Date: Tue, 12 Sep 1995 10:41:16 -0600 (MDT) From: merrick@Rt66.com (Merrick Burkhardt) To: traveller@MPGN.COM Subject: Re: Missiles and sensor tasks Message-ID: <9509121641.AA01418@Rt66.com> > I propose that we create two new range band for sensors, called > Close and Point Blank. Close range would be .5 * Short and lock-ons would > be an Easy task. Point Blank (PB) would be .25*Short and lock-ons would > be Easy-1 task, with the -1 only coming into play to counteract positive > DMs the missile may have due to EMM or evading. Sensor tasks would look > like this: > _RANGE_ _DIFFICULTY_ > Point Blank (.25*SR) Easy -1 > Close (.5*SR) Easy > Short (SR) Average > Medium (2*SR) Difficult > Long (4*SR) Formidable > Extreme (8*SR) Impossible > > IMHO, this is more of a logical extension of the existing rules. I would ammend this. Keep halving ranges and making deeper easy tasks. At Easy -1 effective assets >19 are not limited to 19, ie: they are automatic successes if the asset is high enough. The change in effective asset keeps following the pattern as well (twice asset, 4 times asset, etc.). For a SR16 AEMS we'd have: Range(hexes) Rangeband Difficulty Comments -------------------------------------------------------- 32 Medium Difficult 16 Short(S) Average 8 S/2 Easy 4 S/4 Easy -1 Automatic 2 S/8 Easy -2 Automatic 1 S/16 Easy -3 Automatic .5 S/32 Easy -4 " " etc. Drop fractions when doing ranges, I would guess: S/4 for SR10 would be 2, for example. Fractions below a hex are kept for KKM purposes. If you take this to be true for fire tasks, things get bad for KKMs if there are few of them. But if you shoot 1 more than the target can auto-kill, then you still hit. Rolls would still be made for outstanding success, although for that purpose maybe there's a hard limit of 19 (20 will never get outstanding results). -Merrick