measurement, you&lt;br /&gt;
are now considered to be moving at 9&lt;br /&gt;
hexes (10 - 1 to represent a speed&lt;br /&gt;
slower than 1 hex on the higher SV; 10&lt;br /&gt;
hexes on the current SV equals 1 hex on&lt;br /&gt;
the higher SV).&lt;br /&gt;
&lt;br /&gt;
''Example: Your ship has an ADF of 4. You are traveling at 3 hexes per turn (180,000 kph), and choose to slow down by 3 hexes on the current SV, but want to still move. You are now traveling at 9 hexes of movement on SV 5 (54,000 kph). You have 2 ADF left to spend, and you want to slow down a little more, so you slow to 7 hex movement on SV 5 (42,000kph).''&lt;br /&gt;
&lt;br /&gt;
===ADM/MM/VM===&lt;br /&gt;
In [[Star Frontiersman Issue 5]] I introduced the&lt;br /&gt;
maneuver modifier (MM) and acceleration/&lt;br /&gt;
deceleration modifier (ADM), but have&lt;br /&gt;
decided to drop these in favor of&lt;br /&gt;
simplicity and because of no clear&lt;br /&gt;
improvement of accuracy. Considering&lt;br /&gt;
the near lateral move, the&lt;br /&gt;
modifiers would only complicate&lt;br /&gt;
the game. The velocity modifier&lt;br /&gt;
numbers have also been dropped&lt;br /&gt;
in favor of a new system&lt;br /&gt;
explained under the subheading:&lt;br /&gt;
Combat Modifiers.&lt;br /&gt;
&lt;br /&gt;
===Scale Combat Modifiers===&lt;br /&gt;
When ships conduct combat,&lt;br /&gt;
conditions of speed and size&lt;br /&gt;
affect the ship’s ability to make&lt;br /&gt;
an attack, thus affecting the&lt;br /&gt;
combat modifier. Clearly, it’s&lt;br /&gt;
going to be hard for a large ship to attack&lt;br /&gt;
a fighter. Knight Hawks completely&lt;br /&gt;
overlooks this.&lt;br /&gt;
&lt;br /&gt;
'''Forward firing''' is nearly impossible for&lt;br /&gt;
KH Size 20 leviathans against small&lt;br /&gt;
fighters. Thankfully, they usually have&lt;br /&gt;
turrets and guided weapons. Likewise, a&lt;br /&gt;
fighter has almost absolute certainty to&lt;br /&gt;
hit the leviathan. So clearly, forward&lt;br /&gt;
firing in a fighter has almost no need of&lt;br /&gt;
an attack roll if you’re just trying to attack&lt;br /&gt;
the ship as a whole. It’s quite certainly a&lt;br /&gt;
given. But the shades in-between need&lt;br /&gt;
clarifying.&lt;br /&gt;
&lt;br /&gt;
'''Size modifier''' - If the ship that is being&lt;br /&gt;
attacked is larger, then add the difference&lt;br /&gt;
between V Sizes to the modifier (To&lt;br /&gt;
determine KH ships V Sizes, add 10 to&lt;br /&gt;
the Hull Size). If it is smaller, then&lt;br /&gt;
subtract the difference. If the attacking&lt;br /&gt;
ship is larger and using FF weapons,&lt;br /&gt;
multiply the difference times 10.&lt;br /&gt;
&lt;br /&gt;
'''Velocity Modifier.''' If the ship being attacked is traveling&lt;br /&gt;
on a different direction or one ship is standing still in&lt;br /&gt;
relation to the other, multiply the number of full hexes the&lt;br /&gt;
faster ship ends up on its SV away from the slower ship’s&lt;br /&gt;
direction that turn times 10. Subtract the total from your&lt;br /&gt;
combat modifier.&lt;br /&gt;
&lt;br /&gt;
''Example: A V Size 15 ship (Hull Size 5) traveling on SV 4 makes an attack using turrets on a fighter of V Size 7 that starts out 3 hexes away on SV 5 traveling 2 points (60º) in a different direction at 3 hexes per turn, which puts them 1 hex further away from each other at the end of the turn. So the attacking ship gets a -8 for the size difference, plus -10 for the SV direction difference for a total of -18.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Note:''' If you consider ship beam cannons to vaporize a&lt;br /&gt;
broad spread all at once (such as the size of a planet),&lt;br /&gt;
then ignore these combat modifiers or even all combat&lt;br /&gt;
modifiers altogether.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Third Dimension of Flight==&lt;br /&gt;
Triangulation is the best means of tracking an object&lt;br /&gt;
through a three-dimensional space. Use the following&lt;br /&gt;
rules to literally give your game a new dimension.&lt;br /&gt;
&lt;br /&gt;
===Height===&lt;br /&gt;
When using a hex grid for a planet’s surface, the third&lt;br /&gt;
dimension of atmospheric flight can be simulated by&lt;br /&gt;
keeping track of a fighter’s distance from a stationary&lt;br /&gt;
point. For now, consider that to be the ground of a planet,&lt;br /&gt;
or the hull of a large nearby ship (likely the ship from&lt;br /&gt;
which you launch. Track these as imaginary hexes, as&lt;br /&gt;
they affect and are affected by your speed and direction in&lt;br /&gt;
relation to the larger body.&lt;br /&gt;
&lt;br /&gt;
