Supplement Four
SOC-14 5K
OK, here's something that I really, really dig about T5. There's A LOT of work put into the use of Range Bands.
Sure, Range Bands showed up in CT. But this...this is Range Bands on steroids. And, man, used properly, they can be a Ref's best friend.
What Range Bands do is give a typical distance that is good enough for play, and they keep you from having to count squares or hexes for range as you would do in most other rpgs.
It's really a cool concept. And, this is one topic where T5 excels.
There's an entire chapter devoted to Range Bands, 11 pages long, complete with a few pages of very useful charts. And, when I say "very useful", I'm talking about making your game flow easier.
What's in those 11 pages? You've got a Distance and Range Band Chart, then some introductory information about Range Bands. I love the part about "Sub-Bands" because they illustrate how flexible the Range Band system can be. If a Band is too big, then just divide it up!
Next, you've got instructions for using the various charts, followed by the charts.
Chart 1 gives you Range Bands and info that you will use while dirtside. There's a chart for World Surfaces, a chart for Altitude, and a chart for Ocean Depth.
How far is it to orbit? 500 km, or Range 8.
Far oribit is 5,000 km, or Range 9.
You're in an air/raft as it flys slowly NOP (Nape of the Planet), when the loud mouthed Vargr falls out. How far did he fall? 50 m, or Range 2.
You need to toss a rope down a sinkhole, then climb down. How far is that? 50 m, or Range -2 (negative range means below the surface).
How far to the planet's core? Range -9, about 5,000 km of solid planet.
How far to a deep lake bottom? Range -5, or 1,000 m.
Chart 2 supports Space Combat.
Here's something cool and useful: You can use it to figure if a world is in the Jump Shadow of the system's sun! Quick and easy.
The default is a G class star. The 100 diam limit of the star is Orbit 3. So, that tells you, quickly, that any worlds in orbits 0-3 are masked by the system's star. It's difficult to jump straight to them! Worlds in orbit 4+ are worlds where you can jump to the world's 100 diam limit safely.
Let's say you're leaving a moon of a world in Orbit 3. You've got to travel from Range Band 10 to Range Band 11 in order to escape the star's shadow.
If you've got a spectral class A or F star, then the jump masking extends out further to orbit 5. If the star is class K or M, then the star's masking only reaches orbit 0.
Pretty neat stuff, huh?
Sure, Range Bands showed up in CT. But this...this is Range Bands on steroids. And, man, used properly, they can be a Ref's best friend.
What Range Bands do is give a typical distance that is good enough for play, and they keep you from having to count squares or hexes for range as you would do in most other rpgs.
It's really a cool concept. And, this is one topic where T5 excels.
There's an entire chapter devoted to Range Bands, 11 pages long, complete with a few pages of very useful charts. And, when I say "very useful", I'm talking about making your game flow easier.
What's in those 11 pages? You've got a Distance and Range Band Chart, then some introductory information about Range Bands. I love the part about "Sub-Bands" because they illustrate how flexible the Range Band system can be. If a Band is too big, then just divide it up!
Next, you've got instructions for using the various charts, followed by the charts.
Chart 1 gives you Range Bands and info that you will use while dirtside. There's a chart for World Surfaces, a chart for Altitude, and a chart for Ocean Depth.
How far is it to orbit? 500 km, or Range 8.
Far oribit is 5,000 km, or Range 9.
You're in an air/raft as it flys slowly NOP (Nape of the Planet), when the loud mouthed Vargr falls out. How far did he fall? 50 m, or Range 2.
You need to toss a rope down a sinkhole, then climb down. How far is that? 50 m, or Range -2 (negative range means below the surface).
How far to the planet's core? Range -9, about 5,000 km of solid planet.
How far to a deep lake bottom? Range -5, or 1,000 m.
Chart 2 supports Space Combat.
Here's something cool and useful: You can use it to figure if a world is in the Jump Shadow of the system's sun! Quick and easy.
The default is a G class star. The 100 diam limit of the star is Orbit 3. So, that tells you, quickly, that any worlds in orbits 0-3 are masked by the system's star. It's difficult to jump straight to them! Worlds in orbit 4+ are worlds where you can jump to the world's 100 diam limit safely.
Let's say you're leaving a moon of a world in Orbit 3. You've got to travel from Range Band 10 to Range Band 11 in order to escape the star's shadow.
If you've got a spectral class A or F star, then the jump masking extends out further to orbit 5. If the star is class K or M, then the star's masking only reaches orbit 0.
Pretty neat stuff, huh?