Locutus9956
Mongoose
Greg Smith said:According to the unrevised rulebook (p12) under special actions.
(my emphasis).Crew Quality Checks
A Crew Quality Check is performed by rolling 1d6 and adding the ship's Crew Quality score. If the total matches that listed in the Special Action's description, the action is succesful and will be performed. A 6 on this kind of Crew Quality check is always a success. If failed, the ship moves as normal.
So 6 is an automatic succes for special actions. So it would depend whether jump point bombing is a special action.
Haha! I knew it

JPBombs in my eyes ARE legitimate tactic and it is seen used on the show albeit only once. Its simply a fact of the B5 univers, Jump points cause damage they open on top of you.
However as it stands they are simply far to easy to achieve. Reducing the radius (as in 2nd ed) is one thing and WILL help a bit but its still not enough.
There is one possible solution however that seems to have been overlooked. Increase the scatter. CQ is already a factor in how accurate the point is but with the current rules AJPs are never going to scatter more than 2" which means in vritually every case youre still goint to get your target in the 4" blast range if you position your jump point 2" behind your target initially. And youve got a 2 in 3 chance of it being 100% accurate anyway! And thats for any flight computer controlled ship, for ISA with their higher CQ its even worse.
Alternate suggestion to some of the previous ones then: Drop blast range to 2", increase scatter to 2d6-CQ for AJP, 3d6-CQ for regular ones. It may sound like alot but thats a risk you have to take when jumping in.