The object you choose as “the ground” will always be on&lt;br /&gt;
the same plain. Do not think of this as a focal point, but&lt;br /&gt;
more as a flat surface. For ships as the ground, you can&lt;br /&gt;
move below the field of the ship, but that ship should&lt;br /&gt;
always represent a flat plain in relation to the surrounding&lt;br /&gt;
stars.&lt;br /&gt;
&lt;br /&gt;
You are now freed from the confines of a 2-dimensional&lt;br /&gt;
map. While your fighter appears to be stationary on one&lt;br /&gt;
hex, it could be moving at full speed in a perpendicular&lt;br /&gt;
direction to the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Note: Height-tracking is the recommended form of&lt;br /&gt;
tracking for miniatures, though the following double-mapping&lt;br /&gt;
can still apply if you have a second miniature&lt;br /&gt;
to represent your ship, though this requires much more&lt;br /&gt;
table room.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Double-Mapping===&lt;br /&gt;
Of course, it’s easier to track the third dimension when&lt;br /&gt;
distances are already measured for you. This can be done&lt;br /&gt;
by tracking movement on a second hex map. This form of&lt;br /&gt;
triangulation can help facilitate quick movement.&lt;br /&gt;
However, you don’t need to use a large second map,&lt;br /&gt;
unless you want to. Instead, you can use the vertical track&lt;br /&gt;
on the previous page. Use the hex at Point Zero to&lt;br /&gt;
determine the plane above and below which the action&lt;br /&gt;
takes place. You do not need to use a ship to identify&lt;br /&gt;
Point Zero.&lt;br /&gt;
&lt;br /&gt;
In the atmosphere of a planet, consider the bottom hex to&lt;br /&gt;
be connecting to ground level. If the vessels are too far&lt;br /&gt;
above ground level, then consider the middle hex to be&lt;br /&gt;
Point Zero as per normal.&lt;br /&gt;
&lt;br /&gt;
==Tracking Hexes in Three Dimensions===&lt;br /&gt;
If you move in any direction other than vertical on the&lt;br /&gt;
vertical track, just move the piece as if on a full map,&lt;br /&gt;
cycling back and forth between left and right hexes as you&lt;br /&gt;
move (as demonstrated by the arrows inside the&lt;br /&gt;
diagram), maintaining the chit’s facing. If you need to,&lt;br /&gt;
demonstrate the movement on the full map and then use&lt;br /&gt;
the result to determine where it would end up on the&lt;br /&gt;
vertical track.&lt;br /&gt;
&lt;br /&gt;
Spend ADF/MR with applicable modifiers the same as for&lt;br /&gt;
two-dimensional movement, except divide it between&lt;br /&gt;
each movement on both maps (you can move 2 hexes on&lt;br /&gt;
one map and 1 hex on the other map, representing that&lt;br /&gt;
you moved 3 hexes), spending all perpendicular&lt;br /&gt;
movement on the horizontal map and all vertical&lt;br /&gt;
movement on the vertical track. On the vertical track or&lt;br /&gt;
map, only count vertical movement and all facing&lt;br /&gt;
changes.&lt;br /&gt;
&lt;br /&gt;
Now that you’re moving in three dimensions, tracking&lt;br /&gt;
hexes is slightly more complicated, but once you get a&lt;br /&gt;
hang of it, it will become as normal as moving in two&lt;br /&gt;
dimensions.&lt;br /&gt;
&lt;br /&gt;
===Ground Coordinates===&lt;br /&gt;
Determining your ship’s position in relation to your&lt;br /&gt;
destination point on a rotating planet as you go from space to&lt;br /&gt;
atmosphere is pretty much impossible in a tabletop board&lt;br /&gt;
game, so just assume that your ship and any vessels in&lt;br /&gt;
pursuit have traveled until reaching your destination point.&lt;br /&gt;
&lt;br /&gt;
If you are actually role-playing, your Referee chooses where&lt;br /&gt;
you enter the atmosphere from in relation to your&lt;br /&gt;
destination.&lt;br /&gt;
&lt;br /&gt;
==A New Adventure==&lt;br /&gt;
You are now prepared for a greater board game and&lt;br /&gt;
roleplaying experience. Nothing will stop you from carrying on&lt;br /&gt;
games from one environment to another without stop. Seize&lt;br /&gt;
the opportunity to revitalize your Star Frontiers campaigns.&lt;br /&gt;
&lt;br /&gt;
Incorporating these things into your campaign is both easy&lt;br /&gt;
and desirable. With it, you can bring new levels of excitement&lt;br /&gt;
to your campaign.&lt;br /&gt;
&lt;br /&gt;
These rules are easily adaptable to other game systems, so&lt;br /&gt;
feel free to use them in any space battle game you play.&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;/div&gt;</summary>
		<author><name>Terl obar</name></author>	</entry>

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