AnotherDilbert
Emperor Mongoose
Missile Ambush:
A good gunner would roll something like:
2D +6[skill] +1[command centre] = 2D + 7 for an average effect of 4 and only fail on a roll of 2.
An average effect would decrease the effectiveness of PD by DM -8, totally negating laser turrets and only leaving high-tech type III PD batteries minimally effective.
A good sensor operator with a good sensor would roll something like:
2D +6[skill] +6[sensor] +1[command centre] -8[average ambush] = 2D + 5 and only fail on a roll of 2 to detect the ambush.
Missile ambush is way too effective against PD!
Missile ambush is way too easy to detect!
Setting up a missile ambush requires a Difficult (10+) Gunner (capital) check (3D rounds, INT).
Failure reduces the number of missiles in the ambush by 25% per negative point of Effect. Failure by 4 or more results in a scattered salvo that never reaches its intended position.
Success imposes DM-2 on all point defence and other attempts at defence for every point of Effect and also to Electronics (sensors) checks to detect the ambush early enough to respond. The Effect is also applied as a positive DM to the missiles’ attack roll.
A good gunner would roll something like:
2D +6[skill] +1[command centre] = 2D + 7 for an average effect of 4 and only fail on a roll of 2.
An average effect would decrease the effectiveness of PD by DM -8, totally negating laser turrets and only leaving high-tech type III PD batteries minimally effective.
A good sensor operator with a good sensor would roll something like:
2D +6[skill] +6[sensor] +1[command centre] -8[average ambush] = 2D + 5 and only fail on a roll of 2 to detect the ambush.
Missile ambush is way too effective against PD!
Missile ambush is way too easy to detect!